The INSANE Engineering of Minecrafts Largest Shulkerfarm

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[Music] [Music] so [Music] [Applause] [Music] [Music] g'day ladies and gents cubic meetings some of the server members are rather concerned about your treatment of animals on the server what are you talking about they seem perfectly fine my guy there are literally protests outside of the building right now yo stop torturing the animals and stuff damn hippies time to teach them a lesson sexton [Music] all right enough of these shenanigans wave tech's ultimate shocker farm is finally done and built in survival and we decided to decorate it as the manco crate factory and yes i did model my skin after the team fortress character saxton hale he just represents such an obscene exaggeration of an australian man and i love it i also play a lot of the custom game mode in team fortress but you can be bend to death by him in a massive arena anyway that is enough about team fortress for now let's take a look at the farm we start with the nether side of the farm where we are able to control every single aspect of the farm as well as run the farm using only a single player in another dimension so from here i can activate the tnt killing system by flipping this lever i can activate the chunk loading for the overworld side we should see five minecarts coming through this portal yep the tnt looting system is running we can go ahead and flip this lever right here and almost immediately we have shulkers flowing in we of course use the tnt looting system that i already demonstrated in the mother of all shulker farms the difference being that this farm has been fully optimized and designed for use in survival now i'm sure you might have a lot of questions looking at this like why are there boats on top of these portals and why do you elevate the tnt up to the killing chambers instead of having the killing chambers down low and dropping the tnt in from above well both of these design decisions are actually very related you see the farm uses this new portal-based shockifier module that i spent months designing and perfecting and this module is 3d title meaning that you can tile it in any direction to minimize the amount of chunk loading needed we've stacked as many modules into a vertical space as possible which means the modules start at y 0 inside of this bedrock hole and occupy everything all the way up to the 256 build limit in 1.17 of course if we had waited until 1.18 we could have made the shulker farm even taller with the new build limit however ever since we updated to 1.17 we've been in desperate need of additional shulker shells for shulker boxes it was better to have this farm done sooner rather than later we are operating this farm with extremely tight tolerances in terms of portal linking which is why we've had no option but to build the killing chamber as high as possible with portals right on top to chunk load the overwatch side by sending minecarts in fact the farm is so tightly optimized that we've had to resort to sending minecarts directly into the portals inside the farm in order to chunk load it because there is simply no room for a chunk loading grid above the farm here we have five chunk loading points four of them are the chunk load the actual shulker file modules then we have one additional portal which chunk loads this small breeder which supplies shulkers to the shulker farm when a minecart comes from the nether is converted to its item which is then sent all the way back to this system which receives all the minecarts and then redistributes them back to the nether side the minecarts are then received forming a closed-loop system of minecarts in order to perform the chunk loading and this allows the farm to chunk load itself indefinitely as for those boats well the explanation is quite simple really the killing chamber is so high up there actually a build limit what this means is that we can't actually teleport proof these spaces above the portals their only option is to place entities there which also prevents shockers from teleporting so as our shulkers meet an explosive death using tnt ignited by an arrow which belongs to this skeleton right here who is holding a looting free sword the items are collected immediately by these hoppers and loaded straight into these boxes and we then receive the shulker boxes filled with shulker shells and this box system right here roof row has also gone ahead and included chess minecart integration for transporting the items on mass using the piston bolt network now let's talk a little bit about the rates of this farm for extensive testing provided the farmers at full capacity it produces exactly 69 000 shocker shells per hour now you might be thinking how on earth did we get such nice rates for shocker shells but to be perfectly honest this was not intentional and there are a few very complicated reasons why it's very difficult to control the rates of a shulker farm through months of designing this farming creative i discovered so many arbitrary parameters which can affect the farm like apparently spiders don't let minecarts move just lots of weird obscure game mechanics that tended to break the farm or cause problems or slow things down for example one of the parameters that we have control over is the transition time between shulker's splitting and of course the smaller the transition time the faster the shulker farm you can decrease the transition time by increasing the number of snow golems in the chamber the reason why our snow goals influences the transition time of our shulkers is because in order for them to split they need to have their shells open and it needs to be a shulker bullet in the chamber there is a slight randomness to the targeting of the snow golems however if you have more of them it's more likely that one of the snow goals will randomly start targeting the shocker sooner another behavior that we can observe for very high golem counts is that there are so many snowballs being pelted at the shulker that even when the shulker teleports away the next shulker gets hit by a snowball immediately and opens its shell making it much more likely for the shulkers to split if there are multiple bullets in the chamber and the results i found were quite interesting for low golem counts we can clearly see that the rate of the farm increases slightly however it reaches a point where it starts decreasing again so this would be the number of shells that the farm produces per hour and over here is the rate at which shulkers get replaced per hour so what's important to note here is that when we start with only one golem we start at a relatively high replacement rate however this starts to decrease as we increase the number of golems to six but then suddenly as we go past six the replacement rate starts to rise again then at a certain threshold 24 it suddenly drops again starts to climb again and then rises exponentially as we increase the amount of golems at first glance you might have a look at those results and think hey it's just randomness happening right but the reality with anything is that everything happens for a reason and results that seem random will have some sort of explanation hidden behind the scenes when i investigated why lower snow golem counts would increase the shock replacement rate i found out that it was simply because with less snowballs activating this piece of string triggering the observer and keeping this hopper cooldown clock engaged sometimes there'll be a random sequence where a string of snowballs coming through would fail to activate this observer for long enough for this cooldown clock to fully disengage and then have the system request a shulker so a low golem count is more likely to have a misfire and request a shulker when a shocker isn't actually needed and this resulted in the slightly higher shulker replacement rate with a single snow golem so why is it for the first few golem counts that we see a decrease in the shulker replacement rate before seeing it turn around and begin to increase the larger golem counts this is related to another issue which is very difficult to observe with only a single shockifier module in fact i was not able to observe this phenomenon in detail until i was able to run the 126 module shulker farm right now i have the game frozen because this problem is so rare that i have to actually pay very close attention to catch it this right here is what i like to call a trash muppet this is a shocker which is in a glitch state which allows it to be agitated towards a target and fire shocker bullets without actually opening its shell meaning this shocker is unable to split no matter how many times it is hit by its own bullet now because these shockers do not open their shell when they do eventually teleport to one of the portal spaces they do not actually go through the portal because their hitbox isn't actually intersecting the portal blocks now a little while ago i made a bug report about this issue of shulkers and funnily enough a member of the technical community named john responded with a very plausible explanation for why these shulkers become glitched the trash map at stake seems to be related to the way in which shulkers acquire their targets based on who is annoying them one way in which you can create a trash muppet in one of the shocker file modules as if a shocker fires two bullets before it splits meaning the next shulker that appears in the module gets hit by the previous shulker's bullet at the same time that the previous shulker goes through the portals and shulkers are actually capable of aggroing towards each other if they accidentally hit each other with their shulker boards meaning when the next shocker aggros towards the shulker going through the portal it then disappears leaving this shocker confused over what mobbed the target in this state of confusion if the snow golem shoots at the shulker it fails to execute its shell opening method meaning the shulker gets stuck of its shell closed but it still fires shocker bullets this explains why the shocker replacement rate can increase with much higher golem counts because with very high golem counts to get a very low transition time and a much higher probability of a golem angering the shocker within the state of confusion another way which i've seen trash muppets occurring is from shulkers being distributed throughout the farm in minecarts like this aggroing on snow golems inside the modules as they pass by and this is continuously activating and deactivating the shulker's aggro on different targets and there we go we've got another trash mopper right here in this module and this is a serious problem for this particular farm because what it means is that modules requesting shulkers can get stuck in the state of continuously requesting shulkers and this can seriously affect the rates of the farm in order to try and mitigate this problem we have this clock right here which will continuously send shulkers while the modules are requesting them the result is that the farm will eventually stabilize and actually run at its full capacity but then all it takes is for a single trash muppet to lose a shulker in a single module and then it can get stuck having trash map after trash mop it and go through the farm the thing is when i built this farm i was originally aiming for 72 000 shulker shells per hour i could have aimed for a much higher value than 72 000 per hour however i wanted the farm to be very lag efficient like it is right now but i also want to be able to fit it inside of this theme for the decoration because of course the only way to make this farm faster would simply be to add more modules and more modules means that it'll be too fat to fit in the mango tower so then because of trash muppets instead of being the idealized 72 000 shells per hour the rates have dropped slightly to 69 000 per hour which i guess is still pretty nice all right that should be enough theory for now let's actually go ahead and build up one of the shulker file modules from scratch to get a feel for how the farm works we will begin with the central position in which our shocker will sit on which i have chosen to be in the center most position of a chunk this will be important for later on when we need to consider chunk loading once we know where our shulker is going to sit we want to go one two three four five six seven eight blocks out in every direction this block right here is the very last block that our shulker can teleport to which means when considering our portal arrangement we can put additional block here a shocker can sit on that surface pointing into a portal and we have another position a shock who can sit and then another portal and our final position so we will have one two three four portals per module now here we get to our first important design choices over repeated trials i've found that the best way to have the snow goal unfitted is to ensure there is as much space as possible for the snowballs to reliably hit the shulker and i can't even keep track of how many times i've had to make slight alterations to the design because after i recorded most of the building of the module i even changed these slabs right here to be soul sand with fire right here in order to kill any stray shocker boards that happen to get through the side that needs to be noted is that the snow golem's accuracy can be kind of bad causing the snowballs to hit the walls of the chamber so the closer that the snow golem is to the shulker the better the module will be however we also need to reliably detect the snowballs with a string and an observer which means our string needs to be at least two blocks away from our snow golem this detection of the snowball is what allows us to detect whether there is a shulker in the chamber another interesting note is that when the shocker fires his bullets if there is a slab above his head like so the bullets for some reason seemed to more reliably pathfind into the shulker now these are really ambiguous design decisions that have only been discovered over repeated trials of building module after module of the module and after building lots of different shulker farms for some reason having this slab here improves the rates of repair testing we've also found that a two block space for the shocker bullet to rebound is optimal so now we need to consider how these modules are going to fit together this redstone wire is going to provide the signal to turn the module on and off and we make the signal run through the module allowing us to easily tile additional modules behind and have them run off the same signal as for replacing shulkers i found that the method of just passing a rail through the module is simply not going to work when we tile the modules continuously this is because imagine if a module down the line is requesting a shulker but what can happen as he just saw the minecart briefly picked up our shulker let's also just ignore the fact that it literally just picked up the snow golem as well in order to solve this problem of modules interfering with each other by requesting shulkers i simply remove the rail completely and simply drop the minecart in from above and destroy it directly next to the space where our shulker sits the minecart will then go into a dropper which will transport the minecart back to the system which dispenses them and our modules end up with this water stream which runs through the middle of them and once again i'm having to backtrack and modify some of my earlier design decisions this system for detecting the minecart and dispensing into the water stream only works reliably if it's one item however if multiple items end up in the dropper it can then get stuck so instead we have to use a clock which will clock the dropper continuously while there are items inside there we go it no longer gets stuck and this is an important point about murphy's law because if you think something might go wrong with the way that you've wired a system something probably will eventually go wrong with it so it's always worth assessing how much work is needed to fix the problem if it happens and weighing that against the simplicity of the system versus fixing the problem in this instance the cost of ignoring the issue meant that you'd every now and then need to go through and check which droppers had items jammed in it it should be kind of difficult to do when there's 126 modules to check and the cost was only adding free observers and a note block so it wasn't really all that hard now because we rely on dropping the shulkers in from the top of the modules we can actually devise a really simple mechanism to decide which modules need shulkers and something else that you might notice is that i'm trying to maximize the amount of valid teleportation spaces to get our shockers through the portals we also need to be extremely diligent and make sure that we eliminate all these internal cavities where shockers could get stuck and the great thing about this shockify module is that we have plenty of space inside of here to carve out a cavity for redstone components and once again making absolutely sure to seal up these spaces where shulkers could teleport to all right what we've got here at the top is a simple copper base cool down clock now this will even out the pulses from snowball detection events indicating that our shulker is in the module and thus closing off this rail and ensuring that our shulker will keep on moving to the next module at the top we have this wire which will take a signal from the module indicating when any module in a line is requesting a shulker just make sure you go ahead and set this hopper clock to something like a stack of items all this circuitry is meant to make our shocker replacement mechanism very straightforward as you can imagine when you have lots of these modules stacked together in a compact space locating which modules requesting a shulker could be very difficult so what we do is we take a piecewise approach if an individual module loses a shulker anywhere within the cluster our cooldown clock will activate retracting this rail meaning any shulker that comes along this rail will fall into this module and replace the shulker here this system will also activate this global circuit or the entire slice of modules which will extend this rail meaning that any shulker sent to the entire system will land here and be directed along this rail so what we'll have is a central rail line from which if any module in a slice is requesting a shulker we retract this rail here allowing the shock to drop down to the level that is requesting the shulker which will then find its way the specific module that is requesting the shulker so what this means out of hundreds of modules stacked closely together we can efficiently locate the module that is requesting the shulker and replace the shulker in that module a few optimization features we want to go ahead and add a chain separating the layers these will confuse the pathfinding of the shocker bullets giving them much shorter lifetimes in the farm and thus decreasing the amount of lag and when you've actually completely stacked up the modules at the very top of your shulker farm it'll be a good idea to put some lava flows like so in order to destroy excess shockables trying to get out of the farm and with that we have the ultimate compact shocker farm module perfect for tiling in all three dimensions now in order to stack up the modules together i'm going to go ahead and make a selection box around it with light mattica however i should note something quite tricky about the shocker file module you'll notice that we actually have circuitry from modules protruding into other modules this right here is going to be my central module as it has been chunk aligned to the center of a chunk bringing in a schematic of another module i want to bring these pillars of the nether portal together like so and you will notice that part of the circuitry from this module clips into this module so i'm just going to double check to make sure the paste replace behavior in light manicures options is set to all this means when i paste this module in there we go and replace the blocks that we're clipping ah but now look at what happens if i paste coming in from this direction if i align the schematic like so you can see this wall of glass blocks is going to replace this part of the circuitry of this module meaning as i bring the schematic in i want to go back into my configuration options and set this to none there we go we made sure that we didn't replace the components and then just repeating this process of carefully pasting in the schematics and tying all the modules together [Music] here we have a complete layer of three by free modules but of course you could make it two by two four by four five 5x5 or any size that you want the beauty is that this shocker farm module is infinitely tileable in every direction so i can go ahead and tile this left right forward back up down any which way which suits my fancy and every single module already comes equipped with all the circuitry needed to control every single module on a slice from a centralized position now that we have a full layer let's go ahead and expand our selection and now we can copy the entire layer now when i place this layer on top of this bottom layer is to keep in mind that all of this dead space underneath clips with the circuitry at the top and so i want to go ahead into my configuration menu and disable the paste replace now i can paste in the next layer there we go a whole new layer added to the shocker farm adding one additional layer and we end up with a nice and compact 27 shocker farm cluster with a single snow golem in each module we end up producing about 400 shocker shells per module meaning this 27 shocker farm cluster will be producing about 10 000 shells per hour let's go ahead and finish off this 27 shulker farm cluster into a fully functioning shulker farm all right our first step was to connect up all the modules we have our on off switch right here to turn every single module on and off we also have our central rail line right now all the modules are disabled and don't have any shulkers so naturally there will be requesting shulkers and something that we want to make absolutely sure of is we place down some repeaters here on maximum delay to prevent these pistons from being short pulsed these torch towers will allow us to communicate the signal from each layer all the way to the top indicating that this slice is requesting a shocker in at least one of the modules at the very top we have the system which allows each slice of modules to request a shulker as well as this main conduit which indicates if any module in the entire farm is requesting a shocker meaning if this wire is powered then we should dispatch a shulker to the shulker farm but where will these spare shockers come from you might ask we could try to collect shockers from the nether side and bring them back to the overworld in order to refill the shocker fire modules but in my experience this process is rather cumbersome especially when dealing with the scalability issues of the shocker farm instead we'll be using this super neat and compact single dimension shulker farm that i designed using a mechanic discovered by ending credits be sure to check out his video on the topic to learn exactly how the mechanic works but basically this single dimension shulker farm will act as a small breeder producing fuel for our big boy shulker farm alright the overall side of the wiring is pretty much done what we need to do now is link up this farm to another side where we can kill the shulkers and obtain their shells now in order to help us out i'm going to go ahead and use a carpet tool known as overlay if i do slash script load overlay then slash overlay portal coordinates we now subdivide our overworld into these corresponding block coordinates in the nether what i want to do is get these cornets here for this corner of the farm is 30 around minus 44 there we go now i want to go to the other corner and record these coordinates so that is 23 is 51. another important detail to note is the y level of your farm because how we're going to do the linking is we're going to make sure that these portals link to a pool in the nether that is up in the sky relative to these overworld positions all right using those corners i obtained before i've marked out this square which represents the extremities of our farm in the nether on top of this platform i've just built a cube of portals like so and i've just offset it to be one block smaller to give it a one block center to make everything symmetrical around our tnt looting system a little while later and we have our loading system with this setup i've given you a range of options for looting the shulkers the first one is that with this lever powered it will activate a simple tnt jupiter which will launch the tnt into the chamber and loot the shulkers normally the advantage of the jupiter is of course that it can run completely independently of the player but it also prevents the dropping of xp which brings us to our second option if i switch this lever off my alt will start placing down tnt and this will go into the tnt looting system and what this will do is increase the rate slightly by applying the looting effect to our kills on the shulkers the simplest way to set up the tnt loading system is to use the arrow yourself to just shoot it onto this terracotta i don't actually want this arrow to go into the chamber because it currently has the arrow belonging to my alt in there but once the arrows on that terracotta it would hit that note block and it will automatically align the arrow to the chamber you can then go ahead and hold a looting sword in your off hand as you place down tnt the only drawback of this method is that we see a lot of experience oils building up in the chamber like this and this can increase the lag caused by the farm slightly if you want to increase the lag performance of your farm a bit the third option is the tnt looting using skeletons so in order to figure out which skeletons will pick up the looting sword all you need to do is throw a carved pumpkin and a whole bunch of skeletons and one of them will pick it up if you then leave the area and force a lot of them to despawn the other one that will be left behind is the one wearing the calf pumpkin in order to collect the arrow from the skeleton all you need to do is play a little game of hide and seek so if you time it correctly you'll be able to place down the piston try that again there we go now the pulse is quit piston quickly arrow will fall straight down to the terracotta hit this note block and now the skeleton's arrow has been aligned to the chamber now if you grab yourself a looting sword and just throw it to the skeleton the skeleton will automatically pick up the sword and now you can properly loot shulkers without them dropping any xp so by default without the looting effect which is what we get if we use the tnt duping system obtain roughly 10 300 shells per hour however if we use the tnt looting system we'll need to consume physical blocks of tnt that will need to be crafted out of sand and gunpowder and we increase the rates of about 14 100 shells per hour and consume about 667 tnt per hour of course you also need the player to place down the tnt because both of these rates are above the speed that a single hopper can transfer items a little storage system here will load this shulker box at double hopper speed from these hopper lines coming straight from the killing chamber and in these chests we'll get our full boxes of shocker shells so our nether side is done our overworld side is also done all that's left now is to introduce our portal-based chunk loading system to eliminate the need for the player to ever be on the overworld side so in order to make sure that every aspect of the farm is chunk loaded we will want to load this chunk right here we'll also want to load this chunk this chunk and this chunk by placing portal-based chunk loaders in those four chunks we'll be able to load all of these modules we will also want to place one more chunk loader in this chunk right here to keep our breeder loaded all right with our portal corner overlay enabled i'm going to obtain coordinates inside of these chunks and then go over to another side and build up the receivers for the trunk loading system back on the nether side i want to make sure that i set up the chunk loading grid at a y level that is above the portals in our killing chamber because this will allow us to easily link up the trunk loading grid to the overworld area 5 portals and just double checking i started the portal frames at y level 200 and here are our five portals for the chunk loading in the over world above the farm of course making sure that they're exactly the same wide level as the nether side let's double check to make sure they're linked properly yep that looks alright perfect check this one oh that's not linking properly all right i just packed them in a bit tighter let's see if they link properly this time yep that's the correct portal if we go back to the nether perfect let's try this one yep that's correct and back to the nether yep perfect and now last one links up perfectly there we go our portals are now properly linked up now we can go ahead and add on the minecart mechanisms all right now we need to figure out what side of the pool does our minecast will come out of i'm just going to tick freeze those are our portal trunk loading receivers and now i can just remove all these my cuts and now when i dispense the minecarts they should all come back again perfect you might notice this portal right here has an extra minecart system now this would be to turn the farm on and off in the overworld from the nether side and with a receiver and a little bit of wall stone all the way down to the farm we can turn it on and off all from the nether side and now for the moment that you've all been waiting for i fully wired up this system with additional fail safes for things such as if the tnt stops moving for any reason or automatically switch the farm off will also not let you turn on the farm unless the trunk loading is active so what i can do i can start up the chunk loading i can turn on anti-jupiter like this we should see tnt flying into our killing chamber like so i flip this lever we'll now have shulkers coming through from the overworld there we go the farm is now running but this trunk loading system and the tnt jiff we're running i can now safely leave the area and go and do something else while the farm gets our shulker shells when i come back [Music] everything is running perfectly fine instead if i wanted to bump up the rates of the farm slightly but also flex about my infrastructure that allows me to craft tnt i can fill up this chest with tnt or install a shulker box unloader so if i flip this lever off then here i can now place down the tnt like so and now the farm is running off the tnt looter and of course if you want to stop using the farm all you need to do is stop placing tnt and the fail safe should trigger automatically like so push the farm off and it will stop sending shulkers to the nether now we can go over to here flip this lever off activate the tnt jupiter and that can clear out any of the excess shulkers that made it through and now we can properly switch the farm off so there we have it wave tech's ultimate shulker farm along with the ultimate compact portal-based shocker file module this project has been many months in the making and we went absolutely all out with the build of course i'd like to give a special thanks to all the wave tech members who helped out with the project over the past week and just to demonstrate how much building went into this one project this pickaxe started on full durability this project has also introduced another problem that we need to solve after completing a massive project like the world's most powerful shulker farm you're going to be left with one hell of a chess monster and wave tech's main storage is not currently equipped to handle these kinds of sorting loads though you can probably guess what our next major project is going to be well until then i'll be working hard to give you the best technical content and be sure to subscribe to be notified of when i publish my videos so goodbye for now and i will see you next time
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Channel: cubicmetre
Views: 172,220
Rating: undefined out of 5
Keywords: mobfarm, shulker shucker, shulker shells, minecraft, redstone, build timelapse
Id: mwTi076OVwk
Channel Id: undefined
Length: 41min 12sec (2472 seconds)
Published: Mon Dec 13 2021
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