this is really cool! I first saw the original Tango design when I still played on phone, where the observer reading the bottom came doesn't work. It's really cool to now see a more lag efficient farm, even if it's quite a bit bigger per slice
Try replacing the iron bars with wood fence gates. The farm loses a small number of drops because fences and panes connect to the piston head and glitch the item out.
cool design. tho i think if this could be made observerless, it could be even more lag efficient edit: wait maybe i might be missing something since dustlessness reduces less lag than observerlessness
Oh no! You said this would come out and I JUST TODAY decided to build another design, because I needed too much bamboo 😭 I'll use it for sugar cane instead!
Any bonemeal based design is gonna be much faster and much more efficient. Due to sheer rates from bonemeal, it actually comes out to a better lag efficiency for a small bonemeal based design over a scaled up passive design :)
Way more expensive for survival with all those rails and observers. Less compact. Also the addition of many observers makes lag reduction from dust removal questionable
You most certainly can. Only reason i didn't include it like that in the final build is because it requires more redstone dust in total when using note blocks since you get 6 rails with one dust in the crafting recipe. Another reason was to keep the total different blocks as low as possible so its as easy as possible to manage your inventory while building this at a big scale
How is this "lossless" though if you are forcing the bamboo or sugarcane to only grow to a height of 2 and you are only breaking them when one on the bottom grows to the height of 2? You are losing all of the ones that could have grown and you are allowing many to stay grown, waiting to be broken long enough that they are preventing growth on that plant. If you allowed it to grow to a height of 3, all the possible drops that have a chance of being collected would be more than the amount lost due to your restrictions
Lossless just refers to no items despawning dude. You're talking about a loss in EFFICIENCY, which is true, but i never claimed it didn't. In fact, that was specifically how it was designed. Lose some efficency for better LAG efficiency and compact-ness. Lastly growing sugarcane to a height of 3 doesn't increase drops by enough for it to matter. Sugar cane works like how copper ages and doesn't want to grow to the 3rd stage when there is sugar cane still needing to grow to the second stage. Effectively you can actually get MORE rates out of limiting it to 2 high since it has a higher chance of growing to height 2 than 3. You can basically get 2 or 3 sugar cane per seed cane from harvesting at 2 high in the time it takes to grow the 3rd stage. So your loss is negligible at best or non existent at worst. Bamboo is the only thing that sees a substantial decrease in rates since it simply grows faster
@TheRealYeller mine works with loaded chunk, you have to activate chunk loader and machine. If you dont activate it its in static state and dont breaks.
Testing on 1.21.3 you can save a lot on rails. The sections where you have rows of 3 rails you only need one row of 3 rails.
That's good to know! All of my testing has only been on 1.21.1, and I didn't even think to try reducing the rails even futher :)
@@TheRealYeller You still need one rail under each observer to make the module above function but you only need the one not all three.
this is really cool! I first saw the original Tango design when I still played on phone, where the observer reading the bottom came doesn't work. It's really cool to now see a more lag efficient farm, even if it's quite a bit bigger per slice
I generally use the Impulse version of this farm. Using rails and observers is a pretty cool addition. Gonna mess around with this now
Great video and congrats on hitting 900
Thanks so much!!
I just built Tango's version a few days ago 😮💨. Oh well, I'll update when I make changes to it next. Cool design!
Edit: English is hard.
Try replacing the iron bars with wood fence gates. The farm loses a small number of drops because fences and panes connect to the piston head and glitch the item out.
That's a great idea! I'll have to experiment with that in a future video
Great little update to a really good farm. Now It Will be more lag efficient than It was
Unrelated to the video (I haven't finished it yet), but I noticed we have the exact same subscriber count at the time of writing this comment lmao
cool design. tho i think if this could be made observerless, it could be even more lag efficient
edit: wait maybe i might be missing something since dustlessness reduces less lag than observerlessness
why not move all observer down by one block and power piston directly?
Oh no! You said this would come out and I JUST TODAY decided to build another design, because I needed too much bamboo 😭 I'll use it for sugar cane instead!
Any bonemeal based design is gonna be much faster and much more efficient. Due to sheer rates from bonemeal, it actually comes out to a better lag efficiency for a small bonemeal based design over a scaled up passive design :)
@@TheRealYeller Whatever works on a paper server, haha
Way more expensive for survival with all those rails and observers. Less compact. Also the addition of many observers makes lag reduction from dust removal questionable
What shader are you using?
Complementary Unbound
Is the texture pack Faithful?
Vattic's Faithful 64x :)
Could u replace the glass with note blocks and only use one rail line?
You most certainly can. Only reason i didn't include it like that in the final build is because it requires more redstone dust in total when using note blocks since you get 6 rails with one dust in the crafting recipe. Another reason was to keep the total different blocks as low as possible so its as easy as possible to manage your inventory while building this at a big scale
@TheRealYeller yea u are right, but I think it is cheaper and a bit less of a pain to build than rails
How is this "lossless" though if you are forcing the bamboo or sugarcane to only grow to a height of 2 and you are only breaking them when one on the bottom grows to the height of 2? You are losing all of the ones that could have grown and you are allowing many to stay grown, waiting to be broken long enough that they are preventing growth on that plant. If you allowed it to grow to a height of 3, all the possible drops that have a chance of being collected would be more than the amount lost due to your restrictions
Lossless just refers to no items despawning dude. You're talking about a loss in EFFICIENCY, which is true, but i never claimed it didn't. In fact, that was specifically how it was designed. Lose some efficency for better LAG efficiency and compact-ness. Lastly growing sugarcane to a height of 3 doesn't increase drops by enough for it to matter. Sugar cane works like how copper ages and doesn't want to grow to the 3rd stage when there is sugar cane still needing to grow to the second stage. Effectively you can actually get MORE rates out of limiting it to 2 high since it has a higher chance of growing to height 2 than 3. You can basically get 2 or 3 sugar cane per seed cane from harvesting at 2 high in the time it takes to grow the 3rd stage. So your loss is negligible at best or non existent at worst. Bamboo is the only thing that sees a substantial decrease in rates since it simply grows faster
@@TheRealYeller wow, very well put. Okay that makes sense
Does it work on bedrock edition
No. this uses BUD mechanics to power the pistons
Ok
Dont think this is the best, you can use a pattern with a flying machine what is more efficent.
flying machines break constantly
@TheRealYeller mine works with loaded chunk, you have to activate chunk loader and machine. If you dont activate it its in static state and dont breaks.