I've made a "conveyor belt" of droppers to transport goodies from mob grinder to a conveniently placed chest. I think the design is extremely inefficient though.
The vertical line is very neat: just a tower of droppers with a straightforward torch - block sequence next to it. The horizontal one though...
The "clock" out of two repeaters is fairly standard, Then follows one working as a diode so that prevents signal from traveling back, when I activate the switch that stops the conveyor (only pulsed signal makes it run, a constant "on" keeps droppers inactive). And then comes the messy part.
The main "supply" line runs two blocks away from the line of droppers (I used pistons here instead because the simulator doesn't support droppers, but it makes no difference). Then every other block it separates and connects to a block below the dropper, and each of these has a redstone torch on a side. I believe it's inefficient both space and redstone use wise - and the bend where the last dropper of the horizontal line feeds the items up, is a total mess (I didn't even include it here) - I didn't even include it here but I think it involves at least 5 pieces of redstone circling way away from the rest to avoid short-circuits and feedback from the first torch in the tower conducting power up.
I realize probably running the line of redstone through the top side of the droppers would be most efficient, but that's not viable in my case because there's a bunch of infrastructure over the surface of the droppers - a hopper feeding the first of them, rocks surrounding the grinder, another dropper where the line turns upwards, and so on. The signal must be pulsed - just providing continuous signal freezes the transport.
So how can I replace this design with something more efficient in terms of material and space usage? How do I make a bend to supply the vertical line?
EDIT: Per request - a rough schematics - vertical bisection (a screenshot wouldn't help, it's really a mess with multi-layer schematics in a sky mob spawner)
V
- hopper
D
- dropper (always aimed at the next neighbor.
#
- block
[]
- chest (double)
~
- water
H
- ladder
I skip all the redstone.
The 'home' room is located at optimal distance from the spawner to keep monsters outside no-spawn sphere around the player, but within 'monster can move' sphere. The facility can be easily converted between the monsters dying at the bottom of the pit by themselves for item farm or surviving the fall with half a heart of health for XP grinding.
############
# 'home' #
############### #[ ] #
<- to spawner # ##D#H#######
~~~~~ # D#H
#####~~~~~~~~ # D#H
######## # D#H
# # D#H
# # D#H
/* total 22 blocks drop */ ...
# # D#H
# # D#H
# # D#H
# <-kill zone D#H
#V# D#H
DDDDDDDDDDDDDD###