Here's another cane farm concept. This one still uses a day timer, this time it's 3 days (60 minutes). After a couple test farms, I determined that firing the system every three days will allow all the cane to grow. It does not take 60 minutes for the entire farm to grow, but it's close enough (10 minutes or so). So need to spend some iron from your Gollum farm? Here you go!
The experiment farms comparing how huge this one is.
Top-down of the 60 minute timer.
Middle water line with hoppers facing toward the front of this system all items end up in a double chest.
Once hopper cart is empty it will be sent back to it's original spot.
I had a fun time experimenting with all these things and I don't have it at 100% yet (as with previous designs) but we will get there!
Okay, I think I've got a 100% return for this sugar cane farm. Almost like the version in my previous post but the track rides under the glowstone too. So far, every time I test it, I've gotten more cane than what was planted. it produces 1.2 - 1.5% more than the 16 plots I have planted and all the plants end up in the collect chest. Here's a couple pics.
Once the pistons fire to harvest the red stone block activates the cart. The cart will collect the items that the pistons pull from the water trench. An extra block cover was added as some of the cane glitched through the pistons.
I kept the daylight sensor and it fires every 3 Minecraft days, 60 minutes. This is capable of planting over 80 plants per side. The math is random as to how many will be caught outside the water trench but after testing the hopper cart has yet to be filled with more than a stack. Given this, I can assume that for the 5 available slots on the hopper cart you can have 160 plants per slot for a total of 800 or so plantable locations, but, you are limited to a five minute despawn time of the harvested items and of course loaded chunks 400 blocks long would be huge!
I don't know, play around with it and let me know what you can come up with. So far this is the only 100% or damn close to 100% harvest collection farm I've seen.
I don't know, play around with it and let me know what you can come up with. So far this is the only 100% or damn close to 100% harvest collection farm I've seen.
Cheers.
Have you thought about using BUD's to detect and harvest the cane as soon as it grows? Here's a quote taken from the thread I linked earlier:
The problem is wasted growth cycles. A new block of sugarcane is only formed when the cane below it has received 16 "block ticks" [...math...] so that's just over 18 minutes to get 16 ticks and grow a new one above it. If, like most farms, we leave that new cane where it is until harvest time, it is blocking the growth cycles of the one below it; but now the top layer has a chance to grow so everything seems fine.?.
The problem comes when the harvest timer goes off and we destroy the top canes which had already been receiving blockticks. As many as 15 blockticks and 18 minutes are wasted per planted spot, because we stopped the growth of the bottom cane in exchange for the top one, which we then destroyed before it did us any good
The solution is BUDs:
An array of block update detectors can trigger harvest whenever any single cane grows, immediately getting it out of the way so it doesn't impede the growth of the stalk below it. Simple, and truly efficient where it counts
What are your resources required per planted spot, and cane produced per hour, per spot? In the (second) version shown in that thread, each "pod" has 28 planted spots, and requires:
34 redstone
28 pistons
28 sand or dirt
14 hoppers (optional*)
14 jack-o-lanterns or glowstone (optional**)
4 redstone torches
2 repeaters
2 sticky pistons
Per-spot requirements:
1 redstone
1 piston
1 dirt or sand
half a hopper
half a jack-o-lantern
...plus 6 redstone, 2 repeaters, 2 sticky pistons, and 4 torches additional for every pod (28 spots).
*: You could sacrifice a little bit of efficiency (in the form of lost reeds) and just use a water stream to collect them, instead of the hopper pipe. That will save you lots of iron. But with the hoppers, collection rate is very nearly 100%. Very rarely, I'll see a cane that has glitched through the pistons and landed on the ground outside, but these are few and far between. If I had to guess, I would say it's probably way less than 1%, maybe as low as 0.1%.
**: These are just to have some light inside, to prevent mobs spawning in there. Or you could just close it off so they can't escape, and they shouldn't bother you.
...plus two water buckets to make an infinite spring, and some building blocks. The output is very close the ideal case of 3.2 canes/hour/spot. Firing once an hour, as yours does, there's no way it can possibly collect more than 2 canes per spot, since they don't grow higher than 3, and you have to leave the bottom one there (that, or harvest it and then replant it every time, which amounts to the same thing.) Unless another farm is way lighter on resources, I can't see any reason not to use this one instead. It really is the fastest you can get, since it harvests the canes instantly, as soon as they grow.
You can't extend this one to 80 blocks long, like yours, but you can build multiple pods next to each other or stack them vertically. It takes a few extra hoppers if you want to link them all together into a single chest, like I've done, but again, that's not necessary and you could just use water streams and/or just let each one fill up independently.
Here's a picture of my 16-pod farm (4x4 array) on the server I play on:
(In the middle is where I keep my "perfect villager." This guy will buy all your paper, 3-13 batches at a time.) This farm has 448 planted spots, and fills up a double chest in a little over 2 hours.
And here are MrXprime's original images from his thread, showing the redstone (it's really simple -- there's nothing you can't see, that isn't just a mirror-image of what you can. Backward-facing piston in the back is sticky, all the rest are regular):
I don't know, play around with it and let me know what you can come up with. So far this is the only 100% or damn close to 100% harvest collection farm I've seen.
It is better, the cane that glitches into pistons have always been a problem. You can reduce the hopper resources by using
a ice item pipeline instead of static water, though this may mean skipping one cane growing spot every 8 spots.
However it takes a moment for items to fall after the pistons goes off. I would add a small delay between piston push to minecart launch, to make sure the cane items have dropped and can be picked up.
The experiment farms comparing how huge this one is.
Top-down of the 60 minute timer.
Middle water line with hoppers facing toward the front of this system all items end up in a double chest.
Once hopper cart is empty it will be sent back to it's original spot.
I had a fun time experimenting with all these things and I don't have it at 100% yet (as with previous designs) but we will get there!
Cheers!
Once the pistons fire to harvest the red stone block activates the cart. The cart will collect the items that the pistons pull from the water trench. An extra block cover was added as some of the cane glitched through the pistons.
I kept the daylight sensor and it fires every 3 Minecraft days, 60 minutes. This is capable of planting over 80 plants per side. The math is random as to how many will be caught outside the water trench but after testing the hopper cart has yet to be filled with more than a stack. Given this, I can assume that for the 5 available slots on the hopper cart you can have 160 plants per slot for a total of 800 or so plantable locations, but, you are limited to a five minute despawn time of the harvested items and of course loaded chunks 400 blocks long would be huge!
I don't know, play around with it and let me know what you can come up with. So far this is the only 100% or damn close to 100% harvest collection farm I've seen.
Cheers.
Have you thought about using BUD's to detect and harvest the cane as soon as it grows? Here's a quote taken from the thread I linked earlier:
What are your resources required per planted spot, and cane produced per hour, per spot? In the (second) version shown in that thread, each "pod" has 28 planted spots, and requires:
34 redstone
28 pistons
28 sand or dirt
14 hoppers (optional*)
14 jack-o-lanterns or glowstone (optional**)
4 redstone torches
2 repeaters
2 sticky pistons
Per-spot requirements:
1 redstone
1 piston
1 dirt or sand
half a hopper
half a jack-o-lantern
...plus 6 redstone, 2 repeaters, 2 sticky pistons, and 4 torches additional for every pod (28 spots).
*: You could sacrifice a little bit of efficiency (in the form of lost reeds) and just use a water stream to collect them, instead of the hopper pipe. That will save you lots of iron. But with the hoppers, collection rate is very nearly 100%. Very rarely, I'll see a cane that has glitched through the pistons and landed on the ground outside, but these are few and far between. If I had to guess, I would say it's probably way less than 1%, maybe as low as 0.1%.
**: These are just to have some light inside, to prevent mobs spawning in there. Or you could just close it off so they can't escape, and they shouldn't bother you.
...plus two water buckets to make an infinite spring, and some building blocks. The output is very close the ideal case of 3.2 canes/hour/spot. Firing once an hour, as yours does, there's no way it can possibly collect more than 2 canes per spot, since they don't grow higher than 3, and you have to leave the bottom one there (that, or harvest it and then replant it every time, which amounts to the same thing.) Unless another farm is way lighter on resources, I can't see any reason not to use this one instead. It really is the fastest you can get, since it harvests the canes instantly, as soon as they grow.
You can't extend this one to 80 blocks long, like yours, but you can build multiple pods next to each other or stack them vertically. It takes a few extra hoppers if you want to link them all together into a single chest, like I've done, but again, that's not necessary and you could just use water streams and/or just let each one fill up independently.
Here's a picture of my 16-pod farm (4x4 array) on the server I play on:
(In the middle is where I keep my "perfect villager." This guy will buy all your paper, 3-13 batches at a time.) This farm has 448 planted spots, and fills up a double chest in a little over 2 hours.
And here are MrXprime's original images from his thread, showing the redstone (it's really simple -- there's nothing you can't see, that isn't just a mirror-image of what you can. Backward-facing piston in the back is sticky, all the rest are regular):
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.
It is better, the cane that glitches into pistons have always been a problem. You can reduce the hopper resources by using
a ice item pipeline instead of static water, though this may mean skipping one cane growing spot every 8 spots.
However it takes a moment for items to fall after the pistons goes off. I would add a small delay between piston push to minecart launch, to make sure the cane items have dropped and can be picked up.
this one is pretty neat