Then use a booster or a water boat elevator to go back up quickly, some players use this in a horizontal way if your base is far away from your collector. But it would work similar in the vertical way It may not be efficient for materials, and it might be slow, but it certainly gets items moving upwards. The previously posted youtube video in this thread doesn't work in 1.
Set up a loading hopper and a storage minecart at the bottom, and an unloading hopper at the top. Then you just have to do a spiral rail track; something like a 3x3 powered track where it's not a curve, around a redstone block.
I would use a mob elevator using ladders and water, then kill them at a higher point and use water to push you items were they need to go. I recently remembered a YouTube video from a well-known Minecraft YouTuber who I have currently forgotton the name of who realised items, when squished into blocks, would rise upwards. I came up with this simple video to demonstrate I initially thought this question mentioned moving resources upwards, hence the auto-smelter.
In the video, the minecart is filled with ores that gets parked over a hopper. The smelted gold is then dropped into a dropper which then drops the smelted ore into a water channel this is where the output from your mob trap would flow into which then flows into a 3x3 pool. Once the items have reached the top, they are carried away in a water flow into a series of hoppers and into a chest.
I could have made this higer but I chose the wrong preset for the world which meant I was at the height limit.
Or you could use Minecarts with Hoppers on an automatic circuit to move them up, but, y'know, why make things easy? Would also likely be more expensive, using iron and gold to build the rails.
If you suffocate a item, it will move upward in 1. There are different designs for this, but the most commonly used one uses a fence. It is build like this with water in front of the dispenser:. Then on top of the fences, blocks are placed in a 3 by 3 pattern, expanding upwards, trapping the items as they glitch into fence and move upward:. These towers are designed with a stack of torches next to hoppers, duo to the speed of which torches can propagate a signal, and the fact that only 1 clock edge is useful, it usually means that these kind of systems can only move 1 item every 2 seconds, half the speed of a hopper chain.
This can be migrated using a item divider that divides item fairly between set hopper routes. In this kind of design, every dropper is independent from the whole story, meaning that every dropper has its own comparator, and its own driving circuit. The downside of the method is that it uses a lot of quartz in its design, but comes with the advantage of driving the droppers at the speed of hoppers, while handling stalls in the output correctly.
A simple design that cooperates this technique is:. This design has 2 droppers placed above each other, and the left circuit processes the upper hopper, while the right circuit controls the lowest hopper, this circuit is also flat, so it can be stacked seamlessly up itself to reach higher places.
While torches work, using a row of redstone blocks with pistons to trigger the droppers yields higher transfer rates, because every update of the chain triggers the droppers and moves an item.
This system requires a move complex driving circuit because the redstone blocks need to be moved up and down. Slime blocks have the ability to launch entity upward, by combining this with suspended water blocks above signs, you can move the items to the next piston with slime for even increased height. A simple shaft without control circuity for this looks like:. Even though command blocks are cheating, this is useful in adventure maps.
You could use mods, Buildcraft, Redpower, and Thaumcraft have very well fleshed out item transfer mechanics. Sign up to join this community. The best answers are voted up and rise to the top. A hopper has an "output" tube at its bottom that can face down or sideways and provides a visual indication of which block the hopper is set up to drop its items into, if that block has an inventory.
To place a hopper, use the Place Block control while aiming at the surface to which its output should face Hoppers do not orient themselves automatically. To place a hopper directly on the face of an already interactable block, the player can sneak while placing the hopper. Attempting to place a hopper aimed on the bottom face of a block instead faces downward. With some blocks, such as the furnace and brewing stand , the hopper has multiple uses. A hopper does not change direction after placement, and it is not attached to the container it faces; the container can be removed or replaced, and the hopper remains unchanged.
Hoppers cannot be moved by pistons. Hopper GUI showing the hopper's five slots of inventory at the top and the player's inventory below. To move items between the hopper inventory and the player inventory or hotbar while the hopper GUI is open, drag or shift-click the items. In Java Edition , a hopper's GUI can be "locked" or subsequently unlocked by setting the hopper's Lock tag with the data command.
If a hopper's Lock tag is not blank, the hopper cannot be accessed except by players holding an item with the same name as the Lock tag's text. A hopper can be used to craft a minecart with hopper. While a hopper is not powered by redstone signals, it operates with three functions:. A hopper first attempts to push any items inside it. Afterwards, it checks if the block above it is a type of container. If so, it attempts to pull from it. Otherwise, the hopper attempts to collect item entities.
Notably, hoppers can push to and pull from other hoppers, forming hopper pipes or hopper chains , which allow transporting items across several blocks and are further discussed below. When a hopper receives a redstone signal and is considered to be "activated" , all three functions stop. To avoid confusion over the terms "activated" and "deactivated", powered hoppers are often described as being locked and unpowered hoppers described as being unlocked.
Hoppers can be powered by soft powered blocks, meaning a redstone dust trail pointing into a block touching the hopper locks it just as effectively as a redstone block or any other power component touching the hopper. Hence, the item flow in a horizontal hopper pipe may be stopped by locking just one of the hoppers, but stopping a vertical hopper pipe requires locking two adjacent hoppers at the same time, such that both the pushing of the top one and the pulling of the bottom one are stopped.
A hopper does not output any redstone signals by itself, but its fullness can be read using a redstone comparator , which needs to be placed next to it and facing away from it.
An empty hopper outputs a signal strength of 0 and a completely full hopper outputs a signal strength of Notably, a single stackable item 16 or 64 outputs a signal strength of 1 and a single non-stackable item outputs a signal strength of 3. In Java Edition , if the hopper being read is part of a horizontal hopper pipe, the comparator can individually read each item passing through the chain, because items are pushed through the hoppers one by one at a speed that is manageable by the comparator.
If there is an uninterrupted stream of items, the comparator will not switch off in between items. On the other hand, in a vertical hopper pipe, some of the hoppers may never produce a reading above 0, even with a continuous stream of items, because pushes and pulls both occur in the same game tick: The hoppers' items get pulled out a single game tick after they're pushed in and this isn't measurable by a comparator, because comparators need measurements lasting at least 1.
A hopper collects items dropped on top of it if the space above the hopper not occupied by a storage block. In Java Edition , items are gathered from the entire 1 block space above the hopper, meaning that items sitting on partial blocks such as soul sand directly above a hopper can be collected. Item entities are not collected when they are outside of the collection area however; for example, items on top of a stone block directly above a hopper are not collected. Collected items are placed in the leftmost empty slot of a hopper's inventory.
In Java Edition , if there is no container above the hopper, then the hopper collects dropped items in the order in which they landed on the hopper. This order is remembered even while a hopper is locked. For instance, if a hopper is locked under a carpet while a fully equipped armor stand is broken above it, then it always collects items in this order when it is unlocked: armor stand , boots , leggings , chestplates , helmets.
This is due to the order in which these items land. Instead, hoppers with multiple dropped items above them collect the items in the order in which they entered the chunk in which the hopper is located. Items that drop from a broken armor stand are collected in a random order.
Hoppers usually check for dropped items every game tick and they can collect items even before they are picked up by a player [ verify ] or destroyed by lava. However, in Bedrock Edition hoppers have a "collection cooldown" time.
After collecting an item or stack of items , a hopper waits 4 redstone ticks 0. Optionally, if you also have some Nether Quartz to make a comparator you can build a fancy version that automatically switches itself on and off. Continue placing droppers hold down SHIFT to sneak to place one on top of another as high as you want. The arrow on the repeater is pointing left to right. Right click once on the repeater to add a short delay to the circuit, otherwise the torch will burn out.
When you finish, the circuit should start switching on and off the torch switches on the repeater, which switches off the torch, which switches the repeater off, which allows the torch to come back on? You can read more about clock circuits here. Each time the repeater switches the block in front of it on, it will activate the bottom dropper, making an annoying clicking noise.
It can attach to either block, or go on the floor next to the redstone, just as long as it stops the clock when you flip the lever! This is as simple as running an alternating column of redstone torches and blocks up the side of the column. Put items into the bottom chest, and they will pass through the hopper into the bottom dropper.
Flip the lever, and items will be carried to the chest at the top. If you have some Nether Quartz, to build a comparator , you can build a fancy version that switches itself on and off as needed.
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