I've updated the world download and schematics to include a non-stackable items sorter in the last silo slice before the push-based multi-item-sorter. Super simple, although I may not have found it without taking some inspiration from @Diche_little and a pre sorter design he shared with me. I'll look to doing an update video soon.
I have built it (Stage I) on Java 1.12.2 and it did not work at the beginning. The observers were picking up no activity from note blocks. All the inserted items got stuck in the first dropper, the attached redstone clock was going on/off forever but that was all. I have solved it by replacing all of the note blocks by redstone lamps. Now it works like a charm. I really admire this elegant, flat and scalable design. Thanks for that.
That's a nice use of observer as an indicator when the sorter is running. Alternatively, if you're in experimental/snapshot version, you can also use crafter as indicator. Similar to observer, crafter also has blinking texture when it is powered. Got this idea from watching Xisuma in his Hermitcraft 10 Ep. 1159 (at around 5:48). There he put crafter on the floor as indicator when his storage systems are running. And because the crafter texture is similar to plank, it looks nice and subtle with his plank flooring.
Я видел похожую систему, но без шалкеров. Из минусов можно выделить, что у вас ограничено место для мульти сортировки, то есть у вас может быть только по 63 и не более. Система шалкеров. Она отделяет только шалкера? Если да, то что будет если положить ведро с водой, лавой и снегом? Вот эта верхняя линия воронок, которая предназначена для большого количества ресурсов одного типа. Я был удивлён. Это оказалось настолько просто и гениально. Спасибо.
A bucket of water would break the shulker emptier, but that is why there is a filter at the top of the elevator. This design does still need better pre filtering. Non stackable items should be separated out before the push based multi item sorters along the bottom, but I haven't worked out a good solution for that yet.
Maizuma Games has a really tiny presorter that separates nonstackables and shulker boxes from sortable that might be fairly simple to integrate. Excellent work on your ‘normal player’ sorting system! I know what I’ll be building in the future!
@@gules3971 I think I know the one you mean. Not quite hopper speed when sorting unstackables but hopper speed for stackables. I've got an idea for a hopper speed separator, but will see whether Miazuma's fits better. An advantage of the Miazuma design is the shulker separator can be swapped for a chiselled bookshelf or brewing stand given shulkers are already separated in system 13.
Yes, I think the Maizuma one is the one to go with, only with a chisled bookshelf instead of a shulker (so last silo is unstackable, and second last column is books, or potions if using a brewing stand). The fact it isn't quite hopper speed when dealing with unstackables shouldn't matter, would need something like 200 unstackable items in a row (or possibly more) in order to get it to back up across the entire silo sorter before it impacted the dropper elevator. Not sure who would rock up with an inventory of 200 unstackable items and expect to put it in a sorter. I'll think about doing an "optional extra" video some time - but almost certainly going to use it in the one on my survival world
Good question. Most of the system is fine to back up a little, so as long as you don't spend a lot of time close to 10 chunks away, it will probably be fine. If it does get a lot of items backed up, some items may end up skipping the location they are meant to sort into. If it backs up even more (chests worth of items over an hour) the elevator will clog up and need to be unclogged by hand (e.g. items removed manually from the droppers)
@@bencekiss2341 if you are going to build a chunk loader, there are better designs out there. Also one chunk loader will fully load 9 chunks, and load chunks enough for this design over 25 (5x5) chunks. But if you are going to add a chunk loader it's enough to have one and to trigger it from the signal changes on the elevators.
Got it working on bedrock. Need an extra observer for each dropper slice. The observer that is facing the note block (in the Java edition) needs to be facing the redstone on the glass at the end behind the two noteblocks, and then add another observer between the observer you added and the one pointing to the dropper. So the top layer would be: Observer face down (at the redstone), observer pointing in, another observer pointing in, dopper pointing in, dropper pointing up at the storage barrel.
Unfortunately this didn't work for me - or at least not consistently for sorting a lot of items. It is possible I misunderstood @xsublight's approach though. I found that with a full stack of items in the input, it would get about half of the items into the right chest. This makes sense given within a game tick, block update order is random in bedrock - and this design relies on the item moving into the second top dropper, and then that dropper firing, and then the hopper below it being updated, all in a single game tick. In java it is pretty easy to manipulate the block update order. However that doesn't mean it can't be made to work on bedrock - but I very much expect that locking the hopper will be part of the strategy.
I've updated the world download and schematics to include a non-stackable items sorter in the last silo slice before the push-based multi-item-sorter. Super simple, although I may not have found it without taking some inspiration from @Diche_little and a pre sorter design he shared with me.
I'll look to doing an update video soon.
I have built it (Stage I) on Java 1.12.2 and it did not work at the beginning. The observers were picking up no activity from note blocks. All the inserted items got stuck in the first dropper, the attached redstone clock was going on/off forever but that was all. I have solved it by replacing all of the note blocks by redstone lamps. Now it works like a charm. I really admire this elegant, flat and scalable design. Thanks for that.
That's a nice use of observer as an indicator when the sorter is running. Alternatively, if you're in experimental/snapshot version, you can also use crafter as indicator. Similar to observer, crafter also has blinking texture when it is powered.
Got this idea from watching Xisuma in his Hermitcraft 10 Ep. 1159 (at around 5:48). There he put crafter on the floor as indicator when his storage systems are running. And because the crafter texture is similar to plank, it looks nice and subtle with his plank flooring.
Great system, the modular design makes it great to evolve as the player advances!
great system! I'm definitely trying it soon!
Meanwhile me with 300 allays
Я видел похожую систему, но без шалкеров.
Из минусов можно выделить, что у вас ограничено место для мульти сортировки, то есть у вас может быть только по 63 и не более.
Система шалкеров. Она отделяет только шалкера? Если да, то что будет если положить ведро с водой, лавой и снегом?
Вот эта верхняя линия воронок, которая предназначена для большого количества ресурсов одного типа. Я был удивлён. Это оказалось настолько просто и гениально. Спасибо.
Я дурак. Обычные не складываемые предметы не попадут в систему шалкеров.
A bucket of water would break the shulker emptier, but that is why there is a filter at the top of the elevator.
This design does still need better pre filtering. Non stackable items should be separated out before the push based multi item sorters along the bottom, but I haven't worked out a good solution for that yet.
Maizuma Games has a really tiny presorter that separates nonstackables and shulker boxes from sortable that might be fairly simple to integrate. Excellent work on your ‘normal player’ sorting system! I know what I’ll be building in the future!
@@gules3971 I think I know the one you mean. Not quite hopper speed when sorting unstackables but hopper speed for stackables.
I've got an idea for a hopper speed separator, but will see whether Miazuma's fits better. An advantage of the Miazuma design is the shulker separator can be swapped for a chiselled bookshelf or brewing stand given shulkers are already separated in system 13.
Yes, I think the Maizuma one is the one to go with, only with a chisled bookshelf instead of a shulker (so last silo is unstackable, and second last column is books, or potions if using a brewing stand). The fact it isn't quite hopper speed when dealing with unstackables shouldn't matter, would need something like 200 unstackable items in a row (or possibly more) in order to get it to back up across the entire silo sorter before it impacted the dropper elevator. Not sure who would rock up with an inventory of 200 unstackable items and expect to put it in a sorter.
I'll think about doing an "optional extra" video some time - but almost certainly going to use it in the one on my survival world
What if I build it in 2 chunks? my base where I can put my storage room is on the border of chunks
Good question. Most of the system is fine to back up a little, so as long as you don't spend a lot of time close to 10 chunks away, it will probably be fine.
If it does get a lot of items backed up, some items may end up skipping the location they are meant to sort into.
If it backs up even more (chests worth of items over an hour) the elevator will clog up and need to be unclogged by hand (e.g. items removed manually from the droppers)
Or put another way, it will break in minor and easy to fix ways.
@@elhedran and if i build 2 chunk loaders? Is that a solution?
@@bencekiss2341 if you are going to build a chunk loader, there are better designs out there. Also one chunk loader will fully load 9 chunks, and load chunks enough for this design over 25 (5x5) chunks.
But if you are going to add a chunk loader it's enough to have one and to trigger it from the signal changes on the elevators.
💞Wow💗💗💙💗💗💗💗💗
Not a lot of chests for MIS though
True. But if the player is happy to build a chunk loader, they are also better to use a cart MIS.
Any idea to make stage 1 work in bedrock?
No, sorry.
Got it working on bedrock. Need an extra observer for each dropper slice. The observer that is facing the note block (in the Java edition) needs to be facing the redstone on the glass at the end behind the two noteblocks, and then add another observer between the observer you added and the one pointing to the dropper.
So the top layer would be: Observer face down (at the redstone), observer pointing in, another observer pointing in, dopper pointing in, dropper pointing up at the storage barrel.
Looking at 1:09 when describing this. Sorry it's confusing :/
Getting anything that is designed for java, on bedrock is very impressive. I need to try this.
Unfortunately this didn't work for me - or at least not consistently for sorting a lot of items. It is possible I misunderstood @xsublight's approach though. I found that with a full stack of items in the input, it would get about half of the items into the right chest. This makes sense given within a game tick, block update order is random in bedrock - and this design relies on the item moving into the second top dropper, and then that dropper firing, and then the hopper below it being updated, all in a single game tick. In java it is pretty easy to manipulate the block update order.
However that doesn't mean it can't be made to work on bedrock - but I very much expect that locking the hopper will be part of the strategy.