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不透明方块检测农场

这些农场通过检测南瓜/西瓜的生长空间以发送红石信号。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。

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

双活塞生长检测

简易收获装置,,侧视图

这个设计会驱动一个粘性活塞当一个南瓜西瓜长好了。粘性活塞被用于激活一个普通活塞以破坏掉果实。

当你想要一个更大的农场时这个设计是实用的因为它是可重复可堆叠的。当重复建造时,最右一列的方块可以绕活塞后面的空气那一列旋转,以此节省空间。

当堆叠时,你也许会想要放一条在红石中继器旁边到底部的漏斗线那么所有东西都可以被收集在一个主要位置。从上层移除漏斗使农产品掉到底部也是可以的。

这个示意图显示了四个生长空间的重复部分的一半的平面布置图。另一半是前一半的从北向南的镜像,共用中央部分的漏斗和箱子可以使铁花费更少(每四个生长空间七个漏斗)。 每个生长空间有两个梗在其旁边。在生长空间之间有两列耕地,因此每个在中间的梗与五块潮湿的耕地相邻,相比梗周围只有四个以下的耕地这样能获得更好的生长率。农场的最左边和最右边应当有两列三块耕地使梗拥有同样的生长率。不是所有的西瓜片都能被漏斗收集,但这收集的数目已经差不多足够了。

第二层是第一层的从左到右的镜像,因此第一层上面的漏斗从第二层的大箱子向下传输物品。

如下图所示,当在早期游戏过程中没有获得做粘性活塞粘液球时这个设计可以改变。每个生长空间其用两个普通活塞和两个沙子代替粘性活塞。然而,它的高度是6个方块,比原设计高两倍。

BUD电路农场

设计6

这个农场十分小,没有使用粘性活塞,并且资源消耗较少。它用一个BUD开关来确定有没有一个南瓜/西瓜成熟并激活一个活塞破坏它且发送到一个漏斗里。

俯视图,第一层
俯视图,第二层
俯视图,第三层
俯视图,第四层

竖直侦测器农场

侦测器在西瓜/南瓜生长方块的顶部,侦测面朝向向下,可以被用来检测西瓜/南瓜的生长。 侦测器也可以检测活塞臂和被活塞推动的其它方块以收获南瓜和西瓜并且如果没有机制阻止它可能会造成活塞不停地循坏伸缩。 在梗顶部的侦测器将会阻止生长,所以它不能被用于放置于此。

设计7

这个设计对发展缓慢的玩家十分友好并且使用侦测器方块来检测生长出的南瓜(或西瓜)因此它只能于1.11及以上版本中被建造。它是小型和廉价的并且可以很简单地扩大。

主视图部分
侧视图部分

这个设计使用粘性活塞以向下推侦测器来收获南瓜/西瓜。活塞不接受来自其面对方向的信号,因此另外一个传输信号的路线是必须的。粘液块被放置于侦测器和活塞之间来帮助活塞得到侦测器的信号。通过两刻的红石中继器将信号加长到足够粘性活塞将方块拉回到原位置。

设计8

这个农场每个在小型网格区域的生长空间的产量都很高(2x2,不包括边界和水)。所有机械电路的组件都在地面和梗的层面之上,所以地面可被最充分利用于生长率。它的堆叠高度是六个方块高。

主视图-生长空间部分
主视图-生长空间之间部分
俯视图第一层-漏斗
俯视图第二层-耕地,泥土,和水
俯视图第三层-南瓜梗,西瓜梗和和马铃薯
俯视图第四层-侦测面朝下的侦测器,不可移动的南瓜灯
俯视图第五层-粘液块和红石电路,中继器设置为两红石刻
俯视图第六层-粘性活塞面朝下

为了使每个生长空间有高产量,种植四个与生长空间相邻的梗(两个南瓜梗和两个西瓜梗),并且每个梗的周围都有六块潮湿的耕地,这样它的生长率可以达到最大(每刻每个方块有1/3的几率)(每个与梗相邻的空方块有1/12的几率 )。被四个这样的梗环绕的生长空间拥有生长空间中可能最高的生产率。种植马铃薯用于阻止南瓜和西瓜长在无法被收割的耕地上。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.

Top view - layer 1
Top view - layer 2
Top view - layer 3
Top view - layer 4
Top view - layer 5
obs-$
Side view - middle slice
Side view - redstone wire slice

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.

Top view layer 1 - hoppers
Top view layer 2 - farmland, dirt, and water
Top view layer 3 - pumpkin stems and melon stems
Top view layer 4 - pistons and jack-o'-lanterns
Top view layer 5 - redstone circuit

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.

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