In this video I show you how to build one of the most efficient and advanced Enderman XP farms to date. It has some really cool features including:
- 100% air blocks at spawn pad level (840 spawn spaces)
- 1-wide killing chamber (with no clogging)
- Ride and Grind Technology
- Automated Enderpearl Storage
- Automated Item Disposal using a Capacity Sensor
- One Button "Kill-All"
I like your ideas. I wonder how easy it'll be to incorporate some of this into my ender farm I already have built. I sorta just put the finishing touches on it, so I don't really want to go renovating it right now, but I do like what you've done.
I like your ideas. I wonder how easy it'll be to incorporate some of this into my ender farm I already have built. I sorta just put the finishing touches on it, so I don't really want to go renovating it right now, but I do like what you've done.
Thanks! That was my thinking when I split the video up into the separate parts. I figured that way people could just add certain features to their existing Farm.
I've had some problems with the 1-wide merger glitching up. Sometimes the sticky pistons would retract without pulling the blocks back with them (quick pulse on the tripwire, I guess?). Fixing it was rather simple, I just had to climb up there and touch the tripwire, the pistons would fire, pull back the blocks, and all would be fine. Until it glitched again, that is.
I thought about wiring up a "reset button" so I didn't have to climb up there and fix it manually each time. But then, in a moment of brilliance, I realized I could just make it self-repairing! With two full blocks, two half-slabs, two redstone dust, two tripwire hooks, and 21 string (or however wide your farm is -- you can make it less if you want, of course, but don't make it any longer, or it won't work right), just run another line of tripwire next to the first one, so that endermen falling down either side will trip the merger. This way, even if it does glitch out, the next guy that falls down the front half will reset it automatically!
Why not just make sure the signal the pistons get is longer than 1 pulse if that's the problem ?
It then would just be a matter of adding a 2 tick repeater (on both sides, since the redstone line is too long)
[...]
Edit: thinking about it, the 2 tick delay shouldnt matter, the endermen will just be pushed after they land on the stairs instead of mid-air,
Yeah I thought about that, too, but I tried it, and for whatever reason, that makes them all a 3-hit kill at the bottom (at least the ones who came down the back side), instead of 1-hit like we're looking for. I think it would have to be something instant, like the pulse limiter you mentioned.
But, the way I did it seems to work fine, too, and it's already done, so I don't think I'll go messing with it unless I need to for whatever reason. We are planning to restart our server for 1.7, and so I'll be building this from the ground up again, soon. I might go with the pulse limiter then, I'm not sure yet. Can you think of any pros/cons to doing either way?
Oh yeah, makes sense, didn't think of that Can't think of an easy way then, except maybe putting the merger above the wines to force consistency. But then it would waste spawning space for a little potential benefit, so I guess your solution is fine.
Yeah. Also, I just tried out the pulse limiter (shown below) on a creative copy to see if it would work here, and found another problem: when the tripwire is tripped, the pistons pulse once and then retract immediately. It won't fire again until the tripwire gets un-tripped and then re-tripped again. If the piston glitches and doesn't actually push the enderman out of the way, for whatever reason (don't laugh, I've seen it happen in my blaze farm, for example), then he'll just stand there inside the tripwire, preventing it from tripping again until he despawns and clears the way. But, by the time he does despawn, chances are that another will have fallen down and be standing inside the tripwire now, too. This seems like it would "lock" the merger, until you went far enough away to despawn all of them at once, allowing it to "reset," and then returned.
Maybe something like the "smart shifting" floors in recent witch-farm designs could work, so the merger would fire continually until the tripwire was cleared. But that seems like a lot of work (at least for a redstone noob like me) compared to just turning this:
...into this:
EDIT: That does work [no it doesn't -- see my second edit, below]. I basically just copied the design from QueenKingHappy's smart shifting floor, and applied it to the merger. It's kind of beastly, though, and I don't see any real benefit to this over what I came up with initially, except maybe a few extra "cool" points.
EDIT 2: Oh, but it looks like that has the same problem as the repeater, where it fires too late, after they've already landed on the stairs, and they end up with 1.5 hearts at the bottom. So, that's no good either. Looks like maybe my first solution, in the above pic, really is the way to go here.
Still, here's a pic, if you're interested:
(Snow block next to the piston is where the tripwire hook is attached. Piston is sticky, hoppers are facing into each other, and there is 1 item in one of them.)
And here's a shot of the other side, so you can see how it'll look slabbed up to prevent spawning:
(No light in this one, sorry. I hope you can still see alright. There's nothing but slabs here, that aren't in the last shot.)
- 100% air blocks at spawn pad level (840 spawn spaces)
- 1-wide killing chamber (with no clogging)
- Ride and Grind Technology
- Automated Enderpearl Storage
- Automated Item Disposal using a Capacity Sensor
- One Button "Kill-All"
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Thanks! That was my thinking when I split the video up into the separate parts. I figured that way people could just add certain features to their existing Farm.
I thought about wiring up a "reset button" so I didn't have to climb up there and fix it manually each time. But then, in a moment of brilliance, I realized I could just make it self-repairing! With two full blocks, two half-slabs, two redstone dust, two tripwire hooks, and 21 string (or however wide your farm is -- you can make it less if you want, of course, but don't make it any longer, or it won't work right), just run another line of tripwire next to the first one, so that endermen falling down either side will trip the merger. This way, even if it does glitch out, the next guy that falls down the front half will reset it automatically!
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Yeah I thought about that, too, but I tried it, and for whatever reason, that makes them all a 3-hit kill at the bottom (at least the ones who came down the back side), instead of 1-hit like we're looking for. I think it would have to be something instant, like the pulse limiter you mentioned.
But, the way I did it seems to work fine, too, and it's already done, so I don't think I'll go messing with it unless I need to for whatever reason. We are planning to restart our server for 1.7, and so I'll be building this from the ground up again, soon. I might go with the pulse limiter then, I'm not sure yet. Can you think of any pros/cons to doing either way?
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Yeah. Also, I just tried out the pulse limiter (shown below) on a creative copy to see if it would work here, and found another problem: when the tripwire is tripped, the pistons pulse once and then retract immediately. It won't fire again until the tripwire gets un-tripped and then re-tripped again. If the piston glitches and doesn't actually push the enderman out of the way, for whatever reason (don't laugh, I've seen it happen in my blaze farm, for example), then he'll just stand there inside the tripwire, preventing it from tripping again until he despawns and clears the way. But, by the time he does despawn, chances are that another will have fallen down and be standing inside the tripwire now, too. This seems like it would "lock" the merger, until you went far enough away to despawn all of them at once, allowing it to "reset," and then returned.
Maybe something like the "smart shifting" floors in recent witch-farm designs could work, so the merger would fire continually until the tripwire was cleared. But that seems like a lot of work (at least for a redstone noob like me) compared to just turning this:
...into this:
EDIT: That does work [no it doesn't -- see my second edit, below]. I basically just copied the design from QueenKingHappy's smart shifting floor, and applied it to the merger. It's kind of beastly, though, and I don't see any real benefit to this over what I came up with initially, except maybe a few extra "cool" points.
EDIT 2: Oh, but it looks like that has the same problem as the repeater, where it fires too late, after they've already landed on the stairs, and they end up with 1.5 hearts at the bottom. So, that's no good either. Looks like maybe my first solution, in the above pic, really is the way to go here.
Still, here's a pic, if you're interested:
(Snow block next to the piston is where the tripwire hook is attached. Piston is sticky, hoppers are facing into each other, and there is 1 item in one of them.)
And here's a shot of the other side, so you can see how it'll look slabbed up to prevent spawning:
(No light in this one, sorry. I hope you can still see alright. There's nothing but slabs here, that aren't in the last shot.)
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.