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Loader Design C doesn't work in 1.14

--93.36.192.138 15:38, 10 November 2019 (UTC)Insane

Unloader design C doesn't work at all - I think there is an error in it. The lower of the two repeaters should actually be a redstone comparator.

Maximally Robust Item Loader[]

Here is an item loader design I've come up with that is robust against various circumstances that might cause other loaders to jam:

  • non-empty incoming minecarts
  • hopper minecarts
  • non-cargo minecarts
  • a clutter of small item stacks to load

In addition, minecarts are filled as much as possible, and the cart is not sent off unless one of the following criteria is met:

  • The cart is genuinely full.
  • The cart is out of empty slots, and the items to load don't match the partially filled ones.
  • The loader is out of items to load (optional, see below).

The key idea is to have two fill lines: A primary fill line and an overflow fill line. If at any time there is an item in the overflow line, it indicats a full cart, causing the minecart to be sent off. At the same time, the overflow line is blocked to prevent it from clogging up. The overflow line automatically empties into the next cart, resetting the mechanism even before the cart has time to bounce back, and loading resumes.

The main fill line is also monitored, and any incoming minecart sent back immediately if there are no items to load (except possibly the overflow, which will empty ioto the cart at this occasion). This is optional; to have carts wait for more items to load, just omit the rightmost two columns as well as the redstone wire at the center of the bottom layer. Alternatively, the behaviour can be temporarily switched off by powering the block labeled "A", e.g. via a lever or other circuitry.

(Note: Do not place a wide chest across the top hoppers. While it may seem tempting, it will break the mechanism.)

Of course even a near-ideal design come with a few caveats:

  • If a minecart comes in with no empty slots and can't accept the item in the overflow line, the cart is rejected even if items in the main fill line would match. (I guess theoretically this could even happen if items in the overflow and main fill lines compete for the only empty slot, but I'm not seeing this in practice. - Edit: This does indeed happen.)
  • The overflow only kicks in as soon as the main fill line bottom hopper has filled up. Therefore, the loader doesn't send off the minecart until it has a hopper's worth of more items to load.

The latter issue could probably be mitigated (though not reliably eliminated) by additionally monitoring the main fill line bottom hopper for a power-2-or-greater fill level, and using this as an alternative signal to stop the loading process and send off the cart; however, such a mechanism might be difficult to fit in alongside the "out of items to load" detection circuitry, and would still fail for a clutter of small stacks.

Tested in Java Edition 1.16.1.

A

Maximally Robust Item Loader

Layer 1 (bottom)

Maximally Robust Item Loader

Layer 2 (middle)

Maximally Robust Item Loader

Layer 3 (top)
A

Maximally Robust Item Loader

Cross-Section at "A"

CLipka60628 (talk) 10:24, 17 July 2020 (UTC) Minor edit: CLipka60628 (talk) 11:06, 17 July 2020 (UTC)

Variant Design[]

Here's a variant of the above design that reduces the number of excess items required to detect that a minecart is full. In this variant, 23 stackable items or 1 unstackable item will suffice. The overflow detection still has its place though, as it prevents the loader from clogging up with small stacks of different type.

As a drawback, the "send cart home if out of items to load" mechanism cannot be temporarily suspended in this variant; powering the corresponding block would "spill" over to other subsystems and mess them up.

Maximally Robust Item Loader

Layer 1 (bottom)

Maximally Robust Item Loader

Layer 2 (middle)

Maximally Robust Item Loader

Layer 3 (top)

CLipka60628 (talk) 11:26, 17 July 2020 (UTC)

Question about infinite storage[]

As of this writing, the section on infinite storage begins "Through the use of minecart cramming, infinite storage is possible." I don't know what minecart cramming is and it would be helpful if someone could edit the page to explain it.

Also, looking at the diagram and reading the text, it isn't at all clear how this stores more than what can be held in two double chests, one minecart-with-chest, and one hopper. Hopefully understanding minecart cramming will clear that up.

Thanks

24.63.199.24 15:34, 27 September 2022 (UTC)


Minecart cramming is where you right-click a rail with multiple minecarts. There is theoretically no limit to how many minecarts you can have on a single rail, though in practice, too many minecarts in one place would cause lags, and too many minecart CHESTS in one place could cause what I like to call an NBT black hole (Chunk ban, client crash from too much NBTdata present in a single loaded chunk). If not abused however, it makes an easy and compact solution for bulk storage.

I would like to add that I could see this minecart chest cram being used above an item sorter, especially for one's base, but also for various farms to hold overflow that has yet to be sorted. Additionally, combining this with a boat chest with eight or nine hoppers pulling from it can make for a silo. When you come back from the mines, just dump your cobblestone and cobbled deepslate into the chestboats. The chestboats empty rapidly, allowing you to manually empty several shulkers of material into them in a short amount of time.

Noobly Walker (talk) 19:36, 8 July 2023 (UTC)

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