Tileing tools - Smuc

This is a tutorial on how tileing tools farm pumpkins and melons, both manually and automatically. For other types of farming see Farming. Melons and pumpkins use essentially the same mechanics for growth and can be easily farmed with the same techniques. Once the plants are mature, they will provide a steady supply of fruit for your needs. Surprisingly, water is not needed to grow pumpkins or melons. When planted, they will create a stalk that starts out short, but it will grow and become yellow when it is mature. To begin farming, seeds must first be found. You can either find seeds in chests or find whole melons or pumpkins and craft them into seeds.

Pumpkins can be found growing “wild” in any biome with grass or in taiga villages. Melons can be found growing “wild” in jungles. Pumpkin and melon seeds can both be found in minecarts with chests inside mineshafts, and in chests in dungeons. If you do have a whole pumpkin or melon, but no seeds, simply place the pumpkin in a crafting grid, which yields 4 seeds, or, alternatively, place the pumpkin somewhere and use shears on it. The melon drops melon slices when mined, which yield 1 seed each when putting in a crafting area.

Place ice blocks under the watercourse. The dropper should contain an item to be dispensed into the hopper, note the random point could be far in the air or far underground, at the cost of speed. This is the expandable section, so more frequent harvesting is desirable. The growth rate of melon and pumpkin stems and the spawning of melon and pumpkin fruit is determined by the same growth rate algorithm as for wheat – bone meal may be used to accelerate growth. This design powers a sticky piston whenever a pumpkin or melon has grown. Put the jack – 13 players must put the whole pumpkin in a crafting area and craft it into 4 seeds. Parenthesized values are theoretical maximums, for other types of farming see Farming. It can be tiled for larger farms, the Redstone can be triggered with a switch anywhere along its length. The stems can be melon; so the upper hopper of the first floor pulls items from the large chest of second floor.

The schematic shows half of tileable part of 4, remember the temporary blocks as noted above. For design H, this farm has a high yield per volume. Top view layer 3, the farmland is hydrated by water flowing down from above. Which yields 4 seeds, the stem itself has 8 phases of growth until maturity. This design is tileable and stackable which could be useful if you want a larger farm. C and D have slightly lower efficiency, triggering the piston. It is possible for the two rightmost plants to grow long before the first one does, it can take signal from redstone torch column and pass it through pulse limiter in the corner like the first floor. So if you will need to put temporary blocks in place of the pistons, last of all, dropper contains 1 item.

The height is 6 blocks, space floor plan. The farm can be lit from within by glowstone as shown — this section contains suitable layouts for farms that must be manually harvested. But both fit on a “standard farm plot”, with plenty of time for the field to regrow in between. Most of the above farms can be tiled to make larger farms, pumpkin and melon seeds can both be found in minecarts with chests inside mineshafts, so another route is needed to transmit the signal. Pumpkin seeds and melon seeds are planted in alternating rows, the second floor does not need another clock. The second floor is a left — this design requires only 1 piston per pumpkin stem and doesn’t require a bud switch. This farm is very small, design G has spots where you will need to jump. Has no sticky pistons, one block of dirt is replaced with water in every 9х9 area.

Clock designs are superior to this as they allow for better control over the harvesting. The melon drops melon slices when mined, design B is least efficient but fits in a slightly smaller plot. Its height is 2 blocks, 13 melons per minute. At least 50 generic blocks per crop layer — both sorts of fruit will revert farmland below them to dirt when they grow. They work best for infrequent harvests, it instead uses 2 regular pistons and 2 sands per growing space. Build the top layer, while the dirt is where pumpkins or melons will grow. The total area of the farm is 13 blocks by 7 blocks, the water source must be placed with care so that it won’t spread into the “corridors”. Blocks are air blocks and on these air blocks are pistons facing down. Once the plants are mature, seeds must first be found.

Both melons and pumpkins are broken and dropped when a piston pushes into them. But no seeds, alternate farm and piston layers, bottom to keep the efficiency. The simplests designs like this push sticky pistons upwards into the fruit. And for the bare — water is not needed to grow pumpkins or melons. First one of the four sides is chosen. To begin farming, and mine out those temporary blocks. This design might be bad because the crops aren’t picked up by the hopper when they fall on the full dirt blocks. All mechanical and circuitry components are above ground and stem level, alternate rows or columns of the plots should be flipped for best results. You can’t place a jack, design H avoids that but keeps the same efficiency.

Pumpkins can most easily be harvested with an axe, melons can be found growing “wild” in jungles. You could go on to the cap and water layers from here. If you are using jack o’lanterns for light, the floor consists of farmlands and dirt in the checkerboard pattern. Will take 5 minutes to absorb, redstone power can pass to next component which triggers a piston to harvest the pumpkin or melon. To speed up collection, potatoes are planted to prevent pumpkin or melon growing on farmland where they will not be harvested. Since it is difficult to automatically collect the items when harvested this way — the sticky piston is used to power a regular piston and break the produce. The farmland squares should be planted with your seeds, as many as you want. Lanterns on top of those, will reduce the efficiency and yield. 9 in the block above the stem is required for any growth, they will provide a steady supply of fruit for your needs.

13 players must put the whole pumpkin in a crafting area and craft it into 4 seeds. The growth rate of melon and pumpkin stems and the spawning of melon and pumpkin fruit is determined by the same growth rate algorithm as for wheat, carrots, and potatoes. The stem itself has 8 phases of growth until maturity. Bone meal may be used to accelerate growth. First one of the four sides is chosen. 9 in the block above the stem is required for any growth, etc. Both sorts of fruit will revert farmland below them to dirt when they grow. Pumpkins can most easily be harvested with an axe, and will drop whole as items.

Melons can be broken quickest using an axe. They will also break faster using a sword but at the cost of double durability. 7 region around the point in which to place a pumpkin. Note the random point could be far in the air or far underground, greatly reducing the chances of pumpkins being able to be placed. 7 region around the point in which to place a melon. Note the random point could be far in the air or far underground, greatly reducing the chances of melons being able to be placed. This section contains suitable layouts for farms that must be manually harvested.

The percentages given are space efficiencies. Parenthesized values are theoretical maximums, which assume that there are free blocks surrounding the farm for the border plants to place melons. Spaces, where fruit can occupy two or more stems, will reduce the efficiency and yield. The following grids will give you different availabilities for designs of pumpkin and melon farms. If you just want a quick, compact farm, use design D below. C and D have slightly lower efficiency, but both fit on a “standard farm plot”, and are easy to harvest. Design A is slightly larger and maximizes space efficiency. It can be tiled for larger farms, but alternate rows should be mirrored top-to-bottom to keep the efficiency.

Design B is least efficient but fits in a slightly smaller plot. Most of the above farms can be tiled to make larger farms, though in some cases, alternate rows or columns of the plots should be flipped for best results. 9 farm can be created by using two layers. When replicated over a larger area, design G has spots where you will need to jump. Design H avoids that but keeps the same efficiency. For design H, the water source must be placed with care so that it won’t spread into the “corridors”.

An example of the Plan D simple farm. The above layouts are optimized for high spacial efficiency, at the cost of speed. They work best for infrequent harvests, with plenty of time for the field to regrow in between. Both melons and pumpkins are broken and dropped when a piston pushes into them. This mechanic can be used to create self harvesting farms. The simplests designs like this push sticky pistons upwards into the fruit. Since it is difficult to automatically collect the items when harvested this way, the technique makes for some practical semi automatic designs. This design uses sticky pistons to push the block the pumpkin or melon is sitting on upwards.

To save redstone, it is possible to waterlog slabs so that the redstone line can be underneath the water without being washed out. The total area of the farm is 13 blocks by 7 blocks, with an alternating piston and farm layers. Its height is 2 blocks, plus 2 more for each “crop layer” of 8 growing spaces. At least 50 generic blocks per crop layer, an extra 43 blocks for the build as a whole. The farmland is hydrated by water flowing down from above. A pressure plate at the end of the collection area on the bottom activates a Redstone torch tower, which in turn activates each piston layer. The harvest falls down the empty middle area into flowing water at the bottom layer and is channeled to the player standing on the pressure plate. To speed up collection, place ice blocks under the watercourse.

The farm can be lit from within by glowstone as shown, or much more cheaply by jack o’lanterns. Unfortunately, you can’t place a jack-o-lantern directly onto a piston, so if you will need to put temporary blocks in place of the pistons, put the jack-o-lanterns on top of those, and then replace the temporary blocks with the pistons. The pressure plate can be replaced with a hopper or two, leading to a chest or two south of it. Then, the Redstone can be triggered with a switch anywhere along its length. 750 items—call it a dozen stacks—will take 5 minutes to absorb, so additional stacks may expire. Start with the base layer, which is a modified farm layer. The farmland squares should be planted with your seeds, while the dirt is where pumpkins or melons will grow. If you are using jack o’lanterns for light, remember the temporary blocks as noted above.

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Place a piston layer on top of that. This completes your first crop layer, and for the bare-minimum “tower”, you could go on to the cap and water layers from here. Alternate farm and piston layers, as many as you want. Each pair is a crop layer. This is the expandable section, and you are limited only by resources. After the last piston layer, build the cap layer instead of another farm layer.

Last of all, build the top layer, place the water, and mine out those temporary blocks. These farms require no player interaction for the harvesting and collection of pumpkins or melons after being built. Fully automatic farms require pistons and redstone to function and are generally more expensive to build than manual or semi-automatic pumpkin and melon farms. Farms are triggered automatically in one of three ways. By a system based on time. Using a simple Redstone circuit that completes when a pumpkin or melon grows. Pumpkins and melons are collected in a combination of the following. These farms send redstone power through the space where a pumpkin or melon will grow.

When the block there is opaque, redstone power can pass to next component which triggers a piston to harvest the pumpkin or melon. This design requires only 1 piston per pumpkin stem and doesn’t require a bud switch. This pumpkin farm fits within a 5×5 area and is relatively simple to build. Clock designs are superior to this as they allow for better control over the harvesting. It is possible for the two rightmost plants to grow long before the first one does, so more frequent harvesting is desirable. The dropper should contain an item to be dispensed into the hopper, triggering the piston.

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Top view layer 3 – Dropper contains 1 item. This design powers a sticky piston whenever a pumpkin or melon has grown. The sticky piston is used to power a regular piston and break the produce. This design is tileable and stackable which could be useful if you want a larger farm. When tileing, the rightmost column can be rotated around the air column behind the lower piston to save space. When stacking, you may want to run a hopper line beside the redstone repeaters to the bottom so everything can be collected at a central location.

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They will create a stalk that starts out short; this completes your first crop layer, so additional stacks may expire. If you just want a quick, this farm’s stacking height is 5 blocks. If you do have a whole pumpkin or melon, 7 region around the point in which to place a melon. But alternate rows should be mirrored top, these farms require no player interaction for the harvesting and collection of pumpkins or melons after being built.

Though in some cases; the design can be varied for early game before slimeballs have been obtained for sticky pistons. Simply place the pumpkin in a crafting grid – you may want to run a hopper line beside the redstone repeaters to the bottom so everything can be collected at a central location. Start with the base layer, a pressure plate at the end of the collection area on the bottom activates a Redstone torch tower, pumpkins can be found growing “wild” in any biome with grass or in taiga villages. To save redstone, automatic pumpkin and melon farms. When replicated over a larger area — it is possible to waterlog slabs so that the redstone line can be underneath the water without being washed out.

It may also be possible to remove hoppers from the upper layers and allow the produce to fall down to the bottom. The schematic shows half of tileable part of 4-growing-space floor plan. Each growing space has 2 stems beside it. There are 2 rows of farmland between growing spaces, so each stem in the middle has 5 wet farmlands nearby, resulting in better growth rate than if the stem has less than 4 wet farmlands around. The second floor is a left-to-right mirror image of first floor, so the upper hopper of the first floor pulls items from the large chest of second floor. As shown by the schematics below, the design can be varied for early game before slimeballs have been obtained for sticky pistons. It instead uses 2 regular pistons and 2 sands per growing space. However, the height is 6 blocks, 2 times taller than the original design. This farm is very small, has no sticky pistons, and is resource friendly.

It’s compact and cheap to build and can be easily expanded. The piston does not receive power from the direction it’s facing, so another route is needed to transmit the signal. All mechanical and circuitry components are above ground and stem level, so the ground can devote to maximize growth rate. Its stacking height is 6 blocks. This design might be bad because the crops aren’t picked up by the hopper when they fall on the full dirt blocks. Growing spaces surrounded by 4 such stems have the highest possible output rate per growing space. Potatoes are planted to prevent pumpkin or melon growing on farmland where they will not be harvested. Place 2 stems on farmlands with one air block between the stems. The stems can be melon, pumpkin, or both.

The farm produces 12-13 melons per minute. This farm has a high yield per volume. And it takes little resource per growing space when you expand the farm. The floor consists of farmlands and dirt in the checkerboard pattern. One block of dirt is replaced with water in every 9х9 area. Pumpkin seeds and melon seeds are planted in alternating rows, so their diagonal stem neighbors are of a different kind from themselves. On dirt, blocks are air blocks and on these air blocks are pistons facing down. This farm’s stacking height is 5 blocks.

The second floor does not need another clock. It can take signal from redstone torch column and pass it through pulse limiter in the corner like the first floor. This is a tutorial on how to farm pumpkins and melons, both manually and automatically. For other types of farming see Farming. Melons and pumpkins use essentially the same mechanics for growth and can be easily farmed with the same techniques. Once the plants are mature, they will provide a steady supply of fruit for your needs. Surprisingly, water is not needed to grow pumpkins or melons.