Building a design you dont understand is how i learned redstone. 15min tutorials and an hour to find a solution. But now that i understand each component, id say im happy i had trouble with machines. Especially when i was doing java tutorials on PS4 lmao
Oh my god dude - java tutorials on PS4! It was crazy encountering all the subtle differences and trying to get stuff to work with almost no information available in-game
The absolute best storage system for those who don't have Applied Energistics: 1) Input Chest -> "Type detection" : detects empty shulker boxes, full and partially full shulker boxes, stackable items, and unstackable items and directs to next stage appropriately 2a) empty Shulkers get taken to empty-shulker storage 2b) non-empty shulkers get sent to shulker splitter 2c) stackable items get sent to variable shulker loader (loads only single item type in each shulker) but can be re-assigned once there is no shulker being loaded. 2d) unstackables get sent to anothe rround of item-type detection using armor stands, brewery stations, etc, than placed into dedicated storage based on type. - 3) variable parallel sorting and shulker loader/combiner: partially filled shulkers get combined into single-item-type shulker and then sent on to main storage...timer auto-breaks and resets variable filter after a time, freeing up slice to handle more shulker-combining. 4) Main storage accepts ONLY shulker boxes containing a single item type. they do NOT have to be completely full. 4a) not-full shulkers get placed above chest/bulk storage areas and are accessible as they continue to be filled by incoming not-full shulkers 4b) Full shulkers get sent directly into the bulk storage section 4c) A single shulker gets placed for shulker-display below main chests. 5) Entire main storage is level-detected with reference item being sent to "store inventory queue chest"--- 5a) Dropping a reference item into selection system sends that item type out to bulk storage, locates the slice that has that item filter and unlocks a hopper at the bottom of the storage cell releasing 9 shulkers from that slice--which are then delivered to the front using a chest-minecart delivery system (explained below) 5b) -- Requested shulkers instead get dropped into storage minecarts which have banners used to program their route and pickup/dropoff orders. This minecart system can effectively request any items stored in the main storage system by using clever filters and redstone-based cart routing. 5c) -- Outposts, including farms and industrial production level areas can Thus easily request things from the main storage such as empty shulker boxes (for local shulker loading on-stie) ... or mining areas to request wood and coal to craft more torches or iron blocks needed to place down another beacon.. The minecarts can also return from these outposts, mob farms, etc loaded with mob loot, delivering to bulk storage themselves, and then return with empty shulker boxes OR: if the local main storage is FULL, a unique item that tells the farm to TOGGLE it's enabled state, either on or off. Did i miss anything?
my goodness, this sounds amazing, and like a fun challenge to puzzle through though I don't think it'd be practical to make a full 5-stage storage system as you've described here (for most people at least!) but I love the theory-crafting you've done!
I loved how I came here, and went. Oh look it's an old cubic metre video because his mic sounds different, this is so cool I can't believe I am in the past. Then mid video he becomes modern cubic metre.
I think I know a reason why you still get overflowing items. The logic of unassigning slices at about 18:40 seems to allow assigning several slices to a single item type. If a slice gets unassigned between assigned slices, it's possible that an item could come to this unassigned slice while still having a slice assigned to it further away. Resulting in doubling the sending rate of this particular item to the storage filters. What should be done, would be this : 1. when a new item comes in that doesn't have a slice assigned to it already 2. and all slices are assigned then detect the first unused slice, unassign it (and only this one), send the item back to the assigning input and process it again. :)
11:23 I have a question for this part here. What would you recommend for someone who has a decent understanding of how the redstone mechanics work, but not as advanced as say you or the other advanced technical server members
This video is very good example of how to overthink a storage. You are using movable tile entities and yet u bother with these complex machines that are designed to reduce lag while u can just replace hoppers with pistons and droppers and save many times more mspt.
I love UA-cam for tutorials but there really needs to be a central website to have all of these techs, tagged for versions etc I thought about making one but it's just effort for something people might not even use
Rapscallion's multi item sorte has been working like a charm, it's at least normal survival player tested! Like me. Just add a chunk loader. It's annoying to stay there while sorting.
i mean unless you have giant farm or the like hermitcraft having a ton of stuff a normal item sorter should do the job also just loop the ice lines to avoid it clogging
At amount minute 3 you show your storage slice. I really like the design and the accessibility for partial and full shulker boxes. I'm relatively new to redstone and storage tech so please cut me some slack but I'm not sure I understand where the empty shulker boxes are coming from.
4:11 is there some kind of mod used to move that dropper or dispenser cuz last time i checked droppers and dispensers are both immovable cuz they are containers
I thing found a bug in the machine that brings the same objects together(parallel deloading machine). If you enter a new item immediately after a channel is free, the hopper filter is filled with too many placeholder items and the system goes dead.
Yeah the parallel entity sorter is more of a proof of concept, it doesn't stand up very well to apocalyptic testing. I believe my most recent innovations make the parallel entity sorter mostly obsolete anyway.
If you have the carpet mod stackable shucker enabled. How do you fix the issue with the sorting shulkerboxes not getting split correctly? Is there any fix around. Schematic of the complete storage would be amazing. @m3
Uhh, pretty much don't use the carpet rule that makes shulker boxes into a 64 stackable because pretty much no storage tech will work in that case. You need the rule that only makes the boxes stack if you throw them on the floor as an entity but preserves their unstackable behaviour.
The accessible loader only gives access to items as they are sorted, when that runs out you either need to wait for more of that item to be sorted or simply have another box display for the already filled boxes.
How does this handle edge cases, for instance a shulker loaded with an unstackable item in the first slot? In my testing of the WDL, it seems it is possible to gum up the system, but not really break it(shulker loaded with a sword in first slot, a stack of 16 pearls in second, and an additional unstackable). variable parallel sorting is a fantastic way of handling the throughput it seems.
The variable parallel sorting only works if you first use a box splitter which removes unstackables, the design of the splitter has been refined over use in survival and so we are confident it can handle all edge cases.
The only requirement is for the object to allow items to pass through it but prevent the water from flowing backwards. Scaffolding, slabs and trapdoors all achieve this.
thank u so much bro i want to make my own but i really loved the final result of the system that u show us, can we get a litematic or a world download (i know if u give us a litematic we are not going to have the content in the hoppers but i want to learn how that system works to make one in my world ) if u could give us that i will love u so much man
There is a wdl to my storage tech world where the actual parallel entity sorter is. You can also check out my "How to Kill a Chest Monster" video for a new and improved main storage concept with a wdl.
You can tell if an item is not stackable by putting it in a hopper and measuring signal strength. An unstackable item will count as 1 stack and not as 1 item worth of signal strength. Telling unstackable items appart is much more difficult and only possible in certain cases. For example you can tell shulker boxes appart from other unstackables by trying to put all items in a shulkerbox and filtering out the ones that don't go in.
The storage system was built on a server so if I go and take a schematic then it won't be able to save inventory contents. It took me about 5 hours to setup all of the item filters and so I would rather not subject you to that.
@@cubicmetre is there any chance that I can ask for your technical assistance? I am building your „epic storage system“ to beat my chest monster, but it is just too complicated. I have seen full item sorters, but it isn’t the same thing. Also one question: how big should my perimeter be? Does it affect the sorter?
I was having to tick warp at over 2K TPS for about 20 minutes at a time (Which is about 33 hours in actual time) in order to observe the phenomenon once. So I was never able to observe the direct cause of the issue. But it happened consistently every time I tick warped.
Our quarries on wavetech have collected about 1.6 million items which are currently waiting to be sorted in mixed boxes. The encoded MIS can sort them in 20 hours, that is the time to beat, good luck.
#underrated personally, i've been playing around with pallapalla's item to binary decoder. (ua-cam.com/video/ksfBEgLSpA0/v-deo.html) i added an automatic "programmer", meaning a new code will be assigned to an item type if it has not yet been programmed into the decoder. and I am currently working on pipelineing both the decoder and programmer. the parallel entity sorting of seperated item types is definitely faster, but it could have other applications.
These are my thoughts exactly developing my latest series of storage tech which completely bypass the need for a splitter and sorts mixed boxes directly. Becuase this gives you effectively twice the sorting speed as boxes spend half the time being unloaded by hoppers.
@@cubicmetre yeah ive been thinking about sorting speed efficiency a lot lately. Haveing a system where you pre split boxes scales well with very very high amounts of items where as doing something like take the first item out of a box find where it needs to go unload all of that item then send it back would be good for lower amounts of items but would become more and more varied in sorting times as the item count whent up as boxes back up at praticular slices that have large amounts of items and thus cant be sorting out other items that might be in the box.
@@B.G.B. The sorter in my "How to Kill a Chest Monster" video was tested a few times and I found that dirt specifically backlogged a lot of boxes with various item types. However despite this being the case the entire sorting operation took only 2.6h when unloading the dirt alone would have taken 2.2h. This indicates that backlogging does not significantly impact sorting speeds.
"It can be hard for beginners to understand, so I'll start easy" he said.
Also him 3 mins later: literal rocket science
in 2 mins, I was like " yeah that's neat, I can understand", in 3 mins, well I give up.
Oh great, they've basically started multi-threading their item sorting
Building a design you dont understand is how i learned redstone. 15min tutorials and an hour to find a solution. But now that i understand each component, id say im happy i had trouble with machines. Especially when i was doing java tutorials on PS4 lmao
Oh my god dude - java tutorials on PS4! It was crazy encountering all the subtle differences and trying to get stuff to work with almost no information available in-game
@@nimbus1r yeah exactly. I used to be on consoles: xbox360 and then PS4 and they work almost exactly as java but not 100%
u say you understand every component? well understand the comparator🤣
@@simoneichhorn481 at this point, comparators memes are like the annoying mobile game ads of « 99% of people cant beat level 5 »
The absolute best storage system for those who don't have Applied Energistics:
1) Input Chest -> "Type detection" : detects empty shulker boxes, full and partially full shulker boxes, stackable items, and unstackable items and directs to next stage appropriately
2a) empty Shulkers get taken to empty-shulker storage
2b) non-empty shulkers get sent to shulker splitter
2c) stackable items get sent to variable shulker loader (loads only single item type in each shulker) but can be re-assigned once there is no shulker being loaded.
2d) unstackables get sent to anothe rround of item-type detection using armor stands, brewery stations, etc, than placed into dedicated storage based on type.
-
3) variable parallel sorting and shulker loader/combiner: partially filled shulkers get combined into single-item-type shulker and then sent on to main storage...timer auto-breaks and resets variable filter after a time, freeing up slice to handle more shulker-combining.
4) Main storage accepts ONLY shulker boxes containing a single item type. they do NOT have to be completely full.
4a) not-full shulkers get placed above chest/bulk storage areas and are accessible as they continue to be filled by incoming not-full shulkers
4b) Full shulkers get sent directly into the bulk storage section
4c) A single shulker gets placed for shulker-display below main chests.
5) Entire main storage is level-detected with reference item being sent to "store inventory queue chest"---
5a) Dropping a reference item into selection system sends that item type out to bulk storage, locates the slice that has that item filter and unlocks a hopper at the bottom of the storage cell releasing 9 shulkers from that slice--which are then delivered to the front using a chest-minecart delivery system (explained below)
5b) -- Requested shulkers instead get dropped into storage minecarts which have banners used to program their route and pickup/dropoff orders. This minecart system can effectively request any items stored in the main storage system by using clever filters and redstone-based cart routing.
5c) -- Outposts, including farms and industrial production level areas can Thus easily request things from the main storage such as empty shulker boxes (for local shulker loading on-stie) ... or mining areas to request wood and coal to craft more torches or iron blocks needed to place down another beacon..
The minecarts can also return from these outposts, mob farms, etc loaded with mob loot, delivering to bulk storage themselves, and then return with empty shulker boxes OR: if the local main storage is FULL, a unique item that tells the farm to TOGGLE it's enabled state, either on or off.
Did i miss anything?
You have way to much free time
my goodness, this sounds amazing, and like a fun challenge to puzzle through
though I don't think it'd be practical to make a full 5-stage storage system as you've described here (for most people at least!)
but I love the theory-crafting you've done!
But RS is also good
i must say, i have never seen anyone use an enchanted wooden sword until now
Someone hasn't played Herobrine's Mansion
@@magnusanderson6681 W reference
I loved how I came here, and went. Oh look it's an old cubic metre video because his mic sounds different, this is so cool I can't believe I am in the past. Then mid video he becomes modern cubic metre.
Sometimes music is a little too loud for me but everything else is superb.
I think I know a reason why you still get overflowing items.
The logic of unassigning slices at about 18:40 seems to allow assigning several slices to a single item type. If a slice gets unassigned between assigned slices, it's possible that an item could come to this unassigned slice while still having a slice assigned to it further away. Resulting in doubling the sending rate of this particular item to the storage filters.
What should be done, would be this :
1. when a new item comes in that doesn't have a slice assigned to it already
2. and all slices are assigned
then detect the first unused slice, unassign it (and only this one), send the item back to the assigning input and process it again.
:)
Now I really desire to bring down my old storage
Ice, honey, water stream is tried and true. Simple and a reflush can easily fix missed items. No need to get over complicated!
4:13 Movable dispenser?
11:23
I have a question for this part here. What would you recommend for someone who has a decent understanding of how the redstone mechanics work, but not as advanced as say you or the other advanced technical server members
ok time to go make storage for my storage
This video is very good example of how to overthink a storage. You are using movable tile entities and yet u bother with these complex machines that are designed to reduce lag while u can just replace hoppers with pistons and droppers and save many times more mspt.
How you mean replace hoppers with pistons and droppers?
@@gustje0493 you can make hopperless sorters with movable droppers
the music is saturating so much at 6:00
Me the entire video: what? huh? what is this? why?
I love UA-cam for tutorials but there really needs to be a central website to have all of these techs, tagged for versions etc I thought about making one but it's just effort for something people might not even use
I love the wooden sword
Welcome to the rabbit hole
It goes must deeper than this, not quite sure where it ends. Maybe with an ME storage in vanilla minecraft?
Rapscallion's multi item sorte has been working like a charm, it's at least normal survival player tested! Like me. Just add a chunk loader. It's annoying to stay there while sorting.
You're doing a good service, intorducing the world to Aussie vernacular like "hectic" and "drongo".
Hectic is an Australian word?
@@killianobrien2007 No, bit I think the way we sometimes use it is.
"There is a simple solution for this:"
...*splat*
XD
That moment your "storage tech" is usually a wall of chests with item frames
Won't you be use the new Pot Storage feature for the splitter in 1.21?
4:50 That's not a storage system.
5:09 That's a storage system.
4:10 was that a piston moving a dispenser?
i mean unless you have giant farm or the like hermitcraft having a ton of stuff
a normal item sorter should do the job
also just loop the ice lines to avoid it clogging
Despawn time lol
@@KassaiBenedek Use a dolphin
vsauce for storage
Does this work on bedrock cause im trying to make a storage system with a shulker unloader and shulker loader
At amount minute 3 you show your storage slice. I really like the design and the accessibility for partial and full shulker boxes. I'm relatively new to redstone and storage tech so please cut me some slack but I'm not sure I understand where the empty shulker boxes are coming from.
Amazing video!
Btw you forgot to link Data's box splitter in the description
at 4:10, how are you moving a dispenser to break the hopper? i thought you cant move stuff with guis using pistons and slime etc
Carpet mod
4:11 is there some kind of mod used to move that dropper or dispenser cuz last time i checked droppers and dispensers are both immovable cuz they are containers
The Carpet Mod enables movable tile entities, if I recall correctly
I thing found a bug in the machine that brings the same objects together(parallel deloading machine). If you enter a new item immediately after a channel is free, the hopper filter is filled with too many placeholder items and the system goes dead.
Yeah the parallel entity sorter is more of a proof of concept, it doesn't stand up very well to apocalyptic testing. I believe my most recent innovations make the parallel entity sorter mostly obsolete anyway.
13:38 ah yes, manually sorting my items so they can be sorted
Fantastic work.
Your content is awesome
What's the first world he's in with the cool 4x4 door
nice
If you have the carpet mod stackable shucker enabled. How do you fix the issue with the sorting shulkerboxes not getting split correctly?
Is there any fix around.
Schematic of the complete storage would be amazing.
@m3
Uhh, pretty much don't use the carpet rule that makes shulker boxes into a 64 stackable because pretty much no storage tech will work in that case. You need the rule that only makes the boxes stack if you throw them on the floor as an entity but preserves their unstackable behaviour.
Great video. Thanks
More videos like this but for even bottier bots like me please!!
You should do a tier 3 firework auto dropper crafter
we have one hooked up to a sugar cane farm on ilmango's patreon server
Do you know any way other than joining the server that I could see that circuit
@@JCthe1st Ask me politely for the litematic through discord.
3:38 how did you make the piston move the dropper?
how able to copy the shulkerbox or chest with items inside to hand in creative mode?
hold ctrl down and then pick the item as per normal.
@@raddad9041 thank you!!
Great video! Do you have a link for that shulker splitter design?
Ayyyy
Cubicmetre how can I make so that after the items go throught the second sorter they will stay in shulkerboxes?
i still dont get why u would need a full shulkerbox display if u already have the accessible shulkerbox loader
The accessible loader only gives access to items as they are sorted, when that runs out you either need to wait for more of that item to be sorted or simply have another box display for the already filled boxes.
movable block entity?
How does this handle edge cases, for instance a shulker loaded with an unstackable item in the first slot? In my testing of the WDL, it seems it is possible to gum up the system, but not really break it(shulker loaded with a sword in first slot, a stack of 16 pearls in second, and an additional unstackable). variable parallel sorting is a fantastic way of handling the throughput it seems.
The variable parallel sorting only works if you first use a box splitter which removes unstackables, the design of the splitter has been refined over use in survival and so we are confident it can handle all edge cases.
How do u build the shulker box unloader at 1:30
13:25
\Why did u use scaffolding to extend the water streams instead of trapdoors or slabs???
The only requirement is for the object to allow items to pass through it but prevent the water from flowing backwards. Scaffolding, slabs and trapdoors all achieve this.
thank u so much bro i want to make my own but i really loved the final result of the system that u show us, can we get a litematic or a world download (i know if u give us a litematic we are not going to have the content in the hoppers but i want to learn how that system works to make one in my world ) if u could give us that i will love u so much man
plz
There is a wdl to my storage tech world where the actual parallel entity sorter is. You can also check out my "How to Kill a Chest Monster" video for a new and improved main storage concept with a wdl.
@@cubicmetre yes i already downloaded thanks for this awesome content
Does this work with even with the recent chances to how redstone works? I’m not sure if you mentioned it. I didn’t catch it if you did.
There were target blocks around (ex. 8:30), so I'm saying yes.
All of these designs were made in 1.16, in fact ilmango's patreon server is 1.16.4
@@cubicmetre Thanks a lot. Great video by the way
Is it possible to join this server?
How do you sort a non stackable?
You can tell if an item is not stackable by putting it in a hopper and measuring signal strength. An unstackable item will count as 1 stack and not as 1 item worth of signal strength. Telling unstackable items appart is much more difficult and only possible in certain cases. For example you can tell shulker boxes appart from other unstackables by trying to put all items in a shulkerbox and filtering out the ones that don't go in.
the second design shown uses MBE right?
Check out how to kill a chest monster for a non MBE variant.
Can i get the schematic of the storage system that you show on the video?
The storage system was built on a server so if I go and take a schematic then it won't be able to save inventory contents. It took me about 5 hours to setup all of the item filters and so I would rather not subject you to that.
@@cubicmetre is there any chance that I can ask for your technical assistance? I am building your „epic storage system“ to beat my chest monster, but it is just too complicated. I have seen full item sorters, but it isn’t the same thing. Also one question: how big should my perimeter be? Does it affect the sorter?
@@julianpflugmann This parallel entity sorter is kinda bad. I will be releasing a new one soon that is much simpler and more reliable.
So what's the reason for a box to be left behind ?
I was having to tick warp at over 2K TPS for about 20 minutes at a time (Which is about 33 hours in actual time) in order to observe the phenomenon once. So I was never able to observe the direct cause of the issue. But it happened consistently every time I tick warped.
@@cubicmetre what a shame. Would be cool to have something like a replay mod for this.
@@cubicmetre carpet extreme behavior may hape
at this point just install RS and get over with it
Am I the only one to see that he has a wooden sword
10:15 Sponsored by Bo Burnham.
What is about the Binary Storage system?
I did want to cover binary storage systems however I simply ran out of time for this video. I could go on for another 20 minutes about that topic.
@@cubicmetre yes!
@@cubicmetre I woude enjoed it.
solution to every single storage tech problem: just sort manually try to name one thing hard about this
Our quarries on wavetech have collected about 1.6 million items which are currently waiting to be sorted in mixed boxes. The encoded MIS can sort them in 20 hours, that is the time to beat, good luck.
20 minutes of redstone that is super impressive but completely overkill for 99% of players
13:50 22-wide tileable
20 2wide tileable
Wtf are these comments
#underrated
personally, i've been playing around with pallapalla's item to binary decoder. (ua-cam.com/video/ksfBEgLSpA0/v-deo.html)
i added an automatic "programmer", meaning a new code will be assigned to an item type if it has not yet been programmed into the decoder.
and I am currently working on pipelineing both the decoder and programmer.
the parallel entity sorting of seperated item types is definitely faster, but it could have other applications.
sadly this thing is outdatet
:)
3:42
I dont understand the point of haveing the temporary shulker sorters when you could just sort the shulkers directly to where they need to go.
These are my thoughts exactly developing my latest series of storage tech which completely bypass the need for a splitter and sorts mixed boxes directly. Becuase this gives you effectively twice the sorting speed as boxes spend half the time being unloaded by hoppers.
@@cubicmetre yeah ive been thinking about sorting speed efficiency a lot lately. Haveing a system where you pre split boxes scales well with very very high amounts of items where as doing something like take the first item out of a box find where it needs to go unload all of that item then send it back would be good for lower amounts of items but would become more and more varied in sorting times as the item count whent up as boxes back up at praticular slices that have large amounts of items and thus cant be sorting out other items that might be in the box.
@@B.G.B. The sorter in my "How to Kill a Chest Monster" video was tested a few times and I found that dirt specifically backlogged a lot of boxes with various item types. However despite this being the case the entire sorting operation took only 2.6h when unloading the dirt alone would have taken 2.2h. This indicates that backlogging does not significantly impact sorting speeds.
first
Very nice 😍💋 💝💖♥️❤️
I’m single 😥😥😥😥😥
Sir this is a Wendy’s
@@charbuckspup1360 lmao
Video would be great whitout the annoying and distracting music in the backround