@@h1man5hu99 I knew you were joking... I thought I was replying to Nice Owl? Either way I was "sorta" joking too... but sometimes Autism Humor is just pointing out the obvious truth lol sorry?
To what you said at the end of the video - 1.19 is not a bad update at all. But promising a lot and underdelivering is worse than promising less and giving us more. People are now left disappointed, especially because this is the third update in a row that brought less features than originally promised. And the chat reporting controversy isn't helping it much 😅 Most players don't care, but those interested, like youtubers, do. And Minecraft can't afford to lose youtubers. So hopefully Mojang will be more careful with the next update and it won't be just 1.17 part 4 - "Bundle and archeology update"
@@tissuepaper9962 First time I heard about that. So is this only for realms or can players report messages on private servers as well? Because in that case I will literally not allow real accounts on my server anymore when we update to 1.19
@@AlexusMaximusDE private servers and realms are both affected. There are already mods available which stop chat reporting from working, consider installing one. The system is ripe for abuse, there's nothing stopping a player you've banned from coming back with an alt to tattle on you until you get suspended from online play.
The clay farm is intensely useful for the builder types, to be sure, but for how cheaply you can make a frog light farm it’s easily the most valuable to me just because, well, nearly free light sources. Great video!
Exactly. I jumped straight on the frog light farm, despite it requiring a triple froggy exodus. I ran it once, for about 4 hours while I worked elsewhere on the server, which produced enough lights for the next ten projects. Top notch design.
The frog light farms are definitely very easy to build and useful. Clay farming is nice, but not really necessary anymore since lush caves generate everywhere since 1.18 and contain a lot of clay too.
@@sebastianjost very true, but RENEWABLE blocks is always an interest of mine...part of me loathes destroying the naturally generated landscape 😆 I know...totally contrary to the point of the game
@@sebastianjost i needed 7 stacks of glazed terracota for this perimeter i was making and a mesa biome was 20,000 blocks away. Im going to build this clay farm lol. Prob gonna use a schematic
That sugarcane hopper minecart farm has definitely got to be the most satisfying farm in minecraft. Just watching all the minecarts fall into place one by one is so cool!
More than just the lag of having hopper-minecarts in the world, there's been a persistent issue that a minecart on a track can either stop randomly or get offset. Dispensing and retrieving the minecarts periodically will be a really helpful change to that end.
ILMANGO! The sculk catalysts drop 20xp each, a stack of them is nearly 3 full Elytra repairs and it takes up only 1/4 of the space that carrying sensors would. I've been using them as xp batteries on the smp I'm on and they work very well
@@ilmango glad I could help, if you want to mention this in your next video (like I’ve seen a couple times) can you shout out Dylarf instead of whatever tf my channel name is lol
@@youtubedoesntlikemyemojiname thinking about making a shorts video. not many people know about this and I didn't find any info. I'll credit Dylarf in the video description
I love the giant farms you make ilmango! Luckily I found a much smaller design enough for me, a simple 6 level irongolem baited froglight farm at the edge of a basalt delta gave me 4 double chest of froglights after just 2 days of AFK-ing while I was at work. Froglight farms are highly efficent because you are guaranteed a froglight for every magmacube your frogs eat. In case of a size 3 magmacube, thats instantly 10 froglights on average.
watching this kind of your videos is like getting a PhD in Minecraft - I mean, you give all the necessary informations for us to go, experiment, and build our own farm. Thank you for the amazing constant quality of your videos
For some reason, i felt nostlagic when you started talking with no music and in third person, no cheesy animations, no screaming intros, it just feels like 2015.
For me, 1.19 is the cherry on top of 1.18. For 8 years, from the adventure update to last december, minecraft terrain generation was ugly, in my opinion. Finally, the natural terrain is inspiring again. 1.18 is like Minecraft 2 for me, so 1.19 being small is fine, it's just an added spice to 1.18 in my eyes. In terms of quantity of content, it is between the bees update and the horses/anvils/Wither update.
@@spamloos4292 yeah exactly. I definitely think Mojang shouldn't make their advertisements before they've even started developing the content, though. Perhaps they feel a need to advertise so soon because any snapshot they release will have RU-vidrs making videos about it, and they want to reveal their planned update themselves. It's an unfortunate situation either way.
@@glowerworm I don't like the new norm of tracking every single tiny change as it happens. I'm sure there's cut content in every update but it's frustrating now that it's so publicised.
if skulk could be burned in a furnace to extract the xp into the furnace as an xp battery, and then you could take an item out to access the xp would be major
You forgot to mention one other useful thing about the mangrove farms is the mangrove root itself, which is a unique block for being able to be waterlogged and also contain the water inside without it spilling out. Definitely useful for a lot of things, including as a mapart block since it's the same color as a water source, but much easier to work with.
1.19 has plenty of great content. I think there are 3 problems with it though: Community expectations, thematic cohesion, and polish. The theme of the update feels like it's "50 percent of 3 separate ideas": There's the Deep Dark, there's Mangrove & Frogs, and there's Allays. They're all amazing, and packed together it's enough to keep players engaged for a while. But all of the topics feel like incomplete chapters of completely unrelated stories.
Another potential machine (not farm) that we can finally do thanks to our new friends allays is music box. . . hear me out on this. . . instead of placing 17 389 noteblocks we can have just one machine that would take unstackable items from chest and throw them to allays. . . every item will represent different note and allay will sort them to it's corresponding hopper that will trigger its corresponding noteblock. . . this was already possible with sortable items but then those items wouldn't return to it's chest in a correct order now, those items can return to that chest without changing their order and we can play that track again. . . even more, we can have multiple songs from which to pick, than we can send some intervals that would change noteblocks instrument or even play multiple notes at the same time
I know it’s late, but that is a very cool idea! I really want to make such machine. The only problem I see, is that items will need to travel for some time before being picked up, and I will need to add repeater delay to synchronise it, but it is a cool idea nonetheless
just spotted something for the skulk farm, when you push the skulk infested blocks, it resets, so maybe instead of activating the piston every second, you can space out the timings of it and have it push 4-5 rows at a time
You can make either simple like this - *shows couple of blocks* Or more complicated like this - *shows floating giga structure towering over the entire landscape* ❤
also, making the auto frog farm is actually quite difficult. since frogs and tadpoles are hard to have separated while also having frogs that can lay the frogspawn. i have been tinkering with it only because i wanted to see if possible and didnt find any way to do it automatically edit: also... technically one could make the stone->moss->r.dirt->mud->clay machine in the end, and have the enderman pick the clay and then die by falling damage, like the melon farm that panda build long ago. those clay blocks, and maybe the azalea logs that the rooted dirt farm would give you (maybe using a wither cage in an end gateway) could be funeled into furnaces and give you atuomatic terracota blocks, which are actually useful for building
definitely sounds challenging. Maybe there's a trick to get the frogs to lay eggs in a way that they don't mix with tadpoles? I was thinking water logged blocks that you can use now could be helpful, but I haven't tried anything
@@ilmango my aproach was to put the frogs in snow layers so that they were still near water to put the frogspawn but werent able to fit and go into the water itself. but 6 layers is too much and 5 layers to little. i did also try with trapdoors and the like but didnt find anything that would let the forgs breed while also preventing them from reaching the water. also, tadpoles fight the current so is hard to transport them using water streams and dispensers cant bucket them automatically. they can place them once in a bucket but not into the bucket from the world sadly
@@arthaiser Forgive me if I'm wrong, but is the main issue just stopping the frogs from reaching the water whilst still allowing them to breed? Because as luck would have it, I've been messing around with frogs in creative today for something else, but when I read your comment, I realised that what I'd done could also be used to get them to breed and lay frogspawn without entering the water. If they're on honey blocks one block above the water level, with horizontal chains directly in front of the frogs stopping them from entering the water, then they can breed with no mixing! It's actually really quite simple!
10:15 as a fellow insane German with far less interest in playing minecraft myself but loving the idea of insane builds, I say I definitely want to see such a thing. I imagine it would be as "easy" building 4 automatic mud farms (minus the blast chamber) and having the mud conversion happen where the mud gets replaced by rooted mud, then build this monstrosity of a tree farm above it
I think it would be cool if skulk blocks could be put in a brewing stand to make XP bottles. Probably would need to have some way to compact them to make it balanced though, since converting a block worth 1 XP into a potential 9-33 XP triplet of bottles would be kinda OP lol Another cool yet simple addition would be the ability to craft 9 skulk veins into 1 skulk block and vice versa.
an idea i had is for the purple crystals to use the sculk sensors so that there's not so much redstone wiring. (Though i think they're usually farmed with flying machines)
I didn't even consider using sculk sensors as a portable xp source I don't like working with villagers so this is much better than xp bottles Thanks for the tip! :D
i've noticed you do a ton of tutorials on large scale farms for servers. any plans on making a tutorial series for early game 1-4 player farms? btw keep up the amazing content
I made a sculk vein farm! I used the trick you showed off about how you can use trap doors to control where sculk charge can travel to force the charge to go to a little chamber I made with trap doors so that the only face they can generate on is inside the chamber. I just stand at the mouth of the chamber with a silk touch hoe, and the dropped veins are picked up by hoppers. It's at an enderman farm where they drop to death, and I have a lever that will direct the sculk charge either over to the vein chamber or over to a stone generator. I filled a double chest with veins after about a minute, so... don't know how much more I'll need to use it, but it certainly works!
So I do actually find myself wanting a large amount of Sculk Veins 1. For decoration, I think it can make for some very interesting patterns when placed on things like Sea Lanterns and Warped Wart blocks 2. Don't need a huge amount for this other reason, but they're good for holding back water similar to Glow Lichen, but without providing light. Been using it for water streams, holding back water from a bubble column, etc.
Just last night we were talking about developing the same sculk block farm. Crazy how the same concept can enter multiple minds at the same time hahaha
When a Warden spawns, there's a 10 second global cool down before another one can spawn. Would it be a possible use for a Warden farm to prevent them from spawning so your friends can explore a city without worrying about it?
yeah, i believe so, one of ilmangos past vids has an automatic warden farm with a moving arrow, your friend would have to be the one to shoot the arrow in the farm though, the cool down is actually global per player
Ilmango has a separate video with a warden switch. I've built it and it works although it's not 100% perfect. However, I managed to clear an ancient city completely with only two wardens appearing and it wasn't very hard just to fly away. As long as you aren't half asleep, it's easy to avoid the small number of wardens that do spawn.
We made ur old cobblestone tnt duping blast chamber generator on our old server. Was amazing but didn’t get a ton of use as we stopped playing soon after. Worth it anyways.
It's even easier. Bit Beats has a few videos on it but clay and mud play different instruments under a note block and observers can detect it. You can sort fairly quick block streams with it.
A sculk vein farm would be very interesting. I think it is an interesting block for building like glow lichen because you can see the block which it is atached to in the background.
A question I was wondering about quite a lot but cannot test reliably myself: Is it worth it to add frogs at the bottom of the improved ilmango slime farm instead of the soul campfire? :) btw love your improved moss farm and the rooted dirt farm (although it nearly broke me to rebuilt it without a tutorial and only the world download :D, was fun though to figure it out)
Extremely cool farms. I'll be sure to put many of them to use. I'll only put them to use in single-player though since I don't plan to ever return to multi-player with the addition of the tattle-tail feature being added. lol Keep up the awesome farms and vids! They rock!
Yeah it's seriously ridiculous that you can get "suspended from online play" when Mojang doesn't even own the servers. Why on earth did they feel the need to do this, it has always been up to the server owner to do this and rightfully so.
For the warden farm, maybe it could be useful for skyblock? Maybe the player is given one block of sculk to start and then with that they can make a warden farm and get catalysts for more sculk to make sculk based farms. Seems like a fun addition
Methinks that building an ender farm that softens them rather than killing them and then hitting them with a sweeping edge sword with mending would be a much more efficient use of time for most players than building an automatic XP farm.
The xp combining system they once promised and then never delivered on would be so nice to get (where xp within the same block fuse into one orb with the new xp total)
Agreed, honestly to me it's quite weird that we haven't gotten this, especially considering the benefits this would have in reducing lag. I use a mod for it currently
@@nathan_hl9556 i guess that does help a little, however a system where all XP in a 1 block area becomes a single XP with a tag that is the current XP count would not be OP, it would just be super resource efficient, would it somewhat ruin the “shower of XP effect? Only on very tightly clustered XP, and only when the merge check happens (check/ sec maybe? Check/ 5 sec even? Maybe configureable?) but in general it would just massively improve the game. You could even increase the merge size and make it reduce the XP orb count further, but im not sure at what point larger checks balance with less XP. However a chunk by chunk basis isnt half bad either since the game already stores chunk by chunk entity data
skulk farm is cool because you can convert the XP into storable & portable XP. more functional than Using furnaces as temporary XP storage and easier to obtain than XP bottles from trading.
Would the skulk veins prevent shulkers from teleporting onto surfaces? If so, I'm deffy gonna prefer the veins over buttons and the like. The optics fit obsidian much better imo.
Just to add after your intro. To many it is not the issue that there could be not enough new staff or to do, but further more, that the most of what has been added should have been part of the c&m update and not the wild... I agree on that, but still I have to say, that they added a lot of interessting new things.
So... I just finished a froglight farm and it got me thinking. It'd be pretty cool to build a customized shulker loader that is not only fast, but could be filled with 1 row of each froglight color. I'm at a loss at how to do this. I've got a few designs in the works, but keep running into roadblocks. Right now I'm using 3 buffers to hold 9 stacks of each light color, then I empty each buffer into the shulkerbox 1 at a time. It just feels really slow and poorly optimized atm.
Aunque tenga los mapas para descargar, sería genial que sacará los 14 tutoriales de cada granja, más la última granja de stone que apareció en 4x4 Challenge episodio 14, esa esta muy compacta a comparación de sus otros diseños. Creo que la mayoría queremos ese tutorial, no?
With the XP farm you couuld have the blocks stored in a buffer area and when the player wants XP they can have the buffer feed multiple Withers breaking the blocks and that would get faster output when called for.
The problem is there is a limit to the amount of XP balls that the player can pick up, and that won't change no matter how many withers you put on the job. The reason the piglin farm is faster than the sculk farm is because piglins produce bigger XP balls. The player is the limiting factor here, not the rate of production.
@ilmango what do you think about drowned dropping sand when they die? I think it would be a great addition and solution to the non-renewable sand problem.
they have the carpet rule that adds sand into the loot table of husks, but i would prefer a peaceful mode compatible mechanic for renewable sand, such as dropping an anvil onto stone or cobblestone
Drowned already drop copper. The sand-related zombie mob is the husk, which actually would be interesting to farm, since like strays, they only spawn with sky access.
Has Ilmango been watching Pixlriffs Minecraft Survival Guide? Cause he was challenging the technical community to something like this...stone to mud...fully automatic
Can the block the goats hit be a target block? Like if them ramming it generates a redstone signal -->use observer or repeater to carry that redstone signal to a piston on side that then shoves then out of the farm (into kill chamber). that way you don't have to manually cull.
Pretty sure you can't. There's only data for the goats like HasRightHorn, but it's not determined which type of horn will drop. all you can do is breed normal and screaming goats
@@ilmango thanks :) would be really cool if they made it breeding dependable like a punnet square type thing, where a goat with the same two horns bred with a goat with different same two horns made a mixed goat or took the genetics of one goat. Might be a little bit too complicated for mc though
I really think the sculk should have a 1/n chance of dropping an n xp ball. For example, a 10% chance of dropping a 10xp ball. That would mean the xp output is still about the same, but removing the limit to the amount of xp per hour.
I love the opening to this video... "You could either go the normal Minecraft player route and build this small farm here... or you could go the SciCraft way and build this gargantuan farm that is definitely overkill."