What do the spawn chunks and the interconnected mycelium network of forest soil have in common?
They’re two important concepts in how I designed a multi-item sorter in my Minecraft world.
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Finding the why
I’ve played around with a couple of ridiculous ideas on the path to finding my own auto-sorter design. I’m the kind of person that learns by doing. I can read about how things work or even watch a video, but I need to put the pieces together myself.
I need to make something that doesn’t work or works poorly to understand why it’s done a different way. There are groups of very smart people working together to produce very thought out storage solutions with very little downside. This post isn’t any of that.

In the past the ImpulseSV filter has been my approach to storage systems. This item filter is easy to understand and it’s shape can be modified for single filters in other contraptions.
The limitation is that it becomes quite large as you try to sort more and more items. 1 tile filters 1 item, for dirt, this is a reasonable space allocation. For the more than 20 different flower types it is not.
A lot of space, hoppers and other redstone components are needed. Updating the system as your stockpile grows; while fun, has been time consuming in other worlds. In my last world I tried something much more simple.
The Simple Approach
Up until now, I’ve been using a design from my previous world. A design that relies on manual organizing into categories and staggered double chests and barrels. Organizing things manually into categories by using 4 different inputs.
By dumping my inventory into the appropriate category and removeing items that have gathered in bulk, I’ve stayed organized. The staggered barrels and chests filter stacks of similar items fairly well. The bottom chest doesn’t fill with partial stacks too badly; keeping the system from clogging up.

By placing this system in my nether hub I’m able to jump through a portal and grab items or deposit junk into storage and return to building with minimal travel time. With the new system, however, I’m going to move to the overworld and I’m getting more complicated.
Prototyping in creative mode
I started playing with ideas in creative move; trying to understand what concepts work and which do not. My first prototype used hoppers as a storage container. This gave me 4 items more item sorter, an original idea and something that was a little absurd. I nearly went with this design but I couldn’t get it to fit a chunk while providing enough storage.

Next was an entirely vertical system. The vertical space that exists in the techno-cave would have allowed for it an it could have been built within the spawn chunks. This design was extremely simple and inexpensive; requiring 1 hopper, 1 jack o’lantern, 1 torch, 1 comparator, 1 repeater and 1 dust per chest.

This makes it very early game friendly and If you only built a single stack of 5 chests you could auto sort 270 items. The jack o’lantern is to reduce lighting updates and lag. They could be left out and you have a easy to build multi-item sorter you could build in your world.

A hopper faces a chest that has at least 1 of every block you want sorted into that chest. Some named or extra items (I use arrows from my skeleton xp farm) can be used to hold space for future items. The hopper below it (also facing a chest) is locked; as an item enters the first hopper a signal is sent to unlock the second hopper.
If the item in the hopper matches an item in the chest it enters and it’s journey is over. If the item in the first hopper is still there it moves down to the second hopper when it is unlocked. The item descends until it finds a home or enters an overflow chest.
It wasn’t a vibe.
Despite the philosophical alignment between this item sorter and this play-through; something didn’t work. Yes it was technically simple, but the builds to hold it were all becoming huge. As I added enough chests to the single vertical stack to store enough items far into the future the build became large.

I started playing with something else and my next design was more complex with more expensive redstone. Using observers and copper lamps in place of simple dust and torches so that it could be more compact.

With a dropper at the bottom of each stack of chests and a bubble column I was able to build a single story, 1 chunk multi item sorter. This new design could store 4,320 items and technically fit into a chunk; if you don’t care about the exposed sides.

And that was a problem for me, I couldn’t get over the exposed sides. While I have allowed parts of builds (the castle drawbridge) to extend beyond the chunk boundary previously; I didn’t want a main structure to do so on each side.
New ideas flower
If I couldn’t fit my storage into a single chunk; the next thought was to fit it into the environment. I started experimenting with storage silos, thinking some custom trees could easily provide a home for my storage.
The concept for a storage biome was emerging. After a tree design I wasn’t happy with I tried a mushroom instead. I wanted to bring mushroom houses into this world, having experimented with them in my last world.
Additionally the idea of mycelium storing information and sharing resources in real life gave the idea further momentum. Having the mycelium store items in the flowering mushrooms like a computer was an attractive lore addition. So I decided to go ahead with the idea of a mushroom dominated biome for my storage.

After more work than would have gone into the skyscraper design I abandoned; I have a storage that fits my world both aesthetically and philosophically. It’s a treat to walk around when sorting items from adventuring or building. The final concept adds to the lore of my world without creating a huge amount of ongoing work or maintenance as new items are added to storage.

A double chest hidden in the stem of a smaller mushroom is the input. A second input in the water is used to drain a chest boat with hoppers. Items flow around the system dropping through 10 different silos with 8 double chests. That’s 4,320 item slots; with most chests looking something like the one below.

To avoid auto-sorting my tools, I use a trapped chest for the input, and had originally used trapped chests for the entire system. I thought this would allow me to sort items as the system was running; however, it locks the hopper and breaks the system.
For bulk storage I’m using the basement of the castle. As I don’t have any high output farms and haven’t taken on any huge digs that would generate resources; I don’t yet have a full bulk chest. But the option is there as time goes on and I do have some partial chests of dirt, stone and other common materials.
Chunk loaders and golems
I finished this build just in time for it to be out-dated. Many of you may have already started building your systems using the copper golem. It may turn out that a better solution for a 1 chunk auto sorting storage exists with the copper update.
Another change is the removal of the spawn chunks. I now need to install a chunk loader to prevent the system from breaking. With the spawn chunks as part of the game (and always loaded); I’ve been able to rely on a ender pearl status chamber to keep the system loaded while I’m in the Nether.
While over all I’m very happy it’s not perfect. I’ve had to install switch that locks my input before I log out. The system is slow and requires navigating the interior of the mushrooms from a cave below if fixes are required.
What do you think? Does the multi sorter or over-all design look like something you would bring into your world? Let me know in the comments and subscribe to stay up to date.
Build stats
Real Life Days: 253
Minecraft Days: 1124
Hours: 43
These stats are to date. There will be more work underground and maybe other updates over-time. This was my biggest project to date in this world and minecraft in general (counting projects I’ve actually finished).
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