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Using Science to Design a MAXIMUM Efficiency Iron Farm

Apr 08, 2024
This is what a million

iron

ingots per hour looks like, but before we get there, let's start at the beginning. Iron

farm

s are one of the most basic and essential

farm

s in Minecraft. Almost everyone has created one, but have you ever wondered why there are so many? different variations of

iron

farms and to what extent the

design

differences really make a difference. Well, this was a series of questions I kept asking myself, so I decided to find out that I also wanted to take the iron farms as far as possible and see if it was 100% efficient.
using science to design a maximum efficiency iron farm
Farm was possible and how difficult it would be to build the results may surprise you as they did me. In the end, this trip gave me a perspective and understanding that I didn't have before taking it and I hoped to share that with you. My goal is that after this video you will have a detailed look at all aspects of iron farm

design

, understand the real impact of design decisions on the game, and be able to design your own highly efficient iron farms that They adapt to any situation and, finally, we will have some. of fun and boost iron cultivation to the

maximum

.
using science to design a maximum efficiency iron farm

More Interesting Facts About,

using science to design a maximum efficiency iron farm...

I would like to point out here that I am well aware that there are many more talented people than me who have videos covering iron farm design, still, after researching this topic extensively, I still have more questions and as a result, this video is aimed at an audience like me, my ambition is to answer all the questions and cover all the perspectives that I myself was wondering about, even after seeing and reading the existing material, okay, with all that out of the way. We start well with the basics, so there are some rules behind all Iron Farms?
using science to design a maximum efficiency iron farm
There are two ways to spawn a Golem with the villagers gossiping or with the villagers panicking. Gossip is really only useful for peaceful mode, so we'll skip that one entirely as it's much slower than panic arms with panic farms, you need three villagers, they must have slept in the last 20 minutes and be panicked, i.e. scared by a zombie or other valid mob, must ultimately not have detected the presence or summoning of an Iron Golem in the last 600 ticks of the game or 30 seconds after these conditions have been met, a villager you can try to summon an iron golem which you must then have a valid spawn point to spawn.
using science to design a maximum efficiency iron farm
It's pretty simple, but there are a few more details that we'll delve into later in the video. Using these rules we can calculate our theoretical

maximum

iron cultivation rate. A maximum of one Iron Golem can spawn every 30 seconds. There are 3,600 seconds in an hour divided by 30, which gives us 120 Golems per hour. Golems throw four irons on average, so the theoretical maximum. is 480 iron ingots per hour on average per group of villagers to achieve this minimum maximum rate, a couple of conditions must occur first, exactly 600 game ticks or 30 seconds after a villager has spawned a Golem, the next Golem should spawn second, immediately after the Golem has spawned.
It will disappear and finally the villagers will be able to sleep, but they will sleep without interrupting the cycle of generating a Golem every 30 seconds. If all these conditions are met, in theory the maximum will be reached, but the big question now is how to achieve it. at least get as close as possible to all these conditions, so I think maybe the best way to talk about maximizing

efficiency

is to start with a fairly inefficient farm, i.e. this is a very simple but not very efficient farm with 317 ingots per hour is about 66 of the maximum so let's improve it but before we start I just want to know but there is nothing wrong with this Farm or

using

this Farm we are trying to maximize

efficiency

in this video to learn about Farm Dynamic not to tell you to nobody. how to play the game In almost all cases, a less than the most efficient farm is the best solution you would like and let others do the same, so with that said, let's jump right into it to increase the efficiency of this farm.
Let's start with the biggest one. Hit the bottle improving the kill time with this farm, we have plenty of time to kill the Ersticulum spawns, then you need to be transported to the lava and then it takes a full 12.5 seconds to kill the Golem. The reason this matters is because of the fourth spawn condition: the villager must not have detected the presence or summoning of an Iron Golem in the last 30 seconds or 600 ticks of the game to summon a Gola. Detecting a summon is easy when the Golem is summoned by one of the villagers in the group.
It starts a countdown of 600 ticks for the entire group, but when it comes to detecting the presence of the column, it's a little more complicated. Each villager scans an area of ​​33 by 32 by 33 blocks centered on him at a random time every 200 game ticks or 10 seconds. If during the scan a Golem is detected then the 600 tick cooldown timer is reset, this is clearly demonstrated with this Farm here

using

the Nembomb carpet mod, we see the Golem's cooldown timer. Here you see that all the villagers have different cooldown times, that is due to Iron. Golem detection, if it were due to summoning alone, the cooldowns would all be the same because they would detect the same summon, but here they are different because they detect the Golem after summoning at random times for each individual villager.
Okay, so let's get on with this. With just a little math using some geometry and basic assumptions, we can calculate that the Iron Golem will generate on average about two blocks from the lava. The water pushes mobs at 1.4 meters per second, so we can round up to about 1.5 seconds for the water to push the Golem into the lava and then an additional 12.5 seconds for the lava to kill the Golem, which roughly equates to a time to death of 14 seconds on average. What this results in is a high chance of resetting the Golem's spawn cooldown timer, but the real question is how well, this is where another detail is important: the spawn attempt timer, we see here that there is a 100 tick countdown, this is a timer for the spawn attempt, when it reaches zero the villager will attempt a summon as if all other conditions pass, what this means for Our discussion is that the time between spawns will only increase by steps of 100 ticks or 5 seconds, even if detecting the Golem only increases the cooldown timer, say like two seconds, the actual impact will be five seconds due to the spawn attack timer, so what does this mean?
Well, to simplify it, let's visualize it as a timeline. We can make it even easier by breaking it down into five-second intervals to indicate the appearance of any cooldown reset on Tap. Within these ranges they will be rounded up to the next five second step, so remember the The villager scans every 10 seconds, but at random times, which is a sign when the villagers are charged, for example if the time is 8 seconds , it will scan at 8 seconds and at 18. In this example, the villager will increase the cooldown. time by 8 seconds and increase the time between appearances by 10 seconds due to the 5 second step.
Now let's see if the villager's scan aligns with three seconds, then it will scan at 3 seconds and at 13 seconds, so in this case the time between spawns will increase by 15 seconds due to that second scan at 13 seconds, so For our example, here are the zones that will increase our time between spawns by different amounts. The first four seconds increase the time between spawns by 15 seconds due to that second scan. the next second increases the time by five seconds and scans between 5 and 10 seconds increase the time by 10 seconds, so we can now calculate the expected impact on efficiency using probabilities.
Remember that we must consider that there are three independent villagers, so the probability that at least one of the three villagers scans 4 seconds or earlier is about 78, the probability that all three villagers scan between four and five seconds is about 0 .1 percent or in this case we are just going to round the rate to zero, the rest of the possibilities is then approximately 22 percent of the time, so 78 of the time the timer will increase by 15 seconds 22 times the timer will increase by 10 seconds, then we can add them up to get the average time between spawns of about 14 seconds, which is roughly equivalent to an efficiency of 32 reduction or just from this factor a farming efficiency of about 68 which is not very good, but is pretty close to our efficiency measured in the actual game of 66 percent.
The difference between our calculated efficiency of 68 and the in-game measured efficiency of 66 is due to other inefficiencies. What this clearly shows us is that time to kill has a huge impact on overall arm efficiency. Hey, I just want to take a second to mention here that this video took a lot of effort and as a small creator, any support you show is very motivating for me personally and I appreciate it a lot, so if you want to support this video, please like and comment, if you want to support the channel, subscribe and if you're interested in joining what I hope will be a thriving community, check out Discord right now.
It literally has five people, so get in on the ground floor while you can. That said, thanks for the attention, now let's get back to the video, but if we continue with this topic, then the question is how do we reduce the time to kill, well, kill is. It's not really the right word, it's time to disappear, let's say we have the 33 by 32 by 33 box and as long as we remove the column from that box it won't be detected, so what's a good way to quickly make the Golem disappear? Well, gravity. or one, if the Golem appears on a platform one block above the villager's head then it is a 19 block draw to the bottom of the detection range and since the Golems are 2.7 blocks tall it is a 21.7 block drop out of detection range in Minecraft taking 1.3 seconds isn't bad, unfortunately we can't just drop the Golems directly, we need to spawn them on a platform and drop them out of the water, it's the most common way to do it.
The downside is that water is pretty slow compared to gravity, so most of the time. kill is actually with water if we have a one way platform eight blocks long then the approximate average distance to drop would be about 4.7 blocks 4.7 divided by 1.4 it takes about 3.4 seconds to push the Golem plus a fall time of 4.7 seconds, this equals about an 85 percent chance of increasing the time between columns by 5 seconds, resulting in an efficiency reduction of 12.4, which is not so bad, but the question behind this video is: can we do better? Well first there are two small improvements to moving the spawn pad below the villagers, this results in an efficiency increase of around two percent so it's not a huge amount but it's something that the other improvement we can do is reduce the water push distance by shortening our generation platform.
Here is a graph showing the efficiency reduction for different generation pad lengths. You can see that the less distance the water has to push, the greater the efficiency or makes sense. Well, it's wrong or it won't be 100 wrong, but we're missing something important. When we decrease the length of the spawn pad, then we decrease the chances of an iron golem appearing when a spawn attempt occurs, the game selects a random column within the spawn area to see if it is suitable for spawning, if so , it generates two points, if not, it tries again for a total of 10 attempts, so if we reduce the size of the generation platform, then we increase the risk of all 10 attempts failing, which has a significant impact on the overall efficiency.
Using this equation we can plot the probability of spawn failures versus the number of blocks on the platform, we use a power of 30 instead of a power of three because the three villagers have 10 attempts. When we plot this as a graph, we see that at about 60 blocks the chance of build failures is negligible, but below that the impact can be quite significant to demonstrate, let's try to modify our example. the spawn pad is five blocks wide, if we make a water push distance two blocks long then there are 10 potential blocks that can be spawned and from the graph that is roughly a spawn success rate of 70 , this will decrease farm efficiency by about 19 when considering spawn success probability and time to kill together a reduction of 19 is not that bad, but it is worse than our 8 locks long Farm, which had a reduction of 13.6 percent when also taking into account generation success, so obviouslywe must consider the number of detectable blocks or it may have a significant reduction.
Impact The easiest way to increase the number of blocks that can be generated without increasing the time to kill is to increase the width of the platform. The spawn area is 16 by 16. So we can use a spawn pad up to 16 blocks wide if we then add impact. from the spawn success rate for different platforms in our water push length graph, it looks like this, as long as the spawn platform has enough spawn slots, IE is wide enough, the impact of spawn failures is not It is very notable, for example, our higher efficiency water boost. The shape is a 16 wide and two long spawning platform below the villagers, this will work with a very good efficiency of 91.3 percent, still I for one can't love the design of this farm just because, well, I'm paying and it's a bit ugly, although there is another problem.
By expanding the farm through Golem, the detection areas between villager pockets will overlap, meaning the chance of reducing Golem spawn rates increases substantially. We can solve this problem by spacing the farms further apart, but then they become more difficult to build and the harvesting system. It's going to be a bit messy and in the end it's just not very elegant, so is there another option? Well yes, but with a caveat: Nether Portals when talking about time to kill, there is no faster way than Nether Portals, there are a couple. of factors that make this job explode Iron Golems have a hit zone 1.4 by 1.4 wide;
A column spawns on a block next to a portal, their hitbox will overlap with the portal and they will be instantly teleported to the background. This will allow us to reach the time-to-kill condition for a maximum farm rate well. We can quite easily space the portals two blocks apart and they will still work one hundred percent of the time, as long as we keep enough spawnable blocks, the spawn probability will be close to 100 and our time to kill will be almost zero, but I mentioned a warning. and there's a big one: a setup like this has the potential to cause a bit of lag, especially on servers that said setting up in a single-player world with a decently modern computer like mine would be fine, for the sake of a good video structure.
We will first come back to the delay issue later. First I want to finish our discussion on designing a cap rate farm. Here we have a very nice single unit farmhouse. The time to kill is approximately zero and we have many spawn slots that give us a spawn hit. 99.9999 success rate and 10 nines percent more success rate on the lower side, we have a lava blade and some hoppers, so we should be set up for a maximum rate farm, this is where the most reasonable people get will stop with this farm. Efficiency of 98 to 99 most of the time is pretty good, although it's not the focus of this video for these last two percent efficiency optimizations, we need to look very deep into our rules and see what's happening with these two in particular. rules the first time. one we've covered extensively with time to kill, but the second we haven't even mentioned that villagers need to be able to sleep but that shouldn't interrupt the spawning cycle, meaning villagers need to sleep every 24,000 ticks or 20 minutes, but They need to do this while the Golem's cooldown timer is on, not during spawn attempts, so now we're discussing our scare method.
Here we have a very simple setup, a bouncing zombie, this is pretty cool because there is no Redstone, the idea is that he is a zombie. most of the time he has a line of fight with the villagers, i.e. he is scaring them, but for a small period of time the zombie breaks the line of sight so the villagers can sleep, it is easy to see how this will cause inefficiencies, there is a small chance that the zombie will break a line of sight at the same time as a spawn attempt when this happens, it will skip that attempt and increase the time between Golem spawns by five seconds for that particular attempt again, we're talking pennies here , this is not a huge impact, but it is something so can we do something better?
Well yes, the obvious solution is to use a Redstone clock. Okay, let's pause here for a second. This is where I need to know something. This video was made in 1.18.2, though when it is being created. Version 1.19.2 has been released, the reason is because of a bug I found while making this video that increases the minimum time between spawns. In versions 1.19 I made a video explaining the details of this bug, so check it out if you're curious. The change has no impact on the general concepts discussed above or below, but would make the calculations and calculated efficiencies different.
The reason I decided to use 1.18.2 here is because I think Mojang will fix this bug, so newer versions will probably match the time discussed in this video, though, so be sure. to check the timing for whatever version you are working with. That being said, let's continue. The most common type of redstone watch is an Etho Hopper fabric, this will theoretically be better than bounce. zombie death chamber, but there is still a problem, this is an incredibly small detail that is almost imperceptible, but I feel like I need to explain it anyway and honestly defend why these details will have almost no impact on the farm, but I really think that Understanding even these small details will enrich the overall understanding, so bear with me.
Copper clocks can only count at Hopper's speed, i.e. Redstone ticks or eight games require one item. Our Golem cooldown timer is 600 game ticks. IE 300 Redstone picks so what we want to do is make the mob scary half the time and not scary half the time this means scaring 150 Redstone ticks and not scaring 150 Redstone ticks here is our problem 150 divided by 4 is 37.5 elements on the hopper clock, there is no such thing as half an element what this means is that we must use 37 or 38, but either way this causes the clock to go off with four Redstone ticks per cycle, those four Redstone ticks are added each cycle until the clock offset is enough to lose a very simple Python program scheduled generation attempt to simulate this and the results show approximately a total efficiency of 98.4 percent again, this literally reduces efficiency by 1.6 percent, so there's nothing to worry about, still, at this point my personal thought process was to try to develop a system that scares the villagers away. all the time and stops scaring the villagers for a short time during the night.
The problem I found was that there was no way to consistently detect when it is night. The daylight detector is influenced by the weather and a redstone clock would work if no one was sleeping. but every time someone slept, it totally messed up the clock and wiped out the farm completely. I will say that I think there is a solution to the daylight sensor weather problem that may be interesting to develop, so if anyone wants to take on the challenge, that would be fun. Still, I abandoned that solution for the moment, but we have another solution that is probably much simpler either way.
We use a precise clock, that is, a repeater clock. I looked up the name of this type and I guess it's called factorial stacking. clock, but basically we have a 25 tick clock here on a six lever clock, here they will not overlap until the 25 tick cloth has run a total of six times, when they overlap we will change the position of the piston 25 times, 6 is 150 ticks. so perfect, this Farm gives us that perfect Farm, we are looking for one hundred percent efficiency now that we have achieved what we set up and covered all the fundamental topics of Iron Farms or well, we almost still have the discussion about the portal lag , this is an important discussion.
Additionally, there are a number of iron farm designs floating around that don't take this into consideration and can cause some annoyance to players, especially if they are playing on a server. No, I don't want to pretend this is a topic. I know a lot. because I don't know, but from what I understand, the delay is mainly due to the loading of the bottom side of the portal. Lane every time an entity enters a portal, the game must link and load the underside. This process requires a good amount of game resources. In a single player game like this, the impact is not very noticeable for a farm of this size when played on a server, although it does become more noticeable and has the potential to disrupt the entire server if left unchecked, we can minimize the impact of this, although with a small adjustment, basically, abyssal portals have a property that allows the portal to remain charged for 15 seconds or 300 game shots after an entity passes through it, if an additional entity passes through it, it will extend this timer as long as we pass at least one entity through the portal more frequently than every 15 seconds, then the underside will remain charged and the delay will be minimized.
When can I achieve this by having three separate arms that spawn Golems offset by 10 second timers? This will give us a Golem approximately every 10 seconds. and keep the bottom side loaded I want to make it clear that this will still essentially act as a shard loader for the bottom side of the farm, meaning a player will be loading two Dimensions, which requires more resources for the game, so It's not a delay. free option but it is much better than loading the dimension every 30 seconds. I can't pretend to know the ins and outs of portal lag, but what I can do is try out the different fixes and show how they run on my computer so we have three Farms and one Overworld. just farm another farm with the Golem spawning at the same time i.e. the synchronized portal Farm that downloads and reloads in the Nether and finally a farm with the Golem spawning offset to 10 seconds, as you can see we made each of these farms with PODS of four villagers. on each layer and a Pillager as a scare mother in the middle, so after testing them, here are the performance numbers for all three Farms, the numbers are one millisecond per tick, the lower the number the lower the delay.
You can see that, as expected, only the Overworld. Farm has the best performance in the synchronized portal. Farm has the worst. Right now, you may be thinking that the Farm synchronized portal isn't that bad, as it only has 30 percent more milliseconds per tick, which is misleading, although we're not seeing it. The bigger picture now, if we add the millisecond per tick spike to the chart, then we see another story entirely, the spike for Overworld at the 10 second offset. The farms are almost the same, but for the synchronized portal Farm, the peak is much higher, so this shows that the portal farm must have an offset to avoid loading and unloading the lower one or they will cause a significant amount of lag each Approximately 30 seconds again.
Using a portafarm will still cause more lag than an Overworld-only farm, at least with one offset. us the best possible performance and will significantly increase the efficiency of larger scale arms, so how far can we go with this? Well, let's push it a little, honestly, this is where iron farming becomes kind of brain dead if you have a single capsule at maximum efficiency. Farm: You get 480 ingots per hour, if you want a higher rate than that you need to build more farms. You can go for the very simple farm, like the first aid farm in xo4, and build a ton of them and it will give you a lot of iron. well I really like this design and I'm a big fan of what enxo4 is doing, it's not my style personally.
I would even say that for me, even our Lord and Savior Nam bombs iron farm does not suit my taste, not because it is bad but because it is why and I prefer the tall ones. I think they are easier to make and fit into buildings and industrial districts, but that's just my preference, so here's my preferred design note that doesn't use the factorial stacking clock because while that clock is fun, it's kinda sucks in a real gaming app, instead we used a Redstone 100 tick repeater clock with a counting system I found through Mumbo and Jumbo.
This design is great, if I do say so myself, every time the watch presses the counter, it switches to the comparator. Open the hatch and the scaffold changes its appearance from the ground support. Scaffold supported on two sides. This visual change is detectable across the entire scaffold column with the Observer, so we can effectively send the signal to the building boundary vertically and remove it as many times aswe can. We would like the comparator to change the line every 10 seconds and each give a 10 second pulse, then we can build our platforms up and simply take an output from the observer that pulses the piston at each stage change this way we can toggle which scaffold column we take and we will go up forever with Good Portal restarting here we have a full column of Bedrock to build the limit, this works out to a little over 50,000 iron per hour, surprisingly this works decently well of course the milliseconds per tick are high, but that's only because we have so many entities that we can even duplicate it and it runs at 20 ticks per second with over a hundred thousand iron per hour more than anyone would need, but what happens if we push it further here is at 150,000 per hour. time is now running quite late as expected, but can we go further?
How about a million? We can do that? Well, yes we can, so this is what a million iron ingots per hour looks like, something like that, but not really in theory, this is what it looks like. I like it, but let's remove the leg after the fact with the replay mod, actually here we are very late and frankly unplayable, still, here there are 1 million iron ingots per hour, it is understandable by what has such a big impact on the game. the golems and the drops, but also the villagers and the raiders plus all the Hoppers, Redstone, etc., it's not practical at all, at least with my computer, we are now getting about two ticks per second, that is, the game just doesn't It can be played, but the point is that the concept is valid after increasing efficiency.
Iron farms are just the chalks of the arm. Bill Moore gets simpler, so it was a bit of fun and a proof of concept for something that, frankly, is absolutely useless. There is a practical conclusion: this farm is number three. or more layer designs are valid as a concept and a pretty decent max rake design. I have to admit that this farm, well, is not flawless, so the maximum rate is not entirely accurate. The quote-unquote flaw is that there is a small chance that a Pocket villager will detect other layers of Golems present even though death occurs very quickly.
If we say the Golem is there for one tick and a villager randomly scans every 200 ticks, then there is a one in 200 chance per villager, so the chances that at least one of the 12 villagers detects that the layer beneath the coulomb spawning is about 5.8 percent, this is per layer but does not include the bottom layer, so for a three layer farm there is about an efficiency of 99 which drops to about 98.6 when a full column is built due to this It may not be exactly a max rate farm, but close enough that you can continue to call it Max Ray and willingly spread that misinformation if you really want a Mac swap farm, all you need to do is space the layers more apart so that the layer below the villagers it is not detectable yet the more compact design will give you a very high rate that is more than enough for most players and is expandable for those of you who want to go crazy with it Anika, you ask what if I want ? my maximum speed arm without having to enslave so many villagers.
Well, a fair question here is my proposal to sign a single zombie farm with four pockets of villagers. We use a simple repeater claw to make the travel and pause time for each group of villagers 300 divided by 4 or 75 Redstone ticks, this means our clock is perfectly aligned with the Golem timer and allows us to generate a column exactly every 600 games per group of villagers. Since we spawn Golems, we minimize the delay in the same way as in our Stacking Farm, there is a very small chance that a villager will detect another group's Golem as we saw with large scale farms, but this is very rare and I never witnessed it.
If it happens, just reload the fragment and it will be fixed. This farm is, for all practical purposes, a maximum par rate, so after that I think we've finally covered it. Everything, if you made it this far you are absolutely Rockstar app and I really appreciate it, as mentioned before this video took a lot of effort so I really hope you enjoyed it, thank you very much for watching and bye.

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