Techman88
Minecraft 1.13.1 Wither cage & item collection on nether ceiling. No bedrock breaking required.
updated
mega.nz/file/QhoUGbbL#vAUNXaB0lziUC1PtcB4wzNy4Hu6KQ_j2Lfd34KQhKv0
Omniverse here. Install Omniverse Viewer and Mineways through it
developer.nvidia.com/nvidia-omniverse-platform
Also if you want to connect with the devs gtc21.event.nvidia.com
The RTX card.. you're on your own :)
Didn't spend a huge amount of time on this video, but it should save you time if you're trying to do this. Also, there may be better ways to do this (like via sketchfab); I am just showing a way that worked without a lot of fuss. I included my errors because it should help your own troubleshooting.
Also an idea for a very fast portal gold farm chamber with looting, inspired by gnembon. The XP becomes a game crashing lag problem, so I show a way to pull the XP into a corner where it gets destroyed by lava, while the items float over it. I'm seeing rates about 280,000 items/hr - 3600 gold ingots/hr and 134,000 gold nuggets/hr, using a 2x2 chunk portal farm.
Thanks to Major who helped design this as well as Nukelawe.
Potion sorter is from
EliTheWolf youtube.com/watch?v=u7b7txxamGE
World DL
mega.nz/file/IloRBBoQ#dSC6VrxkR_mNwNa5O5S-f9U5cKOEf50Gqn3oKWNr3eg
Minecraft 1.16, tested in 20w11a
3GT was not possible before 1.15 (correction from landmining - it sort-of was, just not for the full tree). In those previous versions, the birch sapling growth would be blocked by the piston arrangement needed to do 3GT. Those versions, to my knowledge, needed some very complex zero tick double piston extenders. This is more of a proof of concept.
"Fastest" is a bold claim to make and it's understandable if people take issue with that. I only make this claim among single-core farms. If you know of a faster (or any other) 3GT single core birch farm, please send me a link or the title of a video, cause the fastest I can find is 4GT. Offhand bonemealing and fast clicking are not generally used, and maybe this is a new category of tree farms, but I'd say let's keep it interesting and maybe a little easier. I would love to see the tree farm veterans try their hand when dispensers are not needed.
Note: this is probably directional and possibly positional (thanks vktec for pointing this out). Seriously I would NOT build this in survival despite the apparent simplicity. It uses excessive amounts of bonemeal and a lot of hard to place hopper minecarts for sapling return.
World download. This might be directional or positional. Note when running, some moving blocks may not show, since minecraft seems to assume piston movements slower than what I use. mega.nz/file/h15BhYzB#ZmxSLhqEIldXHhcoQ9rGp6oiU7Ia_RMmtCv5V_o5zaw
Comet107 channel: youtube.com/channel/UC-j_Tbo0d8Pbh2X2-sUvR7A . And seriously this guy is extremely smart.
ilmango tutorial on zero tick generation: youtube.com/watch?v=kBM7I6D59gI
ilmango early video on birch farm: youtube.com/watch?v=lSD4ZKVLfNM
TT who has done some insane tree farms: youtube.com/watch?v=mhXN2PAWIk8
Activation, who inspired me to look at zero ticks: youtube.com/channel/UCZ840B5e4jmSNLr3QtZEv3w
Also thanks to Major for fast hosting on Enigma and MysteryMan
Resource pack for redstone is 1.15.x_iRed_default_v0.02e.zip by LapisDemon
world dl (1.15)
mega.nz/#!xw4AXQLQ!T9T9eg_kuUif8WcbGpYhlhnj1zMub7QLwkPfYzaay1M
Credit to methodzz for showing you can put soul soil under water and you can travel infinitely fast.
Rates: 24k logs/hr without player assisting with bonemeal, 32k logs/hr with player using bonemeal, 37k logs/hr with clicking script.
I had to kinda limit bonemealing to start at game tick 11 instead of game tick 9 (which should be possible since all the blocks where leaves can grow are retracting at this tick), probably due to update order stuff, but it doesn't impact the rates much and I've had enough with optimizing this farm.
Thanks @vktec#8691 on discord for the suggestion to use beacons and whoever also suggested hoppers.
Autohotkey clicking script I used, copied and modified from elsewhere:
#MaxThreadsPerHotkey, 2
SetDefaultMouseSpeed, 0
SetBatchLines, -1
ListLines, Off
F12::
bFlag := !bFlag
While bFlag
Click Right
Sleep 150
Return
WDL
mega.nz/#!t1x0zAab!Vsh1aZXXdep3THr6zpC34pdBP7hmWHC-VlSdiR3csc4
World download in case you want it
mega.nz/#!E9AiFaSK!2LafYP3mNCixPs5A0s7GP5FWe8X6SMQ4pq9JZKRzPgM
Ilmango's video for TNT duper and which also inspired the general design.
youtube.com/watch?v=sW0xqvE5TpY
World download mega.nz/#!xhAigAxD!MDdAFMpDlWoceyFSI1FSsXQbeYd9rv5WLWhBkbu7NUQ
This also fixed my middle mouse button and I'm not sure why.
I used tri-flow (teflon based lubricant, mostly volatile, with precise applicator) and 99.9% isopropyl alcohol. The oil dissolves the gunk without evaporating too fast, and the alcohol dissolves the oil-gunk mixture so that it can be pulled into a paper towel, then evaporate quickly. These liquids are unlikely to dissolve much salt and end up depositing the salt on electronics. I then used a vacuum cleaner to pull out any remaining fibers.
A video showing disassembly of a similar mouse wheel - this is what I wanted to avoid.
youtube.com/watch?v=BwyTJaVsxvA
Mainly made it easier by changing the geometry so the zombie could sit in a minecart, but also went over some considerations for improving efficiency, due to the large search area villagers use to find existing iron golems (32 block cube centered on the villagers using AABB intersection). Also did a bit of a tutorial.
World DL
mega.nz/#!pgpV3QbZ!shT6AOxha9ZKU3MlsMKIlcnNvQKgR65uwmBHb07Khcc
I showed these things in situations where they came up, which meant going to a few places in my world: a sugarcane farm (for using placement restriction modes), a modernized mesa quarry (for angle locking), and a 1.14.4 raid farm by doublemoses (periodic attack and hold use button).
I'm using Fabric Client and using tweakaroo as well as all of Masa's other mods. I'm also running my server on carpet.
Doublemoses raid farm: youtube.com/watch?v=GFx2nc4Ehas
This is the bug tracker issue bugs.mojang.com/browse/MC-157697
It's "fixed" but they won't release the fix until 1.15 if history says anything. They should make 1.14.5 with minor fixes like this.
My fix to the lag, just tells them not to patrol. You could just run this every few seconds in a command block, but I'll try to make a datapack.
/execute as @e[type=#minecraft:raiders] run data merge entity @s {Patrolling:0b}
May have some effect on raids on villages, in which the patrol leaders have Patrolling set to 1b. I did not test this with village-based raid farms, which may be affected.
I tried to simply remove PatrolTarget (which I believe is a good fix), but failed to find a working solution. Here's an attempt:
/execute as @e[type=#minecraft:raiders] run data remove entity @s PatrolTarget
It always resetted the PatrolTarget to 0,0,0 after running that, in all the variations I tried.
Also tried commands like this
/execute as @e[type=#minecraft:raiders] run data remove entity @s PatrolTarget.X
/execute as @e[type=#minecraft:raiders] run data remove entity @s PatrolTarget.Y
/execute as @e[type=#minecraft:raiders] run data remove entity @s PatrolTarget.Z
but it had the same effect, PatrolTarget would still be set to 0,0,0. I couldn't manage to simply remove the array. There might be a way to do this.
To summon a pillager that will cause lag:
/summon minecraft:pillager ~ ~ ~ {PatrolTarget:{X:5000,Y:0,Z:0},Patrolling:1}
A patrol leader copied from an actual random spawn (after hours of tick warp @ an ocean monument):
/summon minecraft:pillager ~ ~1 ~ {Brain: {memories: {}}, HurtByTimestamp: 0, CanJoinRaid: 1b, Attributes: [{Base: 24.0d, Name: "generic.maxHealth"}, {Base: 0.0d, Name: "generic.knockbackResistance"}, {Base: 0.3499999940395355d, Name: "generic.movementSpeed"}, {Base: 0.0d, Name: "generic.armor"}, {Base: 0.0d, Name: "generic.armorToughness"}, {Base: 32.0d, Modifiers: [{UUIDMost: 8155537058742812996L, UUIDLeast: -8989477423505343755L, Amount: 0.0798937026941346d, Operation: 1, Name: "Random spawn bonus"}], Name: "generic.followRange"}, {Base: 0.0d, Name: "generic.attackKnockback"}, {Base: 5.0d, Name: "generic.attackDamage"}], PatrolLeader: 1b, Invulnerable: 0b, FallFlying: 0b, PortalCooldown: 0, AbsorptionAmount: 0.0f, PatrolTarget: {X: 5000, Y: 70, Z: 0}, FallDistance: 0.0f, DeathTime: 0s, HandDropChances: [0.085f, 0.085f], PersistenceRequired: 0b, Patrolling: 1b, Motion: [0.006517125234045166d, -0.0784000015258789d, -0.01838171977574866d], Health: 24.0f, LeftHanded: 0b, Air: 300s, OnGround: 1b, Rotation: [190.26996f, -29.157398f], HandItems: [{id: "minecraft:crossbow", Count: 1b, tag: {Damage: 0}}, {}], Wave: 0, ArmorDropChances: [0.085f, 0.085f, 0.085f, 2.0f], Fire: -1s, ArmorItems: [{}, {}, {}, {id: "minecraft:white_banner", Count: 1b, tag: {BlockEntityTag: {Patterns: [{Pattern: "mr", Color: 9}, {Pattern: "bs", Color: 8}, {Pattern: "cs", Color: 7}, {Pattern: "bo", Color: 8}, {Pattern: "ms", Color: 15}, {Pattern: "hh", Color: 8}, {Pattern: "mc", Color: 8}, {Pattern: "bo", Color: 15}]}, display: {Name: '{"color":"gold","translate":"block.minecraft.ominous_banner"}'}}}], CanPickUpLoot: 1b, HurtTime: 0s, Inventory: []}
And a nonleader
/summon minecraft:pillager ~ ~1 ~ {Brain: {memories: {}}, HurtByTimestamp: 0, CanJoinRaid: 1b, Attributes: [{Base: 24.0d, Name: "generic.maxHealth"}, {Base: 0.0d, Name: "generic.knockbackResistance"}, {Base: 0.3499999940395355d, Name: "generic.movementSpeed"}, {Base: 0.0d, Name: "generic.armor"}, {Base: 0.0d, Name: "generic.armorToughness"}, {Base: 32.0d, Modifiers: [{UUIDMost: 1091068557595069214L, UUIDLeast: -5600343144297854598L, Amount: 0.032188637513724826d, Operation: 1, Name: "Random spawn bonus"}], Name: "generic.followRange"}, {Base: 0.0d, Name: "generic.attackKnockback"}, {Base: 5.0d, Name: "generic.attackDamage"}], PatrolLeader: 0b, Invulnerable: 0b, FallFlying: 0b, PortalCooldown: 0, AbsorptionAmount: 0.0f, PatrolTarget: {X: 5000, Y: 70, Z: 0}, FallDistance: 0.0f, DeathTime: 0s, HandDropChances: [0.085f, 0.085f], PersistenceRequired: 0b, Patrolling: 1b, Motion: [0.09824108023061612d, -0.0784000015258789d, 0.1033702431011876d], Health: 24.0f, LeftHanded: 0b, Air: 300s, OnGround: 1b, Rotation: [156.74881f, -15.138995f], HandItems: [{id: "minecraft:crossbow", Count: 1b, tag: {ChargedProjectiles: [{id: "minecraft:arrow", Count: 1b}], Charged: 1b, Damage: 0}}, {}], Wave: 0, ArmorDropChances: [0.085f, 0.085f, 0.085f, 0.085f], Fire: -1s, ArmorItems: [{}, {}, {}, {}], CanPickUpLoot: 1b, HurtTime: 0s, Inventory: []}
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
Technical findings:
- Turtles will track 1-high water blocks but greatly prefer 2-high, with 16 block range. Won't 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
youtube.com/watch?v=IcnPYOVhYyM
Tested in 1.13. Also tested 1.15 snapshot 19w36a and works fine.
World DL:
mega.nz/#!ohxxAa5T!Dy6ctpkkQ5TBtM9-hX4UfQWraaIARnUAiKVWfxOHryY
The water streams are a lot different in 1.13. I used slime blocks to make the player move slow and harvest 2 out of 5 vines (soul sand would allow harvesting 3). Optimally this hits 2 or 3 out of 5, the optimal out of a binomial distribution, but soul sand has some disadvantages. Regardless, big brain math is no substitute for actual testing.
If you want to try soul sand, I would suggest using 4 loops instead of 2, and making the loops 35% shorter, and also testing the water streams a lot, because slime is very close to not working.
A lot of inspiration from ilmango's vine farm from long ago, the only other video I found with serious attention to efficiency.
youtube.com/watch?v=yFsrbOgNABo
Also worth mentioning cortezerino's mending shears vine farm
youtube.com/watch?v=SlOIL7vMPlI
World DL:
mega.nz/#!w0wVlSSa!Nsufva2Y-nAUXEggJgnlmbnveoWq3H7hkwxDuZjz-Ao
Music from elwood youtube.com/watch?v=DkKoMveT_jo
Calculations
13 sections = 133 durability
275 blocks in section
5 min tests, vines grown out of 275 blocks:
60
55
65
60
59
rate = 22 minutes per growth per block
(5 minutes)/(60/275)
2/5 growing = 9.16 minutes
lap time (1 side) = 3.4 minutes
2 side = 6.8 minutes
3 side = 10.2 minutes
You would pre-sort the items and put only gold nuggets into this.
World DL
mega.nz/#!RhYlWQZb!aRt1yZyd7lWwzwAsAzK2KOw__rLBdV-mpwyBMsvYo4k
Autohotkey script. This uses 1928x1080 resolution with default GUI scale, and only works with crafting table with crafting book open. If you use different settings you would need to change the cursor position for the destination items. It works by shift clicking the crafting book recipe then shift clicking the destination items, then moving the cursor back to the original position to easily re-craft. I have to lift up ctrl and alt between crafting each one. I'd rather people just use tweakaroo though, because it doesn't depend on cursor position.
;crafting
^!d:: ; Hotkey: ctrl-alt-D
if(WinActive("Minecraft 1.13.2"))
{
MouseGetPos x, y ; back up original mouse position
SetMouseDelay, 200, Play
SetDefaultMouseSpeed, 0 ; Mouse movements much quicker. Minecraft seems to be fine with this.
Send +{Click} ; Shift click
Send +{Click, 1449, 377} ;
MouseMove %x%, %y% ; move mouse back to original position
}
Return
Not to fool anybody, the bulk of the work is draining out the water. I used Gnembon's strategy with a video here youtube.com/watch?v=SjwHNvzjMd4 , and used tweakaroo to make the sand placing fast and fun instead of tedious.
Rates are something like 36,000 drops/hr with the high afk spot. It's intended to be a balance between spawn rates, looks, and ease of building.
I believe Iskall85 inspired this build in the first place: youtube.com/watch?v=1JGtyiFr5mY . But mine is better - it's just July 2019 technology vs June 2019 technology. Was randomly boating in the ocean and saw an ocean monument and took the opportunity. Iskall's build is probably 1% faster. but 37% more effort at least in single player. But do whatever you want, in 1.13 you have a ton of options.
World DL:
mega.nz/#!poASgaiL!XOcGSbrw5vjc6veLDC0yGswlIu4WiLW89LThGpdi9XA
The interesting part is the integrated sorters and item distributors. The hopper minecart is stopped by bumping into a comparator at the top of a slope, in a position where it can pull items from the water stream above, and also sit on a detector rail, read by a comparator. This allowed integrating the sorter and item distributor logic into one component, and making it 1 wide tileable just like standard hopper sorters. This setup might be useful for general item crafting.
It has 10 droppers for crystals, 8 droppers for shards, and 1 dropper for ink. This accomplishes both the 5:4 ratio for sea lanterns, and the 8:1 ratio for dark prismarine. If you desire faster crafting rates and more storage, you could do a 20/16/2 or 30/24/3 arrangement of crystals/shards/ink respectively (cannot go above 30 crystal chests in one row, because this would pull all the crystals out of the hopper minecart and wreck the sorting), just make sure to power all the droppers. You can also stack more chests vertically to get more storage.
World DL:
mega.nz/#!NhIiDSQQ!FMoZ3_FYrAw9hP3ESqAipfX1rFMSd7djsSiA2iLMH0w
Forgot to say in video, if you build this, make sure any item type you use is only in 1 category. Otherwise, the hopper minecart will pull from multiple category chests, and you'll need to fix it. Also be very sure all named items are correct (the H1-H5 categories, safety, and filler).
I'd probably pre-sort common item types like stone/dirt, and unstackable items, but these won't break the system.
This is designed for 1.13+, since it uses a waterlogged trap door on the unloader, and the faster item movement without ice.
Improvements I have in mind:
- Shulker sorting capability, based on the first item in the shulker. Should just take some small redesign of the hopper minecart preparer (.
- Locking all the hoppers behind sorted chests, when items aren't being sorted (ilmango has said this setup can be fairly laggy, because of multiple item types)
0x's sorter youtube.com/watch?v=jftWUEdEstI
PallaPalla's fast item to binary encoder: youtube.com/watch?v=ksfBEgLSpA0
Shildifreak's sorter, which uses a similar interesting concept (forgot to mention in video): youtube.com/watch?v=JHwewmpdZi8
My first design of this concept, does the same thing in a much different way.
youtube.com/watch?v=20Jiy7bKHjM
Download: mega.nz/#!0gpQQYQT!HRrF3DRtN5SuU2QUhHs3F6mnqkBB0ew_zBGG_KMfwUs
DL
mega.nz/#!Y8plWKrQ!jzk_cr7UUEzIX5WjHy9Ng9IQv0frVsmA31oJ4H32p2w
Villager Stats 1.14.3 datapack by FACS01: http://www.mediafire.com/file/itzj45egqkydxvk/Villager+Stats+1.14.3.zip
(included with download but if downloading to your own world put this in saves/worldname/datapacks .. use for instance "/function villagerstats:cmds/tag.time.worked.slept.add.all" to turn stats on)
He decided on a different furnace design, not mine or ilmango's.. I think mine and especially ilmango's are superior, but they don't look as good. I'd say it is not possible to have auto reset in a look like xisuma's, at least in a compact design.
The cactus farm Xisuma built is about 5200 cactus/hr, or 1.4 cactus per second, measured with carpet in 1.13.2. This is enough for 14 furnaces, and with a large furnace array you should never run out of XP.
These are really the best class of furnace XP farms you can build. 800 durability repaired per furnace, no inconvenient reset buttons, 1.5 wide tilable. Also showed some new zerotick cactus farms which are also skyblock compatible. Furnaces reset XP in approx 1.1 hour. I did not show fueling this, because there are a wide variety (e.g. blaze rods from blaze farm, coal from wither skelly farm, charcoal from tree farm, kelp blocks from kelp farm, carpets and bamboo) - and fuel also smelt many items.
Further notes:
- Make sure fuel & cactus are fully stocked or the indicator lights won't come on and reset won't work.
- Comparator reading from furnace can't be on compare mode (its front light should be off)
- If loading the world DL to 1.14, you won't get XP from the furnaces, because cactus_green was renamed to green_dye and furnaces use this name (this is a big annoyance from version to version). Just throw out an item from the furnaces, when the furnace recharge they will give you XP.
DL: mega.nz/#!UlQmwQqK!MqaSbK80kFFcIlV6Z462wsAdlcoJu9r4GYXMbf644qQ
My video on furnace XP from 5 months previous: youtube.com/watch?v=TD0OwtrWSrU
xisumavoid's challenge vid: youtube.com/watch?v=gx35_cUYMew
ilmango attempt: youtube.com/watch?v=J9UED0kXH0Q
Comparison of many zerotick farms: youtube.com/watch?v=1b0-j-0ydCw
Important note! In Doc's video he had a trap door below the villagers, but I've been told this can cause the villagers to die. My guess is it blocks the villager's vision and they can't be woken up by the zombie, and can drown in the water when they slip off the bed. So perhaps the villagers eye position is not on top of the bed but at the bottom of the bed where the trapdoor can block it? I've tested this for many hours without the trapdoor and not had a problem.
Featured by dudieboy: youtube.com/watch?v=x1NqwOZ-za8
Featured in Conterstine Skyblock youtube.com/watch?v=y6dgee4d7Jg (Spanish, but he shows how to make it) . Thanks!
Thanks to RaysWorks as well for encouraging me to make this video, and everyone on his Wed/Fri streams working on these farms. Also FACS01 made a useful mod to see last worked and slept: Villager Stats 1.14.3 by FACS01: http://www.mediafire.com/file/itzj45egqkydxvk/Villager+Stats+1.14.3.zip . place in your save folder/datapacks/ then run this in minecraft: /function villagerstats:cmds/tag.time.worked.slept.add.all (autocomplete can help with other options)
Villagers bob up and down in water, going in and out of view of the zombie, which gives them opportunities to sleep/work (which is necessary to spawn iron golems). Instead of water streams to push the golems, it conveniently uses the same zombie to attract golems off the platform. Collection area would be somewhere below.
If you build more than 1, make sure to space out villager groups at least 11 blocks to be safe, though I would actually space them 16 blocks so golem spawning doesn't interfere with adjacent villagers. I am unsure of the exact mechanics of iron golem spawning (size of bounding box/radius checked for existing golems, etc), however in this farm where the villager clusters are 14 blocks apart, they did not seem to interfere.
World DL
mega.nz/#!p8ozTQBI!bJWQ841ZNkW_d1rx6PZQUuwwPufXGS_M9bw-NGqNJms
With 1.14.4 pre3 fixes based on docm's video:
mega.nz/#!45AEwACb!hieL2WB0pn6uG8aBEa2Hxk1GezX3YIqJJJslausJEG0
World Download
mega.nz/#!Atxn0axC!IlrQGvLmd24AZ3U6Diw58mC2DTssdzldem3mWksEhnc
According to Eta740 the 2-way duper design is by myterri youtu.be/xs2XVyZ0tGY?t=96
Tested the concept on spigot as well and worked fine (thanks PumaRalent/maezo for letting me test this). Most perimeter making machines would fail on spigot, but this seems to be reliable..
youtube.com/watch?v=QFDvreyEylk
Updated world DL with variable timer (more complicated): mega.nz/#!pgxHEIYQ!IW_3bTPTFF-lsjMZTHY5JxXTSyjMKrvfS7tQ0xXhqN8
Server efficient zerotick cactus farm
youtube.com/watch?v=1b0-j-0ydCw
Auto furnace XP farm
youtube.com/watch?v=TD0OwtrWSrU
Comet107's 30 village iron farm
youtube.com/watch?v=dx5eFXLOcF0
TerraQuarry
youtube.com/watch?v=KkDoxH_soNk
The movable zerotick generator stuff might be useful somehow.
The structure block can load all of my development iterations from movablecactus to movablecactus18.
World download:
mega.nz/#!Y9h2kYpC!vgeH0J2ooze8n3oRAvu6o6yomkgF6ccxXQEZiYdxbCQ
My video on cactus farm performance comparisons:
youtube.com/watch?v=1b0-j-0ydCw
ilmango/methodzz video, movable iron farm:
youtube.com/watch?v=xd3HXk_gaIw
Correction: don't need sticky pistons next to cactus.
Made in 1.13.2 using optifine. Works in 1.14.2 as well, but since netherrack drops 100% of items in that version, the item entity lag can be very significant (getting over 1000 entities in 1.14.2 vs ~300 in 1.13.2). 1.12 works with some modifications, see below for details.
Downloads:
"Time reverse" version, shown at end, better for lava removal: mega.nz/#!hwRgCYiZ!PXVLTWjH8MHNOddvkVbKaozQ2j_6uspMxu8uf7YSL8Q
First version: mega.nz/#!JtJCgAoJ!_BYD2rS9W6ks4aukr4cNE7R1DDC61QYl34lo4x-D3Ng
Swiss cheese simple version: mega.nz/#!ZsQ02SKA!s0_pOH5PdFV1Bw490TYEn02gh_48MGD__Z_aZ842ZQg
1.12 version. NOTE: this isn't working right on carpet mod, at least version 19_05_02, but is working in single player. Occasionally the TNT won't launch or the TNT will dupe randomly(in that carpet version):
mega.nz/#!x8wijSKI!IAempmvpoSH-EyNorzmwIka59qXKqNyEpZgfrN6kJLc
More technical notes:
TNT duper gave a 100% consistent y velocity, so a quick launch was not an issue. Y position 1 tick after dupe was always 0.1600000038743 blocks above initial position. Lands on trapdoor 12 gameticks after launch, so 68 game ticks of TNT fuse to work with after landing on trapdoor.
Analog timer uses 14 or 15 different delays, multiplied by 4 gameticks, so 0..60 gameticks is roughly the range.
Analog timer could be improved but I got tired of working on it. Got something started at least, uses an adder instead of subtractor. imgur.com/a/7bbnPE4
Might be possible to integrate a tunnel bore in front, and a variable timing flying machine. But I don't think this is worth the effort, especially since flying machines don't seem to get the granularity required to make a nice parabolic shape.
Command to remove TNT before exploding: /execute as @e[type=tnt,nbt={Fuse:1s}] run kill @s
2x2 spruce tree farm in Minecraft 1.13.2. 26.5k logs/hr, 4.1 bonemeal/tree, fits in 1 chunk, 100% drop rate, full height trees. Gets barely enough saplings (4.12 per tree measured, after 225 trees). Hard to break. Not too laggy.
TNT synchronized to farm instead of tree detection. Obsidian blocks block the TNT explosion so it only hits the moving logs. 12 tick delay between y+=6 TNT explosions, to prevent item destruction.
A new version of Tweakaroo fixes the client lag, with tileEntityLeakFix minecraft.curseforge.com/projects/tweakeroo/files/2696273
World download:
mega.nz/#!w1JC1aTa!LxxXwo7zrDf5kE25A5yXcwXuTbLyfEHMmfWUZoAEJPE
My video on TNT blast attenuation
youtube.com/watch?v=WH2_dKln7r0
ilmango's economic spruce farm
youtube.com/watch?v=HY9YcMa7MnQ
According to Stephen Buck, if you use snow layers, use 7 layers instead of 6. I would still recommend enchant tables though, because they won't melt like snow if you ever get a blaze fight.
World downloads:
Fully nether version
mega.nz/#!4tJDUIzJ!g9LLhvNbG5qUlbtgr8E12CGbNoOA6mzyCLwv0tDt8AU
Overworld waterstream version
mega.nz/#!J8Aj3Sqb!eO96ejoMyNbkee0192PTGFV8xeqY2naVa0mSvIxWNoM
Basic fixes version
mega.nz/#!t1ZxCAxZ!ecDKTAToglht2V40Ssk_CTHQHJyJezF8ThklVEBiYO0
Software: Rift + Tweakaroo + Optifine in 1.13.2
World download:
mega.nz/#!5s4jkCID!NPrVaiQnKZWUODvm3WYP6jJC9FvGeWH7txNHCENJdfI
World download
mega.nz/#!F1QVSC5A!by1JtF9lqSqCegJXh0dMh44b-SpJpA-nhftns6MTNMU
youtube.com/watch?v=BYU5joj6zG8
Furnace XP farm
youtube.com/watch?v=TD0OwtrWSrU
More explanation of TNT trajectory
youtu.be/KkDoxH_soNk?t=1347
Comet107's 3 directional TNT duper (for clearing initial area) and tunnel bore (for clearing space for water streams)
youtube.com/watch?v=yNXr2nJt_BI
World download for creative world
mega.nz/#!ZhZHWABB!6HpP4ip4PYQRin1fAegwsorae75l3Pfu-YfPHTzbXaY
Litematics
mega.nz/#!ogITTI6C!fQlqC2Li07eoCf-xIlvzBQUhtwxYfW8KVm7CP6qDTjQ
Good Litematica tutorial
youtube.com/watch?v=NZnQt_EAtdI
Comet107's tunnel bore original video
youtube.com/watch?v=PCONcFQQ_aQ
Comet107 1.13.1 tunnel bore & 3d quarry (for making 1.13 schematics)
youtube.com/watch?v=yNXr2nJt_BI
Raysworks/Comet more info on similar 3d TNT quarry
youtube.com/watch?v=1Ql6ioAF9CM
mega.nz/#!0lYhGajB!hgOB3LlMQqy-Z8GQDWdmw-nvS-NFDOHKziBhzN7OJt0
Comet107 1.13.1 TNT duping stuff
youtube.com/watch?v=yNXr2nJt_BI
This is not fully developed, so use at your own risk. Designed in 1.13.1, also tested in snapshot 19w11b, should work in other versions like 1.12.
You WILL need to use 1.7.2 terrain generation to get the full output from this. It won't be able to blast through the stone in later terrain generation. I don't think it's cheating to use an older terrain generation.
-Uses precise TNT trajectories & positioning to reliably demolish terracotta with minimal item loss. Geometry of TNT explosions tuned to trajectory with good tolerance
-Simple slimestone machine compared to most quarries
-Relative positions between explosions are 7,1,2 (horizontal) and 0,7,1 (vertical) which seems to destroy all terracotta. The vertical skew on explosions is 1/7 while the TNT trajectory skew near the explosion is about 1/5.
-Not high efficiency, but 1.14 snapshots indicate the efficiency will be quadrupled.
"Real world" world download
mega.nz/#!495SkCYD!moirFj8eWsZPtaCZ_HPlRF4K9hs3zB7c1Cvm6IfcpFw
Creative world (this has some comet107 creations as well)
mega.nz/#!V9x0AYra!NzSFDCkqsCtEij2m10-ApGnmT5uV_rJmOBab1MfZ9DU
ilmango video on quarry with movable water streams youtube.com/watch?v=htRyAMe4yAI
my video on 1.7.2 mesa generation w/ instructions - technique can be applied here as well, just don't use AMPLIFIED setting
youtube.com/watch?v=4S81bVX5z0Y
Comet107 channel
youtube.com/channel/UC-j_Tbo0d8Pbh2X2-sUvR7A
youtube.com/watch?v=yNXr2nJt_BI
My video on 1.7.2 mesa generation
youtube.com/watch?v=4S81bVX5z0Y
World download with my changes to Comet107's world
mega.nz/#!hsoSBCSD!r8Ja_-E5k855uTQXIwvQbZOUnct9-hz_aeCUoq3a-wQ
INSTRUCTIONS:
0. Backup the world you want to import into. DO THIS.
1. Load up 1.7.2, start a new creative world with your seed, with AMPLIFIED setting, & creative mode.
2. Teleport to mesa biome you might wanna use ( chunkbase.com/apps/biome-finder can help with finding). Don't do this in regions you've already worked in, unless you are fine with deleting everything there.
3. If you wish to use the area, explore the area to fully generate the chunks. Take your time and allow them to fully generate.
4. Save and quit to title
5. Go to region folder in your save (e.g. .minecraft1.7\saves\New World--\region), sort by date. Select and copy recently modified ones EXCEPT spawn chunks. (shown at 2:49) Spawn chunks will usually be r.0.0.mca, r.-1.0.mca, r.0.-1.mca, r.-1.-1.mca, DON'T select them.
OPTIONAL: 6. Start a new creative world in 1.13 with your seed, but not AMPLIFIED, to later use to inspect transition between version 1.7.2 and 1.13 terrain.
7. Save and close in 1.13 if you haven't.
8. Go to 1.13 save folder (e.g. minecraft1.13\saves\your_world_name\region). Paste the regions you selected earlier. If it asks to overwrite, be cautious. XXXX
9. Load it up and confirm you are happy with the regions you generated. Be thorough.
Etho's episode
youtube.com/watch?v=sFkMBzgaBOI
Also go visit Maizuma's video.
youtube.com/watch?v=ksmlkd0lfwA
World download with my changes (saved in 1.13.1)
mega.nz/#!wh4yxKBS!QxYSLt-bDEOt3ln9RUa6Uzf7QO4URnssO3kXuXByf3I
-stack this highly efficient cactus farm
-choose a build position within spawn chunks (entity processing)
-keep it loaded and safe
-deal with the excessive amount of items it produces
-automatically run it.
World download with new farms
mega.nz/#!9komFICY!CPoEKdiRPXTiYGh2kGUNQ6NoP65VYo2LzZa-Dh4fhzM
My furnace XP station
youtube.com/watch?v=TD0OwtrWSrU
More on zero tick cactus farms
youtube.com/watch?v=1b0-j-0ydCw
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},]}
My new farm gets about 900 cactus per CPU*second (11000 cactus/hr)
My older designs were around 600 cactus per CPU*second (25000 cactus/hr)
Ilmango's is about 380 cactus*CPU second (16000 cactus/hr with design shown)
My ultra reliable design (unload safe) is 300 cactus*CPU second (16000 cactus/hr)
(Tested on carpet 1.13.1 on a 3.4 ghz CPU)
Ilmango's design has a clever item pusher, but it also causes a 15% loss (as I think they mentioned). I think that could be fixed by doing the zero ticks every 3 game ticks, rather than every 2, however I doubt this would be feasible.
My 3x3 designs are 1.5 cactus/piston. Ilmango's as shown is 1.8 cactus/piston. My new one is 2.67 cactus/piston... it lose 25% of the items by falling on cactus, but it triggers 78% more growth per piston (main cause of lag), which results in a 33% speed improvement for the server.
Thanks to ilmango, methodzz, shildifreak, xcom6000, nessie, grimli (for choosing my design) and all others who have contributed.
World download
mega.nz/#!YowwCCYB!V8EKrq5f_nnQL4HqWyBb8IMqAGV7VV7YI2_ZN3vdOWI
The rates are lower because the item pushers have to operate using 4gt pulses. They are pulsed every other 6gt main clock. I didn't bother trying to optimize it.
Download:
mega.nz/#!VhRDHaRB!rN37fsTNWe-oItvaendlVeK7WZBAmb-rRNxxRVERqHg
mega.nz/#!Z5RjDICK!a1fLB6XSrKyonb0K8x5vTog8Fx54F81rjWm10hSKLbI
Each cactus produces 3000 cactus items per hour, but about 5% are lost in transport. Pistons are used to push the items over to the side, synchronized off the main zerotick "grower" pistons. 4 out of 6 game ticks are used to grow the cactus, 2 out of 6 are used for the piston pushing the items over. Uses budded pistons to produce many zerotick pulses in a compact area.
This is fairly laggy on the client side (too much cactus particles), but server side it creates very little. Approx 3 mspt on single player, 5 mspt on a server in 1.13.1 for the 9 cactus design shown.
I think the best design is a compromise between rate/volume, rate/MSPT, and build complexity. My farm is probably not ideal but it's pretty good.
Tests:
active pistons: 25536/hr = 95% collection efficiency
hopper minecarts: 22400/hr = 83% collection efficiency
passive: 18048/hr = 66% collection efficiency
MAX (no entity loss) (3 rows): 27000/hr
MAX (no entity loss) (3 rows w/ piston pushers): 27000/hr
ilmango/methodzz recent innovations on zero tick cactus farms
youtube.com/watch?v=ebknyaGe0R0
This should produce about 14000 cactus/hr using 6 cacti and hopper minecarts as shown, or 10000 without hopper minecarts. It is probably laggier than the ilmango/methodzz designs, around 3 MSPT for this setup.
World dl:
mega.nz/#!Fh4HnC4I!DuWeVQjaMedymst43yT98OAUVgu9_hXpsau6OB0fxtA
ilmango's 0-tick cactus farms
youtube.com/watch?v=A--NqyIMTtY
World download
mega.nz/#!ZhYATSBB!CvcmAVI8VvpI8KkLfMS5p4U3x3M4urR_gazFT6UOnPA
More detail on tree farm, or you can use a different one if you like.
youtu.be/5501et9uxYc?t=1179
Fixed 1.13 observers texture pack (still waiting for greenlight as I write this)
planetminecraft.com/texture_pack/directional-observers
alternate download mega.nz/#!c4Zg1SCI!6YsURnlNRoIDSa4VUVJYYvPyKEkrn4H9iTSnB9B9qMs
World download mega.nz/#!g5QxAQpb!4DOmBielbeB3rDdyJULmeLjhOcfIgyfG2qGB2XhHxPQ
Make sure to get the timings right.
Rays works star extractor in 1.8: youtube.com/watch?v=ojYvf_WXX4I
With multiple iron golems, this should max out at about 55 wither skeletons/min (3 wither skulls/min) with optimal conditions. The mob cap is taken up by blazes, skeletons, and some pigmen, and there's no way around it with this type of passive farm.
Also some pathfinding quirks, possible improvement to collection area, and my survival farm.
CORRECTION:
♣ Instead of cobble walls, use glass blocks with a half slab on top, see image: https://i.imgur.com/zKijtuV.jpg . This will improve rates up to 20% by preventing medium magma cubes, but not block line of sight between wither skeletons and iron golem, or interfere with spawn rates. Sorry for the error. (Thanks Mushushu for pointing this out)
Up to 42 wither skeletons/minute, or 2.31 wither skulls/minute with looting 3. My location was around 25 wither skeletons/minute with NO slabbing. Choosing your location is ESSENTIAL. Test the EXACT location in creative before building in survival! Write down coordinates of problem spawn areas to slab as well. The spawn fail rate (carpet mod feature) is around 30% with perfect slabbing, so this is nearly optimal. Uses the same techniques as my slime farm, but better height precision was required for wither skeletons.
World download
mega.nz/#!xxoHiajK!yeNmMr457xS3z7LMONNh6ayBOq1PnFaGMOfH68ZTfYw
Stuff I forgot to say:
♣ When building a path to the farm, be careful not to create spawnable spaces. Suggestion is to build it low, or build an ice path (normal ice, not packed), or use the nether ceiling.
♣ Should work in multiplayer, but you need to coordinate between players. Either be alone on server, or have a friend stand on the overworld side of the farm to prevent despawning.
♣ Verify the view distance is 12 or above. This farm may NOT work otherwise.
♣ Can lower ground with TNT instead of slabbing, to get it out of spawn radius. MORE FUN!
♣ 1.12 compatibility: no sea pickle for golem to stand on, but other height may be possible. No turtle eggs for pigmen. In theory should work with some changes: iron golem stands on boat, 7 snow layers surrounding golem. OR stands on carpet + boat, path blocks surrounding golem. The "top of grindstone" is likely another height option in 1.14 (thanks rays works).
♣ Rays Works entity/block heights video: youtube.com/watch?v=SsUu_WKepc0
♣ Gnembon's spawning research for buttons: youtu.be/RD1wT-f3W5A?t=870
♣ Ilmango's video showing anvils for pigmen: youtu.be/l9oteFEj770?t=312
♣ "Fast Math" in optifine could possibly be an issue due to ray intersection calculations (visibility). Same with large x/z numbers. The ray calculations are VERY precise.
♣ I can make an install guide video for carpet mod if people desire.
♣ Runs around 40-50 MSPT on my very old processor. About 700 spawning spaces.
♣ You CANNOT replace the cobble walls with carpets. That will raise up skeletons just far enough to see the iron golem, potentially shooting a blaze and starting a massive fire fight.
♣ It is possible to make this fully AFK, but I doubt it's worth it. You'd want to have a portal on top of the nether (bedrock breaking required), and transport the wither skeletons up to the AFK height. A slime system or rail system would work. I designed one but I didn't think it was worth including.
Please leave any questions below.


