If you're reading this, chances are you aren't a redstone engineer. But we tend to use all sorts of guides for machines that make our gameplay more automated, and perhaps more fun. Those guides don't cover redstone mechanics on Skyblock, at least not to any useful extent. Here is a problem that many of you have probably been struggling with: A conveyor of hoppers running over a bunch of filters (five filters in the screenshot). You can find this anywhere on youtube. Here is an example (same design as in the screenshot): In most cases at least one of the filters just doesn't want to work. Luckily you don't have to be a redstone engineer of any sort to figure out what's going on, and how to fix it. The issue is that most hoppers on the server are not synced, whereas in vanilla Minecraft they are. Instead, hoppers tick periodically depending on when you place each hopper. The period for each hopper will never change as long as they all stay in one chunk (f3+g to see chunks). So here is your solution for your item sorter if you have one as shown in the screenshot: If one of the filters in your sorter doesn't work, break the hopper at the very top of the sorter, above that one filter. Then replace the hopper and try sorting again. Repeat the process until it does work. Again, let the entire sorter rest in one chunk. There you go. You can use sorters for almost anything now. Sort your carpets for map art, sort the loot from your grinder, sort your kit inside shops, etc. In very rare cases, one of your items will not go through the filters. I don't know the cause of this. However, the benefit definitely outweighs the cost for an issue that has been around for over a year.
Interesting indeed. Drogo wonders if they can be sync'd by powering the hoppers then depowering them. This can easily be done all at the same time with the flick of a switch, where as they obviously cannot be placed at the same time.
Very useful tip, might build a sorter at some point to try this out. Also a way to make your sorter larger but still inside a single chunk would be to stack them on top of each other (like a modular kinda thing) (also keep in mind there is a hopper limit).
In my observations they cannot. Though I'm not stopping you from seeing it for yourself. Something else I tried was loading a conveyor of hoppers in schematica, and use a bunch of piston modules to place the next hopper in the conveyor (as the pistons blocked my ability to place them) at certain timestamps to control the syncing. That didn't work out for me either. Maybe if we didn't have block lag.
How did you make it one error only? I'm experiencing 2 sort that doesn't work as it should be. As can you see that the sorter is in the same chunk. Here's the error Slime and Brown wool, sometimes light gray and dark or black things pretty random wonder why. it just keep throwing things instead of storing i get less than i should get and it's very sad.. hope they do something about this Here's what I contribute to all players:
The hopper now takes 4 ticks per 1 cycle (not sure what its called), but the hopper will transfer items in 4 rather than 1 like the vanilla. This was implemented to prevent lag.
The solution is described here: I've come in game and fixed your sorter this way the reason why it's supposed to stay in one chunk is so that it will never break again, thus having to do this process just once.
is this still applicable? im having an issue with one of my sorters, and i tried multiple times to replace one of the hoppers, but it did not work
It is still applicable, allthough there can be cases where you may want to replace the hopper below the one instructed in this guide instead. There's usually an interval between a hopper in the conveyor receiving an item and the hopper below taking it. But if this interval is really large, simply replacing the top hopper might not work reliably, so you might want to replace the hopper below it instead
since im only filtering 2 items, i decided it would be best to have the items go to a check with 2 hoppers filtering underneath it. Lets the hoppers sort on their own time, so I dont have to worry about overflow as well. As I think my main problem was just the overflow x]
As mentioned, hoppers tick randomly depending on when they are placed, and the period for each hopper will never change as long as they all stay in one chunk. I'm assuming the solution (breaking/replacing) works because you are resetting that random tick. That makes sense. I am confused about how the chunk also interacts with the ticks then if this is the case? Not sure a better way to word what I'm trying to ask, but I'm thinking this could explain a separate issue I have with a chain of dispensers that cross a chunk border. I figured out a different setup for them but am curious now about why their behavior was so odd. Is there any other information/documentation about the server's specific ticking mechanism you could point me towards? Thank you Adrian! As always you are so pro
The issue with chunk interfering with this actually stems from vanilla. If you unload a chunk with the sorter, it stops the hoppers from ticking. When you load it again, it starts from where it left off. So if I load two chunks at different times, then each will continue from a different point. The part of the sorter that is split between the two chunks will then have an issue: because the timing is no longer synced with how you previously set it up, it can fail the sorting there. The loophole for this is to have the conveyor hopper make a small loop crossing the chunk border, before leading to the next sorting hopper. Then the sorting hopper receives items from another that's still within the same chunk.
I think I understand now-- thank you for all the info! I have a wool sorter that crosses a chunk border and could not get it to work. Now I know why