This is a way to automatically collect items from a gravity trap, and move items upward. It's still a rough idea, but hopefully it can be improved upon.
Gravity Trap:
Most gravity traps cannot transport items efficiently, since mobs usually do not take damage when falling into water. Putting fences beneath the water causes mobs to take complete fall damage, while still allowing items to be transported. Since items can be moved to a central collection point, it is possible to have a large mob trap with many gravity traps.
Mobs almost never survive the fall, so an additional lava trap is needed. "Almost never" is an interesting concept!
Moving Items Up:
This isn't necessarily practical, but it can be done (slowly). This uses gravel bouncing at a very specific frequency, slow sand, and currents.
Each step, simplified, looks like this. Red cloth represents sand, and blue cloth is a water source. Importantly, the water beneath the boats must be raised before exiting the save, or the sand might fall. Example
The sand may need to be reactivated with redstone when the save is opened.
Edit: All four sides of the sand must be covered or items will fall through, image is incorrect.
The gravity trap in action, with items moving upward
Since it is difficult to show the exact layout with screenshots, here is the save. Edit: Uploaded new save, redstone was broken Edit 2: All sides of the bouncing sand must be covered, or items will slip though. Uploaded new save with (hopefully) 0% item loss. http://www.mediafire.com/?8ogvgej783y36xx
No Burnout Rapid Pulsar
This is a very fast rapid pulsar, but it is not the best for dispensers and note blocks, since they cannot respond to every pulse. Still, it has some interesting properties. It creates a rapidly alternating current when powered, but does not visibly switch on and off. It acts as a stable current for redstone torches and repeaters, and as a very fast clock for other devices. Doors open and close with no animation.
Since the current can power redstone torches without burning out, it is possible to convert the alternating current back into regular power. The dispenser on the right will fire repeatedly, and the dispenser on the left will only fire once.
One advantage to this circuit is that it reliably creates a repeating signal that spends equal time on and off, and is very compact. The sand cannot fall, so the circuit is reusable. A disadvantage is that some redstone devices actually respond more quickly to a slower pulse.
I have been trying to make a 3D game in java after playing Minecraft. Recently I decided to attempt some 4D renderings. Everything is done manually rather than using a graphics library, so there are some(a lot of) errors that need to be fixed. The gifs were created by incrementing the rotation angle and taking screenshots. Effects were added later in paint.net to improve visibility.
These are not exact analogs of the shapes in 4D, I have no idea how to do that. An analogy would be adding a dimension to a 2D triangle to create a triangular prism, instead of a tetrahedron, so technically these are creeper and pig prisms.?
1
Gravity Trap:
Most gravity traps cannot transport items efficiently, since mobs usually do not take damage when falling into water. Putting fences beneath the water causes mobs to take complete fall damage, while still allowing items to be transported. Since items can be moved to a central collection point, it is possible to have a large mob trap with many gravity traps.
Mobs almost never survive the fall, so an additional lava trap is needed. "Almost never" is an interesting concept!
Moving Items Up:
This isn't necessarily practical, but it can be done (slowly). This uses gravel bouncing at a very specific frequency, slow sand, and currents.
Each step, simplified, looks like this. Red cloth represents sand, and blue cloth is a water source. Importantly, the water beneath the boats must be raised before exiting the save, or the sand might fall. Example
The sand may need to be reactivated with redstone when the save is opened.
Edit: All four sides of the sand must be covered or items will fall through, image is incorrect.
The gravity trap in action, with items moving upward
Since it is difficult to show the exact layout with screenshots, here is the save.
Edit: Uploaded new save, redstone was broken
Edit 2: All sides of the bouncing sand must be covered, or items will slip though. Uploaded new save with (hopefully) 0% item loss.
http://www.mediafire.com/?8ogvgej783y36xx
No Burnout Rapid Pulsar
This is a very fast rapid pulsar, but it is not the best for dispensers and note blocks, since they cannot respond to every pulse. Still, it has some interesting properties. It creates a rapidly alternating current when powered, but does not visibly switch on and off. It acts as a stable current for redstone torches and repeaters, and as a very fast clock for other devices. Doors open and close with no animation.
Since the current can power redstone torches without burning out, it is possible to convert the alternating current back into regular power. The dispenser on the right will fire repeatedly, and the dispenser on the left will only fire once.
One advantage to this circuit is that it reliably creates a repeating signal that spends equal time on and off, and is very compact. The sand cannot fall, so the circuit is reusable. A disadvantage is that some redstone devices actually respond more quickly to a slower pulse.
Edit: Extremely fast clock
2
Ghast
Spider(new)
Skeleton(new)
Zombie
Pig
Creeper
Screenshot of applet before editing
http://i1199.photobucket.com/albums/aa472/account404_2/scrn.jpg
These are not exact analogs of the shapes in 4D, I have no idea how to do that. An analogy would be adding a dimension to a 2D triangle to create a triangular prism, instead of a tetrahedron, so technically these are creeper and pig prisms.?