Today I got the simplest item elevator to the date, the initial concept was developed by Mayguel3000 with the idea of improving Ilmango's latest design [link below], and he made it, then I took his layout and improved the wiring to the point that you only need trapdoors, 4 redstone dust, 2 torches and one wooden pressure plate, and it's even very easy to memorize so you can use it as a standard from now.
IMPORTANT NOTE: This elevator is ONLY recommended when you have a constant input of the same item type, it tends to miss some items if not. I'll try to find what causes this issue, but in case you need an elevator for irregular I highly recommend using Ilmangos.
Simple 1.12 Item Elevator v3 | Mass Item Transportation | MinecraftTDL2016-04-02 | 1.11 100% reliable design: youtu.be/HFeaV5l0iwM
Today I got the simplest item elevator to the date, the initial concept was developed by Mayguel3000 with the idea of improving Ilmango's latest design [link below], and he made it, then I took his layout and improved the wiring to the point that you only need trapdoors, 4 redstone dust, 2 torches and one wooden pressure plate, and it's even very easy to memorize so you can use it as a standard from now.
IMPORTANT NOTE: This elevator is ONLY recommended when you have a constant input of the same item type, it tends to miss some items if not. I'll try to find what causes this issue, but in case you need an elevator for irregular I highly recommend using Ilmangos.
Design by Mayguel3000 and TDL. Video edit by TDL. Music by LASERS. Minecraft by Mojang. AfterEffects by Adobe. TDL by his mom.Project Fe: 5 | 2049 Villages Scalable Iron Farm | 80 000 Iron/h | Minecraft 1.13 / 1.12TDL2019-05-03 | KEY FEATURES:
-Hopperless lighting control. -Improved selector for scaling. -Fast reset for it's size. -Low villager position count. -Ultra high yield.
---------------------------------------------------------------------------- ABOUT THIS BUILD:
Finally is here, after a long wait, the next chapter in the Project Fe series, our fifth design, with lots of improvements from the previous ones, this one features 256 villages high-density clusters, with a very compact footprint in comparison to previous, now with a selector design that allows to go up and down without fully resetting the farm.
The reset time is 33 hours, for the size of this farm that is quite good, still featuring a single reset algorithm which provides high stability and simplicity overall.
Auto-resettable iron farms like this one don't require any specific door placement procedure, the redstone does everything for you, just build the structure in the same orientation, put the villagers in place and press the button, after that just wait for awhile to start seeing golems fall from the spawn area!
To control the farm you have a central control panel that allows to scale the farm in steps of 256 villages, you're also able to stop the reset at any point for a given number of villages or fully turn off the farm. Overall the structure and the redstone is very simple, no hoppers are needed other than for the clocks and sequencers in the core, the only other iron requirement is for pistons.
Please report any bugs to the developers, or leave them as a comment. Constructive criticism is very welcome as long as you don't create a hostile environment.
This edit contains a valuable message to all the community surrounding iron farms, it's a tribute to all what has been done before, and a way to say thanks to all who supported us through this series.
---------------------------------------------------------------------------- ABOUT THIS EDIT:
This video was edited with Adobe After Effects CC 2018. Clips rendered with ReplayMod by CrushedPixel. Animations made in Blender. ---------------------------------------------------------------------------- BUILDING IN SURVIVAL TIPS AND NOTES:
- No auto-rebuild-able farm works on spigot if it was designed for vanilla, this farm is auto-rebuild-able. [Reports tell this one works perfectly, I do recommend testing it yourself with your server configuration]. - As all stacked village iron farms are direction dependent, this one is. - No iron farm need spawn chunks, unless you don't want to rebuild after unload. Which means you can use artificial loading to keep it working, or rebuild after unload. - Seems hard to replicate? Start from the door platforms, make sure all sections are the same amount of blocks apart from the other, and the doors are in the right orientation. Then start copying the redstone, it'll help you find the correct distance for the merging towers. - Troubleshooting assistance? Look at the section below, fill the form and I will help you as soon as I can.
------------------------------------------------------------------------------ NOT WORKING? REVISION FORM: NO FUNCIONA? FORMULARIO:
Holy Rain [Dope Music]: soundcloud.com/d0pemusic Motion graphics and edit by TDL. Design by Sergio_Torres, TDL and Scicraft. Cinema 4D by Maxon. After Effects by Adobe. ReplayMod by CrushedPixel. Minecraft by Mojang. Sergio_Torres by a genetic experiment. Scicraft by the pun master, a fruit and some others. TDL by his parents.Shifting Floor Witch Farm | 4300 items/h | Minecraft 1.13+TDL2019-03-21 | Crash89: youtube.com/channel/UCXMW5P4aVvCyyJzSVZlgh1Q
This project is born with the need of having the highest efficiency possible in a witch farm for the elemental server, there's a lot of designs out there but they use entities that generate some amount of lag or they do not respect the mob spawning rules for 1.13. So that's how this designs first comes out, trying to make it instant activation, with optimized witch fall and trigger and vertically stackable.
The yield of this farm has been closed in 4300 items/hour but most of the time it produces more than that, way more in some cases, making it the fastest, lag friendliest witch farm currently available.
Edited by TDL. Developed by crash89. Design tweaks by TDL. Music by Solstis Remixes. Minecraft by Mojang. Crash by his parents. TDL by his parents.BIT-1: Simple Resettable Pulse Counter | Basic Implementation TutorialsTDL2017-07-14 | Today I present a new series that will create a collection of basic redstone circuits that I use very often in most of my contraptions, so you don't have to go all over the Internet looking for them; there will be a playlist with all possible circuits ready to be used or improved as the series progresses.
In this case I present the simplest pulse counter you can have, for it's volume, at least is the one that works for me in most situations. It's basically the same circuit we call "Etho's clock" with a dispenser instead of one of the hoppers.
Sometimes you need to count a certain number of pulses in order to proceed to make a certain decision, for example I used it in the village counter for a new iron farm that is in development.
----------------------------------------------------------------------------- ORIGINAL CREATORS: Found them, or, they found me. :P
Sonder: soundcloud.com/sonder/care-1 Motion graphics and edit by TDL. Cinema 4D by Maxon. After Effects by Adobe. ReplayMod by CrushedPixel. Minecraft by Mojang. TDL by his parents.Project Fe: 4 | 40000 Iron/Hour | 960 Villages Scalable Iron Farm | Minecraft 1.13.2TDL2017-06-30 | KEY FEATURES:
-Hopperless lighting control. -Scalable by selector panel. -Fast reset for it's size. -Low villager position count [lag friendly] -Very high yield.
---------------------------------------------------------------------------- ABOUT THIS BUILD:
We are proud to present the fourth chapter of Project Fe, this time featuring a design that combines all previous concepts to make a high end, high reliability, fast reset and lag friendly iron golem farm. It features the highest density door cluster yet, which means it fits the highest amount of villages per detector villager ever, making it lag friendlier and more compact, it allows having 20% more villages than Project Fe 3 in the same volume.
The reset time is fast for it's size, 22 hours total , it has a six step reset algorithm featured in Project Fe: Mini, so you don't have to wait much to start seeing tons of golems falling from the spawn area!
Auto-resettable iron farms like this one don't require any specific door placement procedure, the redstone does everything for you, just build the structure in the same orientation, put the villagers in place and press the button, after that just wait for awhile to start seeing golems fall from the spawn area!
To control the farm you have a central control panel that allows to scale the farm in steps of 240 villages, you're also able to stop the reset at any point for a given number of villages or fully turn off the farm. Overall the structure and the redstone is very simple, no hoppers are needed other than for the clocks and sequencers in the core, the only other iron requirement is for pistons.
Please report any bugs to the developers, or leave them as a comment. Constructive criticism is very welcome as long as you don't create a hostile environment.
---------------------------------------------------------------------------- ABOUT THIS EDIT:
This video was edited with Adobe After Effects CC 2017. Clips rendered with ReplayMod by CrushedPixel. Animations made in Maxon Cinema 4D R17.
---------------------------------------------------------------------------- BUILDING IN SURVIVAL TIPS AND NOTES:
- No auto-rebuild-able farm works on spigot if it was designed for vanilla, this farm is auto-rebuild-able. [Reports tell this one works perfectly, I do recommend testing it yourself with your server configuration]. - As all stacked village iron farms are direction dependent, this one is. - No iron farm need spawn chunks, unless you don't want to rebuild after unload. Which means you can use artificial loading to keep it working, or rebuild after unload. - Seems hard to replicate? Start from the door platforms, make sure all sections are the same amount of blocks apart from the other, and the doors are in the right orientation. Then start copying the redstone, it'll help you find the correct distance for the merging towers. - Troubleshooting assistance? Look at the section below, fill the form and I will help you as soon as I can.
------------------------------------------------------------------------------ NOT WORKING? REVISION FORM: NO FUNCIONA? FORMULARIO:
AWAY: soundcloud.com/lowlypalace/away-sleepwalker-feat-london-thor Motion graphics and edit by TDL. Design by Sergio_Torres and TDL. Cinema 4D by Maxon. After Effects by Adobe. ReplayMod by CrushedPixel. Minecraft by Mojang. TDL by his parents.Project Fe: Mini | 10000 iron/hour | Simple High-End Iron Farm | Minecraft 1.13.2TDL2017-04-21 | Tutorial soon. Send questions via twitter so I don't skip any! Loads of information and world download here.
---------------------------------------------------------------------------- ABOUT THIS BUILD:
We present to you the simplest high-end iron farm, it requires much less expensive building materials, and villagers than all previous farms with similar village amounts. It features the highest density door cluster yet, which means it fits the highest amount of villages per detector villager ever, making it lag friendlier and more compact.
The reset time is fast, close to 5h, it has a six step reset algorithm, so you don't have to wait much to start seeing tons of golems falling from the spawn cube!
Auto-resettable iron farms like this one don't require any specific door placement procedure, the redstone does everything for you, just build the structure in the same orientation, put the villagers in place and press the button, after that just wait for awhile to start seeing golems fall from the spawn area!
The button starts a reset, the lever stops the reset or collapses the farm at any time, toggle the lever again [off position] to auto-rebuild after using it previously [being on]. If you spam the button there should be no problem whatsoever, in case you pressed the button mid-reset just flick the lever so it is on, wait 5-10min, then flick it back again, the farm should start building itself with no problems.
Overall the structure and the redstone is very simple, no hoppers are needed other than for the clocks and sequencers in the core, finally a big iron farm that doesn't require a quintillion stacks of iron to start building it. The only other iron requirement is for pistons.
Please report any bugs to the developers, or leave them as a comment. Constructive criticism is very welcome as long as you don't create a hostile environment!
---------------------------------------------------------------------------- WELCOME TO THE TEAM SERGIO_TORRES:
We are proud to introduce a new developer to the team, this is a very talented player who made several improvements to our previous designs and helped debugging some bugs. As his first implementation we built this iron farm, a huge kickstart for what it will be the Project Fe: 4 farm.
---------------------------------------------------------------------------- ABOUT THIS EDIT:
This video was edited with Adobe After Effects CC 2017. Clips rendered with ReplayMod by CrushedPixel. Animations made in Maxon Cinema 4D R17.
---------------------------------------------------------------------------- BUILDING IN SURVIVAL TIPS AND NOTES:
- No auto-rebuild-able farm works on spigot if it was designed for vanilla, this farm is auto-rebuild-able. [Reports tell this one works perfectly, I do recommend testing it yourself with your server configuration]. - As all stacked village iron farms are direction dependent, this one is. - No iron farm need spawn chunks, unless you don't want to rebuild after unload. Which means you can use artificial loading to keep it working, or rebuild after unload. - Seems hard to replicate? Start from the door platforms, make sure all sections are the same amount of blocks apart from the other, and the doors are in the right orientation. Then start copying the redstone, it'll help you find the correct distance for the merging towers. - Troubleshooting assistance? Look at the section below, fill the form and I will help you as soon as I can.
------------------------------------------------------------------------------ NOT WORKING? REVISION FORM: NO FUNCIONA? FORMULARIO:
vowl. : soundcloud.com/vowlmusic/temper Motion graphics and edit by TDL. Design by Sergio_Torres and TDL. Cinema 4D by Maxon. After Effects by Adobe. ReplayMod by CrushedPixel. Minecraft by Mojang. TDL by his parents.The Conspiracy Sketchbook: Self-Fueling 130 Furnace Array Concept | PilotTDL2017-02-20 | Welcome to this new series, it will be about putting out unfinished or not optimized contraptions that Conspiracy members start, then you make it your own and send it to us when ready, if it meets the criteria the device will be presented by us together with you and/or used in the survival server.
For the Pilot episode we got a fuel-less/self-fueling/carpet-duper/ energy-producer/physics-laws-breaker furnace array and it works very neatly, but still has a couple flaws around, those are:
- Only one chest feeds the system, so no more than 3 double chests buffer is possible. - The stacked minecarts for minecart loading sometimes act very inconsistently, mostly when the last items are running out.
Yes, I'm finally back. 2016 was a rough year for making videos, even got to a point when I had a couple projects about done and my hard drive broke with all the project files and renders, hopefully I can get my data back at some point, but those recovery services are expensive! Then the editing software I use [Adobe After Effects] started playing out, glitching and doing all kinds of stuff, I even tried Vegas for a while, but then an update came out for AE, and this video was the first finished project out of it. Two more coming soon, very interesting ones!
Edit by TDL. Design by Rafmaninoff, JeWe, Arminecraft and TDL. Cinema 4D by Maxon. After Effects by Adobe. ReplayMod by CrushedPixel. Minecraft by Mojang. TDL by his mother.Simple Item Elevator v4 | Loseless Mass Item Transportation | Minecraft 1.12TDL2016-08-27 | With the newest Minecraft 1.11 snapshots, piston based item elevators became reliable again; no items shooting at incredible speeds anymore, now items go straight up slowly with causing no problems.
Direct dropper elevators are possible now too, but those have the disadvantage of overflowing when a high item stream input is connected due to its limited dropper and hopper speed.
Hope this is useful to you, send it to your friends and subscribe for more technical creations.
Design by TDL. Video edit by TDL. Music by Phelian. Minecraft by Mojang. AfterEffects by Adobe. TDL by his mom.Project Fe: 3 | 29 000 iron/h | 768 villages Scalable Iron Farm | Minecraft 1.13.2TDL2016-07-17 | Please vote this bug: bugs.mojang.com/browse/MC-64836 Most iron farms are having issues due to this. Video en Español: youtu.be/ypLJCX74ssE Crash's channel: youtube.com/user/craftcrasher89
Today we are presenting you the third chapter of our project, this is a series of videos about progressive iron farm development called ProjectFe [Fe stands from Ferrum, which means iron in latin].
This time we worked together. and managed to make the most advanced iron farm yet, with a relatively fast reset of 3.5h per module, 14h in total and incredible rates of 29 000 iron/hour @ ~97% SPAWN efficiency and 94.5% output-wise, trust me, that is a lot of iron, even for a big smp. As for theoretical output vs real output, the limits of our concepts are becoming an issue, we are aware of that, so for the next chapter this problems will be adressed.
IMPORTANT: We will try our best to make an explanation video about how to use this farm, and what other systems are being added on the next weeks.
Next time this will get crazy, expect something big.
As always constructive criticism is welcome, as long as you don't create a hostile situation we're up to discuss and apply all suggestions to the next farm and video!
I edit all of my videos in AfterEffects CC. The 3D renders are made in Cinema 4D. To record certain clips I use either ReplayMod or PixelCam.
This specific video took around 3 months of work, didn't track the hours spent this time since I scrapped a video that was halfway done, the delay is mostly because I don't have enough time to edit due to university.
- Fixed spawn killing, back to RedstoneSpire's method. - Increased the amount of villagers in the capsule to 65. - Farm rates measured again, increased to 29 000 iron/h. - Added nether loading contraption ready for 1.9 and 1.10.
Version 3.2:
- Replaced old villagers pushers with a reliable design. - Fixed some wires, redstone is 1.11 ready. - Geometry changes, the algorithm is reliable again. - Added two items to the main timer in the redstone core. - 1.8.x support removed.
Version 3.3:
- Spawner villagers got separate cells as workaround for entityCramming. - Simplified fix in redstone core. - Algorithm tweaked a bit more, no more geometry issues. - The scalable version is now ready for 1.11+.
Version 3.4:
- Replaced old stopper circuit, no infinite reset time anymore! - Fixed stuck selector after 768 village reset. - Villagers are back on their cells, forgot to put them.
Version 3.5: -Replaced all hoppers in the roof with a signal strenght system.
Please report problems to TDL @tidddle on twitter.
- No auto-rebuild-able farm works on spigot if it was designed for vanilla, this farm is auto-rebuild-able. - As all stacked village iron farms are direction dependent, this one is. - No iron farm need spawn chunks, unless you don't want to rebuild after unload. Which means you can use artificial loading to keep it working, or rebuild after unload. - Seems hard to replicate? Start from the door platforms, make sure all sections are the same amount of blocks apart from the other, and the doors are in the right orientation. Then start copying the redstone, it'll help you find the correct distance for the merging towers. - Troubleshooting assistance? Just hit me on twitter @tidddle, my PMs are open to anyone.
Music: vowl. - Gabrielle Alpin - Start of time [redo].
vowl. : soundcloud.com/vowlmusic/gabrielle-alpin-start-of-time-vowl-redo Motion graphics and edit by TDL. Design by Crash89 and TDL. Cinema 4D by Maxon. After Effects by Adobe. ReplayMod by CrushedPixel. Minecraft by Mojang. TDL by his mother.My scrap 2015-2016.TDL2016-05-28 | Hey, this is just a temporal video where you can watch most of the scrapped videos [that I didn't lose] done in the past year.
I'm working on Project Fe: Chapter 3 at the moment, so you'll have to wait a bit more to watch a full farm/edit around, it will be worth! :D
Have fun! After unlisted you'll only be able to find this video on my twitter.
As you can see, Project Fe 3 is coming soon, we got something very special this time, both build-wise and editing-wise, this is the only and the most viewed series on my channel, in case you haven't watched the previous two episodes, make sure to go and watch them!
The previous farms will be updated for 1.9 very soon, so if you're interested on building them, stick around.
Edited with Adobe After Effects CC. Animations made with Cinema 4D.I was gonna make an April Fools video...TDL2016-04-01 | :(
Recorded and edited in under 2 hours.
Song: soundcloud.com/thomas-h-ybr-ten/tezatalks-hadSlime Farm | Single Chunk Togglable | 8000 Items/h | MinecraftTDL2016-03-11 | This is Conspiracy's Server Slime Farm, a build done more than a year ago that has been improved along the way to end up in a very simple and easy to replicate design.
It was originally made by Enemysfriend22 and TehzZag [aka Zag_PC] for 1.7 and 1.8 versions, and used to have a lot of redstone and pistons to keep the water in place when switched off. Then Enemy and I revisited the farm recently because we needed some design for our quad slime farm perimeter, Project 8 [As crazy as it sounds, we dug a slime farm perimeter]. Have to mention, Niels, another member of the Conspiracy Server helped with the wiring layout, so some credits goes to him.
At first it might look complicated, but once you see the structure of a single layer you realize how simple it is. Check the world download for further details.
ABOUT THIS VIDEO EDIT:
This one took about 20 hours of work, and 35 of render time, as you can see it has quite some full 3D animations. The main reason of them taking so long is that I work as I learn new editing techniques, and my learning curve turns slow because I only have less than an hour each day to spare on editing or playing games. As always, I try my best to bring high quality content to all of you, if you didn't like something about this or other videos, there's the comment section, so the content of this channel can be improved!
Edited with AfterEffects CC, 3D animations made in Cinema 4D R17.
The project files will be given for download two weeks after the release of this video, contact me if you need some help or tips before that.
Design by Enemy, Zag and TDL, with a bit of TheNiels17. Edit by TDL. Music by TRINIX. Minecraft by Mojang. AfterEffects by Adobe. Cinema 4D by Maxon.Project Fe: 2 | 48 000 iron/h | 1152 villages Iron Farm | Minecraft 1.13.2TDL2016-02-05 | Please vote this bug: bugs.mojang.com/browse/MC-64836 Most iron farms are having issues due to this. Español: youtu.be/lTAOCvQe3I8 Crash's channel: youtube.com/user/craftcrasher89
Today we are presenting you the second chapter of our project, this is a series of videos about progressive iron farm development called ProjectFe [Fe stands from Ferrum, which means iron in latin].
This time is Crash's turn again. He broke his own record with an even bigger farm, 1152 concentric villages, with a relatively fast reset and incredible rates of 48 000 iron/hour @ ~97% efficiency, which will supply any big server/world with huge amounts of iron.
Next time I'll present my design, so suggestions will be taken in count. As you already noticed, Crash makes a video, then I and so on, this time Crash finished his farm earlier, the second chapter goes to him.
As always constructive criticism is welcome, as long as you don't try to create a hostile situation we're up to discuss and apply all suggestions to the next farm and video!
I edit most of my videos in AfterEffects CC. The 3D renders are made in Cinema 4D. To record certain clips I use either ReplayMod or PixelCam.
This specific video took around 14 hours of work, and 20h of AFK time rendering, yeah, my processor had such a bad time! Crash’ also did, all that time debugging that huge farm with Kabo’s VillagerMarker which gives you a lot of render lag on big farms.
When you want high quality results, you need high quality work.
That’s mainly why there hasn’t been much videos recently, I’m trying my best to improve my editing skills, and Logicraft Redstone has been helping a lot on that. Props to him, it’s a great editor.
The video project files will be available for download two weeks after the actual video comes out, so if you are an editing enthusiast make sure to stick around; you can also request the link on my Twitter’s Private Messages, they are opened to all who wants to ask me questions.
------------------------------------------------------------------------------ BUILDING IN SURVIVAL TIPS AND NOTES:
- Made for the actual version that is 1.8, will be updated for 1.9 soon. - No auto-rebuild-able farm works on spigot if it was meant for vanilla, this farm is auto-rebuild-able. - As all stacked village iron farms are direction dependent, this one is. - No iron farm need spawn chunks, unless you don't want to rebuild after unload. Which means you can use artificial loading to keep it working, or rebuild after unload. - Seems hard to replicate? Start from the door platforms, make sure all sections are the same amount of blocks apart from the other, and the doors are in the right orientation. Then start copying the redstone, it'll help you find the correct distance for the merging towers. - Troubleshooting assistance? Just hit me on twitter @tidddle, my PMs are open to anyone.
- Villagers put in separate cells due to new entityCramming gamerule. -A single repeater delay was changed, look for the goldblock indicator. -Chunk loader adjusted to the right timing for 1.9 and above. -Villagers pushers changed to avoid them moving by themselves.
Version 2.2:
- Added some wiring to solve a previous bug, look for the gold blocks in the core.
Fortune: soundcloud.com/fortune_beats Edit and Video by TDL. Design by Crash89. ReplayMod by CrushedPixel. Minecraft by Mojang.Supercharged Ice Farm v2 | 3400 ice/h | ModularTDL2015-11-17 | If you remember the original Supercharged Ice Farm, it's layout was quite a bit bulky and likely to produce lag, so in this case I fitted a bit better the ice storage while tweaking some stuff here and there.
Today we are presenting you our new project, is a series of videos about iron farms that we are calling ProjectFe [Fe stands from Ferrum, which means iron in latin].
This time is Crash's turn. He made the world's first 640 villages concentric iron farm, with a relatively fast reset of ~16h and incredible rates of 25 500 iron/hour @ ~97% efficiency, which will supply any big server/world with plenty of iron.
As the video says this is not over, next time I'll present my design, so suggestions will be taken in count. So as you already noticed, Crash makes a video, then I and so on.
Much thanks for watching, hope you enjoyed that edit that took me ages!
------------------------------------------
I do not recommend building this farm anymore, Project Fe: Chapter 3 has more villages and is simpler on all means, look for it in my channel.
Abandoned: soundcloud.com/abandoned_official Faux Tales: soundcloud.com/fauxtales Video by TDL. Updated by TDL. Design by Crash89. Minecraft by Mojang. TDL by his mom.Supercharged Modular Pumpkin/Melon Farm v2 | Improved by Nukelawe [Tutorial]TDL2015-10-01 | Another improvement for the farm; this time for Pumpkins and Melons; this time Nukelawe did a very awesome job making the farm simpler and faster, and also added a toggle switch!
It's based on BUD's (block update detectors) that break the pumpkins and melons instantly, as soon as they appear, leaving the space free for another one to grow in the next tick. Also tweaked with some code-based mechanics that increases the probabilities of a melon or pumpkin to grow [thanks to Defanive for that.].
In comparison to other designs, this one fires only where the pumpkin or melon grows, it doesn't need a timer or manual activation. Also there's no use of any type of block that generates render lag, all that slows down the farm in singleplayer and the framerates are killed in multiplayer.
I recommend to build this one in 1.8.3+ due to the hopper minecart offset bug in previous versions of the game.
Much thanks to Nukelawe for improving my previous design. ---------------------------------------------------
Music: Kontinuum - First Rain.
soundcloud.com/kontinuum/first-rainItem Elevator v2 | Mass Item Transporation in Minecraft [1.9 Fix]TDL2015-09-18 | Item transportation is very important, nowdays farms have very fast outputs and you need a reliable way to move those items, test137E29's bug was fixed, so I came with the second version of my item elevator.
Mechanics are changing on the latest snapshots, in this case it is going to stay how it is right now, so I worked a little bit on bringing back this concept from older Minecraft versions, looks glitchy due to some bugs, but it should be fine when fixed.
It would be great if you can improve this contraption, making it simpler and smaller, if you did make sure to let me know somehow. :)
Mechanics are changing on the latest snapshots, in this case it is going to stay how it is right now, so I worked a little bit on bringing back this concept from older Minecraft versions, looks glitchy due to some bugs, but it should work fine when fixed.
If you have a constant item stream I'll recommend you adding the extra piston in the fix picture linked next, otherways the items will never be pushed up.
It would be great if you can improve this contraption, making it simpler and smaller, if you did make sure to let me know somehow. :)
Music by J.G.F. soundcloud.com/j_gf/jgf-survival-original-mix Edit by TDL. Minecraft by Mojang.Chicken Farm | Small, Simple & Loseless | Minecraft 1.16.3TDL2015-08-28 | Lets eat some nuggets! If you don't like the corner configuration just swap one of the solid columns with glass, and it'll look cool. [Or just hide it :P]
Chicken farms are by far not really complex, but this is the simplest you can go for such a mechanic.
Design by: TDL [Inspired on Xisumavoid's] Music by SoDak: soundcloud.com/officialsodak Minecraft by mojang.MobReactor X | Ultra Fast Compact Mobfarm | 55000 Items/hour [BROKEN]TDL2015-07-25 | Can you remember the original MobReactor? The fastest of the compact mobfarms category? Well, this is taking the title now, keeping is simple and relatively cheap to be built.
The farm was totally revisited; several spawn spaces were added, mobs are thrown out of the farm faster, leaving space for more mobs to spawn. The perfect drop height and timings makes sure to clear the mobcap efficiently in the less time possible, and at the same time kill 98% of the total mobs; the rest are just killed by Iron Golems.
Optional features were added, for example the light toggle and the spiders add-on. [Cheers to ilmango for that suggestion].
As always, the world download is here. I can't find a need for a tutorial since the farm is very straight forward to be built. I would suggest using MCEdit to split the farm into layers in order to make the copying process easier.
Some useful information and a proof of efficiency is in the world download. Make sure to check that, anyways you can always ask for information and troubleshooting on my twitter @tidddle.
[Minecraft 1.9 - Use soulsand as spawn floors][40 000 dph]
Remember to leave a like, and subscribe. Thanks for visiting![Outdated] Supercharged Ice Farm | +3000 ice/hour | ModularTDL2015-05-30 | This thing gives you ice.
After 2 hours of afk time you'll be able to build a 3850 blocks long and 2 wide tunnel; well, isn't that the main usage for ice farms? :D
The design is also modular, you get ~1100 ice on every module, with a total storage of 1920 blocks on every piston array.
Hope you enjoy the video, hope you leave some positive feedback. This things takes a lot of testing and reseach, just to bring the best thing possible to you.
This tutorial also explains spider's spawn mechanics. Check the world download for detailed information.
You can turn this farm off, preveting it from filling the mobcap and letting you run other mobfarms. By the way, the MobReactor can be turned off in the same way [World download update soon].
And for the people asking for tutorial, both of them are pretty simple to build. In the other hand I'll be uploading a mob farming guide to cover many aspects of that, so you can understand why my mob farms are layed out like they are.
Enemysfriend22 layed out a more efficient but expensive module, It'll be in the world download soonish.
This farm will give you 13000 drops per hour on perimeter conditions as any non spawner block mobfarm [It can be a lit up one or a dug out], and has to be made in less than Y 96 to get ~10000 to 13000dph. It is determined by the formula: D/h x 0.01 [Where D is the constant droprate 13000 divided by the height multiplied by 0.01]
SONG: Feelings - Steam PhunkEnderman teleportation + No roof in EnderFarms + Floating CarpetTDL2015-04-21 | Everyone has a bad looking enderman farm, lets show some mechanics in order to make them look awesome.
Not sure who came up with the carpet on small hitbox blocks concept, but what about when it is totally floating? It looks incredible.
Music: Artegon - Top Of The WorldSupercharged Pumpkin / Melon Farm | Individually Budded | ModularTDL2015-04-15 | Another improvement for a farm; this time for Pumpkins and Melons.
This one looks like the fastest one out there. It's based on BUD's (block update detectors) that break the pumpkins and melons instantly, as soon as they appear, leaving the space free for another one to grow in the next tick. Also tweaked with some code-based mechanics that increases the probabilities of a melon or pumpkin to grow [thanks to Defanive for that.].
In comparison to other designs, this one fires only where the pumpkin or melon grows, it doesn't need a timer or manual activation. Also there's no use of any type of block that generates render lag, all that slows down the farm in singleplayer and the framerates are killed in multiplayer.
I recommend to build this one in 1.8.3+ due to the hopper minecart offset bug in previous versions of the game.
For a cheaper and really fast design check this one: youtu.be/7d9aVE5oVaE ---------------------------------------------------
Thanks to Defanive for making the statistics and algorithms public.
youtu.be/HeebgcC4sAQ[Broken] Trading Hall | Compact, cheap and tileable | Fully Featured.TDL2015-03-28 | THIS DESIGN IS BROKEN NOW.
Today i'm bringing to the community what looks like the compactest and cheapest fully featured trading hall.
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The circuitry and mecanisms are not perfect yet (but works almost perfectly), i'm a university student and don't have enough time to make it flawless. Anyway, you can contact me and i'll make any corrections - improvements on further "Tweaks" videos.
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Precautions:
- The anti-spam system works pretty well, that doesn't means that it is bug proof (Stacking minecarts). - Put lights all over the inside part, it is zombieproof in the outside. - Be careful of falling into the villager holders, if you or any other mob pushes a villager, you'll have to replace the villagers in the entire hall, there's no reason to fall there! - Doing the rails turn tedious, be careful, you don't want to restart many times. - There's no protection against empty villager input, watch out! - When building it on the opposite direction, just follow the tutorial inverted ;). - If building it on the north or south direction, follow milkYw4iMC tutorial (for the rails)[I'm actually making a tutorial of how to do the rails in all four directions]. - Layed out for UnaryBit's compact breeder, link below. - Trading can become addictive. (ask enemysfriend =P)
Thanks to xChavi who helped a lot while designing this thing.[BROKEN] MobReactor | 39 000 drops/hour | Very fast mobfarmTDL2015-03-24 | [ENG]This is the Mob Reactor, the previous most efficient compact universal mobfarm design out there. I managed to make a faster one for pretty much the same resources, make sure to check it out.
Big thanks to TRS (The Redstone Scientist) that insisted on uploading this video.