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    posted a message on Automatic Sugarcane Farm
    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.

    Cheers.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to Upwire Hoppers
    This is the dropovator I use religiously. Easy to build and cheap.





    One comparator, two repeaters, dust and torches. Can go from bedrock to sky cap with blocks and red stone torches.
    Posted in: Redstone Creations
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    posted a message on Problems with item sorters
    Yes, but my post was to provide a working schematic he could view using the design that was implemented. Multiple posts on a help subject is great for those who ask, they can then choose what's right for them.

    I read your un-edited post and decided that a simple schematic on his implemented design would help him out as he could see and use it instead of reading and trying to figure out what was going on...

    This design with a hopper silo will last a loooong time and over-flow protection is not really needed. I dump my iron chests in to an iron block dump regularly so I've never had an over-flow problem.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Problems with item sorters
    These are great for a simple sorter.

    The only issue is that this design doesn't have over-flow protection so when your chest is full, it will back up the system.

    Instead of trying to explain what's going on, here's a schematic and you can see what's up... this one sorts iron from roses for a Gollum farm. The iron is sent to the chest and the roses are sent straight to the lava.

    I use one like this in my single player except the one I use keeps almost a full chest of roses for dyes and whatnot.

    https://dl.dropboxus...WwQO85uswA&dl=1
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Iron Trench Help (I am here for you)
    I downloaded your map birimbecas and you have multiple issues.

    Could be a corrupt download for me but...
    Check all your hopper timers, they were all empty. Check the video for proper amounts in each.
    Check your hopper/dropper switchers, they were all empty. Check the video for proper amounts in each.
    The villager basket needs a minimum of 24 villagers, you had 4.
    The villager in the remote structure was missing.
    Replace the missing red stone leading to the piston, as suggested above.

    You will have to rebuild this twice to have a proper reset of your trench. See you in 40 - 50 minutes let us know if it finally works.

    Hope this helps,
    cheers!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Furnace comparators
    The math on this one is so random. We all know that it takes 8 coal to smelt 64 blocks. A comparator strength of 64 coal and 64 iron is a redstone output of 1 comparator and 10 redstone dust.

    Now as stated the signal strength from smelted items do not change, so, 64 iron ore become 64 iron ingots and the signal strength is always 5 redstone dust.

    When you smelt 64 items with 64 coal, your total items in the furnace goes from 128 to 120 dropping the signal strength of total items to 9 redstone dust. This makes whatever you're trying to accomplish manageable as when you have 64 ingots and 56 coal left in the furnace the signal will drop one redstone dust. The only issue is, this doesn't detect when the full smelt is complete, it will drop the signal when you have 59 coal, 31 ore and 33 ingots, about half done. Another issue is if you decide to remove the ingots and replace them with ore and leave the 56 coal in, the next drop in redstone to 8 doesn't happen until you have 64 ingots and 45 coal, meaning it will not detect when that is complete because you still have 48 coal left in the furnace.

    For just single items, either coal or ore the signal strength is as follows (not accounting for the comparator);

    1 - 13 = 1 redstone dust, 14 - 27 = 2 RSD, 28 - 41 = 3 RSD dust, 42 - 54 = 4 RSD, 55 - 64 = 5 RSD.

    For smelting (not accounting for the comparator);

    64 Ore / 1 - 4 Coal (68 Items) = 5 RSD, 64 O / 5 - 18 C (82 I) = 6 RSD, 64 O / 19 - 31 C (95 I) = 7 RSD, 64 O / 32 - 45 C (109 I) = 8 RSD, 64 O / 46 - 59 C (123 I) = 9 RSD, 64 O / 60 - 64 C (128 I) = 10 RSD.

    I may be rambling at this point, so I'll leave the rest to you, I hope this helped,
    cheers!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Automatic Sugarcane Farm
    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! :D





    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!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Automatic Sugarcane Farm
    Yeah... I was just going for a "compact" cheapish verticle design here. It doesn't even collect 100% of the cane. Some of it falls on the lower part where it grows.

    This set it and forget it design only uses one row of 16 hoppers under the water in the bottom, 2 double chests, 15 Regular pistons for each row, a daylight sensor which fires every morning at 4AM or so, allowing the cane to grow through the day, red stone and red stone torches, miscellaneous building blocks, and for the look, I did put glowstone behind each plant, really pops at night.

    The daylight sensor works really well, I also use it for an automatic chicken population control unit for my chicken farm. It fires every morning and spits lava out of a dispenser and sucks it back up to cook the chickens and put them into their chest. My chicken farm worked a little too well and had to turn off the auto-spawn (a dispenser that fired eggs back into the pen)... but that`s a story for an other thread. :P

    I was thinking about BUDs, which I use for my automated melon farm, but as JSPRINGY said, it was too resource heavy and I wanted to keep this one cheap since cane is so easy to harvest in the first place.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Death House
    Noble attempt... but here's my version, made it right after I seen your video.


    Cheers!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Automatic Sugarcane Farm
    Here's my take on the automatic sugar cane farm.

    Tile-able going up.




    The red stone is a 20 minute timer and a red stone torch line running to the pistons on each level.



    The easiest one to build, that I've seen.

    Could do a tutorial, but you can figure it out from the pics exactly how it works.
    Cheers.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Iron Trench Help (I am here for you)
    Quote from TheDoktor

    Ive stumbled across an interesting problem on the trench on our server. It appears to be built correctly, but due to inconsistent spawn rates it sometimes starts rebuilding without that being necessary. So far the only solution I had was to turn of the auto-rebuild and just press the button manually, but I'd prefer if the system ran fully automatic. Can you maybe help me there?


    Add more blocks to the hopper timer at the east side, middle hopper in the main building, the one that has 64 and 18 items. This works out like this: 64 + 18 = 82, 82 X .4 = 32.8, 32.8 X 2 = 65.6 seconds.

    You can try 2 stacks, 64 and 64. This works out this way: 64 + 64 = 128, 128 X .4 = 51.2, 51.2 X 2 = 102.4 seconds. This will add an additional 36.8 seconds to the auto-reset timer.

    If you're still having issues with it resetting, just add more stackable items to that timer.

    I hope this helped,
    cheers!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on (Redstone) Ticks Per Brewery
    The hopper timer passes 2.5 items per second, this is 8 game ticks, 4 red stone ticks or .4 seconds per item.

    To use the timer for a 5 ingredient brewer you'll need 125 stackable items.

    The math is as follows;

    For a 5 ingredient brew:

    125 stackable items X .4 seconds per item = 50 IRL seconds X 2 hopper load and unload to fire one pulse = 100 seconds. Each ingredient requires 20 IRL seconds to brew, 5 ingredients x 20 IRL seconds = 100 IRL seconds.

    For a 4 ingredient brew:

    100 SI X .4 SPI = 40.4 IRLS X 2 Pulse = 80 seconds. 20 seconds per ingredient X 4 ingredients = 80 seconds.

    Figure out how many items for each ingredient:

    4 ingredients = 4 X 20 IRLS = 80 IRLS 80 / 2 = 40 / .4 = 100 items.

    It would be good to put 2 - 3 extra items in each example for a buffer.

    This does not include the repeater time off the hopper timer for the hopper lock on your brewing stand for load and unload.

    I hope this helped,
    Cheers!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Automatic brewery dropping all water bottles without waiting for it to be brewed
    I don't want to sound like a **** or anything but, read previous posts before adding useless information or information that was previouly given. If you don't feel the need to read previous posts, then don't post.

    We all know it takes 20 seconds for 1 ingredient to brew. We all know about the hopper timer. These were discussed before you got here but thanks for re-writing information given out already.

    Want to see how a GOOD automatic brewing station works? Check out the schematic I posted above. Look at how it's built and why you need about 140 seconds to brew a damage II splash potion... Given the constant answer of it takes 20 seconds to brew something isn't beneficial to the topic, the OP knows that. He wants to know why his bottles just pass through his sysytem. Instead of me trying to diagnose what was wrong with his device, I presented the one I use all the time in hopes that he could see what mine did and use it for his. The only issue he's having is locking out his hoppers and holding items in the brewer unitl they're finished.

    Please read the entire thread before replying, it's really annoying.

    OP did you take a look at the schematic? Did it help you with your issue at all?

    Thanks,
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How many Redstone Repeater ticks for 1 minute?
    Okay, some have got it and some don't. Red Stone ticks are different than game ticks. Let's reduce the OP to 1 second IRL.

    How many Red Stone repeaters do I need for 1 second and what do I set them too?

    1 IRL second / .4 Red Stone Ticks = 2.5 repeaters, 2.5 repeaters X 4 ticks on a repeater = 10 Red Stone Ticks! Just like me and Munin said.

    Test this out. Cheers!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How many Redstone Repeater ticks for 1 minute?
    Each tick is .1 seconds so a full 4 ticks is .4 seconds, take the time (60 seconds) and divide by .4 then multiply by 4..

    60 seconds / .4 per minute = 150 repeaters X 4 repeater ticks = 600 ticks...

    Use a hopper timer. :P


    Edit: forgot that the initial divide was the amount of repeaters needed, not ticks... my bad! All fixed now :P
    Posted in: Redstone Discussion and Mechanisms
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