Map Cheap Melon & Pumpkin Farm Collection by _ForgeUser12125437
- 345
- 372.92 KB
- 1.11.2
- December 17, 2016
- January 6, 2017
- Creation
Name | Cheap Melon & Pumpkin Farm Collection |
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Author | _ForgeUser12125437 |
Description | A collection of simple and resource efficient Melon & Pumpkin Farms for 1.11 |
Information | Downloads: 345 Version: 1.11.2 Size: 372.92 KB Updated at: January 6, 2017 Created at: December 17, 2016 |
Tags | Creation |
A collection of simple and resource efficient Melon & Pumpkin Farms for 1.11
This project is a collection of multiple harvesters and farm designs I came up with over the last few weeks.
All of them use less costly materials than the most common "double-piston-double-observer" design used widely. Not only that these designs are almost all cheaper, they are actually failproof. What this means is that no matter how fast your melons or pumpkins grow, the harvesters will always keep up. Almost all harvesting mechanisms fail to do this, what means that they have the potential to get stuck if two melons / pumpkins want to grow an the same space right one after the other. All of these designs have been tested on tickSpeeds up to 3000. All designs are 100% efficient as all drops will be picked up before they despawn by a minecart below them.
The extra farmland spaces increase the spawning rate of pumpkins and melons by around 40% and the pieces of string on them make sure the plants cannot grow on those blocks. Saplings and flowers also do the job though.
Design 1
This is the simplest design I could think of.
The redstone powered by a lever below will power the melon / pumpkin if it grows. This powered plant will cause the fence gate to open which is detected by the observer right away. The observer will output a short signal that powers the dust behind it. This dust powers the piston which will harvest the plant.
Design 2
This version causes less lag than Design 1.
The fence gate is replaced by a dropper since it has an easier to render model and no animation when powered. The solid block is moved up one block so the piston is not powered by redstone directly, but by quasi-connectivity instead. Since this requires a redstone update next to the piston, a powered / activator rail is placed there. This gets rid of any redstone cycling trough all of its power stages what makes the design better suited for really huge farms in your spawn chunks or on your server.
Design 3
This version is more compact if you don't want to expose any redstone component.
With this design you can make the entire farm slightly smaller as no redstone component is exposed to the outside. The redstone lamp creates two pulses instead of one which is required as the sticky piston needs to extend twice to move the glass block. Using a solid block will cause an infinite loop instead.
Design 4
This version uses no observer blocks and also works in older Minecraft versions.
This version works without any observer blocks. The powered dropper shoots its contained single item into the hopper above it. The comparator will detect the item in the hopper and power the redstone dust which powers the piston. The item will automatically drop down into the dropper right away,
Design 5
This version is smaller than Design 4 but needs more rails for item collection.
This version simply channels the entire redstone pulse through the melon / pumpkin and feeds it into the piston above. You will need a hopper below the repeater to collect drops landing on it though. The rail collection system also has to be 3 wide instead of 2 as a regular loop will not be sufficient here. An extra low ceiling is also needed for this design, as top down pistons tend to be messy and throw drops all over the place if they have too much empty space around.
Design 6
This version is pretty tall, but does not use any observers or additional hoppers.
This version also uses no observers, but goes further and does not use any additional hoppers too. The idea is the same as with Design 4, but instead of having the item go back automatically with a hopper, it is shot into and back from yet another dropper. The second dropper is powered by quasi-connectivity and requires a powered / activator rail on top of it for a redstone update.
Design 7
A variation of Design 6 that is cheaper, but slightly slower.
This design is basically the same one as Design 6, but uses no rail. It is a tiny bit slower though. It abuses the fact that the comparator can detect the bottom droppers item through the solid block in front of it. The comparator unpowers a solid block which will again unpower a piece of redstone that powers a redstone torch. The torch will activate the top dropper and shoot the item back into the bottom dropper. The torch will also power the piston with quasi-connectivity, harvesting the item as a result.
Design 8
This version uses no observers and is really compact.
The design quite literally switches out an observer for a sticky piston. The piston is powered by the melon / pumpkin and extends the solid block which will be powered by the active redstone dust which itself is being powered by a lever below it. This will power the bottom piston with quasi-connectivity and harvest the plant.