Uploaded February 2019 | Updated September 2026, 2 weeks ago
Since these farms are in fast development, I wanted to show an idea. My main goal was to make it 100% reliable, so it can be saved and reloaded, therefore used on demand without worry. End rods/rails caused issues if things got out of sync (they break the cactus if retracted, not zero ticked), or if the game was saved and reloaded. Normal pistons avoid the issue if they are always zero tick pulsed.
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.
Since these farms are in fast development, I wanted to show an idea. My main goal was to make it 100% reliable, so it can be saved and reloaded, therefore used on demand without worry. End rods/rails caused issues if things got out of sync (they break the cactus if retracted, not zero ticked), or if the game was saved and reloaded. Normal pistons avoid the issue if they are always zero tick pulsed.
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.






![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)



