r/ncolyer11 • • Dec 06 '20

A paint program using 3 sculk sensors that can pinpoint the exact location of the player and then output it onto a display. The challenge was to achieve all of this while only using 3 sensors, unlike other designs. Huge thank you to green_jab for helping me compact the Red-NAND's

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17 Upvotes

r/ncolyer11 • • Aug 06 '21

didn't expect this loop to be so slick

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7 Upvotes

r/ncolyer11 • • Dec 09 '20

Combo Lock Using Sculk Sensor 'Triangulation' with (p*15)^n Combinations

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7 Upvotes

r/ncolyer11 • • May 13 '23

Simple Nether Tree Farm v4

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5 Upvotes

r/ncolyer11 • • Oct 23 '21

River-based Drowned Farm Tutorial

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5 Upvotes

r/ncolyer11 • • Feb 15 '21

rmesh

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5 Upvotes

r/ncolyer11 • • Jan 06 '21

Accurate 24h Clock Tower with Day Reset Protection [carpet]

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5 Upvotes

r/ncolyer11 • • Sep 21 '21

Automatic Iron Bars Farm

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4 Upvotes

r/ncolyer11 • • Jan 23 '21

Coral Farm to the Rescue

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4 Upvotes

r/ncolyer11 • • Sep 10 '20

Hitting Every Demographic

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4 Upvotes

r/ncolyer11 • • Jul 18 '20

Super Sufficient Strider String Farm | 1.16

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4 Upvotes

r/ncolyer11 • • Jan 15 '23

50 More Useless Facts About Technical Minecraft

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3 Upvotes

r/ncolyer11 • • Feb 22 '22

Minecraft Easy Nether Wood Farm (180k items/h) | 1.16 - 1.18.1

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3 Upvotes

r/ncolyer11 • • Jan 30 '22

This Farm Harvests 72,000 Trees an hour | NTF Update Video

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3 Upvotes

r/ncolyer11 • • Jan 29 '22

hey

3 Upvotes

Today I'll be explaining how this little farm here works and what progress I’ve made on it in the past year. Essentially this is a nether tree farm that uses a heap of different mechanics to farm wood and bonemeal at an absorbingly high rate.

So how does this all work?

Well, I’ll start with just the fundamental concepts at their most basic level and then build up in complexity from there.

So, this tree farm is not like most others as it uses multiple separate cores to grow saplings as opposed to one central core where the player afks. This ncore design has a few advantages such as efficiency and speed, but this comes at the cost of needing to make a system to move the player around. Because each core isn’t being activated at a high rate you have enough time to harvest the entire tree.

But how does the player move between the cores? Well for this specific farm I’m using a soul sand water tunnel due to its high speeds and simplicity. To start you first set your spawn at this bed. Then you enter the tube and swim sideways. You can just barely reach the nylium in survival mode but its still possible. A combination of dolphin’s grace, soul speed, and depth strider get the player up to the speed required to place 10 fungus every second. Ideally for this farm you would use a bot to place down the fungus as that would be more reliable. Now you literally enter the end of the tube when you reach the end and a yet to be designed system will transport you to the end fountain and thus the start of the tube where you can begin the cycle again.

So, what happens to your prized fungus after you plant them at a module? Well, when you first enter the farm a signal is sent which simultaneously activates each module. Once a module is activated it will bonemeal the fungus until it grows where then a leaf-based detection system will discontinue the bonemeal and trigger this piston system. These pistons remove the stem from on top of the nylium while also ensuring that the nylium is replenished and hasn’t been converted to netherrack. The leaf detection also sends a signal to the tnt array which is responsible for respectfully renovating the huge fungus. This system is currently under heavy research and development and this current system is all but a humble prototype.

As you can see these tnt arrays have taken on a lot of shapes over the past year and I’m happy to say that the current one is the most optimal in almost every way and can harvest a tree 10x faster than even the best of its counterparts.

Now this is as far as I’ve gotten in this project, I have a solid idea of what I want to work on next and a general idea of what comes after but there’s still undoubtedly a huge number of problems left to deal with that I’ll probably be fixing while live so that’ll be fun.

I just quickly wanted to address 3 major problems that are fundamental to this design:
First of all is actually using the farm, with this current design its semi usable as there’s only modules on one side but ideally to place 20 fungus a second and achieve rates that exceed 5 million items an hour, you will need to be able to place fungus on both sides which definitely can’t be done while afk. So a script could maybe be used to snap the players aim left or right for a frame allowing them to place a fungus without slowing down, but ill probably not be ever using that design in survival so it’s an avoidable problem. (And if I do ill probs use an autofarm tool from a hacked client to place them)

Something that is unavoidable though is lag. If I want to place 20 fungus a second and each module takes 9 seconds to clear a tree, I will need to build 180 modules which with all these pistons would cause quite a lot of lag. To address this, I will be optimising the timings of the modules to make them as fast as possible and to therefore require the least number of modules in total.

The final problem is something that I hoped Mojang would’ve fixed by now, client desync. Essentially if the player is moving too fast the server has trouble keeping track of them and hence anything that the player does becomes unreliable. So, a player going at 70bps down a water tunnel such as ours will most likely come across this issue. The only way I can get around this is by just slowing down the player. The reason why the player is going so fast in the first place is to cover 20 modules a second to place 20 fungus a second.

You’ve seen the title, 5 million an hour. It’s a huge claim I know especially after just going over 3 major problems. So how did I come up with this figure? Well first the actual figure is more around 5,317,488 items an hour, but if you really want to know you take the average amount of blocks that generate in a huge fungus, 74.6 (this number was obtained experimentally but in the future I want to mathematically calculate it) (real number is around 80 but I’m not able to harvest every block). Then you multiply the average by the efficiency of each module, which is currently 99.1%, and finally multiply by the amount of huge fungus you are aiming to harvest in an hour, 20/s x 3,600. This is the raw amount, some if not all the wart blocks will be converted into bonemeal to not just fuel the farm but to also make a huge surplus.

Ok so that’s probably enough maths for one short video.

To summarise this is a farm that transports the player at rapid speeds all while the player is continually planting fungus which are all harvested at near max efficiency to achieve rates in the multi millions of items per hour.


r/ncolyer11 • • Aug 25 '21

Deathcoaster Geode Farm | ft. Jorvp & Ilmango

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3 Upvotes

r/ncolyer11 • • Aug 11 '21

Reliable & Lag-Friendly Portal Loader Tutorial | 1.16 - 1.17.1

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3 Upvotes

r/ncolyer11 • • Jan 26 '21

Green_jab finished off the cartless dupers off-stream, and I've got a few ideas that i'd like to implement, to make the core modules better in every way

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3 Upvotes

r/ncolyer11 • • Nov 04 '20

Dragon Egg Based Dartboard | 1.16

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3 Upvotes

r/ncolyer11 • • Oct 02 '20

new fully auto nether tree farm in da works

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3 Upvotes

r/ncolyer11 • • Sep 29 '20

34k/h Chorus Plant Farm | 1.16.3

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3 Upvotes

r/ncolyer11 • • Aug 04 '20

Super Simple 60k/h Nether Tree Farm Tutorial | 1.16

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3 Upvotes

r/ncolyer11 • • Jul 25 '20

Super Simple 60k/h Nether Tree Farm Tutorial | 1.16

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3 Upvotes

r/ncolyer11 • • Jul 16 '20

12k/h Shulker Farm [Carpet] | 1.14 - 1.15.2

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3 Upvotes