This is a minecart-based furnace array. It uses Redstone powered automatic loading and unloading systems that I’ll show you in this post.

While many mods add item transfer mechanics into the game (pipes, tubes, conduits, conveyor belts, etc.), vanilla Minecraft actually has had item transfer systems built in for a long time in the form of minecarts. Back in the day (classic Tekkit and some time afterwards), if people used minecarts to transfer items it was pretty much only via additions provided with the Railcraft mod. With the MC 1.5 Redstone update, all of a sudden it became possible to load items into and out of minecarts automatically using hoppers and comparators. Today, I want to cover two simple Redstone devices that you can use to unload and load minecarts automatically.

Unloading Minecarts (Then Sending Them Back When Empty)

Of the two functions of minecart-based item transfer (loading and unloading the minecart), unloading the minecart is by far the easier. The way this is done is by placing a powered rail at the end of a track over a hopper. A comparator reads if anything is in the hopper and, so long as there is, depowers the powered rail over the hopper (thereby keeping the minecart still until it is empty). Once the hopper finishes transferring items from the minecart into a nearby inventory, the powered rail is once again powered, sending the minecart back where it came from.

This is one simple way to keep a minecart in place over a hopper until it is empty …

… and this is another.

Loading Minecarts (i.e., Waiting to Send the Minecart Until Finished Loading)

Obviously, the easiest way to load items onto minecarts is manually: right click the minecart, put the items in, then activate the powered rail it sits on and send it away.

On the other hand, automatically loading the minecart – and specifically designing your Redstone setup so that the cart is sent once it is loaded – is more complicated. Part of the reason it is more complicated is that the only way you can measure the fullness of a minecart directly is by having the minecart sitting on a detector rail and placing a comparator next to that detector rail. The comparator will then read the fullness of the minecart. Unfortunately, there is no way to cause a stationary minecart sitting on a detector rail to start moving. That is what powered rails are for, and vanilla Minecraft just doesn’t have a rail that combines those two functions.

Here we have a detector rail next to a powered rail.

Whenever a minecart is on top of a detector rail, period (regardless of fullness), it will emit a Redstone signal to adjacent blocks, including powered rail.

There actually is a solution using sticky pistons, but it doesn’t seem to be 100% reliable (sometimes the rail breaks, sometimes it doesn’t). But here’s a picture:

This setup detects when a minecart is full then uses a sticky piston to push the minecart over one block. Then another sticky piston pulls back, letting the cart drop onto another set of tracks.

Maybe I’ll post about this in the future once I have some idea of how reliable it is.

So what we have to do is have our minecart sitting on a “depowered” powered rail (to keep it stationary) and detect the contents of a hopper that is loading items onto the minecart with a comparator. But obviously we don’t want the rail powered as soon as items enter into the loading hopper. Instead, we want the cart to go on its merry way once items have finished passing through the hopper. This requires a special Redstone circuit called a “falling edge” circuit. A falling edge circuit sends an output pulse when an input pulse ends. So if I am using a lever as the input for a falling edge circuit, the output will pulse only when I turn the lever off after having also turned it on. And it will only pulse, not stay on, as would happen with a NOT gate (i.e., a Redstone torch).

Here’s a sample loading setup: a chest on a hopper loading into a chest cart.

And this is my somewhat messy falling edge circuit. It will pulse only when the hopper empties after having had something in it.

This is a cleaner falling edge loader.

This is the basic Redstone for this kind of falling edge circuit (there are others). The top left (according to the picture) repeater that leads into the side of the top right repeater blocks the signal from passing through that repeater. When the input turns back off, a residual Redstone signal will pulse if the last repeater is set to three or four ticks (three in this picture).

When the input (the lever) is on, the output (the Redstone lamp) remains off).

When the lever is turned off, the Redstone lamp will pulse on for just a moment then turn back off. This pulse is long enough to power a powered rail and send a cart away.

The main thing you have to make sure you don’t do is load more into the loading hopper than your minecart can hold. So, for example, if the minecart you’re using to transport items is a hopper cart versus a chest cart, you wouldn’t want to place six stacks of items into a chest above the loading hopper, since only five of those stacks will successfully load onto the hopper cart, leaving a stack of items inside the hopper. Because the input from the comparator next to the loading hopper will never turn off, the falling edge circuit will never pulse to send the minecart away.

In many situations where you have a system producing items (a reed farm, for example), this won’t be a problem. The system won’t produce at a time more items than your minecart can hold. If, on the other hand, you want to be able to dump tons of items into a chest and let the item transport system regulate itself, you’re going to need a somewhat more advanced setup. I’ll cover one such setup in next week’s post.

Here’s a preview of a more full featured loader.