Info
For other types of farming see Farming A small crop farm. Farming refers to the systematic production of renewable resources. It is usually used to get blocks, food, experience and more things. Specific types of farming include: Contents 1 Mob Farming 2
Growth mechanics
Melons Melon Type Food Restores 2 () Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 360 hex: 168 bin: 101101000 Name melon See the edible melon. For the block, see and pumpkins Pumpkin Transparency Partial (blocks light) Luminance No Blast resistance 5 Tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data value dec: 86 hex: 56 bin: 1010110 Name pumpkin See the pumpkin block. For use essentially the same mechanics for growth and can be easily farmed with the same techniques. Once the plants are mature, they will provide a steady supply of fruit for your needs.
- To begin farming, seeds must first be found:
- Pumpkin and melon seeds can both be found in minecarts with chests Minecart with Chest Type Vehicles Durability N/A Renewable Yes Stackable No Internal ID PC: 43 PE: 98 Network ID PC: 10 Entity ID chest_minecart Drops 1 Minecart 1 Chest plus contents Health points 6 () inside abandoned mineshafts Abandoned mineshaft Biome Any Consists of Wooden Planks Fence Rail Torch Cobweb Dirt Monster Spawner Minecart with Chest Can generate post-generation No First appearances See history "Mine" redirects here. For information about mining, see Mining.
- Pumpkins can be found growing "wild" in any biome A river bisecting a jungle biome. At the top right is a forest. A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right. “ In case you with grass.
- Melons can be found growing "wild" in jungles A river bisecting a jungle biome. At the top right is a forest. A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right. “ In case you .
- Pumpkin seeds can be crafted using a pumpkin.
- Melon seeds can be crafted using melons (called melon slices in console edition) that drop from melon blocks.
- The growth rate of melon and pumpkin stems and the spawning of melon and pumpkin fruit is determined by the same growth rate algorithm as for wheat, carrots, and potatoes. The stem itself has 8 phases of growth until maturity. Bone meal Bone Meal Type Wool dyes Durability N/A Renewable Yes Stackable Yes (64) Data value dec: 35115 hex: 15F15 bin: 10101111115 Name dye 15 Bone meal is a material that can be used as a dye as well as may be used to accelerate growth.
- The attempt to grow a fruit happens when the mature stem would grow again (to "phase 9") and is not already adjacent to an instance of its fruit. First one of the four sides is chosen, and if this space is suitable (empty with dirt Dirt Transparency No Luminance No Blast resistance 2.5 Tool Renewable No Stackable Yes (64) Flammable No Drops Itself Data value dec: 03 hex: 3 bin: 11 Name dirt See Dirt. For the similar block, see , grass Grass Transparency Yes Luminance No Blast resistance 0 Tool Renewable Grass, Fern, Double variants: Yes Shrub: No Stackable Yes (64) Flammable Yes Drops Seeds (0–1) Data values Grass, Fern or Shrub dec: 31 hex: 1F bin: 11111 Double , podzol Podzol Transparency No Luminance No Blast resistance 2.5 Tool Renewable No Stackable Yes, (64) Flammable No Availability Mega Taiga Drops Dirt (1) Data values PCPersonal Computer edition dec: 32 hex: 32 bin: 112 Pocket edition dec: 243 hex: F3 bin: 11110011 Name , or farmland Farmland Transparency PC: Partial (Blocks light) PE: Yes Luminance No Blast resistance 3 Tool Renewable No Stackable Yes (64) Flammable No Drops Dirt (1) Data value dec: 60 hex: 3C bin: 111100 Name farmland “ Want to live beneath) the fruit is created. Bone meal will not force fruit production.
- Thus, hydrated farmland Farmland Transparency PC: Partial (Blocks light) PE: Yes Luminance No Blast resistance 3 Tool Renewable No Stackable Yes (64) Flammable No Drops Dirt (1) Data value dec: 60 hex: 3C bin: 111100 Name farmland “ Want to live adjacent increases growth rates of stems and production rate of fruit, having the same stem type adjacent to the stem (unless in rows) reduces growth rates and fruit production, light level 9 in the block above the stem is required for any growth, etc.
- The maximum probability of fruit production from a single stem would therefore require a stem in hydrated farmland with hydrated farmland on all eight sides, with four of those farmland blocks remaining unplanted (the corners may be planted with some other crop). Practical farms will often accept reduced per-plant production rates (⅔, ⅓, or even ⅙ of the maximum) for greater space efficiency and ease of harvest.
- Both sorts of fruit will revert farmland below them to dirt when they grow. Pumpkins can most easily be harvested with an axe Axe Type Tools Durability Wood: 60 uses Stone: 132 uses Iron: 251 uses Golden: 33 uses Diamond: 1562 uses Renewable Yes Stackable No First appearances See History Data values See Data values Name See Data , and will drop whole as items. Melons can be broken quickest using an axe. They will also break faster using a sword, but at the cost of double durability. While melons grow as blocks, the melons are broken into 3–7 slices by harvesting (unless a Silk Touch "Flame" redirects here. For the non-solid damage-dealing block, see Fire. “ How does enchanting work in Minecraft? Well, you open a magical book and pick a random spell, not quite sure knowing what it will tool is used). In both cases, the harvested fruit can be crafted Crafting is the method by which many blocks, tools, and materials are made in Minecraft. In order to craft something, players must move items from their inventory to a crafting grid. A 2×2 crafting grid back into seeds. Harvesting mature stems will also produce seed (1–4 per stem), but it is faster to wait for the already-mature stem to grow a fruit than to regrow a mature stem from seed.
- ↑ Each chunk Visualization of the ground portion of a single chunk. The entire chunk extends up to a height of 256. Chunks are 16 × 16 × 256 segments of the Minecraft worlds. Contents 1 Generation 1.1 has a 1/32 chance of attempting to spawn pumpkins when the chunk is generated; a random point is chosen and 64 attempts are made to find a random air block with grass beneath in a 15⃗15⃗7 region around the point in which to place a pumpkin. Note the random point could be far in the air or far underground, greatly reducing the chances of pumpkins being able to be placed.
- ↑ For each jungle chunk generated a random point is chosen and 64 attempts are made to find a random replaceable block (e.g. air, long grass, or vines) with grass beneath in a 15⃗15⃗7 region around the point in which to place a melon. Note the random point could be far in the air or far underground, greatly reducing the chances of melons being able to be placed.
Videos
Manual farms
Here are some suitable layouts. The percentages given are space efficiencies. Parenthesized values are theoretical maximums, which assume that there are free blocks surrounding the farm for the border plants to place melons. The maximum possible efficiency for any melon or pumpkin farm is 50% (one fruit per stem). Spaces where a fruit can occupy two or more stems will reduce the efficiency and yield. Question-mark blocks indicate that anything could be put in that spot—perhaps lighting, or other crops such as wheat Wheat Type Food Durability N/A Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 296 hex: 128 bin: 100101000 Name wheat See the food item. For the planted seed and the wheat , carrots Carrot Type Food Restores 3 () Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data values Block dec: 141 hex: 8D bin: 10001101 Item dec: 391 hex: 187 bin: 110000111 Name Block carrots Item carrot This article is , or potatoes Potato Type Food Restores 1 () Cookable Yes Renewable Yes Stackable Yes (64) Experience Cooked: 0.35 First appearances See History Data values Block dec: 142 hex: 8E bin: 10001110 Item dec: 392 hex: 188 bin: 110001000 Name Block potatoes Item potato . You will probably want to cover the water with a slab Slab Transparency Double slab: No Single slab: Partial (blocks light) Luminance No Blast resistance Wood: 15 Stone: 30 Tools Renewable Stone: Yes Wood: Yes (except Fake Wood) Cobblestone: Yes Stone Brick: Yes Purpur: Yes Quartz: , a lily pad Lily Pad Transparency Yes Luminance No Blast resistance 0 Tool Any tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data value dec: 111 hex: 6F bin: 1101111 Name waterlily The lily pad is a short, flat , or a carpet Carpet Transparency Yes Luminance No Blast resistance 0.5 Tool Any tool Renewable Yes Stackable Yes (64) Flammable Yes Drops Itself Data value dec: 171 hex: AB bin: 10101011 Name carpet Carpets are thin blocks which are mainly used .
If you just want a quick, compact farm, use design D below. C and D have slightly lower efficiency, but both fit on a "standard farm plot", and are easy to harvest. Of those two, D likely has a faster growth rate due to the separated rows of stalks, but the middle row should not be open dirt/grass or farmland (or more stalks), because any fruit spawned there can tie up two stems. For C, the middle row can be anything except more stalks, for the same reason.
Design A is slightly larger and maximizes space efficiency. It can be tiled for larger farms, but alternate rows should be mirrored top-to-bottom to keep the efficiency. Design B is least efficient, but fits in a slightly smaller plot.
Very large farms
Most of the above farms can be tiled to make larger farms, though in some cases, alternate rows or columns of the plots should be flipped for best results. This farm represents an expansion of design A (turned sideways), with the left column of plots reversed. (It also shows the farmland border for the whole farm.) The basic plots could be repeated further, expanding the farm in units of 9ℂₗ9. Note that this design aims to make sure that each fruit only occupies one stem - as it increases in size, the efficiency approaches 49%
Multi-level farms
While the above designs all use one layer, the most efficient (49.38%) 9⃗9 farm can be created by using two layers. Design is based on design D, and cobblestone indicates spaces that will be covered (with dirt) by the layer above.
When replicated over a larger area, design G has spots where you will need to jump. Design H avoids that but keeps the same efficiency. For design H, the water source must be placed with care so that it won`t spread into the "corridors". Be that as it may, if there is the usual pit in the bottom layer (and matching hole above), the source block can be placed against one of the upper blocks, or 2 blocks above that layer. The position of the melon stems and dirt/grass/farmland blocks in the two farming layers can be swapped without losing efficiency.
Rapid-harvest farms
The above layouts are optimized for high efficiency, at the cost of speed. They work best for infrequent harvests, with plenty of time for the field to regrow in between. For frequent harvests, the first following layout may be better suited; if harvested once per day-and-night cycle, it yields about 17 fruits per harvest (as opposed to about 13 fruits for the above designs). The second layout goes even further in that direction⃢₀ₔit does not use space efficiently, but instead gives each stem 2⃢₀ₓ4 potential places to spawn a pumpkin or melon, encouraging quicker initial growth at the cost of a clumsier design and reduced long-term yield.
Semi-automatic farms
Melons and pumpkins are both "dropped" when a piston of any kind pushes them, leading the possibility for auto-harvesting melon farms. A simple Auto-Harvester would be made by placing an upward-facing sticky piston Piston Transparency Yes Luminance None Blast resistance 2.5 Tool Any tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data values See Data values Pistons are blocks capable of pushing most blocks, depending on under each farmland block reserved for melons. Alternately, regular pistons can be used (refer to Design 8 to see how). When the pistons are powered, they destroy all of the melons for pickup by the player. Using this technique, one can make a semi automatic farm as shown here See user created tutorials. For survival mode tutorial hints, see Tutorial hints. For the tutorial world in the Console Edition, see Console Edition tutorial. The below list contains tutorials describing various factors , but it will take up extra space for the mechanisms. A farm can be made fully automatic by using a timer to harvest the melons and using hoppers to pick up the drops (this is also shown in Design 8).
Design 1
This design requires only 1 piston per pumpkin stem, and doesn`t require a bud switch. This pumpkin farm fits within a 5x5 area and is simple to build.
Jioge`s fully automatic farm Video (view on YouTube) |
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Design 2
The following melon/pumpkin farm is completely modular and uses a dropper/hopper combo to detect melon growth. Believed to have the highest efficiency of the fully automatic farms.
Fully automatic modular melon/pumpkin farm. Video (view on YouTube) |
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Design 3
To make the auto slicing melon and pumpkin farm, you need to first find a small, flat area to build in. Start by placing a water source with a bucket Bucket Type Tools Durability N/A Renewable Yes Stackable Yes (16) First appearances See History Data values PC: dec: 325 hex: 145 bin: 101000101 PE: dec: 3250 hex: 1450 bin: 1010001010 Name bucket See the item. For the server , and tilling the grass nearby it.
Then, block all but one sides with any block, where the stone bricks are in the image to the right. After that is done, place a sticky piston two blocks below the area you did not cover. Place any solid block where the grass block is shown, and connect it to a redstone torch Redstone Torch Transparency Yes Luminance Yes, 7 (when on) Blast resistance 0 Tool Any tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data values See Data values Name See Data values This article , make sure it is facing the same direction as the picture is.
After that, place a redstone repeater Redstone Repeater Transparency Yes (partial) Luminance No (7 when powered, in Pocket Edition) Blast resistance 0 Tool Any tool Renewable Yes Stackable Yes (64) Flammable No Availability Survival, Creative Drops Redstone Repeater (1) Data values facing away from the redstone torch and pointing towards where your melon/pumpkin will grow. Make a loop around the perimeter with redstone, and the occasional repeater may be necessary, depending how large you are making the structure. The note block seen in the bottom right of the image is optional, it just makes sound so you notice the plant being harvested.
An additional featureSpecial attraction for ease of collecting is to push the pumpkin item or melon slices into a canal. To do this, wire the underground piston`s power to power another sticky piston one block above the plant and a block away opposite the water and put a block on its arm (using just the piston arm to push could cause the item(s) to not be pushed). A delay may be necessary for this piston to avoid bugs involving pushed blocks becoming unstuck. Make sure to put a longer delay on the repeater going into the pumpkin or melon. Additionally, several blocks must be placed to ensure each item has nowhere to go but into the water.
After you finish, plant the melon or pumpkin seeds (If you already haven`t), and wait for your first harvest.
Design 4
This farm is very small, no sticky pistons and 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.
Small, simple, sticky piston free melon/pumpkin farm. Video (view on YouTube) |
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Design 5
This design is lag-friendly and uses the observer Observer Transparency Partial Luminance No Blast resistance 17.5 Tool Renewable No Stackable Yes (64) Flammable No Drops Itself Data values PC: dec: 218 hex: DA bin: 11011010 PE: dec: 251 hex: FB bin: 11111011 Name observer An observer is a block 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.
Micro Pumpkin & Melon Farm for 1.11+ Video (view on YouTube) |
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Design 6
This design is similar to design 5. This is how it works. You have 2 stems like this; A = Air; S = Stem; SAS; you can make both stems melon, both pumpkin, or one melon and one pumpkin. beneath the empty air block is any block a melon/pumpkin can grow on, and behind that space is an observer block. Have the observer be wired up to a regular piston pointing towards the air block and on top of it. Then have a hopper beneath it that will collect the melons and put it into a chest.
Design 7 - Stackable
The following design sacrifices space efficiency in order to fully automate harvesting and allow massive expansion: The tower can be expanded up to the build limit and/or down to bedrock, potentially yielding nearly a thousand growing spaces per tower.
The total area of the farm is 13 blocks by 7 blocks, with alternating piston and farm layers. Its height is 2 blocks, plus 2 more for each "crop layer" of 8 growing spaces. It will use 16 dirt, 8 jack-o-lanterns, or glowstone, 8 iron, 28 redstone, and at least 50 generic blocks per crop layer, plus 10-13 extra redstone and 43 blocks for the build as a whole.
The farmland is hydrated by water flowing down from above. A pressure plate at the end of the collection area on the bottom activates a redstone torch tower, which in turn activates each piston layer. The harvest falls down the empty middle area into flowing water at the bottom layer, and is channelled to the player standing on the pressure plate. Notes:
- To speed up collection, place ice blocks under the watercourse.
- The farm can be lit from within by glowstone as shown, or much more cheaply by jack-o-lanterns. Unfortunately, you can`t place a jack-o-lantern directly onto a piston, so if you will need to put temporary blocks in place of the pistons, put the jack-o-lanterns on top of those, and then replace the temporary blocks with the pistons.
- The pressure plate can be replaced with a hopper or two, leading to a chest or two south of it. Then the redstone can be triggered with a switch anywhere along its length. Be that as it may, a sufficiently tall farm may produce enough goods to overwhelm the hopper. (750 items⃢₀ₔcall it a dozen stacks⃢₀ₔwill take 5 minutes to absorb, so additional stacks may expire. Twenty or so levels of melons could do that, or most of a hundred levels of pumpkins.)
To build the farm:
- Start with the base layer, which is a modified farm layer. The farmland squares should be planted with your seeds, while the dirt is where pumpkins or melons will grow.
- If you are using jack-o-lanterns for light, remember the temporary blocks as noted above.
- Place a piston layer on top of that. This completes your first crop layer, and for the bare-minimum "tower", you could go on to the cap and water layers from here. More likely, continue to:
- Alternate farm and piston layers, as many as you want. Each pair is a crop layer. This is the expandable section, and you are limited only by resources.
- After the last piston layer, build the cap layer instead of another farm layer. The black wool indicates temporary blocks (any solid, non-falling, block will do) which you will remove after placing the water on the top level.
- Last of all, build the top layer, place the water, and mine out those temporary blocks. For the top-most layer, all the water blocks are sources. (The Art of the Bucket will assist in filling them quickly.)
Schematics:
SchematicHelp
Base Layer
Piston and Farm Layers
Cap and Water Layers
This design is based on the following video:
Design by Panda4994 Video (view on YouTube) |
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Design 8 - Using Regular Pistons and A Redstone Timer
Multi-Crop Farm Design Video (view on YouTube) |
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Fully automatic farms
These farms require no player interaction for the harvesting and collection of pumpkins or melons after being built. Fully automatic farms require pistons and redstone to function, and are generally more expensive to build than manual or semi-automatic pumpkin and melon farms.
Farms are triggered automatically in one of three ways.
- A system based on time. Either a redstone/hopper clock or a daylight sensor.
- Bud switches that detect when an adjacent block updates.
- A simple redstone circuit that completes when a pumpkin or melon grows.
Pumpkins and melons are collected in a combination of the following.
- Water streams.
- Hoppers.
- Hopper minecarts.