Kastrel, sorry if I didn't understand your post, but would mushrooms grow through blocks? For example, in my trench design, what if, to avoid mobs spawning (and to ensure that mushrooms don't hop onto the elevated platforms), I put a blocks over the trenches?
Where blocks are blocks, and ♠ are mushrooms. - is empty space. Will the mushroom grow into the empty space? And if not, what if it was glass, or another translucent block?
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Okay, results are in. They will grow down through a block like this. It SEEMED as if they had a slower growth rate, but honestly, there wasn't enough of a test for it to be really certain. I had at least 3 mushrooms grow like this though. Truthfully, if you used a water-harvest technique in a tower, you wouldn't even NEED to enter the room itself once the mushrooms were in place. So preventing mob spawns would be semi-irrelevant.
Would it be possible to have a lit up room, with this design?
So the mushrooms aren't hitting light and the growing shroom room won't be bombarded by zomboids? Or is it the block that determines spread speed?
How are you accessing the mushrooms? You have to be able to get down there somehow. If its something you would water purge . . . sure, that would work, but at that point, you wouldn't be entering the room anyway.
Thanks for studying this, I've been wondering how growing mushrooms worked exactly, So are you saying putting them around redstone torches for light would be the "quickest" way to grow them instead of torches? Since brighter light slows growth and all?
How are you accessing the mushrooms? You have to be able to get down there somehow. If its something you would water purge . . . sure, that would work, but at that point, you wouldn't be entering the room anyway.
Oh wow, I worded that awfully. I mean like have a lit up room on top of a layer of darkness-submerged mushrooms, and if the torches would hinder the spread rate.
How are you accessing the mushrooms? You have to be able to get down there somehow. If its something you would water purge . . . sure, that would work, but at that point, you wouldn't be entering the room anyway.
I just think he means like say you have a room you can walk in and you have shelves over the shrooms you are growing right? down the middle strip of halway you can have light but since the shrooms are under that strip on the sides of the wall they would be shaded and in darkness right? That way baddies couldn't spawn in the room and you would still have good growth? Or I could just be totally misunderstanding what he's getting at.
Thanks for studying this, I've been wondering how growing mushrooms worked exactly, So are you saying putting them around redstone torches for light would be the "quickest" way to grow them instead of torches? Since brighter light slows growth and all?
Well, you really don't need light at all. A brief burst of light (as you open up the farm and put down torches to see) really won't do anything. Redstone torches are just there to greatly decrease the rate of spawning enemies. Really, you don't even need to put them there.
If you had a water-based auto-harvest system, you don't even need to enter the place after its made, so you don't need torches at all.
I just think he means like say you have a room you can walk in and you have shelves over the shrooms you are growing right? down the middle strip of halway you can have light but since the shrooms are under that strip on the sides of the wall they would be shaded and in darkness right? That way baddies couldn't spawn in the room and you would still have good growth? Or I could just be totally misunderstanding what he's getting at.
Unfortunately, light doesn't work that way. If, for instance, the hall was a light level of 12, then the mushrooms would be a light level of 11. They wouldn't get despawned from the sunlight or anything, but they would grow INCREDIBLY slowly. Light decreases one level for each block, and it travels around corners, so this would probably be a very slow growing farm.
And to be honest, my farm hasn't had a single mob in about 20 hours of AFK time. Redstone torches alone are very effective, and the water flood builds would negate the need even for that.
And to be honest, my farm hasn't had a single mob in about 20 hours of AFK time. Redstone torches alone are very effective, and the water flood builds would negate the need even for that.
How lit up are your caves? I have somewhere near 400 total spawnable blocks in my world, so a mushroom farm would likely get overrun with mobs.
Redstone torches, on the other hand, apparently do nothing... To stop spawns. According to the newer mob spawning science thread, the whole lighting clause was dropped:
How lit up are your caves? I have somewhere near 400 total spawnable blocks in my world, so a mushroom farm would likely get overrun with mobs.
Redstone torches, on the other hand, apparently do nothing... To stop spawns. According to the newer mob spawning science thread, the whole lighting clause was dropped:
Well, its possible the lighting clause was dropped, but mines still has no enemies. Its also not very big, and that normally won't have a HUGE problem with them spawning. I have no idea.
Well, its possible the lighting clause was dropped, but mines still has no enemies. Its also not very big, and that normally won't have a HUGE problem with them spawning. I have no idea.
I was wondering about how likely it is for a mob to actually spawn in your farm. I've lit up all my caves, so any unlit blocks are prime targets for mob spawns. However, if you have a lot of unlit caves, it would significantly increase total space for mobs, decreasing the chance of an in-farm spawn.
I would like to report finding 24 mushrooms growing in a desert biome. Relatively flat land, in the late afternoon, I was running home before dark and saw 2 on a ridge, and just over the edge were 22 more. All growing, not popped. Had been out in full sunlight, as deserts don't seem to get any weather.
I think I figured out the best pattern to keep a room at light level 6 in all the blocks where mobs can spawn, and having level 5 in the one block high spaces (no spawning) and not leaving enough room for spiders.
alternate between these two patterns
side view of row one
side view of row two
and a screenshot to demonstrate (i knocked out the block in the first row for the shot)
That 2 high, 4 wide area is where the shrooms spawn. Since the mushrooms can grow through the blocks, you never have to replant.
If you simply make a long tunnel with this design, it should have a pretty efficient yield, especially if you add a water current behind dirt (so you can remove + replace easily).
You can even add redstone torches all along the top to brighten it up a bit more.
That 2 high, 4 wide area is where the shrooms spawn. Since the mushrooms can grow through the blocks, you never have to replant.
If you simply make a long tunnel with this design, it should have a pretty efficient yield, especially if you add a water current behind dirt (so you can remove + replace easily).
You can even add redstone torches all along the top to brighten it up a bit more.
I think I would make one adjustment, personally.
This makes it one more layer compact, vertically. This allows for more layers in a smaller area. OR!
This is even one layer THINNER! It also has 3 rows of mushrooms attempting to spawn on each layer, rather than two. Each layer takes up only 2 rows, with the top layer requiring an extra to cover it. I'm really happy with how this turned out actually . . . I think this could work quite well.
@Kastrel, the problem with your second design is you can't walk down it. Only a problem if you're not using water of course.
I'm building what I hope will be a successful automatic farm right now. Will post results ;]
Heh, at this point, it seemed as if water harvesters were the prefered method! I'm actually building my design at this time, testing to see if the mushrooms will actually grow. I even set up both sides to test different growths; the left side is testing horizontal, the right side is testing diagonal. If neither of them works, it would be profitable to remove them from the mix entirely, as it would save about 10 seed mushrooms per floor.
First results, however, are disappointing. While I can't account for the diagonal mushrooms, the horizontal mushrooms have not shown any growth at all. I know for a fact mushrooms can grow through walls up to two spaces away; however, I have never bothered to measure how often this happens. Its quite likely the rate of growth at a distance of 2 is MUCH lower than at a distance of 1. This would mean that automated mushroom farms using 2 distance horizontal mushrooms would have a very low output. That being said, Diagonal mushrooms like such:
These should not only grow full speed, but in fact, at twice the rate, as each mushroom can apply to both the floor below AND the floor above it. While not as rapid as a single mushroom in a 5x5 grid . . . it should grow fairly quickly . . . and suddenly I have a very good idea.
Upon building, each layer of my tower has a viable growth space of 5x5. I could, theoretically, place a single mushroom in the center square, on a raised platform, which could be compacted into the same 2 layer floors as I have been planning above. Downsides to this would be that the row on which this mushroom is placed, the water would probably not be able to move those mushrooms . . . and if that was the ONLY seed mushroom, growth rates would be very slow post harvest.
It could be incorporated into a dual design . . . hmm. Will post again, since this is getting fairly long.
So the mushrooms aren't hitting light and the growing shroom room won't be bombarded by zomboids? Or is it the block that determines spread speed?
http://www.minecraftforum.net/viewtopic.php?f=25&t=211244
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Prizes: [Zombie], [Diamond] x10
Okay, results are in. They will grow down through a block like this. It SEEMED as if they had a slower growth rate, but honestly, there wasn't enough of a test for it to be really certain. I had at least 3 mushrooms grow like this though. Truthfully, if you used a water-harvest technique in a tower, you wouldn't even NEED to enter the room itself once the mushrooms were in place. So preventing mob spawns would be semi-irrelevant.
How are you accessing the mushrooms? You have to be able to get down there somehow. If its something you would water purge . . . sure, that would work, but at that point, you wouldn't be entering the room anyway.
Oh wow, I worded that awfully. I mean like have a lit up room on top of a layer of darkness-submerged mushrooms, and if the torches would hinder the spread rate.
http://www.minecraftforum.net/viewtopic.php?f=25&t=211244
-------------------------------------------------------------------------------------
Prizes: [Zombie], [Diamond] x10
I just think he means like say you have a room you can walk in and you have shelves over the shrooms you are growing right? down the middle strip of halway you can have light but since the shrooms are under that strip on the sides of the wall they would be shaded and in darkness right? That way baddies couldn't spawn in the room and you would still have good growth? Or I could just be totally misunderstanding what he's getting at.
Well, you really don't need light at all. A brief burst of light (as you open up the farm and put down torches to see) really won't do anything. Redstone torches are just there to greatly decrease the rate of spawning enemies. Really, you don't even need to put them there.
If you had a water-based auto-harvest system, you don't even need to enter the place after its made, so you don't need torches at all.
Unfortunately, light doesn't work that way. If, for instance, the hall was a light level of 12, then the mushrooms would be a light level of 11. They wouldn't get despawned from the sunlight or anything, but they would grow INCREDIBLY slowly. Light decreases one level for each block, and it travels around corners, so this would probably be a very slow growing farm.
And to be honest, my farm hasn't had a single mob in about 20 hours of AFK time. Redstone torches alone are very effective, and the water flood builds would negate the need even for that.
How lit up are your caves? I have somewhere near 400 total spawnable blocks in my world, so a mushroom farm would likely get overrun with mobs.
Redstone torches, on the other hand, apparently do nothing... To stop spawns. According to the newer mob spawning science thread, the whole lighting clause was dropped:
http://www.minecraftforum.net/topic/136723-mob-spawning-algorithm-in-12-01-analyzed/
Youtube: http://www.Youtube.com/MinecraftingStuff
My Current projects:
- New Repeater Quark, used for a variety of applications! You will learn something!
- Which pickaxe is the best?
- Tree Farm Innovations!
Well, its possible the lighting clause was dropped, but mines still has no enemies. Its also not very big, and that normally won't have a HUGE problem with them spawning. I have no idea.
I was wondering about how likely it is for a mob to actually spawn in your farm. I've lit up all my caves, so any unlit blocks are prime targets for mob spawns. However, if you have a lot of unlit caves, it would significantly increase total space for mobs, decreasing the chance of an in-farm spawn.
Youtube: http://www.Youtube.com/MinecraftingStuff
My Current projects:
- New Repeater Quark, used for a variety of applications! You will learn something!
- Which pickaxe is the best?
- Tree Farm Innovations!
Fix'd
alternate between these two patterns
side view of row one
side view of row two
and a screenshot to demonstrate (i knocked out the block in the first row for the shot)
Front view:
That 2 high, 4 wide area is where the shrooms spawn. Since the mushrooms can grow through the blocks, you never have to replant.
If you simply make a long tunnel with this design, it should have a pretty efficient yield, especially if you add a water current behind dirt (so you can remove + replace easily).
You can even add redstone torches all along the top to brighten it up a bit more.
I think I would make one adjustment, personally.
This makes it one more layer compact, vertically. This allows for more layers in a smaller area. OR!
This is even one layer THINNER! It also has 3 rows of mushrooms attempting to spawn on each layer, rather than two. Each layer takes up only 2 rows, with the top layer requiring an extra to cover it. I'm really happy with how this turned out actually . . . I think this could work quite well.
At least I sparked an idea, haha.
I'm building what I hope will be a successful automatic farm right now. Will post results ;]
Heh, at this point, it seemed as if water harvesters were the prefered method! I'm actually building my design at this time, testing to see if the mushrooms will actually grow. I even set up both sides to test different growths; the left side is testing horizontal, the right side is testing diagonal. If neither of them works, it would be profitable to remove them from the mix entirely, as it would save about 10 seed mushrooms per floor.
First results, however, are disappointing. While I can't account for the diagonal mushrooms, the horizontal mushrooms have not shown any growth at all. I know for a fact mushrooms can grow through walls up to two spaces away; however, I have never bothered to measure how often this happens. Its quite likely the rate of growth at a distance of 2 is MUCH lower than at a distance of 1. This would mean that automated mushroom farms using 2 distance horizontal mushrooms would have a very low output. That being said, Diagonal mushrooms like such:
These should not only grow full speed, but in fact, at twice the rate, as each mushroom can apply to both the floor below AND the floor above it. While not as rapid as a single mushroom in a 5x5 grid . . . it should grow fairly quickly . . . and suddenly I have a very good idea.
Upon building, each layer of my tower has a viable growth space of 5x5. I could, theoretically, place a single mushroom in the center square, on a raised platform, which could be compacted into the same 2 layer floors as I have been planning above. Downsides to this would be that the row on which this mushroom is placed, the water would probably not be able to move those mushrooms . . . and if that was the ONLY seed mushroom, growth rates would be very slow post harvest.
It could be incorporated into a dual design . . . hmm. Will post again, since this is getting fairly long.