Uploaded September 2018 | Updated September 2026, 2 weeks ago
TNT duping is removed in this version, which presents a challenge to create efficient blast chambers. Cobblestone can be generated for free, so the new challenge is collecting the most cobble per TNT. Later, I also present a challenge to create a maximum efficiency farm, which I showed would be over 360 cobble per TNT.
Xcom6000 on tnt mechanics: youtube.com/watch?v=F6OaYojEoog
Maizuma Games efficient "implosion chamber" (288 blocks per TNT): youtube.com/watch?v=SATsBG4a-Ug
ilmango cobble farm (9x4 on 2 sides, tnt every other push): youtube.com/watch?v=_MyeCVicEps
TNT duping is removed in this version, which presents a challenge to create efficient blast chambers. Cobblestone can be generated for free, so the new challenge is collecting the most cobble per TNT. Later, I also present a challenge to create a maximum efficiency farm, which I showed would be over 360 cobble per TNT.
Xcom6000 on tnt mechanics: youtube.com/watch?v=F6OaYojEoog
Maizuma Games efficient "implosion chamber" (288 blocks per TNT): youtube.com/watch?v=SATsBG4a-Ug
ilmango cobble farm (9x4 on 2 sides, tnt every other push): youtube.com/watch?v=_MyeCVicEps




![Industrial Turtle Shell/Scute Farm
Best farm for making too many scutes.
Technical findings:
- Turtles will track 1-high water blocks but greatly prefer 2-high, with 16 block range. Wont track waterlogged blocks, *including* bubble columns. Only track regular water blocks of all types including falling & flowing water.
- 20% of eggs will hatch per night around /time set 21500. Assumed 2.5 eggs laid on average. In the world download version (48x14 sand area), the upper average should be ~336 baby turtles per night.
- Main MSPT limitation is the baby turtles needing to be entity processed to increment age. This could be mitigated by feeding the babies seagrass as shown at 9:28 . Otherwise they need to be entity processed 24000 times.
- Feeding seagrass to turtles is dependent on ping lag. Aiming slightly forward will improve chances to feed, as the server appears to check predicted client player position vs server side turtle position.
Since nobody had made an overpowered scute farm, I made one, and thoroughly investigated turtle mechanics. Tested in 1.13 but should work just fine in other versions.
Glowing effect for pregnant turtles (use repeating command block):
effect give @e[type=turtle,nbt={HasEgg:1b}] glowing 1
Simulated giving seagrass from minecart:
/execute at @e[type=minecart] run execute as @e[type=turtle,nbt={Age:0,InLove:0,HasEgg:0b},distance=..4] run data merge entity @s {InLove:600}
Some technical info was gotten from Rays Works video
https://www.youtube.com/watch?v=IcnPYOVhYyM
Tested in 1.13. Also tested 1.15 snapshot 19w36a and works fine.
World DL:
https://mega.nz/#!ohxxAa5T!Dy6ctpkkQ5TBtM9-hX4UfQWraaIARnUAiKVWfxOHryY Industrial Turtle Shell/Scute Farm](https://i.ytimg.com/vi/oK3d74_ncGo/mqdefault.jpg)





