PSA: This farm isn't directional, the minecarts actually don't repel each other when they're on top of the flying machine. All you have to do is mirror the farm when it's facing south or west,
I want to make sure this works when I build it but I don't understand at all what you're saying. if it's not directional, why do you need to mirror the farm? And when you say mirror it when facing south or west, I assume you're saying then farm just has to be facing north or east? Also what direction is the farm facing I would assume it's the direction that the flying machine goes in on the first pass?
It is directional. Mine carts have the tendency to go south rather than north, so when the minecarts fall onto the rails after getting off the flying machine, the rails have to be going south for it to work. I learned that the hard way. Also, you need to build it facing East or west because the minecarts on the flying machine will scatter apart if they are lined up East to west, and fall off the flying machine.
You get 6 sugar cane (3 plants, 2 blocks high) every 5 blocks, using Mangos planting pattern, assuming full growth a Hopper Minecart can take 320 items, so 53 blocks gets you 318, and because of the planting pattern, 55 blocks would finish the pattern, but you'd have extra sugar cane if the farm was fully grown. You either waste the extra sugar cane, or you don't fill the hoppers entirely.
@@NameRedacted0 to make it perfect you could have a less space efficient water and sugarcane pattern like having rows of sugarcane water sugarcane and repeat. It might even look nicer. Not that the farm doesn’t already look nice👌
I'm more surprised that a concept Zedaph came up with for one of his silly builds ended up actually being useful for something, and all it took was a slight change to how hopper minecarts work.
@@beautifulnova6088 that’s true as well, it’s not uncommon for me to see farm designs and be like “that seems a bit inefficient, what if…” and then later a mechanic changes that streamlines the whole process. pretty cool to watch these changes as a part of the “tech” community!
@@aloysiuskurnia7643 mean while me building crazy redstone farms (eg:- 120 furness smelter, and many more) using stone blocks as building blocks in my survival because I am a lot of it and aesthetic wise it may look preety pants but make me happy
I did a light skim through the comments, and I saw that many people posted that they got the farm to work on their worlds. However, no one uploaded a Parts List! So, I took it upon myself to get one. Approximately: 660 (10 Stacks and 20) Dirt 24 'Minecart with Hopper's 26 Mud 414 (6 Stacks and 30) Concrete 164 (2 Stacks and 36) Leaves 139 (2 Stacks and 11) Powered Rails 87 (1 Stack and 23) Observers 49 (White Stained but of course, it doesn't matter) Glass 47 Spruce Trapdoors 42 Redstone Dust 39 Sticky Pistons 38 Repeaters 33 Levers 26 Redstone Torches 24 (Warped, again doesn't matter) Fence Gates 24 Detector Rails 24 Iron Trapdoors 20 Slime Blocks 12 Honey Blocks 5 Hoppers 4 Mangrove Roots 4 (White Glazed Terracotta) Blocks that don't get affected by Slime Blocks or Honey Blocks 4 Comparators 3 Pistons 2 Chests 2 Obsidian 2 Note blocks 1 Rail 1 Amethyst Cluster 1 Redstone Block 1 Cauldron 1 Bucket of Lava 1 Dispenser 1 Smooth Stone Slab 1 Stone Button (Only for Demonstration / Testing Purposes) Make sure to read/consider others' comments about tweaks done to fix minor issues! I'm compiling all the notes into a document before I begin building. Well done, Mango. Looks stunning and uses such clever design. I've been watching your farm designs for years and have a lot of respect for the wit it takes to produce such elegant designs :)
@@devinbarney505 After having made the farm, I looked through my notes to see if I was experiencing any of the issues described in the comments. As it turned out, I did experience one issue but it didn't seem to be the exact one mentioned by others. Therefore, I actually deleted the doc, as I didn't see a need for those notes. Because of the issue discovered, I did have to do a fix of my own, which I found to be only necessary on my private smp server. I had to make an extra row of observers with repeaters in minecart redistribution area to extend the time the gates opened (My guess is that this was needed only due to server lag). I'm sure there was a better way to do it than the way I did, but it was 5 am and I wanted to go to bed with the farm working lol.
@@EJayDubsFN I definitely did that. I ran into the issue of placing the trapdoors that hold the minecarts back in the wrong orientation so they never dropped. But figured it out and everything seems smooth sailing. Thanks for the reply!
The trick of pushing the rails over the mud blocks after the minecarts get sucked through is so beautiful in is simplicity that I actually gasped. Really clever design!
I always admired gnembons minecart unloader for his sugar cane farm but 1.19 just makes it obsolete. This is a huge gain on lag and simplicity over anything in previous versions and boy were you right, you made it really fun to watch to boot!
@@flo0778 I don't think you understand. The minecarts are the reason why the farm is so efficient. The 1.19 changes to minecarts are what allow this to work.
@@unifyedunicorn8876 the minecarts only increase efficency by something like 20%, but they make the design unable to stand chunk unloading/ reloading.
@@unifyedunicorn8876 the 1.19 changes allow you to get rid of the minecarts for less iddle lag, but you don't really need any minecart since honeyblocks were added back in 1.15
@@flo0778 This farm is incredibly lag friendly. The only reason he would post a new sugarcane farm is if there were notable improvements. If I had to guess what makes this farm so lag friendly is the fact that all the items are instantly collected by the hopper minecarts. In a massive sugarcane farm, the sheer quantity of drops being loaded by the game could cause immense lag. This farm could be scaled immensely and still remain lag friendly due to the item collection system.
The sheer elegance of this thing! Technical Minecraft has come so far - I love the back-and-forth between Mojang and superusers (like ilMango) where the devs introduce new features and then the technical community figures out ways to use them, then Mojang sees what they're doing and introduces new updates/features which can then even make them even better... it's beautiful
Wow! The change that made it is so that the hopper minecarts don’t separate when broken is a revolutionary change! It is so much faster that making a hopper unloader.
it gives us so many little optimisations and loses nothing. none of the new tech is 'overpowered' enough to replace more interesting techniques, it's just cleaner, more accessible and more lag-efficient really makes me wonder why they ever made hoppers and minecarts drop separately i guess most of the new stuff would already be doable if (a) we had autocrafting in some form to recombine carts and hoppers, or (b) carts were stackable, so we could just cache them for use
@@joevdb9232 It was done to match the behaviour of chest/furnace minecarts, which have been that way since Alpha, when uses like this were not even conceivable. And presumably, that was originally done so that you had a way to separate the items again, should you want to (which is currently impossible).
Show this video to someone like 10 years ago and they'd probably think this was heavily modded... But for us, it's so gradual. Makes me wonder why a certain someone is so proud to use "2012 redstone" 🤷♀️
@@Xenro66 Are you referring to someone that has come to prefer to improve their video making skills more than their minecraft skills? Their videos got better, but their restone skills stagnated. Is that who you mean?
For anyone who may have trouble with the carts getting stuck once the fence gates are triggered... I did some tinkering and flipped the gates 90 degrees and mirrored the return system (because my carts wanted to go the opposite direction of what I intended.) Since the carts were being released in reverse I made a loop to send the carts back in the designated direction.
Ich habe kürzlich an dich gedacht, als ich eine Flying-machine bauen wollte. Habe mitbekommen, dass du keine Videos mehr uploadest. Sehr schade, aber verständlich. Du fehlst uns sehr. Danke, für deine tollen Videos. Sie sind immer sehr inspirierend und regen zum Tüfteln und Bauen an.
Fantastic design Mango! Use of minecarts in the flying machine is really smart and saves so many rails! Will definitely be changing up my sugarcane farm to something like this. Also the use of mud blocks to load minecarts is something I wouldn’t have thought of.
This used to be possible with soul sand blocks. i don’t know why it was removed… i hope it remains for mud blocks. This mechanic is great for villager trading too.
@@dontgetmadgetwise4271 Yes it’s something that I’ve been meaning to do for a while now and I think the same setup used here probably works pretty well.
Managed to build this in survival from the video w/o downloading the world! :) This design is so, so cool. Notes: 1) The trapdoors holding back the minecarts need to be placed against temporary blocks that you put directly above the redstone torches. They cannot be placed against the mud. 2) It's easier to fetch a glass bottle, a bucket of water, and a stack of dirt than to acquire mud. Might as well do it in-place. 3) It's not clear to me how His Mangosity managed to place sloped powered rails against waterlogged leaves. I can't make it work, with birch leaves at least. I ended up using upper half slabs instead for that last row of the farm, but then placing levers underneath becomes tricky because they get washed away. Redstone blocks are your friend. 4) There are two floating powered blocks above the mud-rail-line. If you miss those, your minecarts will literally get stuck in the mud.
How great you are Mangito. It looks very funny how the carts are automatically placed on the flying machine and how they return. It's very satisfying to watch. Simply epic and fun.
It took me around 4 hours to troubleshoot this in survival and this is what helped. 1: the flying machine kept breaking, placing down obsidian Infront while building solved the issue. also obsidian and terracota need to be there for the machines not to stall. 2: kept having extra minecarts being dispensed and breaking the timing of the flying machine and rail retractor, this took me the longest to figure out and solved it by having EXACTLY 24 minecarts in the chest. anymore kept breaking the machine. by far the best farm to watch afk lol
the flying machine only breaks if ur pasting this into ur world with litematica... when i tried it on a 1.19.2 test world. otherwise ignore this comment, no tweaks needed if actually building.
I really enjoy this farm! I’m a bedrock player, so mechanics are a bit different, but I can’t wait to experiment with it! Thanks for the video mango :)
@@snmfsquirrel87 lmk if you ever get to see it because mud blocks don't work on bed rock like they do on java as the minecart does not fall through a mud block as a rail gets pulled from underneath it. Something else that I noticed was that you cannot collect items when a mud block is placed above a hopper. It's unfortunate but I'm trying to find an alternative.
I finally finished this in our small server and after a few tweaks with the fence gate clock it was perfect! I added 6 full repeaters to delay the fence gates opening. I also had to mirror the whole build because I placed the plot of land wrong. Overall, it's the most beautiful farm I've built in my life !
Ok sooo i got this to work on my actual server (not test). i had to change the pulse that reaches the flying machines. The original pulse runs through from one to the other, triggering them at slightly different times (worked fine on test server but not on actual server). By re-routing the final pulse to hit the redstone in between the 2 note blocks, then the pulse reaches both note blocks at the same time and the fly off together, not causing any bugging or breaking.
My man ilmango is the best. Only just recently I started delving into Minecraft Redstone and one of the things I learned was to build a flying machie and I built a bamboo farm in suvival because of that. But I didn't know how to build a flying machine sugarcane farm so Thanks ilmango.
totally fantastic farm. your ability to work out and realise new possibilities in this game never stops surprising me one thing i would suggest is that we can break the carts at the far end, right after they come off the flying machine. we can return them in a water stream this reduces the time we have hopper minecart entities active in the world
I think that would be laggier, due to all those items in the water streams edit: actually, i guess if you immediately collected the items in hoppers right there, but brought the hopper minecarts back to the front in water streams, that would probably reduce lag
Amazing stuff ! Built myself and made plenty of mistakes; but troubleshooting and comparing to your build made me learn a lot about the mechanics. Some helpful comments here solved some of my final problems and I have this successfully working on a Paper SMP! I will say to address timing issues for being on a server I added 2 more full tick repeaters to the fencegate activation to lengthen the time before the first fencegate opens. It was hit-or-miss originally, sometimes opening and closing before the minecart dropped into position.
This is simply the new meta for mine cart collection. Really gonna help out farming districts with lag efficiency. You are Absolutely the best, love your content!
That farm is elegant and looks great in operation. I always bonemeal microfarm sugarcane, but there is always something aesthetic about flying machine farms that can’t be beat.
@@davidfavero7779 I play Bedrock, where it can. You build a farm where you have a dispenser bonemeal the sugar cane and then immediately fire pistons to break it, which is the quickest way to mass produce the crop. I didn’t know that wasn’t a thing in Java.
Just built this in my Paper server! I had to add a few repeaters on each end, as the minecarts take a lot longer to fall down for some reason. I ran into some issues with the minecarts getting stuck on top of the honey, getting pushed back upwards at the end instead of falling through the gates, and dropping themselves into my collection system instead of unloading properly. So I added 4 repeaters to the gates circuit and 2 to the flying machine starter (made them all 4 ticks) and it fixed everything!
I am also on a paper server, and also added repeaters to the gate circuit and thanks to you I add 4 repeaters to the flying machine starter which fixed some of my problems. My last problem is that the carts are still ending up in my water stream instead of unloading. do you have any ideas as to what might be happening? I'm at a loss, I feel like I've tried everything
@@gamerplayz-6394 I noticed some carts wouldn't get picked up if they were coming in too fast, like too close together. I would check that the minecarts are all spaced evenly when rolling back and the gates are opening at the correct times
@@JoeTheGhost I just did some testing at various speeds from super fast to barely making it up the hill and nothing works, thanks for your help, I'm going to bed. I'll try some more stuff in the morning or at least later on today seeing at its 1am lol
@@JoeTheGhost I just went back to the downloaded world and ran the machine a few times and realized I was hearing "tzzz" every time a minecart was broken, broke the mud, and surely enough, there was lava in the couldren I didn't know was there. I put lava in my server farm and it works flawlessly now
I'd imagine this could also be used for bamboo farms? If you limit the growth height of the bamboo so the falling items can reach the hopperminecarts in time before they have moved on. Perhaps having a second flying machine behind it to pick up more bamboo items if the bamboo are allowed to be taller would help?
It might also be an interesting idea to add a bit more logic to only launch one flying machine at a time. That would spread out the lag even more and allow you to use fewer minecarts.
@@Newo48 would you need to? Flying machine picks up mine carts then heads east. Harvests material and drops the carts at the end. Then reverses direction with no mine carts. When it gets back to the west end, it shifts North to the new rows, and picks up mine carts. The only time it's traveling with mine carts is when it's moving East.
This is just beautiful, it reminds me of synchronized swimming, with the hopper minecarts waiting their turn to return, like swimmers diving into a pool. Just beautiful.
Really cool Sugar Cane farm! though on the server I'm playing on, you have to add more ticks of delay before starting the flying machines. or else some will glitch on top, as well as add more delay before opening the fence gates. For me adding 16 ticks made it consistent.
This farm works in 1.19.3, but i experienced some problems. The minecarts somtimes didnt get on the flying machines. I solved this by adding 2 repeaters (6 ticks) before the noteblocks.
So I built this in my world and I have a issue where every once in a while the flying machine breaks, it moves a block than stalls which causes a back up of carts in the mud. I've pulled the thing apart so many times now I do not know what to do.
Very cool design! I only have three problems sometimes. 1. sometimes the minecart distribution doesnt work perfectly, there are 2 or 3 minecarts on one rail and they are missing on the back, 2. the item drop system (minecart break system does not always pick up the minecarts, most of the minecarts are also dropping in the water) 3. on the end of the farm some minecarts are stuck on the powered rail and not passing the fence gate Minecraft 1.19.2 Multiplayer Spigot
I had the same problem but after some tries found out that adding some more delay to the fencegates at the end solves this problem. For some reason it took some time foor the carts to fall down so I had to give them that time. For me three full repeaters did the trick.
Hey ilmango! I'd love to see a series on trying to maximise farms but with a restriction of no pistons or TNT. Many amp servers have these blocked due to anti grief so seeing what you could do without would be amazing !
Wow, this is THE perfect sugarcane farm (in terms of idle lag). Quick question: Is there a clever way to stack multiple layers of it on top of each other?
You could make the minecarts drop down to the next layer as soon as they reach the other side, making them go zick zack through your layers. A string infront of an observer could detect when the minecarts fall down and launch the next flying machine. You might still need more than one unloading station, considering that the minecarts fill up. Use an even number of layers and you don't have to build a railway back to the launcher
Building this farm to max flying machine length, where the minecarts are full at the end. Have the minecart unloader after each layer, so the minecarts are empty. This also allows you to build the storage on one side, with no need for extra water streams, because you can drop the items down onto a singular block. instead of waiting for the clock to reset, have the automatically be sent out to fill the next layers flying machines. The flying machines will only launch after they have all the minecarts, so it's not going to misfire, and you only need to build one clock at the top of your farm. Simply bubble column the minecarts (as items) back to the top when you've reached the bottom of your farm, and it'll be ready for the next launch. Unloading at each layer also staggers how many sugar cane items are in the world at a time, which should help with any lag.
I also like this because it basically doesn't need storage either. Need to craft rockets? Just harvest and get it delivered straight to you in a few seconds for crafting. Let's be real, sugar cane is farmed in quantities that far exceed the needs of most players, storing it is almost never necessary. Farm to table!
Oh, can you make lag efficient farms a series? I bet a lot of people want to build stuff in their mega bases and not have to go to different locations for farms.
I’ve built this on my Spigot server and am having a handful of problems. Not all mine carts load onto the detector rails. It seems as though even with the 24 mine carts, some of them stack in the same spot and then the full 24 are not individually distributed to activate the flying machines? There is also inconsistency with the fence gates but maybe I need more delay? Was hoping for some advice to resolve these problems.
The only upgrade I could think for this design is a way to make it vertically tillable. In any other aspect, I find this to be the perfect sugar cane farm.
Have you tried checking the efficiency of a farm like this with, instead of a timer, using multiple observers detecting when the crops are fully grown. That simply connect to an AND gate that triggers the farm when all of the control pieces being observed are grown?
Having a few issues with this farm. Firstly, the minecarts went in the opposite direction so I had to build a loop. Secondly, some of the minecarts end up in the collection system instead of the dispenser.
I really can't compete with people that just steal somebody elses design (shulkercraft) and focus on clickbait. It's way too much work to design the farm itself. Also it's 100 times easier to build a farm with litematica compared to following a tutorial. I don't know why people waste their time with that
Anyone tried running this on a Realm? I tried on mine and having a couple of issues. First, the piston used to start the farm manually isn’t being updated after all the minecarts are dispensed, meaning that the clock is locked on. Secondly the hopper responsible for the minecart collection is not picking up all the carts, despite the 4 tick spacing, meaning the farm has to be manually reset each time. Would be interested to see if anyone else had these issues or how to solve them. Such a beautiful and elegant farm, and I’m desperate to get it working
We lose some items on the way back. Which can be collected if we put a rail line under the farm. Sure it's more resources and lag but it's 100 percent efficient.
Having issues with the flying machines used to harvest, they stop moving after two piston activations, and then get stuck under the rail line going horizontally. Not sure how to fix it.
I got mine stuck a few times due to setup issues. If you haven't gotten an answer/figured out: Are you using Glazed Terracotta in front of the flying machines ? The properties of those blocks are important compared to regular blocks. Another thing is the trapdoors above the detector rails and powered rails should open away from the mud and not toward the mud. Last thing would be double check all the pistons are sticky pistons there and the observers are oriented correct.
I assume sugarcane can easily be swapped for the bamboo and this can be used as a very lag efficient fuel farm? Or will the hopper minecarts struggle with all the drops?
I think it's a paper limitation, but I'm having an issue where all of the minecarts won't properly fall onto the rails at the end of the harvesting phase if I'm not standing right next to them when they fall. Then when the line of repeaters and observers go off, some bunch up and don't get sent down the line. If I do stand near those minecarts, then the minecart unloader at the end doesn't work. Some minecarts go into the water stream and some get collected properly.
PSA: This farm isn't directional, the minecarts actually don't repel each other when they're on top of the flying machine. All you have to do is mirror the farm when it's facing south or west,
I want to make sure this works when I build it but I don't understand at all what you're saying. if it's not directional, why do you need to mirror the farm? And when you say mirror it when facing south or west, I assume you're saying then farm just has to be facing north or east? Also what direction is the farm facing I would assume it's the direction that the flying machine goes in on the first pass?
@@russ4550 I can't make heads or tails of what purple dragon said either :(
Oh so just have the item collection on the right side if you are facing the the flying machines end point
Hi purple
It is directional. Mine carts have the tendency to go south rather than north, so when the minecarts fall onto the rails after getting off the flying machine, the rails have to be going south for it to work. I learned that the hard way. Also, you need to build it facing East or west because the minecarts on the flying machine will scatter apart if they are lined up East to west, and fall off the flying machine.
I like the idea of this farms length being measured to fully fill up each hopper minecraft on full harvest :-)
That would be 200 blocks
You get 6 sugar cane (3 plants, 2 blocks high) every 5 blocks, using Mangos planting pattern, assuming full growth
a Hopper Minecart can take 320 items, so 53 blocks gets you 318, and because of the planting pattern, 55 blocks would finish the pattern, but you'd have extra sugar cane if the farm was fully grown.
You either waste the extra sugar cane, or you don't fill the hoppers entirely.
@@NameRedacted0 a small price to pay for salvation
160 staregeg
oh nvm forgot the water
@@NameRedacted0 to make it perfect you could have a less space efficient water and sugarcane pattern like having rows of sugarcane water sugarcane and repeat. It might even look nicer.
Not that the farm doesn’t already look nice👌
The way minecarts are managed looks so smooth
Super fun to watch.
I was gonna say "Goofy ahh minecarts" but this sounds way better
the simplicity yet genius in this concept is insane, you never cease to amaze me ilmango!
I'm more surprised that a concept Zedaph came up with for one of his silly builds ended up actually being useful for something, and all it took was a slight change to how hopper minecarts work.
@@beautifulnova6088 that’s true as well, it’s not uncommon for me to see farm designs and be like “that seems a bit inefficient, what if…” and then later a mechanic changes that streamlines the whole process. pretty cool to watch these changes as a part of the “tech” community!
"It even looks like a harvester." That was my first thought. This is one of the most satisfying farms to watch.
Even without the performance enhancements, this just looks really cool.
I know right? Sometimes aesthetics is a good thing to consider when designing a farm.
@@aloysiuskurnia7643 mean while me building crazy redstone farms (eg:- 120 furness smelter, and many more) using stone blocks as building blocks in my survival because I am a lot of it and aesthetic wise it may look preety pants but make me happy
@@rashmidwivedi168 use deepslate tiles instead of cobble, works fucking perfectly
I did a light skim through the comments, and I saw that many people posted that they got the farm to work on their worlds. However, no one uploaded a Parts List! So, I took it upon myself to get one.
Approximately:
660 (10 Stacks and 20) Dirt
24 'Minecart with Hopper's
26 Mud
414 (6 Stacks and 30) Concrete
164 (2 Stacks and 36) Leaves
139 (2 Stacks and 11) Powered Rails
87 (1 Stack and 23) Observers
49 (White Stained but of course, it doesn't matter) Glass
47 Spruce Trapdoors
42 Redstone Dust
39 Sticky Pistons
38 Repeaters
33 Levers
26 Redstone Torches
24 (Warped, again doesn't matter) Fence Gates
24 Detector Rails
24 Iron Trapdoors
20 Slime Blocks
12 Honey Blocks
5 Hoppers
4 Mangrove Roots
4 (White Glazed Terracotta) Blocks that don't get affected by Slime Blocks or Honey Blocks
4 Comparators
3 Pistons
2 Chests
2 Obsidian
2 Note blocks
1 Rail
1 Amethyst Cluster
1 Redstone Block
1 Cauldron
1 Bucket of Lava
1 Dispenser
1 Smooth Stone Slab
1 Stone Button (Only for Demonstration / Testing Purposes)
Make sure to read/consider others' comments about tweaks done to fix minor issues! I'm compiling all the notes into a document before I begin building.
Well done, Mango. Looks stunning and uses such clever design. I've been watching your farm designs for years and have a lot of respect for the wit it takes to produce such elegant designs :)
Thanks, ur a life saver
are you going to post a link to that document. Would love to see the mixor fixes.
@@devinbarney505
After having made the farm, I looked through my notes to see if I was experiencing any of the issues described in the comments. As it turned out, I did experience one issue but it didn't seem to be the exact one mentioned by others. Therefore, I actually deleted the doc, as I didn't see a need for those notes.
Because of the issue discovered, I did have to do a fix of my own, which I found to be only necessary on my private smp server. I had to make an extra row of observers with repeaters in minecart redistribution area to extend the time the gates opened (My guess is that this was needed only due to server lag). I'm sure there was a better way to do it than the way I did, but it was 5 am and I wanted to go to bed with the farm working lol.
@@EJayDubsFN I definitely did that. I ran into the issue of placing the trapdoors that hold the minecarts back in the wrong orientation so they never dropped. But figured it out and everything seems smooth sailing. Thanks for the reply!
the litematica schematic has a parts list, presumably why mango did not mention it in the video. But this is helpful for non-litematica users, cool!
The trick of pushing the rails over the mud blocks after the minecarts get sucked through is so beautiful in is simplicity that I actually gasped. Really clever design!
I always admired gnembons minecart unloader for his sugar cane farm but 1.19 just makes it obsolete. This is a huge gain on lag and simplicity over anything in previous versions and boy were you right, you made it really fun to watch to boot!
imagine an even simpler farm without any minecarts ^^
@@flo0778 I don't think you understand. The minecarts are the reason why the farm is so efficient. The 1.19 changes to minecarts are what allow this to work.
@@unifyedunicorn8876 the minecarts only increase efficency by something like 20%, but they make the design unable to stand chunk unloading/ reloading.
@@unifyedunicorn8876 the 1.19 changes allow you to get rid of the minecarts for less iddle lag, but you don't really need any minecart since honeyblocks were added back in 1.15
@@flo0778 This farm is incredibly lag friendly. The only reason he would post a new sugarcane farm is if there were notable improvements. If I had to guess what makes this farm so lag friendly is the fact that all the items are instantly collected by the hopper minecarts. In a massive sugarcane farm, the sheer quantity of drops being loaded by the game could cause immense lag. This farm could be scaled immensely and still remain lag friendly due to the item collection system.
The sheer elegance of this thing! Technical Minecraft has come so far - I love the back-and-forth between Mojang and superusers (like ilMango) where the devs introduce new features and then the technical community figures out ways to use them, then Mojang sees what they're doing and introduces new updates/features which can then even make them even better... it's beautiful
Wow! The change that made it is so that the hopper minecarts don’t separate when broken is a revolutionary change! It is so much faster that making a hopper unloader.
it gives us so many little optimisations and loses nothing. none of the new tech is 'overpowered' enough to replace more interesting techniques, it's just cleaner, more accessible and more lag-efficient
really makes me wonder why they ever made hoppers and minecarts drop separately
i guess most of the new stuff would already be doable if (a) we had autocrafting in some form to recombine carts and hoppers, or (b) carts were stackable, so we could just cache them for use
@@joevdb9232 It was done to match the behaviour of chest/furnace minecarts, which have been that way since Alpha, when uses like this were not even conceivable. And presumably, that was originally done so that you had a way to separate the items again, should you want to (which is currently impossible).
i love how minecraft redstone evolves from patch to patch
Show this video to someone like 10 years ago and they'd probably think this was heavily modded... But for us, it's so gradual.
Makes me wonder why a certain someone is so proud to use "2012 redstone" 🤷♀️
@@Xenro66 who is that?
@@Xenro66 Are you referring to someone that has come to prefer to improve their video making skills more than their minecraft skills?
Their videos got better, but their restone skills stagnated.
Is that who you mean?
This concept can be used to retrofit a lot of old farms.
The technical growth in 1.19 is amazing I love all the new lag friendly minecart technology being utilized
For anyone who may have trouble with the carts getting stuck once the fence gates are triggered... I did some tinkering and flipped the gates 90 degrees and mirrored the return system (because my carts wanted to go the opposite direction of what I intended.) Since the carts were being released in reverse I made a loop to send the carts back in the designated direction.
I love you🥰🥰🥰🥰
Ich habe kürzlich an dich gedacht, als ich eine Flying-machine bauen wollte. Habe mitbekommen, dass du keine Videos mehr uploadest. Sehr schade, aber verständlich. Du fehlst uns sehr. Danke, für deine tollen Videos. Sie sind immer sehr inspirierend und regen zum Tüfteln und Bauen an.
I don't care if this is efficient or low lag... This just looks so cool that I HAVE to build it!
Why is Illmangos intro track so god dang catchy?
I could sing along, if it wouldn't consist of only "Dah"
Yeah...
Dah > Lyrics
Fantastic design Mango! Use of minecarts in the flying machine is really smart and saves so many rails! Will definitely be changing up my sugarcane farm to something like this. Also the use of mud blocks to load minecarts is something I wouldn’t have thought of.
This used to be possible with soul sand blocks. i don’t know why it was removed… i hope it remains for mud blocks. This mechanic is great for villager trading too.
@@dontgetmadgetwise4271 Yes it’s something that I’ve been meaning to do for a while now and I think the same setup used here probably works pretty well.
Managed to build this in survival from the video w/o downloading the world! :) This design is so, so cool.
Notes:
1) The trapdoors holding back the minecarts need to be placed against temporary blocks that you put directly above the redstone torches. They cannot be placed against the mud.
2) It's easier to fetch a glass bottle, a bucket of water, and a stack of dirt than to acquire mud. Might as well do it in-place.
3) It's not clear to me how His Mangosity managed to place sloped powered rails against waterlogged leaves. I can't make it work, with birch leaves at least. I ended up using upper half slabs instead for that last row of the farm, but then placing levers underneath becomes tricky because they get washed away. Redstone blocks are your friend.
4) There are two floating powered blocks above the mud-rail-line. If you miss those, your minecarts will literally get stuck in the mud.
I used water logged mangrove roots instead of leaves there
Thank you really much I wasnt aware that the trapdoor placement had to be against a temporary block above the torches! this fixed everything
Genius
Hi do you by any chance have the list of materials on you?
nvm destroyed the whole farm in survival to see all the materials lmao
I always thought pistons broke rails, so I have never tried a system like this. This new information opens a whole new world for me, I think.
I remember when I thought that
How great you are Mangito. It looks very funny how the carts are automatically placed on the flying machine and how they return. It's very satisfying to watch. Simply epic and fun.
It took me around 4 hours to troubleshoot this in survival and this is what helped.
1: the flying machine kept breaking, placing down obsidian Infront while building solved the issue. also obsidian and terracota need to be there for the machines not to stall.
2: kept having extra minecarts being dispensed and breaking the timing of the flying machine and rail retractor, this took me the longest to figure out and solved it by having EXACTLY 24 minecarts in the chest. anymore kept breaking the machine.
by far the best farm to watch afk lol
the flying machine only breaks if ur pasting this into ur world with litematica... when i tried it on a 1.19.2 test world. otherwise ignore this comment, no tweaks needed if actually building.
Dude.. this is one the coolest farm designs ever!! So awesome what you've done with the new hopper minecarts.
I really enjoy this farm! I’m a bedrock player, so mechanics are a bit different, but I can’t wait to experiment with it! Thanks for the video mango :)
Navynexus said in a dm to me that hes working on a similar minecart unloader for bedrock edition
@@snmfsquirrel87 lmk if you ever get to see it because mud blocks don't work on bed rock like they do on java as the minecart does not fall through a mud block as a rail gets pulled from underneath it. Something else that I noticed was that you cannot collect items when a mud block is placed above a hopper. It's unfortunate but I'm trying to find an alternative.
does it work on bedrock too?
I finally finished this in our small server and after a few tweaks with the fence gate clock it was perfect! I added 6 full repeaters to delay the fence gates opening. I also had to mirror the whole build because I placed the plot of land wrong. Overall, it's the most beautiful farm I've built in my life !
Ok sooo i got this to work on my actual server (not test). i had to change the pulse that reaches the flying machines. The original pulse runs through from one to the other, triggering them at slightly different times (worked fine on test server but not on actual server). By re-routing the final pulse to hit the redstone in between the 2 note blocks, then the pulse reaches both note blocks at the same time and the fly off together, not causing any bugging or breaking.
My man ilmango is the best. Only just recently I started delving into Minecraft Redstone and one of the things I learned was to build a flying machie and I built a bamboo farm in suvival because of that. But I didn't know how to build a flying machine sugarcane farm so Thanks ilmango.
totally fantastic farm. your ability to work out and realise new possibilities in this game never stops surprising me
one thing i would suggest is that we can break the carts at the far end, right after they come off the flying machine. we can return them in a water stream
this reduces the time we have hopper minecart entities active in the world
I think that would be laggier, due to all those items in the water streams
edit: actually, i guess if you immediately collected the items in hoppers right there, but brought the hopper minecarts back to the front in water streams, that would probably reduce lag
Quick tip if you're having problems, don't forget exactly 24 minecarts, 5 in the hopper, 9 in the minecart and 10 in the chest.
Amazing stuff ! Built myself and made plenty of mistakes; but troubleshooting and comparing to your build made me learn a lot about the mechanics. Some helpful comments here solved some of my final problems and I have this successfully working on a Paper SMP! I will say to address timing issues for being on a server I added 2 more full tick repeaters to the fencegate activation to lengthen the time before the first fencegate opens. It was hit-or-miss originally, sometimes opening and closing before the minecart dropped into position.
brilliant
You weren't kidding. That really is fun to watch. I think I kind of even like this better than machines with peak efficiency.
This is such a cool design. Pushing the hopper minecarts saves so much effort.
This is simply the new meta for mine cart collection. Really gonna help out farming districts with lag efficiency. You are Absolutely the best, love your content!
That farm is elegant and looks great in operation. I always bonemeal microfarm sugarcane, but there is always something aesthetic about flying machine farms that can’t be beat.
sugarcane in microfarms? since when is that a thing? or do you mean bamboo maybe?
Who's gonna tell him sugar cane can't be bonemealed...
@@davidfavero7779 It can on bedrock
@@davidfavero7779 I play Bedrock, where it can. You build a farm where you have a dispenser bonemeal the sugar cane and then immediately fire pistons to break it, which is the quickest way to mass produce the crop. I didn’t know that wasn’t a thing in Java.
@@davidfavero7779 bro first of all suger cane can be bonemealed 🤣🤣🤣 and bamboo can not be bonemealed. 😉 Atleast first play minecraft before commenting
this is by far the coolest farm i've seen in a while :D
its so satisfying to watch!
Just built this in my Paper server! I had to add a few repeaters on each end, as the minecarts take a lot longer to fall down for some reason. I ran into some issues with the minecarts getting stuck on top of the honey, getting pushed back upwards at the end instead of falling through the gates, and dropping themselves into my collection system instead of unloading properly. So I added 4 repeaters to the gates circuit and 2 to the flying machine starter (made them all 4 ticks) and it fixed everything!
I am also on a paper server, and also added repeaters to the gate circuit and thanks to you I add 4 repeaters to the flying machine starter which fixed some of my problems. My last problem is that the carts are still ending up in my water stream instead of unloading. do you have any ideas as to what might be happening? I'm at a loss, I feel like I've tried everything
@@gamerplayz-6394 I noticed some carts wouldn't get picked up if they were coming in too fast, like too close together. I would check that the minecarts are all spaced evenly when rolling back and the gates are opening at the correct times
@@JoeTheGhost I just did some testing at various speeds from super fast to barely making it up the hill and nothing works, thanks for your help, I'm going to bed. I'll try some more stuff in the morning or at least later on today seeing at its 1am lol
Hey, may I know how'd you put the extra 4 Repeater on the gate circuit?
@@JoeTheGhost I just went back to the downloaded world and ran the machine a few times and realized I was hearing "tzzz" every time a minecart was broken, broke the mud, and surely enough, there was lava in the couldren I didn't know was there. I put lava in my server farm and it works flawlessly now
I love this! It's really clean and smart but still simple! Thx Mango!!
I'd imagine this could also be used for bamboo farms? If you limit the growth height of the bamboo so the falling items can reach the hopperminecarts in time before they have moved on. Perhaps having a second flying machine behind it to pick up more bamboo items if the bamboo are allowed to be taller would help?
Put a glass roof on it to stop extra growth. (Glass just makes it easy to watch the fun_)
these redstone dudes are a different breed honestly GG
This is so satisfying! Can't wait to try this out
That was so cool and satisfying to watch. I'm hooked
It might also be an interesting idea to add a bit more logic to only launch one flying machine at a time. That would spread out the lag even more and allow you to use fewer minecarts.
true. and use a 4way flying machine :)
@@ilmango but is there a way to hold a hopper minecart on a 4 way without it falling off in certain directions?
@@ilmango only problem would be the capacity of the hopper minecart right??
@@Newo48 would you need to?
Flying machine picks up mine carts then heads east. Harvests material and drops the carts at the end.
Then reverses direction with no mine carts. When it gets back to the west end, it shifts North to the new rows, and picks up mine carts.
The only time it's traveling with mine carts is when it's moving East.
@@PromptCriticalJello very clever :)
This is just beautiful, it reminds me of synchronized swimming, with the hopper minecarts waiting their turn to return, like swimmers diving into a pool. Just beautiful.
Really cool Sugar Cane farm! though on the server I'm playing on, you have to add more ticks of delay before starting the flying machines. or else some will glitch on top, as well as add more delay before opening the fence gates. For me adding 16 ticks made it consistent.
Whelp, My mind just got completely blown. I will now be a vegetable for the rest of the day. That was inSANEly cool !!!!
New mech? Interesting! Thx, Ilmango!
7:05 The mightest redstone engineer says "9+4+10 = 24"
Amazing design! Cant wait to use this on my megabase im working on
This farm works in 1.19.3, but i experienced some problems. The minecarts somtimes didnt get on the flying machines. I solved this by adding 2 repeaters (6 ticks) before the noteblocks.
one of those innovations that has been staring us in the face for years, but we somehow couldn't figure out. This is the new impulsesv item sorter
It only become possible with the new 1.19 mechanic though
So I built this in my world and I have a issue where every once in a while the flying machine breaks, it moves a block than stalls which causes a back up of carts in the mud. I've pulled the thing apart so many times now I do not know what to do.
Super mega nice video, thank you!
Nice base, awesome mechs.
I like this videos where you deeply explain the mechanics.
I like this new era of farms that was ushered in by Hopper Minecarts dropping as one item and not two.
Can uncraft hopper minecarts now ?
@@YounesLayachi Nope.
Very cool design! I only have three problems sometimes.
1. sometimes the minecart distribution doesnt work perfectly, there are 2 or 3 minecarts on one rail and they are missing on the back,
2. the item drop system (minecart break system does not always pick up the minecarts, most of the minecarts are also dropping in the water)
3. on the end of the farm some minecarts are stuck on the powered rail and not passing the fence gate
Minecraft 1.19.2 Multiplayer Spigot
I had the same problem but after some tries found out that adding some more delay to the fencegates at the end solves this problem. For some reason it took some time foor the carts to fall down so I had to give them that time. For me three full repeaters did the trick.
Im having the same issues playing on a Spigot server!!
Definitely the most satisfying farm I've seen
Ok, this is very satisfying to watch
suppose this could be easily adapted from a cactus farm too, though the cactus towers are usually more efficient.
this is such a smart design. i like it a lot
gosh, what a beautiful farm to watch!
Hermits watching like 0-0
This is super clean and dare I say looks pretty! No redstone spaghetti anywhere
It's a thing of beauty ✨
Hey ilmango!
I'd love to see a series on trying to maximise farms but with a restriction of no pistons or TNT.
Many amp servers have these blocked due to anti grief so seeing what you could do without would be amazing !
@Alexander Lindin pistons are laggier than hoppers, you just don't tend to use them as often
Elegant and beautiful design. Minecarts are as delightfully illogical as ever
This is art, it looks so satisfying
Mega sugar cane farm! This looks good.
Cool. Seriously cool design.
Wow, this is THE perfect sugarcane farm (in terms of idle lag).
Quick question: Is there a clever way to stack multiple layers of it on top of each other?
All the way to build height limit, are we?
You could make the minecarts drop down to the next layer as soon as they reach the other side, making them go zick zack through your layers. A string infront of an observer could detect when the minecarts fall down and launch the next flying machine. You might still need more than one unloading station, considering that the minecarts fill up. Use an even number of layers and you don't have to build a railway back to the launcher
Stagger the flying machines lengthwise. Should help
Building this farm to max flying machine length, where the minecarts are full at the end. Have the minecart unloader after each layer, so the minecarts are empty. This also allows you to build the storage on one side, with no need for extra water streams, because you can drop the items down onto a singular block. instead of waiting for the clock to reset, have the automatically be sent out to fill the next layers flying machines. The flying machines will only launch after they have all the minecarts, so it's not going to misfire, and you only need to build one clock at the top of your farm.
Simply bubble column the minecarts (as items) back to the top when you've reached the bottom of your farm, and it'll be ready for the next launch. Unloading at each layer also staggers how many sugar cane items are in the world at a time, which should help with any lag.
@@JonnyLucca01 This is actually a fantastic idea! 4 layers, and a little bit longer should get you close to a full hopper minecart each.
I also like this because it basically doesn't need storage either. Need to craft rockets? Just harvest and get it delivered straight to you in a few seconds for crafting. Let's be real, sugar cane is farmed in quantities that far exceed the needs of most players, storing it is almost never necessary. Farm to table!
This is overall the cleanest farm i’ve ever seen
ayo, that's some 200 IQ level Farm
I love this concept!
Very good! as always
Oo, I've just been thinking about how to scale up my sugar cane production, and was wondering about how the flying machines do collection
This is some next level engineering!
Oh, can you make lag efficient farms a series? I bet a lot of people want to build stuff in their mega bases and not have to go to different locations for farms.
I’ve built this on my Spigot server and am having a handful of problems. Not all mine carts load onto the detector rails. It seems as though even with the 24 mine carts, some of them stack in the same spot and then the full 24 are not individually distributed to activate the flying machines? There is also inconsistency with the fence gates but maybe I need more delay? Was hoping for some advice to resolve these problems.
I love the design!
Perfect, I hope mud stays the way it is
The only upgrade I could think for this design is a way to make it vertically tillable. In any other aspect, I find this to be the perfect sugar cane farm.
You might want to make the redstone a bit flatter, but you could just put multiple of them in a stack.
Have you tried checking the efficiency of a farm like this with, instead of a timer, using multiple observers detecting when the crops are fully grown. That simply connect to an AND gate that triggers the farm when all of the control pieces being observed are grown?
Beautiful piece of engineering
now this is a farm i’m excited to try out
This is art
Hopper minecarts are so satisfying to watch
Having a few issues with this farm. Firstly, the minecarts went in the opposite direction so I had to build a loop. Secondly, some of the minecarts end up in the collection system instead of the dispenser.
its time...its time to come back to block by block tutorials. we will support you brother ilmango of chapter scicraft
I really can't compete with people that just steal somebody elses design (shulkercraft) and focus on clickbait. It's way too much work to design the farm itself.
Also it's 100 times easier to build a farm with litematica compared to following a tutorial. I don't know why people waste their time with that
you realise of course i now need this flipped so that it might harvest dripstone and crimson hanging vines in a similar lag friendly way
wow amazing!
That’s really mesmerizing, keep up the great work 🥭
Anyone tried running this on a Realm? I tried on mine and having a couple of issues.
First, the piston used to start the farm manually isn’t being updated after all the minecarts are dispensed, meaning that the clock is locked on.
Secondly the hopper responsible for the minecart collection is not picking up all the carts, despite the 4 tick spacing, meaning the farm has to be manually reset each time.
Would be interested to see if anyone else had these issues or how to solve them. Such a beautiful and elegant farm, and I’m desperate to get it working
Ilmango what happened to the 4x4 chunk challange?
This is super satisfying
We lose some items on the way back. Which can be collected if we put a rail line under the farm. Sure it's more resources and lag but it's 100 percent efficient.
Having issues with the flying machines used to harvest, they stop moving after two piston activations, and then get stuck under the rail line going horizontally. Not sure how to fix it.
same lol
I got mine stuck a few times due to setup issues. If you haven't gotten an answer/figured out: Are you using Glazed Terracotta in front of the flying machines ? The properties of those blocks are important compared to regular blocks. Another thing is the trapdoors above the detector rails and powered rails should open away from the mud and not toward the mud. Last thing would be double check all the pistons are sticky pistons there and the observers are oriented correct.
this is really stupid simple, i love it
I assume sugarcane can easily be swapped for the bamboo and this can be used as a very lag efficient fuel farm? Or will the hopper minecarts struggle with all the drops?
Capacity and the flying machine speed would be a problem. I think the flying machine would go past before the items at the top fell all the way down.
To adapt for bamboo, you would probably need to cap the plant growth at 3 high to avoid leaving all the excess items on the ground.
@@AssultTank yes
I think it's a paper limitation, but I'm having an issue where all of the minecarts won't properly fall onto the rails at the end of the harvesting phase if I'm not standing right next to them when they fall. Then when the line of repeaters and observers go off, some bunch up and don't get sent down the line. If I do stand near those minecarts, then the minecart unloader at the end doesn't work. Some minecarts go into the water stream and some get collected properly.
I have the same problem. Paper server, cant get the minecarts to unload properly at all.