I'm going to expand this to the other side of the cannal as well, but figured it would be clearer to post screens while it was at this stage.
Now, the thing is, it occurs to me after doing this, that just putting the Block Dispensers on a timer to try and continually collect and eject would be far simpler than using Detector Blocks at all, and would allow me to pack these things in side by side for maximum density along the sides of the cannal.
No, no, Hemp grows 2 blocks high. You have an off by 1 error there :smile.gif:
1 Block above the plant would be directly above it. 2 Blocks above the plant leaves just 1 space between the ungrown plant, and the light.
Also, instead of opening water to wash the hemp plants away, I'd really suggest just trimming the top block off the plant (so it regrows) using a Block Dispenser, as being a more effecient way of doing this.
Hehe I would need a few thousand block dispensers setup.
I need to redesign anyways, I figured If I was gonna do this I might as well make it 100% automated, from planting to harvesting to storing.
I had also forgot to setup an RS-NOR latch so when the water came out and reached the end the water was not a continuous flow but a single burst leaving behind a lot of plants thus making it useless.
Hehe I would need a few thousand block dispensers setup.
I need to redesign anyways, I figured If I was gonna do this I might as well make it 100% automated, from planting to harvesting to storing.
I had also forgot to setup an RS-NOR latch so when the water came out and reached the end the water was not a continuous flow but a single burst leaving behind a lot of plants thus making it useless.
Well, you'll notice from the above that I'm going full-auto as well (beyond the initial setup of course). The thing is, if you're using a Block Dispenser to plant the plants, then you could use one instead to just trim the top.
I've setup the growth rate of the plants so that it takes *much* less time for the top part to regrow than it takes for seeds to grow into the first stage where there's actually a harvestable plant in the bottom block.
I think your overall production rate would be much higher if you go the trim route man, using the same number of Block Dispensers.
Now, the thing is, it occurs to me after doing this, that just putting the Block Dispensers on a timer to try and continually collect and eject would be far simpler than using Detector Blocks at all, and would allow me to pack these things in side by side for maximum density along the sides of the cannal.
I may try another design based on that concept.
Only issue with the clock is that everytime your load the map or leave the chunk the clock freezes :\ unless your using the powered rails and minecart method
Only issue with the clock is that everytime your load the map or leave the chunk the clock freezes :\ unless your using the powered rails and minecart method
Ah, true enough. Although, I think if you do your clock without repeaters, it DOES restart after a time. Repeaters just plain freeze though.
this is my more compact version till Flower changes how the DB operate. I invert the signal coming from the detector block so that when the hemp grows up the DB will suck in the top half. detector powers down after the hemp is removed then the DB is told to shoot the hemp out. Hemp hits a wall and falls into pit/water flow and takin to the hopper.
Yea, one of the earlier prototypes for my auto farm attempts was very similar to that, but i wanted a design that would just hold the harvested hemp so i could collect it from the BDs, but seeing how much space it would take up since each one had to be individually wired to its detector, and it would be nice to have a central collection point, so i ended up making one like this:
So now its set up with detectors on the ends of each tier of the farm so when any one of those gets triggered by its plant the whole system will activate and make every dispenser suck in and spit out into the stream and collect in a hopper. And im sure one of the more skilled people here could make that look quite a bit more elegant, too, haha.
So, I setup my modular hemp farm (or at least enough of it to post screens).
-snip-
When working on mine a timer was one thing that i thought of, but i dont know of a reliable way to get a 30 second or 1 min timer set up to trip the system(big repeater clocks can easily get messed up from what ive seen), so i went with this one with a few plants able to trip the system so it should go off at reasonable intervals. I think ill try doing the 3 wide canal and mirror my setup on the other side, though it seems that on rare occasions the spit out item can fly clear over the canal.
While I normally wouldn't bother you for something like this, you seem to have changed something that PlasticCraft uses.
This... Makes me sad, sir.
You'll have to be a little more specific if you want me to help you out. Most likely it's just a block ID or item ID conflict, in which case you can just reassign them yourself to fix it.
No idea why you'd want to use a mod with microwave ovens in it, but to each his own I guess :smile.gif:
When working on mine a timer was one thing that i thought of, but i dont know of a reliable way to get a 30 second or 1 min timer set up to trip the system(big repeater clocks can easily get messed up from what ive seen), so i went with this one with a few plants able to trip the system so it should go off at reasonable intervals.
Well, you really don't need 30 seconds or whatever. You could trip the Block Dispensers as often as you want really. Since they don't contain anything unless there's hemp in front of them, they'll just turn on and off harmlessly.
----
BTW: Did no one notice the day-glow pink blocks that fly out when you have a Block Dispenser operating right next to a Detector Block? :smile.gif:
I'm really surprised no one reported that as a bug yet :smile.gif:
All of this would be easier if you allowed the block dispenser to be powered indirectly (like normal dispensers, if there is powered redstone on the block behind it is powered, no matter if its going directly to the block or not). Like This:
( =redstone, =blockdispenser, =block)
And i think im going to put off the update till most of my mods get updated.
BTW: Did no one notice the day-glow pink blocks that fly out when you have a Block Dispenser operating right next to a Detector Block? :smile.gif:
I'm really surprised no one reported that as a bug yet :smile.gif:
Seen it when I was making the clocks with them.
But because I have tmi I knew it was the non-existent detector logic block, therefor I didn't want to waste your time reporting it as a bug, when its really not an issue.
All of this would be easier if you allowed the block dispenser to be powered indirectly (like normal dispensers, if there is powered redstone on the block behind it is powered, no matter if its going directly to the block or not). Like This:
No. Indirect power = less control over individual dispensers.
I intentionally did not do it that way as I knew the kind of applications people would want to use this for would require the Block Dispensers to be placed in density and fired individually.
If they're indirectly powered, it will ultimately mean you can do less with them.
But because I have tmi I knew it was the non-existent detector logic block, therefor I didn't want to waste your time reporting it as a bug, when its really not an issue.
Hehe...yeah, that's exactly what it is. 2 minutes to fix tops, so please don't worry about wasting my time with this stuff. I hate bugs
BTW: Did no one notice the day-glow pink blocks that fly out when you have a Block Dispenser operating right next to a Detector Block? :smile.gif:
I'm really surprised no one reported that as a bug yet :smile.gif:
Dude I thought I mentioned that awhile ago 0.o atleast I think I did.
*********************
Here's something I created. We all know that simple and easy is great, but overly complicated and hard is way cooler. So I designed this moduler little feller below for those wanting something harder to build that may also be redundant when compared to other methods shown above.
Points to you if you can understand it without my help :wink.gif:
Unless it's something that's been changed in some of the latter updates (ie. 1.4_01 or later) then a clock without repeater blocks also freeze when restarting. I used to have a rave nightclub-room in one of my old worlds, way before repeater blocks, and had to restart it every time I loaded the world
See, I have a similar light-show in my world (the thing I first used to demonstrate the light blocks and hibachis), and I also set it up before repeaters existed.
It would freeze on startup as you describe, but after awhile, it would kick in and start working again. I believe what happens is the the game periodically updates all loaded blocks. It may take awhile when you load up, but it will get to it eventually.
However, if you have repeaters in your timer, it just freezes indefinitely, and you can even see that they wind up in an invalid state (like with the input on, but output off).
Quote from Urian »
Regarding the earlier thoughts about maybe making dispensers need both redstone and mechanical power (if I understood you correctly): For the love of all that is good and holy, no! One of the best things about dispensers is, as you pointed out, that you can place them in a dense cluster and maintain control over them. Adding mechanical power to this would mess that up. As with all good things (in this case, mechanical power), it's best when used in moderation Don't fall for the lure to use it in everything.
You've completely misinterpreted what I was suggesting. They wouldn't REQUIRE mechanical power. Providing them with mechanical power would just give them additional functionality.
My original idea was to have them not shoot out items when powered normally, as I didn't think that was useful functionality under normal circumstances for the block dispenser and just created confusion under certain circumstances as to how they worked.
Now, having thought over the whole hemp-farming thing, my current idea is to leave the Block Dispensers exactly as they are now when powered by redstone.
The only change would be that if you apply mechanical power, they dump out their entire inventory in a stream, kinda like the way the Hoppers do.
Again, zero requirement to use mechanical power man. I'm talking about using it to provide new features for the BD which you can even think of as 'advanced functionality'. In particular this would allow for fully-automated tree-farming.
Quote from Urian »
Turntables sound interesting but in the same way maps in 1.6 does. Yes, they might be fun but if they'd take quite some time to implement then it's probably not (in your words) good bang for the buck
As I said, at most a few hours to implement (definitely not like maps). I just don't know if they're even worth that at the moment.
No idea why you'd want to use a mod with microwave ovens in it, but to each his own I guess :smile.gif:
Mostly because of the plastic shovels/buckets/bottles and the easy-to-make feathers and it's a generally good utility mod, when you're not using it for huge amounts of explosion-proof stuff.
But you're probably right, it probably is something that simple that I missed rather than actually checking on it.
The only change would be that if you apply mechanical power, they dump out their entire inventory in a stream, kinda like the way the Hoppers do.
Again, zero requirement to use mechanical power man. I'm talking about using it to provide new features for the BD which you can even think of as 'advanced functionality'. In particular this would allow for fully-automated farmng.
I like this. could the items be shot out further than they normally would with redstone?
I remembered what you said about the detector being like glass, so I used that to my advantage :smile.gif:
If you can swap places with the DB and the detector that will work great. Otherwise the DBs would just shoot the hemp into the back of the other DBs and you wouldn't ever collect it. Unless that's wired just to store it within the DB?
If you can swap places with the DB and the detector that will work great. Otherwise the DBs would just shoot the hemp into the back of the other DBs and you wouldn't ever collect it. Unless that's wired just to store it within the DB?
Yeah sorry about that lol, and yes it can, and its even SMALLER:
That's all dependant on when new versions of Modloader and MCP are available, which is entirely out of my hands (like with most other mods).
After that happens, a few hours at most assuming I'm not asleep or drunk.
---------------------
So, I setup my modular hemp farm (or at least enough of it to post screens).
This is the view from the front:
[simg]http://img219.imageshack.us/img219/2225/20110524210028.png[/simg]
and from the back:
[simg]http://img600.imageshack.us/img600/1195/20110524210040.png[/simg]
I'm going to expand this to the other side of the cannal as well, but figured it would be clearer to post screens while it was at this stage.
Now, the thing is, it occurs to me after doing this, that just putting the Block Dispensers on a timer to try and continually collect and eject would be far simpler than using Detector Blocks at all, and would allow me to pack these things in side by side for maximum density along the sides of the cannal.
I may try another design based on that concept.
Hehe I would need a few thousand block dispensers setup.
I need to redesign anyways, I figured If I was gonna do this I might as well make it 100% automated, from planting to harvesting to storing.
I had also forgot to setup an RS-NOR latch so when the water came out and reached the end the water was not a continuous flow but a single burst leaving behind a lot of plants thus making it useless.
Well, you'll notice from the above that I'm going full-auto as well (beyond the initial setup of course). The thing is, if you're using a Block Dispenser to plant the plants, then you could use one instead to just trim the top.
I've setup the growth rate of the plants so that it takes *much* less time for the top part to regrow than it takes for seeds to grow into the first stage where there's actually a harvestable plant in the bottom block.
I think your overall production rate would be much higher if you go the trim route man, using the same number of Block Dispensers.
Only issue with the clock is that everytime your load the map or leave the chunk the clock freezes :\ unless your using the powered rails and minecart method
Ah, true enough. Although, I think if you do your clock without repeaters, it DOES restart after a time. Repeaters just plain freeze though.
This... Makes me sad, sir.
Yea, one of the earlier prototypes for my auto farm attempts was very similar to that, but i wanted a design that would just hold the harvested hemp so i could collect it from the BDs, but seeing how much space it would take up since each one had to be individually wired to its detector, and it would be nice to have a central collection point, so i ended up making one like this:
So now its set up with detectors on the ends of each tier of the farm so when any one of those gets triggered by its plant the whole system will activate and make every dispenser suck in and spit out into the stream and collect in a hopper. And im sure one of the more skilled people here could make that look quite a bit more elegant, too, haha.
When working on mine a timer was one thing that i thought of, but i dont know of a reliable way to get a 30 second or 1 min timer set up to trip the system(big repeater clocks can easily get messed up from what ive seen), so i went with this one with a few plants able to trip the system so it should go off at reasonable intervals. I think ill try doing the 3 wide canal and mirror my setup on the other side, though it seems that on rare occasions the spit out item can fly clear over the canal.
You'll have to be a little more specific if you want me to help you out. Most likely it's just a block ID or item ID conflict, in which case you can just reassign them yourself to fix it.
No idea why you'd want to use a mod with microwave ovens in it, but to each his own I guess :smile.gif:
Well, you really don't need 30 seconds or whatever. You could trip the Block Dispensers as often as you want really. Since they don't contain anything unless there's hemp in front of them, they'll just turn on and off harmlessly.
----
BTW: Did no one notice the day-glow pink blocks that fly out when you have a Block Dispenser operating right next to a Detector Block? :smile.gif:
I'm really surprised no one reported that as a bug yet :smile.gif:
( =redstone, =blockdispenser, =block)
And i think im going to put off the update till most of my mods get updated.
Seen it when I was making the clocks with them.
But because I have tmi I knew it was the non-existent detector logic block, therefor I didn't want to waste your time reporting it as a bug, when its really not an issue.
No. Indirect power = less control over individual dispensers.
I intentionally did not do it that way as I knew the kind of applications people would want to use this for would require the Block Dispensers to be placed in density and fired individually.
If they're indirectly powered, it will ultimately mean you can do less with them.
Hehe...yeah, that's exactly what it is. 2 minutes to fix tops, so please don't worry about wasting my time with this stuff. I hate bugs
Dude I thought I mentioned that awhile ago 0.o atleast I think I did.
*********************
Here's something I created. We all know that simple and easy is great, but overly complicated and hard is way cooler. So I designed this moduler little feller below for those wanting something harder to build that may also be redundant when compared to other methods shown above.
Points to you if you can understand it without my help :wink.gif:
See, I have a similar light-show in my world (the thing I first used to demonstrate the light blocks and hibachis), and I also set it up before repeaters existed.
It would freeze on startup as you describe, but after awhile, it would kick in and start working again. I believe what happens is the the game periodically updates all loaded blocks. It may take awhile when you load up, but it will get to it eventually.
However, if you have repeaters in your timer, it just freezes indefinitely, and you can even see that they wind up in an invalid state (like with the input on, but output off).
You've completely misinterpreted what I was suggesting. They wouldn't REQUIRE mechanical power. Providing them with mechanical power would just give them additional functionality.
My original idea was to have them not shoot out items when powered normally, as I didn't think that was useful functionality under normal circumstances for the block dispenser and just created confusion under certain circumstances as to how they worked.
Now, having thought over the whole hemp-farming thing, my current idea is to leave the Block Dispensers exactly as they are now when powered by redstone.
The only change would be that if you apply mechanical power, they dump out their entire inventory in a stream, kinda like the way the Hoppers do.
Again, zero requirement to use mechanical power man. I'm talking about using it to provide new features for the BD which you can even think of as 'advanced functionality'. In particular this would allow for fully-automated tree-farming.
As I said, at most a few hours to implement (definitely not like maps). I just don't know if they're even worth that at the moment.
Mostly because of the plastic shovels/buckets/bottles and the easy-to-make feathers and it's a generally good utility mod, when you're not using it for huge amounts of explosion-proof stuff.
But you're probably right, it probably is something that simple that I missed rather than actually checking on it.
I like this. could the items be shot out further than they normally would with redstone?
http://imgur.com/0TLkXl&rvji9&LcdHt&kdgIy&ISDQs
I remembered what you said about the detector being like glass, so I used that to my advantage :smile.gif:
If you can swap places with the DB and the detector that will work great. Otherwise the DBs would just shoot the hemp into the back of the other DBs and you wouldn't ever collect it. Unless that's wired just to store it within the DB?
Yeah sorry about that lol, and yes it can, and its even SMALLER:
http://i.imgur.com/I3LmR.png
Don't know why I didn't do it to begin with, it also requires no redstone torch underneath.
I'm sure you know how to get redstone on top of a BD by now.
I'm not sure if it makes a difference.
If so its a simple modification.
DERP, anyways this works:
http://i.imgur.com/e03fD.png
repeater necessary ofc.