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    posted a message on Water transport and auto sorter

    After digging through some videos that all say that my sorter should work perfectly...

    Could this be a lag issue? I'm currently using my laptop to play a world that normally resides on a server (as I'm travelling), and the laptop is struggeling with all my farms and items.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silent, compact dropper clock?
    Quote from Hexalobular»

    How about using the piston to break the clock signal rather than the clock itself?


    I used such designs in the past, usually using a redstone torch (fed from the dropper) blocking the clock signal.

    However, I just found this ridiculously compact and beautiful design in a video :) Just what I was looking for.


    This is the source:

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silent, compact dropper clock?

    That's a good idea!

    Yes, the repeater is necessary because otherwise the piston gets powered by the top observer and gets a bud from the other observer, I guess.


    Still, more weirdness: If I power a dropper through a 4-observer chain, it runs exactly at hopper speed (4 redstone ticks).


    However, if I power the dropper with the same 4-observer chain attached to the piston with the comparator, it runs faster (3 redstone ticks I think). After removing all differing blocks (piston, repeater, comparator) the other clock continued to run faster. I think while a traditional 4-observer clock (much like a 4-hopper clock) pulses 1 signal sequentially through the observer, here we get 2 independent signals circling in, see 3rd picture: Observer 1 is first triggered when observer 2 is pushed in, then observer 2 is triggered independently because it was moved. You can see this with the redstone resource pack that 2 observers are powered at the same time.


    Consequently we need 8 observers to pulse the dropper with hopper speed. Maybe not as compact as I hoped, but a solution nevertheless :)

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Water transport and auto sorter

    I'm starting to feel stupid. I came across this setup in a youtube video that I have seen once or twice. The hoppers are next to the waterstream and items are aligned to go along the edge to be accessible for the hoppers, in theory. However, I can't get the items to align correctly - the hoppers miss almost 10% of the items (5 out of a stack, give or take one or two items). What am I doing wrong?


    Java 1.16.5. Items come in precisely at hopper speed so the hopper is never full.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silent, compact dropper clock?

    I'm kinda always looking for compact clocks to power hoppers, as I use waterstreams for most item transports. I usually build the clock in the attached picture, which has the beautiful property that it's fast and 1-wide tileable and needs only access to one side of the dropper. However, it works at double hopper speed and becomes very noisy if items come in slower.


    I came up with a hopper based clock that also needs access from only one side, which is often important for compact builds. But that one is too slow, it works only at half hopper speed (I think 7 redstone ticks compared to 4, to be precise).


    Is there another elegant clock that is

    (a) pretty much silent.

    (b) works approximately at hopper speed and

    (c) can power a hopper from one side, and

    (d) allows a solid block over the hopper (for water elevators)?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on AFK farm and tool durability
    Quote from thealexdam»

    I have seen this video before it is i believe the best ice farm you could make if you want lots of ice and i believe it does work in the latest versions too.


    If I had seen this video before starting on my ice farm I might have just done that :) Gnembons ice farm is truly beautiful, and requires minimal modifcations to work in 1.16.


    However, having started my ice farm I still think it has use. Gnembons farm takes up a lot of space and building time, because the ice patches freeze only from one side. My farm produces much more ice per chunk because ice patches freeze from both sides and additional blocks in the middle, and it creates ice unassisted (if the chunks are loaded). Therefore my farm is suitable both for AFK harvesting (with a player holding right+left mouse butto) and for producing a lot of ice that can be harvested manually on demand. With a few additional flying machines you can produce large compact ice patches that can be harvested easily.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on AFK farm and tool durability
    Quote from thealexdam»

    You could use bottles of experience to automatically repair your pickaxe you just need to see how many bottles are needed for 1 pickaxe and then make a mechanism that dispenses the xp to the player at the end.


    I'm not sure that this gives enough XP. A bottle drops 7 XP on average, which repair 14 durability. Considering that I need about 3 diamond pickaxes per hour, I would need about 300 bottles per hour (if my math is correct). The same problem occurs with mob farms, I'm not sure how much XP they drop but I think killing a zombie gives roughly the same as a bottle.


    There is a very interesting mechanic buried in from gnembon. He uses an auto clicker to hold right and left mouse button at the same time, so he also eats when hungry (food in one hand and the pickaxe in the other). He places an item frame in one corner of the farm, and the tool will be placed there if he passes by. Then a dropper gives him a fresh tool, and I think he uses a snowball to get the item out of the frame and into a second chest. This a great, great idea, even though I haven't tried to build it myself so I'm not sure if it still works in the latest Java version. Partially damaged tools end up in a chest and you can simply have a large scale cactus/bamboo farm distributing XP over a decent number of furnaces and repair all tools after you come back.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Spawnproofing: Slabs and water
    Quote from eiche_brutal»

    I think they are spawning at the iceblocks. You got bottom slabs everywhere on your screenshots, nothing can spawn on top of those.


    What about your redstone device? Did you spawnproof that as well?



    Yes, the mobs spawn on the ice. More precisely, they seem to spawn on the 1x1 blue packed ice patches with signs in the block above (breaks in waterstream). Unfortunately I need these ice patches for water transport. Any idea how to spawnproof this?


    Update: Seems mobs can spawn on packed ice but not on normal ice. I guess I'll replace that packed ice with normal ice. It should still be slippery enough to make the water transport work.


    Redstone is not a problem. I use several flying machines but very little redstone, and this is away from the farm and lighted.

    Posted in: Survival Mode
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    posted a message on Spawnproofing: Slabs and water

    I'm close to finishing my ice farm. Ice is generated on top of the player and pushed down by flying machines, the player is below in a waterstream and harvests using an auto clicker.


    The collection area below consists of rows of bottom slabs (hoppers below them to pick up items) separating the waterstreams and ice below the water. The only spaces without water are covered by signs (see screenshot). However, I still see zombies, creepers and skeletons spawning. I replaced the ice with glass, and still see zombies and creepers.


    I thought that mobs can't spawn on slabs and on transparent blocks. Clearly I was wrong. What's the mistake, and how to spawnproof this area?

    I guess I could use gazillions of jack-o-lanterns below the collection area (low enough such that the ice doesn't melt), but are there blocks I could use (that still allow the waterstreams to work) to prevent mob spawns?

    Posted in: Survival Mode
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    posted a message on AFK farm and tool durability
    Quote from Hexalobular»

    Do you want it to be cheatless? I'm sure that command blocks could either spawn in XP orbs or give XP to the player directly.


    How about incorporating a mob farm into the ice farm?



    Yes, survival vanilla only.

    Funny, using a mob farm at some point was also the solution I came up with when I slept a night on this :) Have one corner without water flow and a piston that launces the player back into the waterstream a certain time after reaching that corner. Might have to look into what is the best XP mob farm, as bamboo/cactus is so efficient I never used mob farms for XP.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on AFK farm and tool durability

    Say I have an AFK farm. Is there a way to give a time-triggered experience boost to the player in survival mode such that the tool repairs itself, without mods? Of course mods can handle this, for example I use inventory profiles which can exchange tools before they break. But I'd still like a version that works in vanilla survival minecraft.


    More precisely, I build an ice farm where I move a player under ice using water streams with an auto clicker that simulates left mouse button. An efficiency 5, unbreaking 3 pickaxe lasts for about an hour. Is there a way to extend this? I think silk touch and repair can be enchanted at the same time, so if we could get some XP to the player...


    My best idea right now is to have a dispenser throwing fresh pickaxes when the player passes by, so if the pickaxe broken then the player would get a new one in the same slot. But that takes a lot of enchanting (or pickaxes).

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Moving a player at different speeds
    Quote from CyberLemon2»

    Maybe you should try using less powered rails to avoid going above the speed. Have you tried that yet?


    Yes. Still too fast, with the problem that the cart might get stuck.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on (Re)Creating rectangular infinite water
    Quote from Hexalobular»

    Sorry, I forgot the screenshot.

    You can't just leave out a block, you need 2 complete diagonals (or equivalent) then you can leave an empty row between them.


    Ok, pushing up or down I can see, so you build towers of waterlogged slabs so the whole pool is just source blocks?


    Re your second screenshot: what the Wiki text is missing is that the source blocks have to be orthagonally (N/S/E/W) next to the water block that is to become a source block, not diagonally next to.


    Flow has nothing to do with it, consider my second screenshot, the block under my cursor is flowing diagonally down to the right, but if I place a block under it it will become a source block (and continue flowing).



    Ah, I see. And now I understand why it works as it does.

    Leaving out one block helps already, as I can replace a water source with a solid block to increase freezing speed. Here is the new layout, maybe a bit clearer with the slabs moved to the top: Prismarine are waterlogged slabs (sources) with obsidian below that, obsidian are simple solid blocks where ice can form next to them.


    The basic idea is to have a pool with water sources and possibly solid blocks where the water freezes over. A sweeper runs over it pushing all ice blocks down, and the water sources replace all ice blocks with water. The sweeper has to be timed right such that most water blocks have frozen over, a simple hopper clock (pushing 5 stacks) is too fast for that.


    Here is a small 16.5 world download: https://www.mediafire.com/file/myrv80g1bv2hfp9/Ice.zip/file


    Haven't found a good way to harvest the ice yet. I considered two possibilities:

    1. Use flying machines to move the player along the rows, down at the push limit. Water transport below. That's why I went with a 4-wide ice design and one block space, a player can sit on top of a flying machine and break 4 blocks deep. Ice falls into the water transport.|
    2. This setup allows for an arbitrary amount of 4-wide rows. but the 4-way flying machines are tricky. First I thought to use ilmangos compact 4-way flying machine but I can't modify it to hold a minecart at the top, as this goes one block beyond the limit.
    3. Move the ice sideways and harvest it there. That's easy too, have more flying machines down at the bottom that push the lowest ice blocks (12 blocks down) to the side. Limits the width of the layout (as I can't push more than 12 blocks of ice), but may be easier to harvest.
    Posted in: Survival Mode
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    posted a message on (Re)Creating rectangular infinite water
    Quote from Hexalobular»

    I see this was posted quite a while ago but thought I'd answer it anyway.


    You can do a bit better than 1 source per row but I don't think it's worth it.

    I'm pretty sure you need to either have sources along 2 adjacent sides in which case you only need every other block to be a source, or in "diagonal" lines crossing the whole width of the pool but where 2 "diagonals" meet you could leave a 1 block gap (see screenshot).



    I tried this but wasn't successful somehow. There was no screenshot attached, could you give an example?

    Quote from Hexalobular»

    But I'm wondering how you can harvest without destroying the source blocks?




    Oh, that's easy :) Place an immovable block under the desired source location (furnace or obsidian). Put a halfslab on it and waterlog it. It becomes a water source that can't be pushed downwards and that won't freeze over. I can just send a row of sweepers pushing everything downwards - ice gets pushed until the push limit is reached.


    The problem is that water freezes only if next to a solid block, so it starts freezing on the outside. If I use a larger area (say 10x10) it takes an eternity to freeze a portion. To speed this up I need to place additional solid blocks in the middle somewhere (again immovable blocks but no water sources), which can disturb the water distribution.


    Right now my best designs use a width of only 4 or 5 (using no additional solid blocks) or a larger width with some solid blocks in the middle of each triangle (screenshot). But I certainly wouldn't mind replacing a few water sources with water (or solid blocks to enhance freezing).


    I wonder if there is a more formal description when a water with current becomes still water? The wiki is no help for once, because it doesn't explain what I see in reality. It seems that in some cases water spots without currents become water sources. However, in my second screenshot there is no current in the middle and yet it doesn't become a water source, because the whole pool will lose its current if I add a water source in the middle.


    The wiki text "A water source block is created from a flowing block that is horizontally next to 2 or more other source blocks, and sitting on top of a solid block or another water source block." is necessary but not sufficient, obviously. The missing condition might be that the currents from all directions even out, or something.

    Posted in: Survival Mode
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    posted a message on Moving a player at different speeds

    Still designing my afk ice farm. I have a working solution with flying machines that is OK but still more complicated than I'd like. (I have a flying machine with the player going up and down the farm, and a few flying machines pushing ice such that the player can harvest it.) Also it's not as efficient as I'd like, as a player can reach only 4 blocks so I ca


    An alternative would be to move a player across the area where the ice is harvested, which cuts out an intermediate step (moving ice towards the player but only 4 blocks at one time so that everything can be harvested), but this means the player must follow a more complicated path. (Basically a zigzag across my farm.) Now I've tried

    • Waterstreams: Easy to build, but awfully slow. Using blue ice doesn't speed it up.
    • Minecart: Too fast, can't harvest the ice even with an efficiency 5 pickaxe
    • Flying machine: Speed is just right, but needs more space and harder to move around corners.

    Is there some alternative I'm missing?

    Posted in: Redstone Discussion and Mechanisms
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