Published Jul 3rd, 2019, 7/3/19 9:17 pm
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Improved my old design to work with the aquatic update. This works in 1.11 and 1.12 as well.
Big thank you to Foxball for helping me build this in survival!
Sorry about the clutter, I was testing things. The silo with the glowstone square around it is the one you want to use. I found out that you can add two rows of iron bars under the water, instead of signs, and improve the efficiency by about 10%. Check out the picture for reference
There are 40 sugar cane per layer. I tested the average yield with different numbers of observers and this is what I found. Keep in mind it typically takes around 18 minutes for sugar cane to grow, so there is a lot of fluctuation. This is why I tested for over 6 hours.
22 observers - 81.5 / hr
6 observers - 75.8 / hr
2 observers - 69.1 / hr
*edit* I somehow forgot the last layer of redstone dust. Fixed this and updated the download.
- Added some jackolanterns to keep those pesky zombies from spawning.
- Placed solid blocks above the top layer to keep the sugarcane from flying out
probably the best solution would be making the center stream 2 wide instead of one, I dont know if it would make much difference. I'd like to do some large scale tests, but probably won't unless the zero tick farms are broken
Big thank you to Foxball for helping me build this in survival!
Sorry about the clutter, I was testing things. The silo with the glowstone square around it is the one you want to use. I found out that you can add two rows of iron bars under the water, instead of signs, and improve the efficiency by about 10%. Check out the picture for reference
There are 40 sugar cane per layer. I tested the average yield with different numbers of observers and this is what I found. Keep in mind it typically takes around 18 minutes for sugar cane to grow, so there is a lot of fluctuation. This is why I tested for over 6 hours.
22 observers - 81.5 / hr
6 observers - 75.8 / hr
2 observers - 69.1 / hr
*edit* I somehow forgot the last layer of redstone dust. Fixed this and updated the download.
- Added some jackolanterns to keep those pesky zombies from spawning.
- Placed solid blocks above the top layer to keep the sugarcane from flying out
probably the best solution would be making the center stream 2 wide instead of one, I dont know if it would make much difference. I'd like to do some large scale tests, but probably won't unless the zero tick farms are broken
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in 1.14 there are structure blocks which you could use instead
minecraft.gamepedia.com/Structure_Block
The self balancing storage at the bottom is a nicely compact solution, although (with the distribution ring above) it seems one could economize on the hoppers feeding the ring of chests. [This would leave a few spaces inside the chests that would be spawnable, but this could be fixed by hiding lighting therein (or simply filling those spaces with blocks) Aside from offering a way to conceal lighting (not shown in the video), this would reduce the cost and the lag from the hoppers.]
I also don't see any lighting in the cane levels other than the windows(and hostiles can spawn in cane).
This would not be dangerous to the player as the growing space is fully isolated; however, because mobs that pick up items do not despawn, this would add to lag (as well as being a nasty surprise during any maintenance).
Substituting full block light sources [Jack-o-Lanterns, glowstone, or sea lanterns] for at least some of the blocks beneath the observer levels represents an easy fix. This is also the level that is 'over the redstone' [ as mentioned @~6m55].
[Replacing the RSD with powered rails would also reduce lag, but would be considerably more 'expensive' and result in each row of pistons firing independently which could slightly reduce efficiency.]
Speaking of efficiency, you mention using three observers per side in the survival build [@~5m20]:
do you have any numbers for what effect this had on production compared with the every other pattern used in the creative build?
You are probably correct about another video being unneeded as the added pic with the bars provideds the needed information quite handily.
I'm not sure how popular the zero-tick farms will be… [Aside from probably being high on MS/Mj's 'hit list', I can see many servers banning these as being too similar to carpet/rail duplicators.]