Terms used:
Detectability: How easy it is to find it.
Scarcity of space: How much space there is to build it.
Difficulty of irrigation: How hard it is to get water.
Destructibility: How easily other players can destroy it when it's defended.
Difficulty of construction: How hard it is to construct.
Mob vulnerability: How much of a threat mobs pose.
Danger to owner: How much danger there there is in using/building it.
Normal land farm:
Your normal farm on land. Generally average, but easy to detect and construct.
Detectability: High
Scarcity of space: Medium
Difficulty of irrigation:Medium
Destructibility: Medium
Difficulty of construction: Low
Mob vulnerability: Medium
Danger to owner: Medium
Underground farm:
A farm built underground. Hard to build, easy to destroy from both players(depending on nearby lava/water pockets) and mobs(if not lit), but plenty of space, and extremely hard to find. Lava pockets and mobs around make this dangerous to make.
Detectability: Very Low
Scarcity of space: Very Low
Difficulty of irrigation:High
Destructibility: Medium
Difficulty of construction: High
Mob vulnerability: Unlit: High Lit: Medium
Danger to owner: High
Underwater farm:
A farm built underwater, hopefully with NBTForged sponges. Somewhat visible, but lots of space, easy to irrigate and destroy. Effectively immune to mob attacks. Drowning is a threat if you don't watch your air meter.
Detectability: Medium
Scarcity of space: Medium
Difficulty of irrigation:Low
Destructibility: High
Difficulty of construction: High
Mob vulnerability: None
Danger to owner: Medium
Above water farm:
A farm built on water. Easy to detect, and space is plentiful. Irrigation is trivial, but there may be possible mob attacks. and destroy. Effectively immune to mob attacks. Destructibility is normal. Hard to construct due to need to extract resources from land/underwater areas, but little danger in doing so.
Detectability: High
Scarcity of space: Low
Difficulty of irrigation:Low
Destructibility: Medium
Difficulty of construction: High
Mob vulnerability: Low
Danger to owner: Low
Castle farm:
A farm built in a castle. Inefficient in space, highly detectable, hard to build, but very resilient against attacks.
Detectability: Very High
Scarcity of space: High
Difficulty of irrigation:Medium
Destructibility: Fairly Low
Difficulty of construction: Very High
Mob vulnerability: Very Low
Danger to owner: Low
Greenhouse:
A farm built in a building. Less space efficient, and easier to detect, but a tad harder to destroy and build. Mobs are less dangerous.
Detectability: High
Scarcity of space: High
Difficulty of irrigation:Medium
Destructibility: Medium-Low
Difficulty of construction: Medium
Mob vulnerability: Low
Danger to owner: Medium-Low
Sky farm:
A farm built in the f*cking sky. Very visible, but the ultimate in space usage. Hard to attack, and mobs will not go up there, but hard to build, and the falling is dangerous.
Detectability: Very High
Scarcity of space: None
Difficulty of irrigation:Near or actually impossible.
Destructibility: Very low
Difficulty of construction: High
Mob vulnerability: None
Danger to owner: High
Modifiers:
Additions to the farm or map environment.
Island: Decreased irrigation difficulty.
Inland: Increased irrigation difficulty
Flatgrass: Increased irrigation difficulty
Floating: Significantly increased irrigation difficulty
Higher efficiency designs: Decreased space scarcity, increased construction difficulty.
Hell maps: Harder irrigation, increased danger
Stronger materials: Increased construction difficulty, Decreased destructibility.
Lava shielding: Decreased destructibility, mob vulnerability, Increased danger and construction difficulty.
Please reply with comments, suggestions and corrections. Do remember that these are general, and not specific, For an example, a badly designed castle might be more attackable.
Rollback Post to RevisionRollBack
I disagree with you, therefore you are wrong.
Quality of output = Skill * Effort
I don't think sky farm destructability would be high at all. considering that the person destroying it would have to find a way up there and back down somehow without the farmer noticing(It's not like he's going anywhere soon).
Height advantage in defending is wonderful. They can't shoot arrows up at you, while you can. Though of course if your not there... Though not being there making it more difficult applies to all farms.
Rollback Post to RevisionRollBack
I disagree with you, therefore you are wrong.
Quality of output = Skill * Effort
Well, you don't really need water to have a farm. All water does is speed up the growth rate.
Also, to make a floating farm harder to destroy, just make the farm the floating island in the middle of nowhere floating over nothing.
Rollback Post to RevisionRollBack
Quote from Rezdude »
PvP is like sex. When both parties are willing, it can be a very enjoyable experience. However, when one party is not, it is bound to ruin someone's day.
This is a nice guide, once I have finished my math homework I am going to write up a tutorial on farming and how to construct an easy to use farm, which reduces crop loss and is easily expanded.
The method I use, which is inspired by another post I saw is this:
I think, though, that it's not as cut-and-dried as that. I think the cost/benefit will change with map type, for one reason- water.
Water on Island- Plentiful
Water on Inland- Uncommon
Water on Floating- Rare
And flat is just, well, flat.
Hell maps will be difficult too. Anyway, depending on the map type it starts mattering less how hard it is to make the farms. For instance, if someone dug tunnels and drained your irrigation away on an Island map- oh well, rebuild them. There's ocean! But if someone did that on Inland- your day is ruined. Now you'll have to dig the farm in deeper if you want water, and there's no way of telling where that sapper put the water- for all you know they've drained it to feed their crops!(Hell is even worse, because I think the only water in Hell is underground.)
For that reason, I'd rather have a diamond-plated underground farm if I could get one. :smile.gif:
Or, of course, a skyfarm. Though that would require finding water on the surface and digging a giant pit around your farm, and is therefore hard. (Equip it with a TNT bridge and an archer, though, and you win!)
Detectability: How easy it is to find it.
Scarcity of space: How much space there is to build it.
Difficulty of irrigation: How hard it is to get water.
Destructibility: How easily other players can destroy it when it's defended.
Difficulty of construction: How hard it is to construct.
Mob vulnerability: How much of a threat mobs pose.
Danger to owner: How much danger there there is in using/building it.
Normal land farm:
Your normal farm on land. Generally average, but easy to detect and construct.
Detectability: High
Scarcity of space: Medium
Difficulty of irrigation:Medium
Destructibility: Medium
Difficulty of construction: Low
Mob vulnerability: Medium
Danger to owner: Medium
Underground farm:
A farm built underground. Hard to build, easy to destroy from both players(depending on nearby lava/water pockets) and mobs(if not lit), but plenty of space, and extremely hard to find. Lava pockets and mobs around make this dangerous to make.
Detectability: Very Low
Scarcity of space: Very Low
Difficulty of irrigation:High
Destructibility: Medium
Difficulty of construction: High
Mob vulnerability: Unlit: High Lit: Medium
Danger to owner: High
Underwater farm:
A farm built underwater, hopefully with NBTForged sponges. Somewhat visible, but lots of space, easy to irrigate and destroy. Effectively immune to mob attacks. Drowning is a threat if you don't watch your air meter.
Detectability: Medium
Scarcity of space: Medium
Difficulty of irrigation:Low
Destructibility: High
Difficulty of construction: High
Mob vulnerability: None
Danger to owner: Medium
Above water farm:
A farm built on water. Easy to detect, and space is plentiful. Irrigation is trivial, but there may be possible mob attacks. and destroy. Effectively immune to mob attacks. Destructibility is normal. Hard to construct due to need to extract resources from land/underwater areas, but little danger in doing so.
Detectability: High
Scarcity of space: Low
Difficulty of irrigation:Low
Destructibility: Medium
Difficulty of construction: High
Mob vulnerability: Low
Danger to owner: Low
Castle farm:
A farm built in a castle. Inefficient in space, highly detectable, hard to build, but very resilient against attacks.
Detectability: Very High
Scarcity of space: High
Difficulty of irrigation:Medium
Destructibility: Fairly Low
Difficulty of construction: Very High
Mob vulnerability: Very Low
Danger to owner: Low
Greenhouse:
A farm built in a building. Less space efficient, and easier to detect, but a tad harder to destroy and build. Mobs are less dangerous.
Detectability: High
Scarcity of space: High
Difficulty of irrigation:Medium
Destructibility: Medium-Low
Difficulty of construction: Medium
Mob vulnerability: Low
Danger to owner: Medium-Low
Sky farm:
A farm built in the f*cking sky. Very visible, but the ultimate in space usage. Hard to attack, and mobs will not go up there, but hard to build, and the falling is dangerous.
Detectability: Very High
Scarcity of space: None
Difficulty of irrigation:Near or actually impossible.
Destructibility: Very low
Difficulty of construction: High
Mob vulnerability: None
Danger to owner: High
Modifiers:
Additions to the farm or map environment.
Island: Decreased irrigation difficulty.
Inland: Increased irrigation difficulty
Flatgrass: Increased irrigation difficulty
Floating: Significantly increased irrigation difficulty
Higher efficiency designs: Decreased space scarcity, increased construction difficulty.
Hell maps: Harder irrigation, increased danger
Stronger materials: Increased construction difficulty, Decreased destructibility.
Lava shielding: Decreased destructibility, mob vulnerability, Increased danger and construction difficulty.
Please reply with comments, suggestions and corrections. Do remember that these are general, and not specific, For an example, a badly designed castle might be more attackable.
Quality of output = Skill * Effort
Who sits down and writes maniacle laughter?
Quality of output = Skill * Effort
Quality of output = Skill * Effort
Quality of output = Skill * Effort
Removed... :twisted:
Quality of output = Skill * Effort
Also, to make a floating farm harder to destroy, just make the farm the floating island in the middle of nowhere floating over nothing.
The method I use, which is inspired by another post I saw is this:
Brick is water
Top down:
Side view
...
It means you can not trample your crops!
I think, though, that it's not as cut-and-dried as that. I think the cost/benefit will change with map type, for one reason- water.
Water on Island- Plentiful
Water on Inland- Uncommon
Water on Floating- Rare
And flat is just, well, flat.
Hell maps will be difficult too. Anyway, depending on the map type it starts mattering less how hard it is to make the farms. For instance, if someone dug tunnels and drained your irrigation away on an Island map- oh well, rebuild them. There's ocean! But if someone did that on Inland- your day is ruined. Now you'll have to dig the farm in deeper if you want water, and there's no way of telling where that sapper put the water- for all you know they've drained it to feed their crops!(Hell is even worse, because I think the only water in Hell is underground.)
For that reason, I'd rather have a diamond-plated underground farm if I could get one. :smile.gif:
Or, of course, a skyfarm. Though that would require finding water on the surface and digging a giant pit around your farm, and is therefore hard. (Equip it with a TNT bridge and an archer, though, and you win!)
Quality of output = Skill * Effort