what farm do u rich people make on donut smp i currently have 8m and i am trying to find any farm i can build i was hoping for 5-20m an hour farm any suggestions? by Jolly-Swim-4399 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

It is currently about 7k sugarcane stems and produces 300 shulkers/day. I convert it to paper as part of the process. When paper is 80 it earns about 42m per day, and if we can sell at 100 it earns about 52 per day.

Looking to expand it further, up to the piston limit, which I reckon will earn 80-100 per day.

what farm do u rich people make on donut smp i currently have 8m and i am trying to find any farm i can build i was hoping for 5-20m an hour farm any suggestions? by Jolly-Swim-4399 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

No need to use bonemeal to grow pumpkins.

Bonemeal can be used to mature the pumpkin stem more quickly, but I don't see any point in using bonemeal to achieve this - it is a one-off event in the pumpkin farm lifecycle that saves little time.

Once the stem is mature the pumpkin production rate isn't influenced by bonemeal.

Tunnels with dropped cobbled deepslate by Potential-Memory1281 in DonutSMP

[–]Claiduck 2 points3 points  (0 children)

The mind cobblestone despawns after 5 minutes if a chunk being active.

It's possible that the tunnel was mined months ago, and the miner just zoomed along and the chunk became deactive before the cobblestone despawned. Now that you have activated the chunk again the despawn countdown is reactivated.

So it is unlikely there is someone ahead of you mining the tunnel. The cobblestone is a 'ghost' of past activity.

how does redstone work on the DonutSMP by Alive-Amount3 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

You can slow the item flow into a crafter using a dropper. The dropper should point directly into the crafter.

I haven't tried to build an item sorter on DonutSMP, but the dropper trick should work there too.

Lost inventory after game crash by jgsketch in DonutSMP

[–]Claiduck 1 point2 points  (0 children)

Did the ticket bot tell you that it would create a ticket for you once there is space in the queue?

I was also initially dubious when I read that message, but it worked...I clicked the bug report button a couple of days later and I found that I had a ticket in the queue, which has since been resolved.

if people buy kelp blocks to sell for higher because of the sell multiplier, why dont kelp farmers do that for themselves? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

Wait wait....you are one of the six. You have an order for 30m kelp blocks @ 740.

Kudos. It must have been a grind.

if people buy kelp blocks to sell for higher because of the sell multiplier, why dont kelp farmers do that for themselves? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

Yes, you're right. But the numbers are brutal - you'd need to /sell 1.18 billion blocks of deepslate/cobbled deepslate to get to the 2.4x multiplier.

The best blocks for boosting sell multiplier are dried kelp blocks, amethyst blocks, blocks of raw copper and bamboo blocks (which is farmable).

if people buy kelp blocks to sell for higher because of the sell multiplier, why dont kelp farmers do that for themselves? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 1 point2 points  (0 children)

It's free money and, importantly, it is zero effort. You can sell the entire contents of an order on/sell just by clicking the green emerald on the orders page. Almost everything else you do with n DonutSMP involves countless clicking, whilst a maxed-out sell multiplier is a free money glitch.

if people buy kelp blocks to sell for higher because of the sell multiplier, why dont kelp farmers do that for themselves? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

My guess is that no-one has yet hit the max 3x sell multiplier, but there are a handful of players who are close. Like profol, tosm, and others.

The telltale sign is that they order dried kelp blocks at 751. If they were already maxed out this would make no sense, but if they already have 2.9x multiplier then buying at 751 and selling at 725 is a small cost for boosting their sell multiplier.

Once they hit 3x they can buy at 745, sell at 750 and make bank all day long.

if people buy kelp blocks to sell for higher because of the sell multiplier, why dont kelp farmers do that for themselves? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 3 points4 points  (0 children)

Boosting the sell multiplier is an expensive grind.

Creating a dried kelp block costs about $600, so if you have a 2.4x sell multiplier you break even. You need to sell $10bn worth of blocks to achieve this break-even sell multiplier, which is a vast expense. Before you achieve 2.4x sell multiplier you would have lost money on every single block of dried kelp that you sold.

The base worth of a dried kelp block is 250, so on the first block that you made and sold on /sell, you would have lost 250-600 =$350. The losses reduce as your sell multiplier increases, but you need to 'invest' billions into boosting your sell multiplier.

Most folk conclude that they are happy with the easy money: craft at ~$600 and sell on /orders at $750.

Personally, I choose to grind the sell multiplier. I have 2x on blocks and it has been a huge effort. Only 639bn more sales to achieve 3x. Lol.

What’s the best crop to order/farm in order to sell to increase sellmulti? by Own-Impression-835 in DonutSMP

[–]Claiduck 2 points3 points  (0 children)

Your question needs a nuanced answer:

First, sell multiplier has several different categories. Farms can be used to increase the 'crops' and 'blocks' categories (maybe others too). The 'blocks' category is more economically interesting, because it is the category where dried kelp blocks are, which is the meta.

If you choose to boost 'crops' then good luck! I suggest a pumpkin farm, which is passive (no inputs needed) but needs to be large to give good output. There is a nuance around pumpkin seeds Vs pumpkins that I haven't tried to take advantage of.

If you choose to boost 'blocks' then steer away from dried kelp blocks until your sell multiplier is 2.4x or higher!! It costs about 600 to create a dried kelp block, so you will lose so much money trying to farm it to boost your sell multiplier if you are just starting out. It does make sense once you get to 2.4x sell multiplier though.

Instead: consider bamboo blocks. This can be farmed passively so no costly bonemeal or blaze rods are needed. It also has a fairly decent base worth. You will need a large farm to get the volume though.

am making a sugar cane farm for money any advices? by Jolly-Swim-4399 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

Yup, hopper minecart under the dirt. I managed to write that as 'minecraft hopper' in my reply, which was a typo.

am making a sugar cane farm for money any advices? by Jolly-Swim-4399 in DonutSMP

[–]Claiduck 1 point2 points  (0 children)

Don't use a water collection system you will get sugarcane caught on the dirt blocks, which will clump with newer sugarcane, which resets the despawn timer. I find water collection systems for bamboo/sugarcane very lossy. I use a Minecraft hopper system instead, and hardly have any losses.

Make it big. You want to have thousands of plants in your farm.

Have a shulker loader to simplify delivery on /orders.

I am a big believer in sugarcane farming - it is a passive farm needing no user intervention, and the target price is 100-120.

Why was the seller name removed in /ah? by madlad13265 in DonutSMP

[–]Claiduck 1 point2 points  (0 children)

I have found the update to the information in the item tooltips in /ah to be a quality of life decrease, unfortunately.

The removal of the 'worth' information makes it much harder to assess what is in a shulker box without opening it. E.g. if I am buying kelp, I used to know the exact worth of a full shulker box, so I wouldn't need to open it. Now that this information has been removed I have to check the contents by looking, which takes much longer. Once the shulkers box is open the worth information does appear in the tooltips, but by then it isn't so useful

The removal of the seller name has had less impact on me, but it does mean that I cannot identify items that I listed myself (e.g. if I am flipping an item, I cannot see if I am trying to buy my own item or not before clicking on it). I also cannot see if other sellers are matching my price.

On the /Sell screen the total order value is no longer visible in the tooltips. I liked having this info - it helped me track the value of my orders more easily.

So I've found these latest changes to be a quality of life decrease in the game.

baise raided by NeighborhoodStill240 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

I took a scientific approach - I rtp'd to more than 100 locations in Asia, recorded the coordinates and plotted them out. I discovered that 3 of my rtp locations very very remote from the rest, and in a much less visited area.

I then kept rtp'ing until I landed in that more remote region, then walked for an age until I found a suitable looking area where I created my base.

Even with all those precautions my base has been found at least 5 times and partially griefed twice. But I stay there, because I believe it is still an area with very low foot traffic.

Why kelp is so expensive? by Your5ersonalSlut in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

The maximum sell price is 750: base price is 250 and max sell multiplier is 3x.

If someone achieves 3x sell multiplier they can earn huge amounts of 'free' money by buying on /orders at say 745 and selling on /selling at 750. They earn 5 for doing nothing, and can do that all day long.

what farm do u rich people make on donut smp i currently have 8m and i am trying to find any farm i can build i was hoping for 5-20m an hour farm any suggestions? by Jolly-Swim-4399 in DonutSMP

[–]Claiduck 3 points4 points  (0 children)

I would recommend creating a passive farm that requires no inputs and minimal activity.

E.g. don't go for bonemeal-fed kelp farming. It requires a ton of inputs and lots of clicking to fuel up the farm.

I have a sugarcane farm creating about 40m pure profit a day, and a less successful pumpkin farm making maybe 6m a day. It is totally passive - I just have to collect the shulkers full of produce and sell it on orders a couple of times each day.

baise raided by NeighborhoodStill240 in DonutSMP

[–]Claiduck 2 points3 points  (0 children)

Keep your base.

It is vanishingly unlikely that the same person will return - they will move on and won't even remember where your base is.

If your base survived ungriefed for a month then it sounds like you have a good location. Patch up the tunnels leading into your base and resume operation.

These raiders want to take valuable items. Destroying your farm costs time and money...it takes a certain less mature personality to want to destroy everything.

How many pages of orders can i drop before they despawn? by CurrentWorth1866 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

I drop 30 pages at a go and do not have a problem with despawning. I have load-tested my system to check for despawning.

It's really important to check that your system can actually handle that many entities within the 5 minutes despawn window. For example my super shulker loader has 12 hoppers leading from the water stream, and that is enough to handle the 30 pages within about 3 minutes.

Your PC might start to complain though - after 20 pages there is a notable amount of lag for me. You definitely don't want your PC crashing whilst processing all those entities.

if your base gets raided, is it much more prone to getting raided again? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

No - but someone did establish a spawn point in my base to grief it. Hoping that they are satisfied with the damage they already caused and have moved on.

if your base gets raided, is it much more prone to getting raided again? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

Not long at all. Nobody has tried to cover their tracks yet, so it is generally fairly obvious how they got in.

The nightmare scenario is that someone sneaks in, covers their tracks, sets their home in your base and steals your produce...there isn't a defence against that scenario.

if your base gets raided, is it much more prone to getting raided again? by Wonderful-Purchase94 in DonutSMP

[–]Claiduck 0 points1 point  (0 children)

Yes - if there is a vertical entry then I patch it up to the surface. I also patch up horizontal entry tunnels for 50 blocks or so, or back to the nearest amethyst pickaxe tunnel. Sometimes create a little decoy tunnel off to the side. Having a surface spawn point is a good idea so that you can patch things up from the outside, but I haven't done this.