I haven't tested, the design shown up here is pretty buggy and has a high chance to destroy loot or spawn obsidian. I made a *mostly* fixed design a while ago, though it has limited usage and lava-range, if following updates bring something that can destroy coral more efficiently i'll use that /
Now, depending on usage, height sorting might no needed as for practical, non-experimental uses /
Btw, the last hole is not for 3 tile-width items specifically, as weapons like tsunami fail to fall through 3 tile gaps.
Well, it was just a guess based on intuition (kinda need to get that worked on, always forgetting) / I tested some of the items that you suggested, mushrooms, bottles and lesser healing potions pass through and fall in the 2-tile hole, sometimes they fall in the 1-tile one and might glitch...
It's reliable, all items fall in their corespondent spot as conveyor belts seem to offer no inertia.
Considering height differences, the 1-tile width items should have their hitbox always cube-shaped, might be the same for the 2 tile ones (not sure), the 3 tile ones have differences in...
While dart-powered wireless systems are overall cheaper than conventional wired systems, they are a lot slower, gotta wait for someone to find a practical use for them/
+Fellow ol' mate from a year ago/
Pet/Summons are pretty uncontrollable, while some weird use might be found, other mobs can replace them, so they shouldn't trigger teal pads.
Considering gifs... well.. a tutorial on how to easily make one would help /
+gonna use the lava+chest trick
Something i've been working on today, t'was a nightmare to get the non-compact concept working /
- Without wiring
- With wiring
...There should have been a credits box... yet i can't remember who i've taken some ideas from / will put if i find who/
Hmm, thought so, haven't tried to make it bigger though.
Note: Depending on usage, either the column of lamps or the quadruple lamp towers can be useful/ just matters how you place them.
I also gave your idea a try:
With the usage of an OR gate, multiple detectors can be hooked together to work as one individual sensor with increased range:
While wiring multiple sensors to a single output would work in singleplayer (it can break if sensors are overlapping), having multiple players detected by different...