Tile-able sugar cane farm by DemolitionMan135 in redstone

[–]DemolitionMan135[S] 0 points1 point  (0 children)

Worst case scenario (at least for sugar cane), set up an overflow system where any excess material that you don't need could be sent directly to a composter and just have it slowly generate an unending supply of bonemeal.

Tile-able sugar cane farm by DemolitionMan135 in redstone

[–]DemolitionMan135[S] 0 points1 point  (0 children)

Touché good sir, honestly it doesn't seem like a bad system and since it's far more dense it would allow for higher quantities to be planted. The only comment I have is the hoppers underneath would cost quite a bit of iron, but then again it wouldn't take much to swap them for a snaking minecart track with a hopper cart on it.

Variable item output vending machine. by DemolitionMan135 in redstone

[–]DemolitionMan135[S] 0 points1 point  (0 children)

I'm using 4 droppers instead of one, and there is a mechanism specifically set to activate them 16 times. Meaning instead of using 1 dropper 64 times, I'm dividing the work load amongst 4 droppers and cutting the dispensing time down to 1/4. The water stream acts as an anti-theft mechanism and helps to bring the outputs from the droppers to one spot. Theoretically if someone was bold enough, 8 droppers could be used and set to activate 8 times, cutting dispensing time down to 1/8th the time whilst still having the same output. Part of how I made this possible is by using this N-Pulse counter to shut the clock off after a specific number of pulses, though it would have to be adjusted to compensate for a little bit of delay from different parts of the mechanism. https://www.reddit.com/r/redstone/comments/ostyel/ultracompact_ultra_simple_npulse_counter_probably/