This is something of an adaptation of an earlier post of mine, in which I provided pros and cons for fully automatic farming of crops, animals, and other resources. In this thread, I wanted to focus on the prospect of dispensers being able to plant seeds- and, bear with me, while this might initially seem like a simple change, it would fundamentally alter how players go about farming on a large scale.
The existing method of automatic farming is fairly simple- involving a hopper mine cart collecting crops dropped by a farmer villager. It's not even that hard to make- you just need a bunch of rails, a hopper Minecart, and... a villager. Now, I want to be careful about calling something like this an exploit, primarily because one of the core mechanics of Minecraft is finding ways to bend the rules to your advantage- whether that be building a mob grinder, or coming up with clever auto farms. Just as a sort of disclaimer to begin with, I'm not necessarily saying that existing methods of farming ought to be removed entirely, however, if this idea were to come to fruition, they might have to be nerfed a bit. (I'm not entirely sure which is more difficult- getting a complicated new auto farm to work, or luring a villager into a slightly simpler sort of farm. Right now I'm going to try and focus on the idea itself rather than whether or not the existing systems of farming ought to prevent it from being implemented.)
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If dispensers can plant seeds, farming is changed fundamentally- players are now capable of creating fully automatic farms on huge scales. I spent almost a week using the Quark Mod to play around with this feature, and was impressed by how challenging it could be to make even the more rudimentary farms work. (If pretty rewarding when they finally did.) I started out with a simple model consisting of a seven by twelvish space of farmland, with a water harvesting mechanism, and dispensers to plant seeds. It actually turned out to be surprisingly complex! Activating the dispensers while also supplying them with seeds, while also sorting the seeds out of the water harvester and bringing them back up to the dispensers turned out to be really complicated. (Especially as I'm not usually into redstone.) At which point I realized I needed an observer and a counting mechanism to count the growth phases and when to harvest.
The larger farm model initially seemed harder, but turned out to be somewhat like a mob grinder. I made a central column with a sorting and storage unit at the bottom. I eventually opted to build a seperate module that would plant at the same time as the others, but would use an observer system to determine when the wheat was fully grown, and thus when to harvest. I opted for using multiple observer counters to increase the accuracy, and still designed a significant delay between when all the observer counters determined the wheat was fully grown, and when they activated the harvesting and replanting modules- which, once they were working properly, could be rebuilt upwards more or less endlessly... and actually looked really cool and industrial.
...The point being that this very simple change encourages a lot of complex design and engineering that feels a lot more rewarding than painstakingly dragging a villager into your farm.
this very simple change encouragesdesign and engineering
I know i quotet this very radical. However, this is defenitly the strong point.
Interacting with Villagers (plus exploiting them) is overall more benefitial compared to mining iron and farming per hand.Altough i can fully understand why people want automatet crops or renewable iron. (I mean iron on a large scale for hppers ect)
-I support
*Spoiler Warning* - a little offtopic
What bothers me the most about villagers is that they are the fastest method to get enchanted books.
I hate the enchanting stage of minecraft. it doesn't feel like making progress.
I'd apriciate enchanted books to have higher priority as dungeon loot in structures, rather then beeing obtained through gambling, afk fishing or spamming and mining lecterns.
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
This is something of an adaptation of an earlier post of mine, in which I provided pros and cons for fully automatic farming of crops, animals, and other resources. In this thread, I wanted to focus on the prospect of dispensers being able to plant seeds- and, bear with me, while this might initially seem like a simple change, it would fundamentally alter how players go about farming on a large scale.
The existing method of automatic farming is fairly simple- involving a hopper mine cart collecting crops dropped by a farmer villager. It's not even that hard to make- you just need a bunch of rails, a hopper Minecart, and... a villager. Now, I want to be careful about calling something like this an exploit, primarily because one of the core mechanics of Minecraft is finding ways to bend the rules to your advantage- whether that be building a mob grinder, or coming up with clever auto farms. Just as a sort of disclaimer to begin with, I'm not necessarily saying that existing methods of farming ought to be removed entirely, however, if this idea were to come to fruition, they might have to be nerfed a bit. (I'm not entirely sure which is more difficult- getting a complicated new auto farm to work, or luring a villager into a slightly simpler sort of farm. Right now I'm going to try and focus on the idea itself rather than whether or not the existing systems of farming ought to prevent it from being implemented.)
------------------------------
If dispensers can plant seeds, farming is changed fundamentally- players are now capable of creating fully automatic farms on huge scales. I spent almost a week using the Quark Mod to play around with this feature, and was impressed by how challenging it could be to make even the more rudimentary farms work. (If pretty rewarding when they finally did.) I started out with a simple model consisting of a seven by twelvish space of farmland, with a water harvesting mechanism, and dispensers to plant seeds. It actually turned out to be surprisingly complex! Activating the dispensers while also supplying them with seeds, while also sorting the seeds out of the water harvester and bringing them back up to the dispensers turned out to be really complicated. (Especially as I'm not usually into redstone.) At which point I realized I needed an observer and a counting mechanism to count the growth phases and when to harvest.
The larger farm model initially seemed harder, but turned out to be somewhat like a mob grinder. I made a central column with a sorting and storage unit at the bottom. I eventually opted to build a seperate module that would plant at the same time as the others, but would use an observer system to determine when the wheat was fully grown, and thus when to harvest. I opted for using multiple observer counters to increase the accuracy, and still designed a significant delay between when all the observer counters determined the wheat was fully grown, and when they activated the harvesting and replanting modules- which, once they were working properly, could be rebuilt upwards more or less endlessly... and actually looked really cool and industrial.
...The point being that this very simple change encourages a lot of complex design and engineering that feels a lot more rewarding than painstakingly dragging a villager into your farm.
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Thoughts?
Cooking with Mindthemoods ~ Biomes ~ Archeology
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I know i quotet this very radical. However, this is defenitly the strong point.
Interacting with Villagers (plus exploiting them) is overall more benefitial compared to mining iron and farming per hand.Altough i can fully understand why people want automatet crops or renewable iron. (I mean iron on a large scale for hppers ect)
-I support
*Spoiler Warning* - a little offtopic
What bothers me the most about villagers is that they are the fastest method to get enchanted books.
I hate the enchanting stage of minecraft. it doesn't feel like making progress.
I'd apriciate enchanted books to have higher priority as dungeon loot in structures, rather then beeing obtained through gambling, afk fishing or spamming and mining lecterns.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q