种植小型蘑菇
因为蘑菇无法在亮度等级大于12的地方生长,所以种植者必须仔细考虑如何规划光源。蘑菇除了在光线充足的地方和非固体/透明的块以外,可以在任何地方播种,不需要水、沙子和多余的空间,与农作物、仙人掌或是树苗不同。但是即使在夜间,它们也只能被种植在在那些到了白天亮度依然弱于12的区域。唯一的例外是菌丝,如果蘑菇在菌丝上种植那么即使暴露在完全的日光下也没有问题。随后它们会缓慢扩散到其他的不透明块上,包括他们不能被种植的那些。蘑菇只有在9x9x3空间内小于5朵蘑菇的时候才会扩散。(注:这是在1.3.2版生存模式多人游戏中的测试,也许现在已不适用)
在小型蘑菇种植中主要的危险是源于由于他们需要低光亮度的环境,经常导致怪物在同一区域生成(和平模式除外)。这种危险可以被一些方法克服。一个简单的办法是在蘑菇的生长区域上方两个方块以上放置火炬(有些时候是在天花板上凿个小洞)。另一个办法是把种植区的高度限制在一方块,并在走道上铺砖。由于怪物无法在半格高度内生成,所以这可以减少危险。你也可以使用一个流水装置将蘑菇从房间里带出集中到一个地方。下界是一个安全的养殖蘑菇的地方,因为那里的怪物不会在小空间里刷出。
过去数个版本的改变让种植小蘑菇变得更困难;另一个选择是建立一个大的地下空间并使用骨粉来种植可以收获数朵蘑菇的巨型蘑菇。
传播扩散原理
每一秒,每个蘑菇有1%的几率按下面的步骤进行:
- 选择一个3x3x3范围内的随机方块(以蘑菇自己的方块为中心而不是它生长的那个方块)。更倾向于选择蘑菇自己所在的那层高度:更高和更低的层分别有1/4的机会,而蘑菇自己所在的层有1/2的机会。如果蘑菇可以种植在所属的方块位置(方块必须是空的,亮度<=12,下方的方块必须是不透明的)就继续:
- 在上面所选方块的3x3范围内随机选择一个方块,如果此方块可以如上面一样种植蘑菇,在此处生成一个蘑菇。
请注意开始选择的那个随机方块也可能是初始的蘑菇本身,或者上下两格。如果发生这种情况,“是否可以种植”的检查将会失败,这将进一步降低整体的传播速度。
还有一些规则可以依据上面的规则推导出来:
- 蘑菇可以传播到两格以外,即使中间有一格不适合生长
- 蘑菇可以在通过对角线相连的格子间传播
基础蘑菇种植
这个方法依赖光线来为初级的蘑菇种植者确保一个没有怪物威胁,没有采矿需求的蘑菇农场。建造一个两格高并且和需求一样宽广的房间。按正常间隔在天花板上凿一个洞,放入一个火炬产生减弱的光源。这将使地面的亮度等级保持在10,允许蘑菇生长繁殖。你可以少至每6块距离放一个火炬来确保没有怪物刷新的危险。这么设置将让蘑菇以最快速度生长。将蘑菇植入地上并等待其生长完毕即可。
Huge Mushrooms
Huge mushroom minimum growth requirements
Using bone meal on either a red or brown mushroom will cause a Huge Mushroom to grow if enough room is available, and if the mushroom is planted on dirt, grass, or mycelium. Huge mushrooms can give upwards of 20 mushrooms when harvested. The image to the right illustrates the minimum growth requirements:
- The wood above illustrates the minimum height required to grow a huge mushroom of that size. Huge mushrooms can be 5, 6, or 7 blocks tall, with the maximum height being 1 block shorter than the available space above it. Thus, if there is a block 7 meters above, the huge mushroom will always grow to be 5 blocks tall.
- The slabs below illustrate the area required, 7×7, as well as the fact that the blocks immediately adjacent to the stalk must be free, but not the rest of the bottom row.
- The mycelium on the right shows the area where the required space overlaps due to the smaller footprint of the huge red mushroom.
Bear in mind that the huge mushroom may still attempt to grow at a taller height than space is available, failing and wasting a bone meal. It is therefore usually ideal to farm with the maximum space available (7×7×8), so that the bone meal will never fail.
Methods of Farming
- Some of these methods could be outdated, leave comments if you find an obsolete method.
Semi-Automatic Farming
- Step 1.
Lay down redstone in lines with 2 blocks in between each line 15 blocks long. Attach a button to this circuit. Fill the spaces in between the lines with sticky pistons. Place dirt on top of everything (pistons and redstone). Place a piston circuit to allow water to spill forward like in the original design. Attach a lever to this circuit. Adjust circuits as needed for length (I prefer wide to long, as it's easier to wire).
- Step 2.
Place seed mushrooms on the dirt on top of the redstone.
- Step 3.
Press button to dislodge mushrooms, then flip lever to have water bring them down to you. Repeat the design down a hallway, raising the floor one time with each repetition. Allow the water to spill into a central channel and bring the mushrooms to you.
Fully-Automatic Mushroom Farming
Using lighting, redstone and a minecart system
A fully automatic mushroom farming using variable lighting, redstone, and a small minecart system is possible. This type of farm is very complicated however, and difficult to explain without an example, so a video has been included to help with understanding at the bottom of this section.
Variable light can be created by placing lava inside a 3x3 square "ring" of cobblestone, capping the lava off with any block, and attaching signs to all four sides of the block that is located above the lava. Fire will attempt to spread to the sign, and as signs are currently non-flammable it will temporarily set the cobblestone of one of the corner blocks on fire.
By placing a block two away from where the fire will start (Meaning you will need to place 8 blocks total, two for each corner of the starting ring) you will have a square that is sometimes dark enough to have mushrooms grow into it, and sometimes too light for them to do so. You will need to place another two rings outside of this, one that will allow mushrooms to grow up diagonally into your grow squares, and one that will allow them to grow down diagonally - however - by placing a ring of cobblestone one above your ring of signs and continuing the grow squares and the seed squares it is possible to continue building the system up as far as the top of the map - if desired - and subsequent levels are far easier to lay out and build than the first.
The second part of this system - redstone - is used to update the grow blocks when they are lit and cause the mushrooms inside to "pop" out of their square and fall. Mushrooms will remain planted when the light level is too high for them to grow, unless the state of their square is checked. This sounds complicated, but all it means is that something about the square next to it needs to change - by placing a ring of redstone torches that will send a signal to the block next to our grow square it becomes possible to have the mushrooms pop out without having to do anything ourselves, and to stop or start this action by using a redstone system.
Generally this will be accomplished by placing a solid block three away from each of our grow spots on the bottom level with redstone running current to it, and placing a torch on the side nearest to our grow spot. We can then alternate solid blocks and torches all the way up the remainder of our system, meaning that while the bottom row needs a large amount of redstone as part of our redstone mechanism each additional row will need only 8 redstone torches.
The problem with this system is that because the lighting is random, dispensing all the mushrooms would require pressing a button many many times. The way we can get past this is by having a cart system, activated remotely, that does nothing but travel back and forth. By placing a cart activated button on this track and hooking it to the bottom layer of our redstone system we can turn the system on and off with only a single lever and have it remain on for as long as we want. Afterward you can build a water channel under your mushroom system to carry them wherever you want, or simply run underneath the automatic farm to collect the mushrooms that drop.
For a video with step by step instructions and visual examples see Fully Automatic Mushroom Farm Tutorial.
Using pistons
A simple fully automated mushroom farm can be built by the use of pistons. First a room of the height 2 is needed. In this room a water stream in the floor of the width 2 is needed. The purpose of this stream is simply to transport the harvested mushrooms out of the room. Mushrooms shall be planted along the bank of this water stream leaving every other block empty. Lastly, pistons are required to be placed facing towards the waterstream. They need to be placed besides the blocks, in which no mushrooms were planted.
The pistons need to be wired to an outside switch, the water stream shall be redirected to your favorite collection point. Then the room needs to be sealed to be completely dark. The only opening should be 1x1 wide, for the water stream. This being the only opening, spawned monsters cannot leave the room. Eventually the mushrooms will spread to the blocks in front of the pistons. Activating the pistons will then harvest the mushrooms and push them into the water stream. The system is reset by deactivating the pistons without any need for replanting.
Higher efficiency can be achieved by multiple arrangements. The system can even be arranged in a room of the height 1, this makes setup more difficult though.
Piston/Glass Based (Dry farming)
The idea here is that mushrooms can also be popped off by causing the block beneath them to change to Glass. Using Pistons you can push 12 blocks of alternating block/Glass rows causing any mushrooms growing on them to pop off.
The basic set up is two sets of pistons facing each other on either side of the seed mushroom row. Upon pushing a button a signal is sent causing the first group to extend popping off the mushrooms. The signal is delayed 12 ticks(3 repeaters) and the second group of pistons then extends resetting the farm.
Generally this is designed for use in the Nether, where "wet" methods are unavailable. Some benefits over other "dry" methods are simplicity and low resource requirements.
History
- Since the 1.6 update, mushrooms will slowly spread to nearby opaque blocks, allowing for the creation of farms. However, the rate at which mushrooms spread is considerably slow; therefore, starting a farm is an ordeal without multiple mushrooms.
- As of Beta 1.8 mushroom spreading is nerfed, so that a mushroom will only spread if there are fewer than 5 mushrooms in an area of 9x9x3 around the original mushroom. This has made Mushroom farming very inefficient and many of the formerly proven methods (notably the "water flushable pentapipe") will not work in 1.8+. However, the addition of Huge Mushrooms provides a faster alternative.