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How to brush watermelon and pumpkin Minecraft watermelon and pumpkin planting tutorial

2024-12-17 06:04:06|Myriagame |source:minecraft skins

This is a tutorial on how to manually cultivate pumpkin and watermelon.For other farming crop tutorials, please refer to farming.

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Growth mechanism

Watermelon and pumpkin use the same growth mechanism, so they can be planted in the same way.Once they are mature, they will stably supply fruits to meet your needs.

Look for seeds

Before starting farming, you must find their seeds.You can find their seeds in the treasure chest or the entire pumpkin and watermelon and synthesize them.

Pumpkin can be found in any biological group covered with grass. [Note 1] Watermelon can be discovered in the "wild" of the jungle. [Note 2] Pumpkin seeds and watermelon seeds can be found in the box of the dungeon in the transport mine car of abandoned mines.

If you have a whole pumpkin or watermelon without seeds, you only need to put the entire pumpkin into the synthetic area, and you will get 4 pumpkin seeds.After the watermelon block is excavated, some watermelon slices will be dropped, and the watermelon slices will be placed in the synthetic area to get 1 watermelon seed.

Growth condition

The growth rate of watermelon stems and pumpkin stems is determined by the growth rate algorithm of the same growth rate as wheat, carrot and potato.There are 8 stages from sprouting to maturity.Bone powder can be used to accelerate its growth.

When the mature stalk grows again (called the "9th stage"), the results will be real, and the stalk will take the initiative to approach the entity of its fruit.First choose one in the four directions, and then if the space is appropriate (soil, grass, gray soil and farmland), the fruit will be generated.Bone powder cannot affect the production of fruit.

Therefore, the influential arable land increases the growth rate of stems and the productivity of fruits. It has the same stem type (unless in one line) near the stems (unless) will reduce the growth rate and fruit yield.EssenceTo reach the greatest chance of fruit generated from a single stalk, all eight sides of the stalk need to have aquatic arable land and four of them have not been planted (the corners described here may be planted by some other crops).Practical farms often reduce the production rate of each stalk (⅔, ⅓, and even the largest ⅙) to obtain more space efficiency and easy harvest.

Both fruits will restore the farmland below them as dirt when they grow.Pumpkin can be harvested very easily with ax and will fall into a complete pumpkin.Watermelon can be quickly destroyed with ax.They can also use swords to destroy faster, but they will lose twice durability.When the watermelon grows into a square, the harvest will drop 3-7 pieces of watermelon slices (unless the use of precision collection of enchantment tools) will be dropped.In these two cases, the harvested fruits can also be synthesized back to seeds.The harvested and mature stalks will also drop the seeds (1-4 per stem), and for re-planting a stalk from germination to mature, waiting for mature stalks to grow fruit is much faster.

↑ When the block is generated, each block has a chance of trying to generate pumpkin; a random point will be selected and tried 64 times to find a random air square with grass below, and the pumpkin will be around Niger.The 15 × 15 × 7 area of ​​the air block is generated.Note that the random point may be far from the air or far underground, which greatly reduces the possibility of pumpkin placement.↑ Each generated jungle block will choose a random point and try 64 times to find a random, below is a grass and replaceable blocks (such as air, long grass or vines). Watermelon will surround the grid block around that grid blockThe area of ​​15 × 15 × 7 is generated.Note that the random point may be far from the air or in the ground, which greatly reduces the possibility of watermelon placement.Manual farm

This part contains the reasonable layout of the farm that must be collected manually.The percentage of the display is spatial efficiency.Assuming that there are no squares around the farm, and watermelon blocks can be placed, the value in the brackets is the theoretical maximum value.The maximum possible efficiency of any watermelon or pumpkin farm is 50 % (one fruit per stalk).Fruit may occupy two or more stalk spaces to reduce efficiency and output.The question mark block means that everything can be placed in that place -maybe it is lighting, or other crops, such as wheat, carrots or potatoes.You may think of using steps, water lilies or carpets to cover water.

Simple farm

The following grid will provide you with some unique pumpkin and watermelon farm design.

If you just want a fast and compact farm, refer to the scheme D below.Plan C and scheme D are slightly lower, but they are suitable for "standard farm design" and easy to harvest.Compared with the two, the scheme D seems to have a fast growth rate because its stems are scheduled, but the middle column cannot be placed in dirt/grass or cultivated land (or stalk)Born can be connected by two stalks.For the middle of the scheme C, it can be excluded that the stalk can be anything. This is for the same reason.Plan A is slightly larger and can maximize the space efficiency.It can be paved into a larger farm, but the alternate line should be efficient from top to bottom in the form of mirroring.Plan B is the lowest efficiency, but it is suitable for a slightly smaller space distribution.

Farm design solution A, 9 × 10, 48.88 %

Farm design scheme B, 9 × 8, 43.21 %

Farm design scheme C, 9 × 9, 44.44 %

Farm design scheme D, 9 × 9, 44.44 %

Large farms

Most of the above farms can be paved to become large farms. Even in some cases, the best planting effect can be achieved by seeding or distribution in the column.The farm is an extension of scheme A (flipping on the side), and the chart on the left is reversed.(This also shows the farmland boundary of the entire farm.) Its distribution can be further repeated, and the farm expands the farm with 9 × 9 as a unit.Note that the purpose of this design is to ensure that each fruit takes only one stalk -when it matures, the efficiency will be close to 49 %.

Multi -layer farm

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When the above design is used, the farm with the highest efficiency (49.38 %) 9 × 9 can be built into double layers.This design is based on Plan D, and the stone represents the above layer of the above layer of the above layer.

When copying in a larger area, some places G need to jump.Design H avoids the same production efficiency.For design H, the water source must be carefully placed so that it will not spread to the "walkway".However, if there is a normal pit (matched with the hole above) at the bottom layer, the water source can be placed on one of the upper parts, or the layer can be up to 2 blocks.The location of the watermelon stems and the soil/grass/cultivated land in the two layers of farmland can be replaced without loss.

Large farm grid.png

Large farm grid.png

Farm design scheme G bottom layer, 9 × 9, 29.62 % (44.44 %)

Large farm grid.png

Large farm grid.png

Farm design scheme G top layer, 9 × 9

not

Large farm grid.png

Large farm grid.png

Farm design scheme H bottom layer, 9 × 9, 29.62 % (44.44 %)

Large farm grid.png

Large farm grid.png

Farm design scheme H top layer, 9 × 9

Large farm grid.png

Large farm grid.png

An example of scheme D

Fast harvesting farm

The above designs are at the cost of speed, making full use of the efficiency of production.Their choice for rare gains, which took a lot of time to grow the fruit again.For regular harvests, the first design may be more appropriate; if it is harvested every night every night, about 17 fruits are produced (instead of 13 fruits designed above).The second design further moves in this direction-it does not need to use space effectively, but gives each stalk 2-4 potential space to generate pumpkin or watermelon, although this is a relatively stupid design cost and reduces the futureThe expected output can encourage the farms to develop faster in the early days.

Large farm grid.png

Large farm grid.png

Fast harvesting farm 1

Large farm grid.png

Large farm grid.png

Fast harvesting farm 2

semi -automatic farm

When any type of piston pushes watermelon or pumpkin, they will "fall", so we can use this method to build a semi -automatic watermelon farm.A simple automatic harvesting machine consists of a viscous piston that is placed under the cultivated land that can generate watermelon.Alternatively, you can use ordinary pistons (see how to understand Design 8).When the piston is charged, they destroy all watermelon for players to pick up.Using this technology, you can make semi -automatic farms.Automatic farm

After the farm is completed, no player does not need any operation to collect harvesting.The construction of fully automatic farms requires redstone and piston, and is generally more cost than manual farms and semi -automatic farms.

One of the following three ways to automate the farm:

The timer is implemented with redstone, funnel timer or sunlight detector; BUD, a device updated nearby boxes; a simple red stone circuit that is connected when a pumpkin or watermelon mature.

Mature melon is collected in the following ways:

Water flow; funnel; funnel mining car.Opponative square detection farm

These farms sends redstone signals by testing the growth space of pumpkin/watermelon.When there are opaque blocks here, the redstone signal can reach the next component to piston to harvest pumpkin/watermelon.

These designs are outdated design before the detector.Pumpkin/watermelon farm based on detectors is usually easier to make, more compact, and in some cases, it is more efficient.

Single stem detection

This design is only one piston per pumpkin stem, and it is not used to BUD.This pumpkin field covers an area of ​​within 5 × 5 and is built very simple.

The timer design is better than this design because they allow better control of harvesting.The right side of the two strains may be earlier than the first plant, so more frequent harvesting is worth doing.

Poor funnel combination trigger

This pumpkin/watermelon farm is a modular and using a combination of throwr/funnel to detect the growth of melon.The thrower should be equipped with an item to be sent to the funnel to piston.