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查看其它类型的种植 种植 (消除歧义)
生长机制
西瓜和南瓜使用的是基本相同的生长机制,所以能用同样的方法进行种植。一旦它们成熟,便会稳定地供应果实以满足你的需求。
- 开始种植的前提,是必须找到相应的种子:
- 西瓜梗与南瓜梗的生长速率,它们所生成果实,都是由和小麦,胡萝卜,土豆相同的 种植生长率算法 决定的。 梗自身从萌芽到成熟共有8个阶段。而 骨粉 则可用于加快其生长。
- 成熟的梗再次生长时(为“第9阶段”),便会生成果实,梗会主动靠近它的果实的实体。当四个方向中的一个被选择时,而且空间适合(没有 泥土, 草方块, 灰化土 和 农田 于下方的)果实生成。另外,骨粉无法影响果实的生成。
- 因此,含水的 农田 能相应的提高相邻梗的生长速率,果实的产量,梗与梗之间相同的排列方式(除非行列排序)会减少生长速率和果实的产量,且梗上方有9级的光对于农作物是十分必要的,等等。
- 单梗果实生成的最大机率,需要在梗在所有八面都有含水耕地,并且其中四个耕地方块尚未被种植(此处所述的角落可能被一些其它作物种植)。实用型的农场往往会相应减少每棵梗的生产速率(⅔,⅓,甚至最大的⅙)以获取更多空间上的效率和便于收割。
- 当这两种果实生长时,它们都会还原下方的耕地为泥土。南瓜可以非常容易地用 斧头收割, 收获,并且将掉落完整的物品。西瓜可以用斧头快速破坏。当然,也能用剑,但会产生两倍的耐久损耗。西瓜生长为方块时,收割会掉落3-7片的西瓜片(除非使用了 精准采集 附魔的工具)。在这两种情况下,收割的果实还可以被 合成 回种子。 收割成熟的梗也将会掉落种子(每梗1-4个),而对于重新种植一个要从萌芽到成熟的梗,等待已成熟的梗长出果实会快得多。
手动农场
这里有一些合理的农场设计。显示的百分数为空间效率。假设农场周围没有方块,且能放置西瓜块,那么括号内的值都是理论上的最大值。任何西瓜和南瓜农场的最大效率都是50%(每梗仅产一果实)。果实可占有两个或两个以上的梗的空间,会降低效率和产量。问号方块表示任何东西都可能被放置在那一点,可以是光,亦或是其它农作物如 小麦, 胡萝卜 , 和 马铃薯。你可能会想到用 台阶,一个 睡莲,或者一个 地毯来遮盖住有水的地方。
如果你只是想要一个快速的,紧凑型的农场,请使用下面含D的设计。C和D效率略低,但都适合“标准农场设计”,并很容易收割。这它们两个中,D可能有一个较快的生长速率,原因是它的梗是分列排布的,但中间那列不能放置泥土/草方块或是耕地(或是梗),因为每个果实的生成都可以被两个梗连接。而对于C,中间那排除了梗外可以是任何东西,这都是出于同样的原因的。
设计A稍大并能最大限度地提升空间的利用率。它可以被填充成大型的农场,但交叉列必须被复制成相同的顶部至底部以保持效率。设计B效率较低,所以适合用于较小空间分布内。
农场方案A,9×10,48.88% |
农场方案B,9×8,43.21% |
农场方案C,9×9,44.44% |
农场方案D,9×9,44.44% |
大型农场
Most of the above farms can be tiled to make larger farms, though in some cases, alternate rows or columns of the plots should be flipped for best results. This farm represents an expansion of design A (turned sideways), with the left column of plots reversed. (It also shows the farmland border for the whole farm.) The basic plots could be repeated further, expanding the farm in units of 9×9. Note that this design aims to make sure that each fruit only occupies one stem - as it increases in size, the efficiency approaches 49%
多层农场
While the above designs all use one layer, the most efficient (49.38%) 9×9 farm can be created by using two layers. Design is based on design D, and cobblestone indicates spaces that will be covered (with dirt) by the layer above.
When replicated over a larger area, design G has spots where you will need to jump. Design H avoids that but keeps the same efficiency. For design H, the water source must be placed with care so that it won't spread into the "corridors". However, if there is the usual pit in the bottom layer (and matching hole above), the source block can be placed against one of the upper blocks, or 2 blocks above that layer. The position of the melon stems and dirt/grass/farmland blocks in the two farming layers can be swapped without losing efficiency.
Farm Plan G bottom layer, 9×9, 29.62% (44.44%) |
Farm Plan G upper layer, 9×9 |
Farm Plan H bottom layer, 9×9, 29.62% (44.44%) |
Farm Plan H top layer, 9×9 |
An example of plan D
快速收割农场
The above layouts are optimized for high efficiency, at the cost of speed. They work best for infrequent harvests, with plenty of time for the field to regrow in between. For frequent harvests, the first following layout may be better suited; if harvested once per day-and-night cycle, it yields about 17 fruits per harvest (as opposed to about 13 fruits for the above designs). The second layout goes even further in that direction—it does not use space efficiently, but instead gives each stem 2–4 potential places to spawn a pumpkin or melon, encouraging quicker initial growth at the cost of a clumsier design and reduced long-term yield.
Rapid-harvest Farm 1 |
Rapid-Harvest Farm 2 |
半自动农场
Melons and pumpkins are both "dropped" when a Piston of any kind pushes them, leading the possibility for auto-harvesting Melon farms. A simple Auto-Harvester would be made by placing an upward-facing sticky piston under each farmland block reserved for melons. When the sticky pistons are powered, they destroy all of the melons for pickup by the player. Using this technique, one can make a semi automatic farm as shown here, but it will take up extra space for the mechanisms. A farm can be made fully automatic by using a timer to harvest the melons and using hoppers to pick up the drops.
设计1
设计2
| A semi-automatic harvesting melon/pumpkin farm.视频(在 YouTube 上观看) |
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设计3
| A semi-automatic harvesting pumpkin farm.视频(在 YouTube 上观看) |
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设计4
| A semi-automatic harvesting melon farm.视频(在 YouTube 上观看) |
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设计5
The following melon/pumpkin farm uses a pressure plate to rapidly pulse a sticky piston.
| Pressure plate activated farm.视频(在 YouTube 上观看) |
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设计6
A compact fully automatic pumpkin and/or melon slice generator:
This design uses 2 stems with 2 spawn places and a notification note block for each. Wooden planks in layer 1 define note block's tone and can be replaced with other blocks according to your preferences. Any opaque block can be used instead of cobblestone. Jack-o-lantern can be replaced with glowstone. Maximum delay is recommended for the redstone repeaters.
设计7 - 可堆叠式农场
The following design sacrifices space efficiency in order to fully automate harvesting and allow massive expansion: The tower can be expanded up to the build limit and/or down to bedrock, potentially yielding nearly a thousand growing spaces per tower.
The total area of the farm is 13 blocks by 7 blocks, with alternating piston and farm layers. Its height is 2 blocks, plus 2 more for each "crop layer" of 8 growing spaces. It will use 16 dirt, 8 jack-o-lanterns, or glowstone, 8 iron, 28 redstone, and at least 50 generic blocks per crop layer, plus 10-13 extra redstone and 43 blocks for the build as a whole.
The farmland is hydrated by water flowing down from above. A pressure plate at the end of the collection area on the bottom activates a redstone torch tower, which in turn activates each piston layer. The harvest falls down the empty middle area into flowing water at the bottom layer, and is channelled to the player standing on the pressure plate. Notes:
- To speed up collection, place ice blocks under the watercourse.
- The farm can be lit from within by glowstone as shown, or much more cheaply by jack-o-lanterns. Unfortunately, you can't place a jack-o-lantern directly onto a piston, so if you will need to put temporary blocks in place of the pistons, put the jack-o-lanterns on top of those, and then replace the temporary blocks with the pistons.
- The pressure plate can be replaced with a hopper or two, leading to a chest or two south of it. Then the redstone can be triggered with a switch anywhere along its length. However, a sufficiently tall farm may produce enough goods to overwhelm the hopper. (750 items—call it a dozen stacks—will take 5 minutes to absorb, so additional stacks may expire. Twenty or so levels of melons could do that, or most of a hundred levels of pumpkins.)
To build the farm:
- Start with the base layer, which is a modified farm layer. The farmland squares should be planted with your seeds, while the dirt is where pumpkins or melons will grow.
- If you are using jack-o-lanterns for light, remember the temporary blocks as noted above.
- Place a piston layer on top of that. This completes your first crop layer, and for the bare-minimum "tower", you could go on to the cap and water layers from here. More likely, continue to:
- Alternate farm and piston layers, as many as you want. Each pair is a crop layer. This is the expandable section, and you are limited only by resources.
- After the last piston layer, build the cap layer instead of another farm layer. The black wool indicates temporary blocks (any solid, non-falling, block will do) which you will remove after placing the water on the top level.
- Last of all, build the top layer, place the water, and mine out those temporary blocks. For the top-most layer, all the water blocks are sources. (The Art of the Bucket will assist in filling them quickly.)
Schematics:
[红石图例帮助]
第一层
活塞和种植层
顶部水层
This design is based on the following video:
| Design by Panda4994视频(在 YouTube 上观看) |
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全自动农场
These farms require no player interaction for the harvesting and collection of pumpkins or melons after being built. Fully automatic farms require pistons and redstone to function, and are generally more expensive to build than manual or semi-automatic pumpkin and melon farms.
Farms are triggered automatically in one of three ways.
- A system based on time. Either a redstone/hopper clock or a daylight sensor.
- Bud switches that detect when an adjacent block updates.
- A simple redstone circuit that completes when a pumpkin or melon grow
Pumpkins and melons are collected in a combination of the following.
- Water streams.
- Hoppers.
- Hopper Minecarts.
设计1
This design requires only 1 piston per pumpkin stem, and doesn't require a bud switch. This pumpkin farm fits within a 5x5 area and is simple to build.
This farm stands above the rest for the following reasons.
- Does not require sticky pistons.
- Does not require a bud switch.
- Cheap. Only 1 piston per pumpkin stem.
- Easily expandable.
- Small footprint. 5x4 in most places, 5x5 in the widest area.
| Jioge's fully automatic farm视频(在 YouTube 上观看) |
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设计2
The following melon/pumpkin farm is completely modular and uses a dropper/hopper combo to detect melon growth. Believed to have the highest efficiency of the fully automatic farms.
| Fully automatic modular melon/pumpkin farm.视频(在 YouTube 上观看) |
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设计3
To make the Auto slicing Melon and Pumpkin farm, you need to first find a small, flat area to build in. Start by placing a water source with a bucket, and tilling the grass nearby it.
Design of auto melon and pumpkin farm
Then, block all but one sides with any block, where the stone bricks are in the image to the right. After that is done, place a sticky piston two blocks below the area you did not cover. Place any solid block where the grass block is shown, and connect it to a redstone torch, make sure it is facing the same direction as the picture is.
After that, place a redstone repeater facing away from the redstone torch and pointing towards where your melon/pumpkin will grow. Make a loop around the perimeter with redstone, and the occasional repeater may be necessary, depending how large you are making the structure. The note block seen in the bottom right of the image is optional, it just makes sound so you notice the plant being harvested.
An additional feature for ease of collecting is to push the pumpkin item or melon slices into a canal. To do this, wire the underground piston's power to power another sticky piston one block above the plant and a block away opposite the water and put a block on its arm (using just the piston arm to push could cause the item(s) to not be pushed). A delay may be necessary for this piston to avoid bugs involving pushed blocks becoming unstuck. Make sure to put a longer delay on the reparator going into the pumpkin or melon. Additionally, several blocks must be placed to ensure each item has nowhere to go but into the water.
After you finish, plant the melon or pumpkin seeds (If you already haven't), and wait for your first harvest.
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