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Gullopolis Sugarcane Farm

The next big farm on the sky city is a sugarcane grinder. There’s a few other farms built before this, but I haven’t filmed them yet lol…I have a new computer ready to set up which will allow for better recording.

This shop is big for a few reasons. First, we have elytras, so we need rockets. We have unlimited gunpowder from the mob grinder, and we consume rockets like mad, so we need paper. Also, we use paper to trade with librarians. It’s a pretty good resource, and it comes fast and easy.

Enjoy!

Pranking that boy of mine…

Lucas has started pranking me. He encases me in cobblestone, he brings me down to half a heart…kid stuff. Well, he loves slimes, his skin is a rainbow slime, his house is made of slime blocks, and his birthday is tomorrow…

I have encased him with 21 dispensers (I had them already made instead of droppers) with a rapid redstone clock on them, charged by a T-flip-flip connected to a ring of heavy pressure plates. There’s a repeater to lock the circuit on once he triggers it.

Once his little rear end moves, he’ll be attacked by slimeballs from every possible angle. Happy birthday bub, welcome to the big leagues.

The Gullopolis Villager Trading Hall

A bunch of the previous farms have been building to this. We have the mob grinder, which makes bones, which make bonemeal, which makes bone blocks. It also makes rotten meat and string. We have our iron farm. We have our villager breeder and carrot farm. What do all those do when combined?

They make an ELABORATE and DENSE villager trading hall. I’ve crammed 147 villagers (10 of each of the primary 12 types, then 27 librarians) into this hall. Each villager is a master-level trader. Each armorer, toolsmith, and weaponsmith buy iron ingots, meaning every trade reset cycle I can sell 22.5 stacks of iron ingots from the iron farm. The shepherds buy string, the clerics buy rotten meat. I also have an AFK fishing farm which produces tons of cod…every farmer buys cod. We have paper, chicken, feather, leather, kelp blocks, pumpkin and melon farms too, but the amount of work means I haven’t needed to resort to those for sales. The big thing though is the librarians; some of the books are VERY expensive (Efficiency V is 63) but I can buy EVERY top-level enchanting book in the game here. I thought about zombifying/curing them, but that only works for 1 player and I can generate emeralds at a fast enough rate that it doesn’t matter.

This was an IMMENSE amount of work, ESPECIALLY grinding the librarians out. That being said, this is an EXCESSIVELY useful farm. What is now fully renewable?

  • All Diamond Tools
  • All Diamond Armor
  • Quartz Blocks
  • Redstone
  • Lapis
  • Glass
  • Arrows (including specialty)
  • Glowstone
  • Golden Carrots
  • Polished Stone
  • Item Frames
  • Paintings
  • Saddles
  • Name Tags
  • Experience (Bottles o’ Enchanting)
  • Lanterns
  • Bells
  • Shields
  • Bows
  • Crossbows
  • Fishing Rods

That’s not counting the various wools, terracottas, glazed terracottas, and countless other nonsense. It’s an intense farm but I’m super proud of the way it looks. The ONLY thing left to do is get more brewing stands; since we haven’t gotten to a fortress yet, I’ve used the 5 I’ve found in villages to get my clerics up to snuff.

The Gullopolis Villager Breeder, Carrot Farm, and Honey Farm

A big piece of my goal for a city is a villager trading hall for ultimate item grinding, PARTICULARLY librarians for enchantments. To do this, we need a villager breeder. I am using ImpulseSV’s design (https://www.youtube.com/watch?v=VTseLpa9Iyc), though even since 1.16 it has to be heavily modified (and still doesn’t fully work). Additionally, in order to grow the carrots faster AND get honey, I built a spidery honey farm over the top based on 8 instances of Wattles’ design here: https://www.youtube.com/watch?v=lmGs-7y7G3M

This has been through a million iterations for a few reasons. First, I had to reroute the pistons to refill the bottles in the dispensers so they didn’t lock with the red stone. Wattles design uses locking hoppers with 4,4,5,5 items, and that doesn’t work…it has to be 1,1,1,1 for the non-filter items. I battled getting the villagers to breed…first I need an airspace for stuck bees to come back into the chamber, then I need to solve villager mgmt. Sometimes a baby gets into the farm, grows up, and essentially stops the breeder (since the all 4 beds are occupied). I need to carefully slaughter that guy. Also, if the trapdoors are placed wrong, the villagers can’t path find to the bed so breeding doesn’t happen…which is terrible since then the villagers eat ALL the carrots and I get none.

In the end I got it working, but I’m constantly iterating to get the villager escape problem solved in a better way. For now it works well enough and I got plenty of villagers and continue to get tons of honey and carrots.

The Gullopolis Mob Grinder

We needed a mob grinder. We use a lot of string, and TONS of gunpowder. I use a lot of bone blocks, and we can sell string and zombie meat in the Villager Trading Hall (which will be shown soon). A general purpose grinder is needed, and though in 2-world I build a giant mess of one, it never performed well whereas this fills up 12 double chests in a matter of hours.

This has 2.5 block tall platforms which get flushed by dispensers powered by an observer redstone vertical line.  It’s on a timer circuit which allows 30 seconds for spawning and 10 seconds for flushing; you can see the circuit design and discussion here: https://www.reddit.com/r/technicalminecraft/comments/ib8kho/can_i_simplify_this_redstone_circuit_it_pulses_on/

Originally mobs were killed by fall damage, but then I realized I missed armored mobs with that (and wasn’t gonna raise the whole thing 10 blocks after it was already built), so then I added magma blocks, but witches just kept drinking fire resistance potions and living…so it’s a magma block donut with an entity crammer in the middle.  Witch eventually wanders into the hole, DEAD.