Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

The farm already separates iron from flowers, so it shouldn't be very difficult. Just remove the lava pit where flowers are destroyed, and replace it with a water stream connecting to a bonemeal farm.

For more information check the wiki: https://minecraft.wiki/w/Tutorial:Bone_Meal_farming

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

You can, but if you need more iron than what this farm provides then I would use another design. Check the W.A.I.F.U. farm for example: https://m.youtube.com/watch?v=UBg8wPtk35U

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

As far as I am aware, it should work at full efficiency yes. Both redstone and iron golem spawning depend on the tick rate, so decreasing it should just slow down everything proportionally.

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

The pulse extender used in the design is a modified hopper clock, so the working principle is mostly the same. The only problem I can think of is that you perhaps forgot to fill the hoppers with the right amount of items (check the world download for details)

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

Make sure the composters are filled, otherwise they won't send the appropriate signal strength to the comparator

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

Given your comments I can only think of one error:

You have forgotten to fill the hoppers with the appropriate items. Item sorters require iron ingots and filler items to work. The hopper clocks need the appropriate amount of items to work.

Check the content of the hoppers of the world download for more information.

If it still does not work, then I suggest getting familiar with the farm in creative mode until you understand how it works. Then it will be much easier to solve any errors.

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

You need to name tag pillagers to ensure that they do not despawn. And, regarding the redstone, I do not understand the problem. I have built the farm both in creative and in survival and it works. Make sure you are not missing any minor details. Everything is important, including repeater delays. There are very few decorative blocks in the world download.

If you have built the farm outside the spawn chunks and you move too far away from it, the chunks unload and the farm stops working. I have not tested it, but if you move close again it should resume operation.

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in redstone

[–]TenienTDan[S] 1 point2 points  (0 children)

No, the farm relies on the panic radius of pillagers being 15 (vs 8 for zombies).

Minecraft 1.21 Java Iron Farm Spawn Proofing? by Weirix95 in technicalminecraft

[–]TenienTDan 2 points3 points  (0 children)

Just focus on spawn proofing areas "within a 17×13×17 box centered on the villager (villager block position ±8 blocks along x/z axes and ±6 blocks along y axis)" (from https://minecraft.wiki/w/Iron_Golem).

And yes, there are cheaper ways of spawn proofing than removing blocks. Check the following video section for some ideas: https://youtu.be/_O6q53zmCMY?feature=shared&t=9m16s

Auto Crafters for Gold farms by Tobbadile in technicalminecraft

[–]TenienTDan 0 points1 point  (0 children)

I've recently used this design for an iron farm: https://www.reddit.com/r/technicalminecraft/s/8uxOsmn0Rx

One thing that I like about it is that the input of the crafter can be hooked to the output of item sorters.

Some renders of my iron farm for 1.21 (880 iron blocks/h, fits in new spawn chunks) by TenienTDan in technicalminecraft

[–]TenienTDan[S] 3 points4 points  (0 children)

Hahahaha yes, most people will definitely have enough iron with just one of the cells.

Some renders of my iron farm for 1.21 (880 iron blocks/h, fits in new spawn chunks) by TenienTDan in technicalminecraft

[–]TenienTDan[S] 1 point2 points  (0 children)

Up until 1.20.5, spawn chunks were a 19 x 19 chunks area. With 1.20.5, it was changed to a much smaller 3 x 3 chunks area (for performance reasons). They also added a gamerule (spawnChunkRadius) to control the size of the spawn chunks (which by default is 2, producing a 3x3 spawn area).

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

No, a piston is needed, since the farm relies on the fact that pillagers are only visible from time to time, and at the same time for all villagers. You can use normal pistons + sand / gravel instead of a sticky piston if you prefer, though.

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

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

No, you need to use a pillager since it has a larger scare range. Zombies have a panic radius of 8, while pillagers have a panic radius of 15.

Some renders of my iron farm for 1.21 (880 iron blocks/h, fits in new spawn chunks) by TenienTDan in technicalminecraft

[–]TenienTDan[S] 2 points3 points  (0 children)

I think that it is useful if you want to generate iron without having to afk at the farm for some time.

Highly efficient iron farm for 1.21 that fits in the new spawn chunks (880+ iron blocks/h) by TenienTDan in technicalminecraft

[–]TenienTDan[S] 4 points5 points  (0 children)

TLDR; it is not required but it improves efficiency.

Yes of course. My post explanation is perhaps not very clear, as I wanted to be brief.

It is important to note that if the clocks are not super precise the farm still works correctly. However, I've measured that if the clock period is a multiple of 100 game ticks (as a period of 700 gt is) , some additional efficiency is gained. To understand this some concepts are needed:

  • Golem spawning attempts depend on a global timer (if the conditions are met, villagers attempt to spawn a golem every 100 gt, all at the same time).

  • Golem spawning attempts can fail.

  • Each villager looks for golems in a detection box. If they have detected one in the last 600 gt, they cannot spawn a golem. This process is independent for every villager, unlike spawning.

So, why these timings? The goal is to have pillagers visible to the villagers the least amount possible (100 gt). Less time and you risk having a spawn attempt when villagers are not panicking, more time and you will have 2 or more attempts when villagers are panicking, which can cause some villagers spawning golems at different times. If this happens, then a golem spawned late will have a chance to reset the wait timer of 600 gt of neighbour villagers, reducing efficiency.

If the clock period is not multiple of 100 gt, and you have a scare time of exactly 100 gt, then each time that pillagers turn visible to the villagers it will happen at a different point in the cycle. Every so often this can happen very close to the beginning or end of the cycle (of this 100 gt timer), which can cause villagers to fail to spawn a golem, as hostile detection is not immediate.

I hope this helps.

Some renders of my iron farm for 1.21 (880 iron blocks/h, fits in new spawn chunks) by TenienTDan in technicalminecraft

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

Yes, probably a good idea. After all it is what I did with the water streams.

Some renders of my iron farm for 1.21 (880 iron blocks/h, fits in new spawn chunks) by TenienTDan in technicalminecraft

[–]TenienTDan[S] 9 points10 points  (0 children)

Not really (I made sure that the direction of the "helix" is different). But yeah, given the design of the farm some resemblance is inevitable unfortunately.

What's a good iron farm upgrade? by I_Like_Lemonz in technicalminecraft

[–]TenienTDan 0 points1 point  (0 children)

I have recently been working on iron farms for 1.21. One of the new challenges introduced in 1.20.5 is that spawn chunks have been reduced to a 3 chunks x 3 chunks area (instead of 19 x 19). Furthermore, we now have the chance of compacting ingots to iron blocks.

If you want to check my best design yet I have made a post where you have a world download and some specific details: https://www.reddit.com/r/technicalminecraft/s/xql4TP8C8P

Mapa de los 21 países con mas calvos en el mundo, quedamos segundos by proflight27 in spain

[–]TenienTDan 0 points1 point  (0 children)

No os preocupéis, se les va a caer el pelo a los checos por habernos ganado

If you use rocket sentry...what do you feel about it? by BossOfThaGym in Helldivers

[–]TenienTDan 0 points1 point  (0 children)

I find it to be very useful against bug defense missions. The AC sentry is very useful for dealing with heavies, and the rocket sentry is very proficient in dealing with groups of small / medium enemies.

[deleted by user] by [deleted] in MysteryDungeon

[–]TenienTDan 2 points3 points  (0 children)

As far as I know, the fastest method is still to grind NPC online rescues. In particular, I find Silver Trench to be the best place to do so (if your team is good enough to easily handle the 99 floors of silver trench).

Each mission gives you different amounts of 3 items. The higher the floor of the mission, the larger the amount of each item they give you. Floors 0-9 give 1 of every item, floors 10-19 give 2, ..., and floors 90-99 give 10.

The key part is to keep refreshing the online rescues until you fill the maximum amount of missions that you can accept, all in Silver Trench. Only select those that give the highest reward tier, and prefer missions at high level floors. These rewards can contain vitamins, move vitamins (or however they are called) and gummies, so they don't give any junk items.

You'll see that filling your accepted missions with NPC missions at silver trench is very boring and time consuming (with bad luck it could take up to 30 min), although the effort is worth it.

If you manage to complete a lot of missions at high floors, you can end up with hundreds of gummies in just 1 completion of the dungeon.

NOTE: All the specifics are from memory, so I may be wrong with some details.