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[spoilers] Mushroom farm designs

Posted: Sat Oct 17, 2015 1:13 pm
by Gilberreke
This is one of my designs so far:
Image

It's got no places where mobs can spawn, but a bunch of spaces where mushrooms can spawn. In terms of how the code works, this design is pretty inefficient, I've got better designs in terms of where to place the seeds and how to make room.

Here's the gotchas for this design:

- Any mushroom you punch off needs to be collectible without breaking blocks
- Spawn places need to be one high, so no mobs spawn
- No 2x2 spawn places or spiders can spawn

Thoughts? Alternate designs?

Re: [spoilers] Mushroom farm designs

Posted: Sat Oct 17, 2015 4:46 pm
by Shiyokensha
I think a big room with retractable roof will work well, I mean having LOTS of extended pistons, maintain them extended when mushrooms are growing, mobs can't spawn and mushrooms grow everywhere, and with a lever, retract them to have space to walk by the room and collect the mushrooms

edit

some pics about what I'm talking about, made them in creative because in my new world I'm still a hunter:
Spoiler
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Image

Image

Re: [spoilers] Mushroom farm designs

Posted: Sat Oct 17, 2015 6:23 pm
by Ethinolicbob
Gilberreke wrote:No 2x2 spawn places or spiders can spawn
AFAIK that's not how spider spawning works. they spawn on individual blocks like any mob but check to see if the surrounding blocks are clear in a 3x3 area, so that design will spawn spiders.

My old design should still work for mushrooms:
Spoiler
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Re: [spoilers] Mushroom farm designs

Posted: Sat Oct 17, 2015 6:40 pm
by Gilberreke
Shiyokensha wrote:I think a big room with retractable roof will work well
Myeah, I don't think post-piston tech farms are the issue, the difficult ones are the pre-iron tech ones.
Ethinolicbob wrote:AFAIK that's not how spider spawning works. they spawn on individual blocks like any mob but check to see if the surrounding blocks are clear in a 3x3 area, so that design will spawn spiders.
Ah, didn't know that, gotcha. Well, you can adapt the configuration to however you like it of course to fix those issues. I have another configuration that by chance doesn't have that issue.

Re: [spoilers] Mushroom farm designs

Posted: Wed Oct 21, 2015 12:40 am
by ada221
I havent implemented yet, but my current plan is to have an area that is only one block high in most places that is goes down a layer every (6? 7?). the top of this area will have a water source which I can (manually at first) block off to let the shrooms grow, and unblock to have shrooms go to a collection area. "seed" mushrooms will obviously have to be placed so that they wont be washed away.

this way I never have to go into the growing area, and mobs mostly wont spawn anyways

Re: [spoilers] Mushroom farm designs

Posted: Thu Oct 22, 2015 3:17 pm
by abculatter_2
The design I use for my automated farm (though, it would work with a bit of tweaking as a manual farm as well) is to have a long row with a cross section like this, where - is a full block, and . is empty space:

Code: Select all

-------
-..-..-
---.---
-..-..-
-------
The empty space in the center is actually meant to be full blocks as well, except every 4-5 blocks (Or whatever is the 'ideal' for this design, I haven't bothered to calculate it) in which a seed mushroom is planted. The four empty corners are where mushrooms will spawn, and in my automated set-up are flooded every so often using a piston floodgate and two nested turntables as a timer. This could also work quite easily pre-iron with manual flooding, though it would probably take quite a lot of set-up.

For a manual farm without water, you can tweak the design like this, where ^ represents a half-slab on the top half of a block, and v represents a half-slab on the bottom half:

Code: Select all

.--.--.
v..v..v
.--.--.
^..^..^
.--.--.
v--v--v
This way is somewhat cheesy, however, as it relies on the odd vanilla behavior where half-slabs block light like they're full blocks.

Re: [spoilers] Mushroom farm designs

Posted: Thu Oct 22, 2015 9:08 pm
by jakerman999
abculatter_2 wrote:The design I use for my automated farm (though, it would work with a bit of tweaking as a manual farm as well) is to have a long row with a cross section like this, where - is a full block, and . is empty space:
Spoiler
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Code: Select all

-------
-..-..-
---.---
-..-..-
-------

Ah, the good old fashioned penta-pipe. I'd forgotten you could turn it on and off by hand though, that is something I'll have to keep in mind.

Re: [spoilers] Mushroom farm designs

Posted: Sat Dec 05, 2015 1:59 pm
by DinoDikslam
i think that if you gonna make a mushroom omelet it should give 3 shanks instead of 2 lol cooked omelet gives 2.5 idk just a suggestion

Re: [spoilers] Mushroom farm designs

Posted: Sat Dec 05, 2015 3:18 pm
by FlowerChild
DinoDikslam wrote:i think that if you gonna make a mushroom omelet it should give 3 shanks instead of 2 lol cooked omelet gives 2.5 idk just a suggestion
No suggestions outside of the appropriate subforum please. And no, there isn't a subforum for suggestions.

Re: [spoilers] Mushroom farm designs

Posted: Tue Dec 15, 2015 9:49 am
by DiamondArms
Just added a mushroom farm design to my redstoneless builds.
Redstoneless builds album on imgur

I'm looking for a timer circuit to help me automate the water flush. Have renewable iron, but no endstone yet, so no buddy/detector blocks.

Re: [spoilers] Mushroom farm designs

Posted: Tue Dec 15, 2015 12:13 pm
by Gilberreke
DiamondArms wrote:Just added a mushroom farm design to my redstoneless builds.
Redstoneless builds album on imgur

I'm looking for a timer circuit to help me automate the water flush. Have renewable iron, but no endstone yet, so no buddy/detector blocks.
Is that farm completely pitch black? I don't get the pictures?

Re: [spoilers] Mushroom farm designs

Posted: Tue Dec 15, 2015 12:23 pm
by DiamondArms
Gilberreke wrote: Is that farm completely pitch black? I don't get the pictures?
Yeah this is normally under pitchblack encasing. unfortunately I can't show much of the actual testbuild farm due to it being casing on the outside.
The pictures show what the layer setup is and how the water flows down each layer.

basic idea: seed shroom spreads into either water channel when its dry and then gets washed out by water later.
still need a timer to automate it. best I have right now is 5min item decay timer.

Re: [spoilers] Mushroom farm designs

Posted: Tue Dec 15, 2015 4:54 pm
by abculatter_2
DiamondArms wrote: I'm looking for a timer circuit to help me automate the water flush. Have renewable iron, but no endstone yet, so no buddy/detector blocks.
Probably your best bet would be an item despawn timer. Otherwise, you could use a turntable nested in another turntable, but that would be somewhat expensive and is limited to 64 seconds max.

Re: [spoilers] Mushroom farm designs

Posted: Tue Dec 15, 2015 10:49 pm
by Epsilon
DiamondArms wrote:Have renewable iron, but no endstone yet, so no buddy/detector blocks.
The general idea to lengthen timers is to chain clocks, even different types. PulsLimiters should be used to concatenate the clocks, ensuring nothing weird happens. And yeah, thats it. There is no IronTech clock better than itemClocks known to me -.-

In case you are not familliar with PulseLimiters:
PulsLimiters open the Spoiler and there it's the fifth design.

Re: [spoilers] Mushroom farm designs

Posted: Wed Dec 16, 2015 3:29 am
by DiamondArms
hm. might try hooking up decay timer to a monostable>T flipflop. 5minutes of wash and 5minutes of dry.

Re: [spoilers] Mushroom farm designs

Posted: Fri Dec 18, 2015 10:52 pm
by dawnraider
For a reliable 10 minute timer I set up n item decay to a T flip flop with a pulse limiter so it only pulses once every 10 minutes. It's only a repeater and a bit of redstone more expensive but it'll give you a lot more time to grow.

Re: [spoilers] Mushroom farm designs

Posted: Sat Dec 19, 2015 2:40 am
by DiamondArms
dawnraider wrote:For a reliable 10 minute timer I set up n item decay to a T flip flop with a pulse limiter so it only pulses once every 10 minutes. It's only a repeater and a bit of redstone more expensive but it'll give you a lot more time to grow.
this works for short input harvesting like piston-based farming like hemp and cane, but I need prolonged water flow to wash out the mushrooms. 10 minutes on/off is doable with a 2nd T flop I suppose.

Re: [spoilers] Mushroom farm designs

Posted: Sat Dec 26, 2015 3:43 am
by dawnraider
You could set it up so that only one setup between the two flip flops turns on the water so you could get 15 on/5 off (i.e. only when both are on does it activate)

Re: [spoilers] Mushroom farm designs

Posted: Sat Dec 26, 2015 2:38 pm
by Sandrew
DiamondArms wrote:
dawnraider wrote:For a reliable 10 minute timer I set up n item decay to a T flip flop with a pulse limiter so it only pulses once every 10 minutes. It's only a repeater and a bit of redstone more expensive but it'll give you a lot more time to grow.
this works for short input harvesting like piston-based farming like hemp and cane, but I need prolonged water flow to wash out the mushrooms. 10 minutes on/off is doable with a 2nd T flop I suppose.
What if you would hook up two decay timers, where one decay timer dispenses an item into however many cob webs you need to flush out your shrooms. This way you would end up with a 10 minute cycle with as limited idle time due to your water flow as possible.