Here I want to gather some of the schematics I use in my main world. Sources for the schematics are either the wiki, youtube videos or my own construction. I play bedrock edition on Nintendo Switch, so I'm only going to link relevant schematics.
Simple auto furnace
In most of my bases there is always one of these, it allows for easy dropping of up to 5 stacks of smeltable items in the topmost hopper, which gets smelted and transported using the bottom hopper into the chest on the left. Which often is a double chest at the bottom of a column of chests.
The optional hopper on the right can be filled with the fuel of your choice, I mostly use coal or charcoal, as I often smelt smaller quantities of items, and don't want to waste fuel.
The crafting table on the top is not necessary, but I find it to be a convenient location. If you want to be able to turn this furnace setup off, you can place a lever on the crafting table (or whatever block you have in this position), and it can toggle the entire setup.
Item sorters
Stackable item filter
This item sorter addresses some of the randomness with Hoppers in bedrock, which according to silentwisperer is due to presence a Repeater. The design is silent, as the hopper won't move due to the obsidian. The topmost hopper is the input hopper chain, the middle hopper (facing into the comparator) is the filter hopper, and finally the lower hopper is the one going into your chest.
The repeater is replaced with a piston, which needs to at some point face into an immovable block, like Obsidian, in order not to extend. This also make the circuit silent, and a little faster than the repeater option. In a single wide build this could be done as shown in the schematics, and with multiple next to each other one could switch the piston sideway, and add an obsidian block at the end of the chain.
Due to the three redstone dusts this filter will open up when there is more than 45 items, so with using only 4 named filler items, and 41 of whatever item you want to filter, it'll never overflow into filter next to it. So to prime it, fill the 4 rightmost hopper slots with one each of your filler items, and a stack of what you want to filter into the first slot. It'll then dripple down into the wanted 41 items.
| Filter designs by silentwisperer (view on YouTube) |
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Alternate stackable item filter
This alternate stackable item filter by Prowl8143 do rely on a Repeater, but it's one layer lower, and is silent. The topmost hopper is the input hopper chain, the middle hopper (facing into the comparator) is the filter hopper, and finally the lower hopper is the one going into your chest. To remove one layer this design moves the Redstone torch to the back half, and for this to work the block above it needs to be a Glass block so it won't be powered.
Due to the three redstone dusts this filter will open up when there is more than 45 items, so with using only 4 named filler items, and 41 of whatever item you want to filter, it'll never overflow into filter next to it. So to prime it, fill the 4 rightmost hopper slots with one each of your filler items, and a stack of what you want to filter into the first slot. It'll then dripple down into the wanted 41.
| Smaller Item Filter / Sorter by prowl8143 (view on YouTube) |
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Non-stackable item filter
The non-stackable item filter is basically the same as the stackable item filter, but instead of having a item filter hopper, it's moved one up and works directly on the input hopper chain. On realms/servers, it might fail every now and then, and due to that it's advisable to have 1 few of these next to each other just to be on the safe side.
The video above also displays this filter designs, along with various tidbits on item filters and designs.
Overflow handling
The item filters above handles overflow when filtering as the comparator output will be 3 strong when there is from 45-64 of the filtering items (given that you use 4 filler items). However, if the storage column/chests receiving the items fills up, it can back up and clog the system. And for some items, enough is just enough of that item, so therefore I've designed a simple (hopefully working) system to handle overflow in the storage columns.
In most filter variants there is a torch either directly powering the power to lock the hopper, or indirectly through another block. In the excerpt shown in the schematics this means that the hopper shown and the redstone lamp are both powered. In order to have a working overflow mechanics, I need to get away from this powering. Note that the input chain is above the topmost hopper in the second column.
The basic idea for the overflow is to replace the storage chest with an overflow hopper chain, and due to hoppers allowing items to flow down before sideways, it'll trigger the overflow hopper chain only when the hopper below is completely filled with items already.
Due to the overflow chain being above a chest, it'll not come in conflict with other chest, but go down the chain towards whatever overflow handling one chooses. Like destroying the items...
Complete item filter assembly
Here is shown the combination of the stackable item filter, with an additional overflow chain and the first chest storage combination.
The input chain is the topmost hopper chain (in the top row), and the overflow chain is the leftmost hopper chain (in the third row). The storage column itself is extended downwards using alternating hoppers facing left and right based upon the 2x3 schematics in the lower right of the schematics.
The item filter to be primed with 4 filler items, and 41 of the item you want to filter is in the second row.
Notice that the unknown block (which usually is a hopper facing left) needs to be empty, as it otherwise would disturb the flow of filtered items. This also demands having the overflow chain at the far left in the third row.
Lossless sugar cane farm?
When pushing sugar canes with a piston some of them drop directly down onto the grass, using minecarts with hoppers we would gather all the resources. So the idea is to have a dual lane sugar cane farm, where each levels goes out one extra to the sides. In other words, the topmost 5 rows of this design can be repeated with an additional air column in the middle.
Powering of rails could either be done on the end, or possibly along the row (skipping an observer every so often). Similarily, the emptying of the hopper minecarts could either be done in a single (or dual) column at the center of either the sideview, or in the rows, sending all the items down towards the bottom.
Finally in the third row (from bottom) there are dispensers allowing for the sugar cane to be actively grown for speedy resource gathering. This does however require a proper bonemeal supply, so they need to refilled manually every now and then.
Regarding the bonemeal supply, an alternate design is shown on the right part, where there is another rail with hoppers below supplying the bonemeal, but this requires the dispensers to be triggered from below. This is also shown requiring a repeater into a solid block to route the clock signal for the dispensers.
With one active and one passive layer this design is 9 wide, so within a chunk it should be possible to add another 3 layers for a total width of 15 blocks. Which should give room for around 2 x 5 x 14 (= 140) sugar canes in total with a height of 25 blocks (in addition to storage below). Rates to be tested when design is built...
Flying machines
Sweeper setup
The sweeper used in this design is a modification of one showcased by elements2win (see video link below), which in turn seems to be based on a design by mavynexus. The design also showcases the stop or turnover system in the upper right. If you just want to stop, simply add the Obsidian, and if you want to either make it self-returning, or to start by a button or a clock, add the piston circuitry in the top right part of the design.
The reason this works is that the ordinary piston creates an extended pulse, so that when the sticky piston wants to return it can't due to an extended piston and it therefore returns without pulling the other part back. This allows for the other section to push away, and not pull again due to the alternate piston being extended. Not sure if that makes sense, but that is the gist of it. Try it, and see it work.
To stop it just place an obsidian in the way of the back part of the sweeper. To start it again, you can either trigger the outer observer in the back part (the one facing the direction you want it to fly), or power that ordinary piston (marked A). One observer based design for powering this piston is shown below.
In the design shown in the upper right, there is an observer which faces the ordinary piston (marked A), this observer is linked to the observer powering option as shown below, but this observer is on an extended piston. If not powered, the observer will halt the machine, and if powered it return it directly again. The input here can either be as simple as a Lever or a Button, or something like an Ethonian Hopper clock sending it away on a timed schedule.
Observer based piston powering
In elements2win video he shows the observer based piston going up and above the sweeper. I've flipped this design to go below, since I'm reasoning that the sweeper will usually be sweeping something like a Sugar cane or Bamboo field with a hopper minecart rail beneath the field, and as such it would be nicer to have it go downwards instead of upwards.
The design is shown from the side with the ordinary piston (marked A in previous figure) to the left. To place these observers you can start facing the piston and placing two observers. Then go below and place the three going down. Go to the left and face back towards the last observer placed place two observers, and finally go up and face downwards to place the last two observers. Finally remove the extra observer between the piston and the observer in the top row.