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Notes to selfโฆ
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The piston under the minecart is "BUD powered", and touching the string will set it off. The sequence of effects triggered that way will also move the minecart, and dispense a new one, which then replaces the old one.
The powered rails seem to have two power sources: the observer on the far right, and the powered dispenser. When powered by the observer, the powered dispenser and activates just long enough for the minecart to be pushed off. The timing of the right part of the contraption seems to be tuned so the powered rails are first depowered, then powered by the observer and then seamlessly powered via the dispenser again (which also dispenses a new minecart), so the left-most connected powered rail doesn't receive the power just yet.
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This one was used by ilmango on top of a tileable shulker box loader. It's a bit larger than the impulseSV design, but has the advantage of not using a redstone torch directly next to the hoppers, which would have interfered with said shulker box loader. Like with the impulseSV design, the input stream (horizontal hopper chain or water stream) goes above the upper hopper, and that hopper contains one 64-stackable item in each of its four right-most slots, and up to 41 of the filtered item in its left-most slot. When using a cauldron like in the original design, it should be covered to prevent rain from filling it.
The trick with this design is that a comparator reading a container or cauldron content through a powered block will output the fill level of that container, unless the block is powered to signal strength 15. Basically, whenever an input hopper contains more than the minimum number of items, the redstone torch deactivates, so that the redstone dust below it will at most have signal strength 14 from the adjacent slots, therefore allowing the comparator to read the empty container, unlocking the middle hopper.
For this system, the entire collection part of the farm needs to be one block higher than gnembon shows in his tutorial. Simply start the "stairs" for the endermen one block earlier and move everything towards the player-side of the farm upwards by one block, so that the hoppers and double chest are at Y=1 instead of Y=0. This should not influence the efficiency of the farm, as the endermen still have the same distance to walk and see the endermite just fine.
Because disposal needs to be relatively quick, this design uses two droppers with individual transfer hoppers and an observer clock. The single chest in the middle is placed right below the front center daylight detector and is filled with items (you should have plenty of ender pearls for this) such that the comparator reading it emits a signal strength of 14. (It should be almost full. Any other almost-full container, e.g. a dropper or hopper, will work as well.) The repeater pointing away from the double chest extends any signal from the double chest comparator to at least 2 ticks, so that the piston won't "spit out" its observer. The repeater pointing towards the droppers serves no function other than routing the signal past the comparator next to it. (Redstone dust would connect to the comparator.)
Since you will want to "double-carpet" the entire area, you should put string or a carpet on the stationary observer and put string above the two possible locations of the observer that is moved by the piston. Then put another layer of carpet on everything outside the daylight detector "platform". You only need a single layer of carpet over the redstone dust, comparators and repeaters to prevent endermen from teleporting there. The same goes for carpet above the string on the observers.