I'm sure anyone who's built a farm around a skeleton spawner will agree, non-stackable items quickly become annoying when trying to set up an item sorter.
I'd like to see a new redstone component to help solve this.
I'm picturing something like a cross between a comparator and a hopper (or a chest). It would have an input sensor that could be aimed at other blocks (hoppers, chests, droppers, etc.) and an output for a redstone signal, like a comparator. The difference would be that you can place an item inside that would then be the source of the comparison. If a similar item is sensed, a signal is sent.
For example, you have the skeleton farm I mentioned above and want the bows to fuel a furnace. You aim the filter at a hopper pipe and set up a redstone line to unlock a hopper beneath when the signal is sent, then place a bow in the filter. Any bones, arrows, or armor pieces pass by, but the bows get diverted.
Now this could have multiple settings, like a comparator's different modes, where it could filter for the exact item or one of its qualities. A gold helmet could sort out for gold helmets, or any helmet, or any gold armor, etc. How broad it could become would determine its usefulness, but I admit making it overly broad might make the component overpowered. (In the skeleton farm example, if the gold helmet could filter any armor piece, it could be a single filter for the whole farm. Conversely, if it's the exact item only, you would need an array of 20 filters to cover the possible combinations.)
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I'm sure anyone who's built a farm around a skeleton spawner will agree, non-stackable items quickly become annoying when trying to set up an item sorter.
I'd like to see a new redstone component to help solve this.
I'm picturing something like a cross between a comparator and a hopper (or a chest). It would have an input sensor that could be aimed at other blocks (hoppers, chests, droppers, etc.) and an output for a redstone signal, like a comparator. The difference would be that you can place an item inside that would then be the source of the comparison. If a similar item is sensed, a signal is sent.
For example, you have the skeleton farm I mentioned above and want the bows to fuel a furnace. You aim the filter at a hopper pipe and set up a redstone line to unlock a hopper beneath when the signal is sent, then place a bow in the filter. Any bones, arrows, or armor pieces pass by, but the bows get diverted.
Now this could have multiple settings, like a comparator's different modes, where it could filter for the exact item or one of its qualities. A gold helmet could sort out for gold helmets, or any helmet, or any gold armor, etc. How broad it could become would determine its usefulness, but I admit making it overly broad might make the component overpowered. (In the skeleton farm example, if the gold helmet could filter any armor piece, it could be a single filter for the whole farm. Conversely, if it's the exact item only, you would need an array of 20 filters to cover the possible combinations.)
What do you think?
Support, since I proposed nearly the same thing before over here: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3038345-three-redstone-component-ideas-for-cave-update
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out