I try to avoid making item elevators in builds, because I find them extremely easy to mess up. Sometimes they can jam up if the thing they’re meant to pass through produces too quickly, for example.
I also don’t like designs that take up lots of space, because it limits what they can be used for, and I don’t like designs that rely on clocks that are meant to keep running. Servers can handle that, but I run Minecraft on my home computer, and sometimes you can get this thing where an ongoing clock, if you log out while it’s doing its thing, can just forget what it’s meant to be doing, and be left ‘turned off.’ Not great. Clocks can just also consume a lot of computer time.
I’ve done some item elevators that rely on a sticky piston pulse to dump goods, into fires, but they have a problem when they’re fed a hopper full of stuff – they tend to flick on and off, meaning you can get some loud piston chunking when really, they should just turn on, empty the vessel they’re meant to be emptying, then turn off.
This design is something I finally put together that has managed to do that.
It’s an item clock that waits until it has a ‘full load’ as you define it, then, when it has that full load, it turns on the clock, dispenses items until it’s empty, and then, when it is empty, it turns off again, waiting to fill up once more.
If you want an itemised list of what goes into it, you need:
- The thing you want the clock to affect (dropper or dispenser)
- two redstone repeaters
- three redstone comparators
- four observers
- two non-sticky pistons
- one barrel
There’s no need to manage overlapping redstone wiring, and it doesn’t radiate signal much so it’s not likely to turn off hoppers around it (though be careful of the two sides).