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Notes to self…

ilmango minecart station[]

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A 1-wide minecart station design by ilmango. The dispenser in the middle contains minecarts, the dropper on the bottom right contains any single item. (non-directional)

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.

Finding structure bounding boxes in 1.13+[]

  1. Find the actual structure start location. Best done with a tool like Amidst.
  2. Find the region of the structure: Divide the X/Z coordinates by 512, rounding down to the nearest integers. (e.g.: -341/512 => -1)
  3. Find the chunk of the structure: Divide the X/Z coordinates by 16, rounding down to the nearest integers. (e.g.: -341/16 => -22)
  4. Open the world in NBTExplorer.
  5. Navigate to the appropriate region folder (Overworld: region, Nether: DIM-1/region, End: DIM1/region) and find the region file calculated in step 2.
  6. Navigate to the appropriate chunk in the region, whose world chunk indexy was calculated in step 3.
  7. The structure information can be found under Level/Structures/Starts.

Alternate item filter[]

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Tileable overflow-proof item filter by ilmango. Any empty container or cauldron will work in place of the chest.

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.

Automatic disposal system for Gnembon's Ender Mini[]

Fast disposal system for ender pearls, keeping the double chest only almost filled. If you figure out how, you can also have the droppers point downward.
Side view of the item transport part.

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.)

Side view of the redstone part. The chest can be replaced by any container that is almost full.

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.

Safety considerations
Once set up, this disposal system is pretty much guaranteed to only dispose ender pearls from the double chest. The transfer hoppers to the droppers will always be filled only with ender pearls, so they will not be able to pull anything else from the double chest unless that contains no ender pearls anymore. In other words, you don't need to worry about your items if you accidentally throw them into the mob chamber and have them end up in the chest somehow.
Performance considerations
Ender pearls are collected in the double chest at double hopper speed, but are also pulled out at that speed while the disposal system is active. The droppers themselves are each filled at hopper speed, but are triggered at twice that speed, so they empty faster than they are refilled. Activation of the system depends on the number of items in the double chest. If left running for a while and then shuts off, the droppers will take a while to refill. This drains even more items from the double chest, leaving some additional buffer space before the system activates again. As a result, the system is unlikely to cause a lot of piston noise, because it won't constantly switch between on and off when it's close to the activation threshold.
Usability considerations
Since the double chest is below the side wall of the mob chamber and the comparator in front of it is likely covered by a carpet, it may be reasonable to put something above the chest that still allows access to it. In my farm I put an ender chest there (so there'S a gap between that and the carpet where I can reach the double chest), but e.g. an upside-down stair might also work, depending on your design.
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