[spoilers] Mushroom farm designs
- Gilberreke
- Posts: 4486
- Joined: Thu Jul 14, 2011 3:12 pm
- Location: Belgium
[spoilers] Mushroom farm designs
This is one of my designs so far:
It's got no places where mobs can spawn, but a bunch of spaces where mushrooms can spawn. In terms of how the code works, this design is pretty inefficient, I've got better designs in terms of where to place the seeds and how to make room.
Here's the gotchas for this design:
- Any mushroom you punch off needs to be collectible without breaking blocks
- Spawn places need to be one high, so no mobs spawn
- No 2x2 spawn places or spiders can spawn
Thoughts? Alternate designs?
It's got no places where mobs can spawn, but a bunch of spaces where mushrooms can spawn. In terms of how the code works, this design is pretty inefficient, I've got better designs in terms of where to place the seeds and how to make room.
Here's the gotchas for this design:
- Any mushroom you punch off needs to be collectible without breaking blocks
- Spawn places need to be one high, so no mobs spawn
- No 2x2 spawn places or spiders can spawn
Thoughts? Alternate designs?
Come join us at Vioki's Discord! discord.gg/fhMK5kx
- Shiyokensha
- Posts: 8
- Joined: Wed Dec 25, 2013 10:36 am
Re: [spoilers] Mushroom farm designs
I think a big room with retractable roof will work well, I mean having LOTS of extended pistons, maintain them extended when mushrooms are growing, mobs can't spawn and mushrooms grow everywhere, and with a lever, retract them to have space to walk by the room and collect the mushrooms
edit
some pics about what I'm talking about, made them in creative because in my new world I'm still a hunter:
edit
some pics about what I'm talking about, made them in creative because in my new world I'm still a hunter:
Spoiler
Show
Even a broken watch is useful, as it tells you the correct hour two times a day.
- Ethinolicbob
- Posts: 460
- Joined: Sat Feb 25, 2012 2:03 pm
Re: [spoilers] Mushroom farm designs
AFAIK that's not how spider spawning works. they spawn on individual blocks like any mob but check to see if the surrounding blocks are clear in a 3x3 area, so that design will spawn spiders.Gilberreke wrote:No 2x2 spawn places or spiders can spawn
My old design should still work for mushrooms:
Spoiler
Show
- Gilberreke
- Posts: 4486
- Joined: Thu Jul 14, 2011 3:12 pm
- Location: Belgium
Re: [spoilers] Mushroom farm designs
Myeah, I don't think post-piston tech farms are the issue, the difficult ones are the pre-iron tech ones.Shiyokensha wrote:I think a big room with retractable roof will work well
Ah, didn't know that, gotcha. Well, you can adapt the configuration to however you like it of course to fix those issues. I have another configuration that by chance doesn't have that issue.Ethinolicbob wrote:AFAIK that's not how spider spawning works. they spawn on individual blocks like any mob but check to see if the surrounding blocks are clear in a 3x3 area, so that design will spawn spiders.
Come join us at Vioki's Discord! discord.gg/fhMK5kx
Re: [spoilers] Mushroom farm designs
I havent implemented yet, but my current plan is to have an area that is only one block high in most places that is goes down a layer every (6? 7?). the top of this area will have a water source which I can (manually at first) block off to let the shrooms grow, and unblock to have shrooms go to a collection area. "seed" mushrooms will obviously have to be placed so that they wont be washed away.
this way I never have to go into the growing area, and mobs mostly wont spawn anyways
this way I never have to go into the growing area, and mobs mostly wont spawn anyways
-I stopped playing Minecraft a long time ago; BTW is its own game to me
-even after these forums are gone, as long as I have the files, I will continue to play Better than Wolves
-even after these forums are gone, as long as I have the files, I will continue to play Better than Wolves
-
- Posts: 122
- Joined: Sat Jul 13, 2013 11:37 am
Re: [spoilers] Mushroom farm designs
The design I use for my automated farm (though, it would work with a bit of tweaking as a manual farm as well) is to have a long row with a cross section like this, where - is a full block, and . is empty space:
The empty space in the center is actually meant to be full blocks as well, except every 4-5 blocks (Or whatever is the 'ideal' for this design, I haven't bothered to calculate it) in which a seed mushroom is planted. The four empty corners are where mushrooms will spawn, and in my automated set-up are flooded every so often using a piston floodgate and two nested turntables as a timer. This could also work quite easily pre-iron with manual flooding, though it would probably take quite a lot of set-up.
For a manual farm without water, you can tweak the design like this, where ^ represents a half-slab on the top half of a block, and v represents a half-slab on the bottom half:
This way is somewhat cheesy, however, as it relies on the odd vanilla behavior where half-slabs block light like they're full blocks.
Code: Select all
-------
-..-..-
---.---
-..-..-
-------
For a manual farm without water, you can tweak the design like this, where ^ represents a half-slab on the top half of a block, and v represents a half-slab on the bottom half:
Code: Select all
.--.--.
v..v..v
.--.--.
^..^..^
.--.--.
v--v--v
-
- Posts: 262
- Joined: Sun Mar 04, 2012 7:58 pm
Re: [spoilers] Mushroom farm designs
abculatter_2 wrote:The design I use for my automated farm (though, it would work with a bit of tweaking as a manual farm as well) is to have a long row with a cross section like this, where - is a full block, and . is empty space:SpoilerShowCode: Select all
------- -..-..- ---.--- -..-..- -------
Ah, the good old fashioned penta-pipe. I'd forgotten you could turn it on and off by hand though, that is something I'll have to keep in mind.
- DinoDikslam
- Posts: 27
- Joined: Fri Nov 27, 2015 7:06 pm
Re: [spoilers] Mushroom farm designs
i think that if you gonna make a mushroom omelet it should give 3 shanks instead of 2 lol cooked omelet gives 2.5 idk just a suggestion
- FlowerChild
- Site Admin
- Posts: 18753
- Joined: Mon Jul 04, 2011 7:24 pm
Re: [spoilers] Mushroom farm designs
No suggestions outside of the appropriate subforum please. And no, there isn't a subforum for suggestions.DinoDikslam wrote:i think that if you gonna make a mushroom omelet it should give 3 shanks instead of 2 lol cooked omelet gives 2.5 idk just a suggestion
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: [spoilers] Mushroom farm designs
Just added a mushroom farm design to my redstoneless builds.
Redstoneless builds album on imgur
I'm looking for a timer circuit to help me automate the water flush. Have renewable iron, but no endstone yet, so no buddy/detector blocks.
Redstoneless builds album on imgur
I'm looking for a timer circuit to help me automate the water flush. Have renewable iron, but no endstone yet, so no buddy/detector blocks.
- Gilberreke
- Posts: 4486
- Joined: Thu Jul 14, 2011 3:12 pm
- Location: Belgium
Re: [spoilers] Mushroom farm designs
Is that farm completely pitch black? I don't get the pictures?DiamondArms wrote:Just added a mushroom farm design to my redstoneless builds.
Redstoneless builds album on imgur
I'm looking for a timer circuit to help me automate the water flush. Have renewable iron, but no endstone yet, so no buddy/detector blocks.
Come join us at Vioki's Discord! discord.gg/fhMK5kx
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: [spoilers] Mushroom farm designs
Yeah this is normally under pitchblack encasing. unfortunately I can't show much of the actual testbuild farm due to it being casing on the outside.Gilberreke wrote: Is that farm completely pitch black? I don't get the pictures?
The pictures show what the layer setup is and how the water flows down each layer.
basic idea: seed shroom spreads into either water channel when its dry and then gets washed out by water later.
still need a timer to automate it. best I have right now is 5min item decay timer.
-
- Posts: 122
- Joined: Sat Jul 13, 2013 11:37 am
Re: [spoilers] Mushroom farm designs
Probably your best bet would be an item despawn timer. Otherwise, you could use a turntable nested in another turntable, but that would be somewhat expensive and is limited to 64 seconds max.DiamondArms wrote: I'm looking for a timer circuit to help me automate the water flush. Have renewable iron, but no endstone yet, so no buddy/detector blocks.
Re: [spoilers] Mushroom farm designs
The general idea to lengthen timers is to chain clocks, even different types. PulsLimiters should be used to concatenate the clocks, ensuring nothing weird happens. And yeah, thats it. There is no IronTech clock better than itemClocks known to me -.-DiamondArms wrote:Have renewable iron, but no endstone yet, so no buddy/detector blocks.
In case you are not familliar with PulseLimiters:
PulsLimiters open the Spoiler and there it's the fifth design.
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: [spoilers] Mushroom farm designs
hm. might try hooking up decay timer to a monostable>T flipflop. 5minutes of wash and 5minutes of dry.
- dawnraider
- Posts: 1876
- Joined: Sun Dec 11, 2011 7:00 pm
Re: [spoilers] Mushroom farm designs
For a reliable 10 minute timer I set up n item decay to a T flip flop with a pulse limiter so it only pulses once every 10 minutes. It's only a repeater and a bit of redstone more expensive but it'll give you a lot more time to grow.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: [spoilers] Mushroom farm designs
this works for short input harvesting like piston-based farming like hemp and cane, but I need prolonged water flow to wash out the mushrooms. 10 minutes on/off is doable with a 2nd T flop I suppose.dawnraider wrote:For a reliable 10 minute timer I set up n item decay to a T flip flop with a pulse limiter so it only pulses once every 10 minutes. It's only a repeater and a bit of redstone more expensive but it'll give you a lot more time to grow.
- dawnraider
- Posts: 1876
- Joined: Sun Dec 11, 2011 7:00 pm
Re: [spoilers] Mushroom farm designs
You could set it up so that only one setup between the two flip flops turns on the water so you could get 15 on/5 off (i.e. only when both are on does it activate)
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
Re: [spoilers] Mushroom farm designs
What if you would hook up two decay timers, where one decay timer dispenses an item into however many cob webs you need to flush out your shrooms. This way you would end up with a 10 minute cycle with as limited idle time due to your water flow as possible.DiamondArms wrote:this works for short input harvesting like piston-based farming like hemp and cane, but I need prolonged water flow to wash out the mushrooms. 10 minutes on/off is doable with a 2nd T flop I suppose.dawnraider wrote:For a reliable 10 minute timer I set up n item decay to a T flip flop with a pulse limiter so it only pulses once every 10 minutes. It's only a repeater and a bit of redstone more expensive but it'll give you a lot more time to grow.