Tutorials/Carrot farming

This is a tutorial page that will help with farming carrots.

Usage
Carrots have the same prerequisites as wheat, as well as the same growth speed. While it appears they have only 4 stages, they actually pass through 8 stages like wheat, as do potatoes, merely having the same texture across multiple stages. Carrots drop up to eight times the amount of crop harvest drops compared to wheat; this is good since each carrot yields 4 hunger points and so makes a better food source than wheat (bread). While breedable carrots may very rarely drop from zombies, it would be much more efficent to get your initial carrots from a village. Villages often have a few plots of carrots.

Like wheat, bonemeal can be used to grow carrots two to four states. Water will also increase rate of growth like it does with wheat. You must also use a hoe to prepare the ground for planting. When fully grown, harvesting will yield 1-4 carrots, although using the Fortune Enchantment can increase the amount of carrots harvested. Carrots can be planted in the nether (on tilled dirt), but will grow slowly because you can not place water to increase the rate of growth.

To replant carrots, plant the carrots on the tilled dirt as if you were planting seeds. Hitting the unripe plant will return you a carrot.

It is smart to place fences around your carrot crops to prevent any mobs from destroying your crops. If you are harvesting your carrots do not jump on them or the crop will be destroyed and the dirt will return to normal. Carrots can also be crafted with a fishing rod to produce a carrot on a stick (used to control saddled pigs) and is used to breed pigs. Just like wheat, carrot crops can be found in NPC Villages.

Reasons to grow Carrots

 * Gives more crops over a smaller area.
 * Has no by-products, such as Seeds.
 * Does not need to be crafted to be eaten.
 * Can be used in potions for a potion of night vision.
 * Has very high saturation for a non-animal crop.
 * Used to breed Pigs.

Reasons not to grow Carrots

 * Only available in NPC Villages or as a rare drop from Zombies.
 * Restores less than one Bread or Baked Potato.

Growing conditions
Carrot crops will only grow under the following conditions:


 * It is directly above a block of farmland. If the farmland is removed or reverts to dirt, the carrot crop will be broken,


 * the light level above it is at least 9 (doesn't have to be sunlight),


 * there is at least one block of empty space above it (transparent blocks count as empty),


 * the player (any player in multiplayer) is within 7 chunks (about 120 blocks).

These traits are also shared with wheat.

Growth rate
Carrots share the same growth mechanics as potatoes and wheat.

Carrot growth is prompted by random update ticks (the same random events that, for example, create smoke particles above torches and play cave noises). For a given block a random update occurs an average of once every 82 seconds. However the delay can vary widely, and it is even possible (albeit very unlikely) for a crop to be updated multiple times in the same frame. During every update a carrot crop gets a chance to grow to the next stage. Any farmland in the 9 blocks below the carrot add to its chances to grow. {Further Explaination Needed} If any carrots are growing in the eight surrounding blocks the growth probability is cut in half, unless the carrot is arranged in rows. {Further Explaination Needed}

For the fastest growth, a solid layer of hydrated farmland with crops in rows is ideal. {Further Explaination Needed} Under these conditions, the probability of growth during each update is approximately 30%, and most (4/5) planted carrots will reach maturity within 19 minutes (about 1-1.5 minecraft days)

Placing a row of non-farmland blocks next to a row of carrot crops reduces the growth probability to about 24%. {Further Explaination Needed} This is best possible arrangement when using sticky pistons for automatic harvesting. Most planted carrots in this case will reach maturity within 25 minutes (about 1.25 minecraft days)

Replacing all unplanted farmland with other blocks reduces the growth probability to about 17%. {Further Explaination Needed} This is also the approximate probability if carrots are planted outside of rows (but on pure hydrated farmland). {Further Explaination Needed} In either case, most planted carrots will reach maturity within 31 minutes (about 1.5 minecraft days)

The absolute worst-case conditions for growing are two carrot crops placed diagonally on dry farmland. In this case the growth probability is approximately 4%, and it will take about 2 hours for most of the carrots to reach maturity (about 6 minecraft days)

Compact design
The best way to save space is to make a vertical farm. The farm can be either over or under the ground (or both), and there must be at least two blocks of height between floors, in order for the player - who must manually replant the crops - to fit. The simplest form of this is to stack the classic 9&times;9 (11&times;11 with fences) plot with water blocks in the middle (and solid blocks to hold them up). However, the close quarters there make it slightly tricky to use a water bucket to harvest the crop.

The following farm design expands that pattern to two central columns in a 9&times;10 plot (11&times;12 with fences). The columns consist of water, jack-o-lanterns (for light), and a pair of dispensers with water buckets, to flood the plot for harvest. As shown in the video, the dispensers can be triggered with buttons or tripwires (the latter need some extra space). Using other sorts of redstone circuitry will take much more space.

Wheat farm design
Automatic wheat farm designs can also be used for farming carrots, as they both have almost identical growth mechanics.

http://www.youtube.com/watch?v=Awn0ZSScfiE

http://www.youtube.com/watch?v=l47-sYPCFZs

Linear Design
This automatic harvesting system uses a long line of carrots, and harvests them all at once. This system is best placed on a wall. Like other farms, it also works for Wheat and Potatoes, but does not work for Melons and Punpkins. It can be chained together, as well, to allow for a much larger harvest.

Area coverage:

RRRRR RPRPR DDDDD CCCCC CCCCC SSSSS

Key:
 * R=Redstone. Linked to a trigger.
 * P=Redstone Repeater. Set with no delay.
 * D=Dispenser with a Water bucket in it, floating over a place for water.
 * C=Carrots.
 * S=Slab of any type placed on the top half. This is used to restrict water currents.