Uploaded May 2026 | Updated September 2026, 1 week ago
It's set up like a GPU is set up, with many cores, each with a long pipeline. Here there are 30 cores and a 14 long pipeline.
Each pipeline step calculates a subsequent iteration.
It is done in 15 bit precision. The precision is limited by finding |Z|^2 and similar, which is R*R+I*I, so that is like 30 bits / 2 = 15 bits roughly speaking. It does 14 iterations and that's easily extended, but the data becomes a bit garbage.
It's half a step for every tick. 2 steps probably required using integers intead of floating point.
The value 8192 is taken as 1.0 and the numbers range from -16k to 16k (or -2 to 2). To square a value like this and rescale without overflowing, it's X/8192 * X/8192 * 8192 = X^2/8192.
The simultaneous equations at each step are (kinda roughly speaking, written in combinator terms):
R*R/8192 → R
R*I/4096 → I
I*I/-8192 → R
Cr→R
Ci→I
N+(R*R+I*I (less than) ((8192*2)^2) ? 1 : 0)→N ((8192*2)^2 is 268435456, representing 2^2. Also, this is not exactly correct as I have made it, as it keeps counting and calculating instead of terminating the "loop", I just was trying to keep things compact)
It's set up like a GPU is set up, with many cores, each with a long pipeline. Here there are 30 cores and a 14 long pipeline.
Each pipeline step calculates a subsequent iteration.
It is done in 15 bit precision. The precision is limited by finding |Z|^2 and similar, which is R*R+I*I, so that is like 30 bits / 2 = 15 bits roughly speaking. It does 14 iterations and that's easily extended, but the data becomes a bit garbage.
It's half a step for every tick. 2 steps probably required using integers intead of floating point.
The value 8192 is taken as 1.0 and the numbers range from -16k to 16k (or -2 to 2). To square a value like this and rescale without overflowing, it's X/8192 * X/8192 * 8192 = X^2/8192.
The simultaneous equations at each step are (kinda roughly speaking, written in combinator terms):
R*R/8192 → R
R*I/4096 → I
I*I/-8192 → R
Cr→R
Ci→I
N+(R*R+I*I (less than) ((8192*2)^2) ? 1 : 0)→N ((8192*2)^2 is 268435456, representing 2^2. Also, this is not exactly correct as I have made it, as it keeps counting and calculating instead of terminating the "loop", I just was trying to keep things compact)





![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)




