不透明方块检测农场
这些农场通过检测南瓜/西瓜生长的空间发送红石信号。当这里有不透明方块时,红石信号可以到达下一个组件来激活活塞收获南瓜/西瓜。
这些设计因为侦测器过时了。基于侦测器的南瓜/西瓜农场通常更容易制作,更紧凑,并且,在某些情况下,,效率更高。
单梗检测
这个设计每个南瓜梗只需一个活塞,而且没有运用到BUD。这个南瓜场占地在5x5以内而且建造起来非常简单。
计时器设计优于此设计因为它们允许更好地控制收割。两株最右边的梗有可能比第一株长得早,因此更频繁的收割是值得做的。
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投掷器漏斗组合触发器
这个南瓜/西瓜农场是模块化的并且使用一个投掷器/漏斗的组合来检测瓜生长。投掷器应该装有一个要发送到漏斗中的物品,,以激活活塞。
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Dual-piston growth detection
This design powers a sticky piston whenever a pumpkin or melon has grown. The sticky piston is used to power a regular piston and break the produce.
The design is tileable and stackable which could be useful if you want a larger farm. When tileing, the rightmost column can be rotated around the air column behind the lower piston to save space.
When stacking, you may want to run a hopper line beside the redstone repeaters to the bottom so everything can be collected at a central location. It may also be possible to remove hoppers from the upper layers and allow the produce to fall down to the bottom.
The schematic shows half of tileable part of 4-growing-space floor plan. The other half is north-to-south mirrored copy of the first half, sharing the central slice of hoppers and chests to keep iron cost low (7 hoppers per 4 growing spaces). Each growing space has 2 stems beside it. There are 2 rows of farmland between growing spaces, so each stem in the middle has 5 wet farmlands nearby, resulting in better growth rate than if the stem has less than 4 wet farmlands around. The leftmost and rightmost side of the farm should also have 2 rows of 3 farmlands to have the same stem growth rate. Not all of melon slices are collected by the hoppers, but the amount collected is probably good enough.
The second floor is left-to-right mirror image of first floor, so the upper hopper of the first floor pulls items from the large chest of second floor.
As shown by the schematics below, the design can be varied for early game before slimeballs have been obtained for sticky pistons. It instead uses 2 regular pistons and 2 sands per growing space. However, the height is 6 blocks, 2 times taller than the original design.
BUD circuit farm
Design 6
This farm is very small, has no sticky pistons, and is resource friendly. It uses a BUD switch to determine if a pumpkin/melon has matured and then activates a piston to break it and send it into a hopper.
Vertical observer farms
Observer on top of melon/pumpkin growing block, looking down, can be used to detect melon/pumpkin growing.
Observer also detects piston arm and other block moved by the piston to harvest pumpkin or melon and may cause the piston to extend and retract in a loop if there is no mechanism to prevent it.
Observer on top of the stem will inhibit growth, so it is cannot be used in this position.
Design 7
This design is lag-friendly and uses the observer block to detect grown pumpkins (or melons) so is only build-able with version 1.11 or above. It is compact and cheap to build and can be easily expanded.
This design uses sticky piston to push observer down to harvest pumpkin/melon. Piston does not receive power from the direction it is facing, so another route is needed to transmit the signal. Slime block is placed between observer and piston to help extracting observer's signal. The signal is passed through 2-tick Redstone Repeater which lengthened it enough for sticky piston to pull blocks back to original position.
Design 8
This farm packs high yield per growing space in small tile area per growing space (2x2, excluding border and water). All of mechanical and circuitry components are above ground and stem level, so the ground can devote to maximize growing rate. Its stacking height is 6 blocks.
For high output per growing space, plant 4 stems (2 pumpkin stems and 2 melon stems) adjacent to growing space, and surround each stem's root with 6 wet farmlands, so its growth rate is the maximum value (1/3 per random block tick) (1/12 for each available space adjacent to stem). Growing spaces surrounded by 4 such stems have highest possible output rate per growing space. Potatoes are planted to prevent pumpkin or melon growing on farmland where they will not be harvested. The border of farm surrounding the outer stems should have potatoes on wet farmland too if there is available space. Water block is placed every 8x8 area. Stems around water block in the middle of the farm has only 5 wet farmland around them, so their growth rate is slightly reduced to 1/4 per random block tick (1/16 for each available space adjacent to stem). When the farm is extended in schematic east-west direction, sharing the left most and rightmost redstone dust on stationary block, 1 pumpkin or melon fruit growing will trigger 8 pistons at the same time.
Horizontal observer farm
The observer can be used to detect melon/pumpkin growing, or detect the change in the stem when it bears fruit.
Design 9
This farm uses observer horizontally, it needs a larger area than vertical observer farm. Place 2 stems on farmlands with one air block between the stems. The stems can be melon, pumpkin, or both. Beneath the empty air block, place any type of block that a melon/pumpkin can grow on, and behind that space place an observer block. Have the observer be wired up to a regular piston pointing towards the air block and on top of it. Finally, have a hopper beneath it that will collect the melons and put it into a chest. This method, however, will continuously loop once set off, as the observer sees the piston arm and will trigger over and over again, unless there is a mechanism to stop the signal.
Design 10 - stackable horizontal piston observer melon/pumpkin farm
In this case, the observer will measure the stem instead of the fruit. This makes the farm more compact since there is no need for a mechanism that stops the thing from continuously loop once set off as the observer sees the piston arm and will trigger over and over again. The farm produces 12-13 melons per minute.
Time-based farm
Design 11 - High-density pumpkin and melon farm
This farm has a high yield per volume. And it takes little resource per growing space when you expand the farm.
The floor consists of farmlands and dirt in the checkerboard pattern. There are hoppers under farmlands and they are connected to a storage container(s). One block of dirt is replaced with water in every 8x8 area. Pumpkin seeds and melon seeds are planted in alternating rows, so their diagonal stem neighbors are of a different kind from themselves. On dirt, blocks are air blocks and on these air blocks are pistons facing down. On the same level as pistons, jack-o'lanterns are placed over stems and farmlands column. The pistons and jack-o'lanterns are in a checkerboard pattern. Redstone pulses from clock are sent to one opaque block on piston, then spread through redstone repeaters and redstone dusts, which are on jack-o'lanterns, and more opaque blocks on pistons. Appropriate clock cycle period may be around 5-6 seconds or longer.
This farm's stacking height is 5 blocks. The second floor does not need another clock. It can take signal from redstone torch column and pass it through pulse limiter in the corner like the first floor. Items from the second floor can be sent down through first floor's water with Minecart with Hopper or chest in the water and Dropper in the Redstone circuit layer with hoppers between them.