Uploaded September 2019 | Updated September 2026, 1 week ago
Type out messages to be displayed on a large billboard. Big display of 2x2 or 3x3 pixels, or more. But the main thing is how I store characters using water bottles and swords.
Arranged somewhat like a modern computer (post 1980s). The character data is read by a decoder which puts it into columns of video ram. Characters are stored in shulker boxes using sequences of water bottles (bit 1) and swords (bit 0). Waterbottles are useful here, because they're unstackable and also easily detectable by pushing into brewing stands. Much of this could be optimized, but I kept it simple.
If you build this, please be careful on the character memory part. I set this up using non overflow-proof sorters, but you should probably not do that, and manually place the items into the sorters.
The "keyboard" part I didn't fully explain. Items are stored every other hopper to avoid an update order issue. I left some notes in the world download on proper use as well. Mainly, if you send a key before you should send one, it can really screw up things - but if you use it right, this won't be an issue.
DL: mega.nz/#!sgQSWapT!Qb0-wXjp6st58eFdQ6eu-hUzAqwL_homEjwo6EATvdo
Type out messages to be displayed on a large billboard. Big display of 2x2 or 3x3 pixels, or more. But the main thing is how I store characters using water bottles and swords.
Arranged somewhat like a modern computer (post 1980s). The character data is read by a decoder which puts it into columns of video ram. Characters are stored in shulker boxes using sequences of water bottles (bit 1) and swords (bit 0). Waterbottles are useful here, because they're unstackable and also easily detectable by pushing into brewing stands. Much of this could be optimized, but I kept it simple.
If you build this, please be careful on the character memory part. I set this up using non overflow-proof sorters, but you should probably not do that, and manually place the items into the sorters.
The "keyboard" part I didn't fully explain. Items are stored every other hopper to avoid an update order issue. I left some notes in the world download on proper use as well. Mainly, if you send a key before you should send one, it can really screw up things - but if you use it right, this won't be an issue.
DL: mega.nz/#!sgQSWapT!Qb0-wXjp6st58eFdQ6eu-hUzAqwL_homEjwo6EATvdo




![Easiest pigman gold farm 1.13+ (80 gold blocks/hr)
Build guide for 4 layers
AFK height: 214
Layer 4: 120
Layer 3: 117
Layer 2: 114
Layer 1: 111
Landing height: 86 (128 blocks below AFK height)
Spawn pads are a 10 block radius from edge of drop chutes, but this value is not exact.
Item collection is up to you, but I think my SP world solution works well @ 7:17 . Gold nuggets are about 6400/hr which is less than hopper speed. Rotten flesh drops bring it to above hopper speed, so these need to be sorted out first.
I claim this is the easiest gold farm because it
1. requires only digging, no block placement
2. gives 30-40% more spawns per block due to lower height (127 height vs about 170 for on top of the nether ceiling)
Item counter commands:
/execute if block -32 80 -6 minecraft:hopper{Items:[{Slot:0b,Count:64b}]}
/scoreboard players add count test 8
/data merge block -32 80 -6 {Items:[{Slot:0b,id:minecraft:gold_nugget,Count:56b},{Slot:1b,id:minecraft:rotten_flesh,Count:1b},{Slot:2b,id:minecraft:cobblestone,Count:64b},{Slot:3b,id:minecraft:cobblestone,Count:64b},{Slot:4b,id:minecraft:cobblestone,Count:64b},]} Easiest pigman gold farm 1.13+ (80 gold blocks/hr)](https://i.ytimg.com/vi/ZuxkO71xtNA/mqdefault.jpg)


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[letsplay] Improving my ice farm (vanilla 1.13.1) [letsplay] Improving my ice farm (vanilla 1.13.1)](https://i.ytimg.com/vi/aA1Badop93I/mqdefault.jpg)


