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Important Information Overview

Important Information Overview

Every submission has some important information that is required. This information is necessary to easily compare different submissions. That information could be rates, speed, size, efficiency or more specific things like Bedrock usage, (door) pattern or circuit visibility. 

Every type of information has examples on how to do it and if possible examples how to not do it. This helps to better understand how to properly use the format. Also it mentions which category and which type of creation it is used in.

See below an overview of all Important Information-types:

Rates

  • Category:
    • MOB FARMING
    • VILLAGER FARMING
    • BLOCK/ITEM FARMING
  • Creation type:
    • All type of mob farms using environmental spawning [?]
    • Raid farm
    • Iron Farm
    • Block Farms
    • Item Farms

Any farm that makes items must include this. Synonyms for rates are 'loot' or 'drops'. Below there are examples and 'wrong examples' as the wrong examples here help to give a better understanding on how it should be done correctly.

Example Rates

Choose one of the following methods:

Important Information

  • Rates (1.16.0):
    • 1320 Cooked Chicken per hour
    • 256 Cooked Beef per hour
    • 1394 Cooked Pork per hour

After “Rates” the version that the farm is tested in must be mentioned
If the version is not provided, the first possible version this farm works in must be specified as version

Item names must be correctly capitalized


Important Information

  • Rates (1.16.0):
    • 1000 Rotten Flesh per hour
    • 2 Egg per hour
    • 13,000 Emerald per hour
  • Rates (1.17.0):
    • 1100 Rotten Flesh per hour
    • 20 Egg per hour
    • 15,000 Emerald per hour

In this case, rates are provided from multiple versions


Important Information

  • Rates (Design 1, 1.16.0):
    • 3 TNT per hour
    • 15,000 Gunpowder per hour
    • 4593 Bone per hour
  • Rates (Design 2, 1.17.0+):
    • 500 TNT per hour
    • 100 Gunpowder per hour
    • 12,453 Bone per hour

You can also have different designs, or “modules” which result in different rates. The version must also be mentioned.


Important Information

  • Rates (1.16.0):
    • 10,000 Golden Nugget per hour
    • 100,000 XP per hour

Adding XP gained from the farm is favorable, but not required


Important Information

  • Rates (1.16.0):
    • 10,000 Golden Nugget per hour
    • Level 30 in 5 minutes

Writing the XP gained from a farm in "Level [x] after [y] time”” is acceptable, but not preferred


Important Information

  • Rates:
    • 10,000 Gunpowder per hour
    • Note: Rates may have changed in newer versions

Rates may change in newer versions in the game.
The newer rates are always stated on the website, but not always in the Discord

The reason of the change must be mentioned. Example:
Note: 1.17.40 increased the mobcap, increasing the rates of this farm

The website is not finished so this may change


Important Information

  • Rates:
    • 14,500 items per hour (?% Dirt, ?% Arrow, ?% Bone, ?% Spider Eye, ?% TNT)
    • Note: Missing specific rates

If no specific items are mentioned, the possible obtained items must be noted down with a question mark and a percentage, to account to the percentage that specific item is, from the total rates.
Example: (?% Dirt = Unknown percentage of Dirt of the total amount of items)


Important Information

  • Rates:
    • ? items per hour (?% Dirt, ?% Arrow, ?% Bone, ?% Spider Eye, ?% TNT)
    • Note: Missing rates

If no rates are mentioned, the possible obtained items must at least be mentioned and handled in the same way as the above method


Important Information

  • Rates:
    • ? Dirt per hour
    • Note: Missing rates

If the farm produces only 1 or 2 items types, then there doesn't have to be a percentage for the drops.
If there are 3 or more item types, the above method is preferred (with the percentages for drops)


Important Information

  • Rates:
    • 1,000,000 Dirt per hour
    • Note: Questionable rates

The rates provided may be questionable, e.g. the farm has not been tested long enough, or there is evidence the rates are incorrect

Wrong Examples Rates

List of wrong examples, to improve the understanding of the good examples. Every wrong example also explains how to 'fix it'.

Don't choose one of these examples:

Important Information

  • Rates (1.16.0):
    • 64 stacks Gunpowder per hour

Rates should be written in total items and not in “stacks”.

Fix:
Rates(1.16.0):
- 4096 Gunpowder per hour


Important Information

  • Rates (1.16.0):
    • 330 Slime Balls per hour

Item names should written as singular items. Note: It is not correct in an English sentence, but in this archive it is correct (and avoids inconsistencies in cases where the plural form is acceptable).

Fix:
Rates(1.16.0):
- 330 Slime Ball per hour 


Important Information

  • Rates (1.16.0):
    • 80 Iron Ingot per minute

Rates should be written “per hour”, NOT in minutes, seconds, etc.

Fix:
Rates(1.16.0)
- 4800 Iron Ingot per hour


Important Information

  • Rates (1.16.0):
    • 12 Golden Nugget p/h
    • 220 Rotten Flesh per h

Rates should be written “per hour”, NOT p/h or per h. 

Fix:
Rates (1.16.0):
- 12 Golden Nugget per hour
- 220 Rotten Flesh per hour


Important Information

  • Rates (1.16.0):
    • 12,434 drops per hour (?% Iron Ingot, ?% Poppy, ?% String)

Rates should be written in terms of “items” and not in “drops”. 

The nerds might have noticed there is no “Note: Missing specific rates” in the message which should be included as well 🤓

Fix:
Rates (1.16.0):
- 12,434 items per hour (?% Iron Ingot, ?% Poppy, ?% String)
Note: Missing specific rates

TNT Usage

  • Category:
    • MOB FARMING
    • BLOCK/ITEM FARMING
  • Creation type:
    • Dragon Killer
    • Block Breakers

Most Dragon Killers use TNT to accelerate a projectile so it does more damage. The amount of TNT that is used influences how much damage a projectile can deal. This is also used for block breakers, using TNT to break the blocks. Here is then referenced to how many TNT is used per hour and not how much is used per kill.

Examples TNT Usage
  • Examples (TNT usage)

    Choose one of the following methods:


    Important information

    • TNT usage:
      • 213 TNT used per kill

    <aside> 💡 Dragon Killers use TNT to accelerate a projectile to kill the Dragon. This does not have to be mentioned if another kill method is used

    </aside>


    Important information

    • TNT usage:

      • ? TNT used per kill

      Note: Unknown TNT usage

    <aside> ❗ Note must be added if no TNT amount is provided

    </aside>


    Important information

    • TNT usage (Design 1):
      • 214 TNT used
    • TNT usage (Design 2):
      • 200 TNT used

    <aside> 💡 If multiple designs are submitted, then it will be mentioned between brackets

    </aside>

Hit speed

  • Category:
    • MOB FARMING
    • BLOCK/ITEM FARMING
  • Creation type:
    • Dragon Killer
    • Block Breakers

How many times a trident killer is able to hit a mob. Kill speed shouldn't be the only thing you should think about when deciding for which trident killer you want to build.

Examples Hit speed
  • Examples (Hit speed)

    Choose one of the following methods:


    Important information

    • Hit speed:
      • 4 gt per hit

    <aside> 💡

    Gt stands for “gametick” and is a way to measure how fast a trident killer can hit a mob. A mob can only be hit every 10 gameticks, but having a trident killer faster than that results in faster kill speed Kill speed doesn’t mean much, as usually cost to build and ease to use is accounted for deciding which TK to build

    </aside>


    Important information

    • Hit speed (Design 1):
      • 8 gt per hit
    • Hit speed (Design 2):
      • 6 gt per hit

    <aside> 💡 If multiple designs are submitted, then it will be mentioned between brackets

    </aside>


    Important information

    • Hit speed:
      • ? gt per hit

    Note: Unknown hit speed

    <aside> ❗ The note must be provided if its unknown how fast the farm is. The discord usually has people that can help explaining or finding the speed of the tk

    </aside>

Breakspots

  • Category:
    • MOB FARMING
    • BLOCK/ITEM FARMING
  • Creation type:
    • Dragon Killer
    • Block Breakers

Description

Examples Breakspots
  • Examples (Breakspots)

    Choose one of the following methods:


    Important information

    • Breakspots:
      • 80 breakspots

    <aside> 💡 Breakspots refers to how many blocks the wither can explode if the breaking area of the wither (4x6x4) is filled with blocks

    </aside>


    Important information

    • Breakspots (1.16.0):
      • 86 breakspots
    • Breakspots (1.17.0):
      • 80 breakspots

    <aside> 💡 In this case, breakspots are provided from multiple versions It is highly unlikely the amount of breakspots change over a version, but if it happens, it can be applied this way

    </aside>


    Important information

    • Breakspots (Design 1):
      • 34 breakspots
    • Breakspots (Design 2):
      • 40 breakspots

    <aside> 💡 You can also have different designs, or “modules” which result in different rates.

    </aside>

Bedrock usage

  • Category:
    • MOB FARMING
    • BLOCK/ITEM FARMING
  • Creation type:
    • Dragon Killer
    • Block Breakers

Description

Examples Bedrock usage
  • Examples (Bedrock usage)

    Choose one of the following methods:


    Important information

    • Bedrock usage:
      • 12 Bedrock blocks used

    <aside> 💡 Bedrock usage refers to amount of Bedrock blocks you need to build this The End Exit portal has 41 Bedrock blocks The End Gateway has 12 Bedrock blocks

    </aside>


    Important information

    • Bedrock usage (1.16.0):

      • 16 Bedrock blocks used
    • Bedrock usage (1.17.0):

      • 14 Bedrock blocks used

      <aside> 💡 In this case, bedrock usage is provided from multiple versions Not required as the number usually doesn’t change over the course of updates

      </aside>


    Important information

    • Bedrock usage (Design 1):
      • 41 Bedrock blocks used
    • Bedrock usage (Design 2):
      • 11 Bedrock blocks used

    <aside> 💡 You can also have different designs, or “modules” which result in different rates. The version does not have to be mentioned

    </aside>


    Important information

    • Bedrock usage:
      • ? Bedrock blocks used

    Note: Unknown Bedrock block usage

    <aside> ❗ It is unlikely that the amount of Bedrock blocks are unknown, but if not provided, this note must be added to it

    </aside>

Kill speed

  • Category:
    • MOB FARMING
  • Creation type:
    • Wither Killer

How fast the Wither dies depends on the design. Most Wither Killers use suffocation to kill the Wither, but there are many other ways to kill the Wither, for example with TNT.

Examples Kill speed

Choose one of the following methods:


Important Information

  • Kill speed (Hard difficulty)
    • 1 Wither every 5 minutes

There has to be a mention of the difficulty, as the Wither’s health changes based on difficulty:
- Hard = 300 hearts (600 hits)
- Normal = 225 hearts (450 hits)
- Easy = 150 hearts (300 hits)

Default is hard difficulty. For a standard suffocation design, the wither has 300 hearts:
300 hearts → 600 hits required to kill → 1 hit every 10 gt or 0.5 seconds → 300 seconds minimal → 5 minutes

This changes the speed for difficulty:
- Hard = 300 hearts = 600 hits = 300 seconds = 5 minutes
- Normal = 225 hearts = 450 hits = 
- Easy = 150 hearts (300 hits)


Important information

  • Kill speed (Easy difficulty)
    • 1 Wither every 10 seconds

Important information

  • Kill speed (Hard difficulty)
    • 1 Wither every 5 minutes

Important information

  • Kill speed (Hard difficulty)

    • 1 Wither every ? seconds

    Note: Unknown speed

<aside> ❗ It is unlikely the amount of withers possible at once, but if that is unknown, then this note must be added

</aside>


Important information

  • Kill speed (Design 1, Normal difficulty):
    • 214 TNT used
  • Kill speed (Design 2, Normal difficulty):
    • 200 TNT used

<aside> 💡 If multiple designs are submitted, then it will be mentioned between brackets

</aside>

<aside> 💡

Kill speed refers to how many withers can be spawned within a certain time frame and die (for example spawning every 10 gt) A wither cannot die within 10 gameticks, but a wither can be spawned every 10 gt if placed by a player (the soul sand is placed and the heads can be dispensed) and then killed Though, there can only be a max amount of withers inside the wither killer at once (which limits the kill speed) Gt stands for gameticks, but other time units may be possible to use (seconds/minutes)

</aside>

Size

  • Category:
    • MOB FARMING
    • VILLAGER FARMING
    • STORAGE TECH
    • CIRCUITRY
    • TRANSPORTATION
    • BLOCK/ITEM FARMING
  • Creation type:
    • Any build

Size will be added in the order: x y z, Or in normal language: length x height x width.
This is not in order how x y z is defined in math for example, but this is Minecraft and the order of things might be different than you normally use.
Size should be added to any submission, but only for the website. The size is only required to be added on the Discord as well for some type of creations, like pistons doors.

Examples Size

Choose one of the following methods:


Important Information

  • Size:
    • 12x12x12 = 1728 blocks

The size must mention how many blocks it is (by multiplying the numbers with each other)


Important Information

  • Size (Design 1):
    • 1x5x4 = 20 blocks
  • Size (Design 2):
    • 2x3x5 = 30 blocks

If multiple designs are submitted, then it will be mentioned between brackets


Important Information

  • Size:
    • ?x?x? = ? blocks
    • Note: Missing size

If size is not provided, this note is added

Item Filtering

  • Category:
    • STORAGE TECH
  • Creation type:
    • Item Filter

Item sorting refers to filtering/sorting away types of items based on properties multiple items have (in this case 64/16/nonstackable). There is a difference between item filters and item sorters:

  • Filter = Pulls away groups of items with similar properties (stackability) from a mixed group of items (often referred as “seperator”). You can think of an item-filter as a contraption that filters item-types.
  • Sorter = Pulls away one specific item from a of mixed items (your “average” item sorter with a hopper containing 19-1-1-1-1 items). You can think of an item sorter as a contraption that sorts (individual) items.

This category is used for item filters

Examples Item Filtering

Choose one of the following methods:


Important Information

  • Item Filtering:
    • 64 stackable in the top waterstream
    • Nonstackable in the bottom waterstream

In this case 64 stackable items are separated from nonstackable items.
A picture here could help

Mention the place where the items are coming out of after going through the filter


Important Information

  • Item Filtering:
    • 64 stackable in the left waterstream
    • 16 and 1 stackable in the right hopperstream

Instead of top/bottom and waterstream, left, right and hopperstream can be used


Important Information

  • Item Filtering:
    • Nonstackable filtered based on property, end up in their own chest

In the case of nonstackables, they can be sorted based on the interaction with other blocks/entities, however not every non-stackable can be sorted

E.g. A Shulker Box cannot enter another Shulker Box, so you can sort Shulker Boxes based on that


Important Information

  • Item Filtering:
    • All items in the top stream
    • All XP in the bottom stream

XP can also be filtered from the items XP can for example float on top of flowing water while items sink


Important Information

  • Item Filtering:
    • 64 in the left waterstream
    • 16 stackable in the right waterstream
    • Nonstackable in the bottom waterstream

A contraption can filter out multiple item types at once


Important Information

  • Item Filtering (Design 1):
    • 64 in the right waterstream
    • Nonstackable in the left waterstream
  • Item Filtering (Design 2):
    • 64 in the right waterstream
    • Nonstackable in the left waterstream

If multiple designs are submitted, then it will be mentioned between brackets

Even though design 1 and 2 are structured the same, they might have some difference in size, blocks used or (hopper) speed

Item Storage

  • Category:
    • STORAGE TECH
  • Creation type:
    • Item Halls
    • Item Caller
    • Bulk Storage
    • Silo Storage

There are very different types of item storages, each with specific names. As the title doesn’t always contain the information about the type of item storage, it is good to mention it. Possible storages:

    • Item hall
    • Item Caller
    • Bulk Storage
    • Silo Storage
Examples Item Storage

Choose one of the following methods:


Important information

  • Item Storage:
    • {Greek Numeral Prefix} hall
    • [Chest/Barrel/Shulker Box] 

Item halls use the Greek Cardinal Numeral Prefix system hall. The number explains how many storage blocks there are per slice. See below the most common used terms:
- Tetra (4) hall
- Hexa (6) hall
- Octo (8) hall
- Deca (10) hall
- Dodeca (12) hall
- Decatettara (14) hall
- Decahex (16) hall

Item storages can store items in different containers (= Type of block that can store items, such as Chest, Barrel, Shulker Box, Furnace, Dropper/Dispenser, etc.). Possible values:
- Chest (Double chest actually, for single chests, use Barrel)
- Barrel
- Shulker Box

Example:

Important Information

  • Item Storage:
    • Hexa (6) hall
    • Barrel

Important Information

  • Item Storage:
    • Hybrid Tetra (4) hall
    • Chest

A Hybrid item hall stores items first as items in chests. Once the chests are full, the items are being placed in Shulker Boxes (allowing for more storage in a smaller space)


Important Information

  • Item Storage:
    • Item Caller
    • Chest

Item Callers are storage systems that can request an item from a far away storage to a central point

More information is needed here


Important Information

  • Item Storage:
    • Bulk Storage (8)
    • [Self-organizing/Digsort/Hall] 
    • [Chest/Barrel/Shulker Box] 

Since Bulk Storages can be made real big (and not all containers are always accessible), the number of containers is not mentioned in the Greek Numerical Prefix, but rather just a number

There are different types of bulk storages. Possible values:
- Self-organizing (Bulk storage that can organise itself (using binary code))
- Digsort (Bulk storage for digging sites)
- Hall (Bulk storage hall)

Item storages can store items in different containers (= Type of block that can store items, such as Chest, Barrel, Shulker Box, Furnace, Dropper/Dispenser, etc.). Possible values:
- Chest (Double chest actually, for single chests, use Barrel)
- Barrel
- Shulker Box

Example:

Important Information

  • Item Storage:
    • Bulk Storage (8)
    • Hall
    • Chest

A picture here could better explain than this text 


Important Information

  • Item Storage:
    • Silo Storage
    • Chest

A storage silo is a type of storage that is similar to bulk storage, but instead there are indicator lights showing whether a chest is completely full with items, making it in one quick view easier to see if you are low on items
A picture here could better explain than this text 

These type of creations require to have expandability and tileability added as extra other information


Important information

  • Item storage (Design 1):
    • Bulk storage (6)
    • Hall
  • Item storage (Design 2):
    • Bulk storage (8)
    • Hall 

If multiple designs are submitted, then it will be mentioned between brackets
This applies for all types of item storage: item halls, item callers, bulk storage and silo storage

Hopper Speed

  • Category:
    • STORAGE TECH
  • Creation type:
    • Item filters
    • Item sorters
    • Shulker loaders
    • Shulker unloaders
    • Item halls
    • Item silos

Hopper speed refers to how many items can be moved/processed at a time. Different configurations allow for higher hopper speed:

  • A single Hopper can handle 1 item every 8 gameticks (so 9000 items per hours)
  • A Dropper can handle 2x hopper speed (2 items every 8 gameticks) 
  • A Hopper tower, having them all point down, is 2x hopper speed, as the top hopper push 1 item in every 8 gametick, but the bottom one also pulls 1 item every 8 gametick. Allowing a hopper to transfer 2 items every 8 gameticks

Pictures explaining how the configurations are is helpful

Examples Hopper Speed

Choose one of the following methods:


Important Information

  • Hopper Speed:
    • [Number]x hopper speed

Example:

Important Information

  • Hopper Speed:
    • 1x hopper speed

Important Information

  • Hopper Speed:
    • ?x hopper speed
    • Note: Missing hopper speed

Note must be added if the hopper speed is missing.


Important Information

  • Hopper Speed (Design 1):
    • 16x hopper speed
  • Hopper Speed (Design 2):
    • 16x hopper speed

If multiple designs are submitted, then it will be mentioned between brackets

Even though design 1 and 2 are structured the same, they might have some difference in size or blocks used

Doorframe

  • Category:
    • MOB FARMING
    • BLOCK/ITEM FARMING
  • Creation type:
    • Dragon Killer
    • Block Breakers

The doorframe tells something about how the doorframe should look like. The doorframe defines how the position, orientation and the visibility of the door, but also the position of the redstone

Pictures explaining what door frames are is helpful

Examples Doorframe

Choose one of the following methods:


Important Information

  • Doorframe
    • Regular

There are many types of door frames. See below the list, or read this [Article: Doorframe] for more information:
- Regular
- Flush regular
- Flush full
- Hipster floor semi
- Hipster floor full
- Hipster ceiling semi
- Hipster ceiling full
- Hipster wall
- Deluxe semi
- Deluxe full
- Trapdoor floor
- Trapdoor ceiling
- Expandable regular
- Expandable infinitely
- Stackable regular
- Stackable infinitely

Circuit visibility

  • Category:
    • CIRCUITRY
  • Creation type:
    • Piston Doors

Circuit visibility talks about whether redstone components and/or special blocks (such as immovable blocks, gravity blocks, slime, etc.) are visible inside the doorframe and door hall when the door is either open or closed. Possible values:

  • Seamless (no redstone visible)
  • Non-seamless (redstone visible) There is also the category “full seamless” and “semi-seamless” category, but those apply to the door patterns (using lamps)

To learn more about seamless and non-seamless, you can find about it in this [Article: Seamless and Non-Seamless]

Pictures explaining what circuitry visibility is, is helpful

Examples Circuit visibility

Choose one of the following methods:


Important information

  • Circuit visibility
    • [Seamless/Non-seamless]

 Choose between Seamless and Non-seamless

Door Pattern

  • Category:
    • CIRCUITRY
  • Creation type:
    • Piston doors

The doorframe tells something about how the doorframe should look like. The doorframe defines how the position, orientation and the visibility of the door, but also the position of the redstone

Pictures explaining what door patterns are is helpful

Examples Door Pattern

Examples (Door pattern)

Choose one of the following methods:


Important information

  • Door Pattern
    • None

There are many types of wiring restrictions. See below the list, or read this [Article: Door Patterns] for more information:
- None
- Funnel Regular
- Funnel TNT
- Funnel Lamp Seamless
- Funnel Lamp Fully Seamless
- Vault
- Cave Regular
- Cave TNT
- Etho
- Iris
- TNT Regular
- TNT Semi
- TNT Full
- Glass center
- Semi-Seamless
- Fully-Seamless
- Glass
- Stargate
- Center Stargate
- Full Stargate
- Lamp Regular
- Lamp Always-On
- Lamp Full
- Circle
- Triangle Right
- Triangle Regular
- Sissy-bar Regular
- Sissy-bar Glass
- Bar
- Carpet
- Asdjke
- Checkerboard Regular
- Checkerboard Full
- Gold play button
- Rail Single
- Rail Double
- Vortex Regular
- Vortex Deep
- Vortex Horizontal
- Corner Regular
- Corner Dual
- Pitch Regular
- Pitch Reversed
- Pitch Vertical

Wiring Restrictions

  • Category:
    • CIRCUITRY
  • Creation type:
    • Piston doors

Door record makers usually also restrict which wiring can be used to give an extra challenge for the record. 

Pictures explaining what wiring restrictions are is helpful

Examples Wiring restrictions

Choose one of the following methods:


Important Information

  • Wiring Restrictions
    • None

There are many types of wiring restrictions. See below the list, or read this [Article: Wiring Restrictions] for more information:
- None
- Entityless
- Observerless
- Observer-only
- Redstone Block Only (RBO)
- Sandless-semi
- Sandless-full
- Slimeless
- Zomba
- Zombi

Door Speed

  • Category:
    • CIRCUITRY
  • Creation type:
    • Piston doors

When making a fast door for a world record, the door speed must be given. Door records usually about two categories: smallest and fastest + smallest. The first category (only smallest) doesn't care about door speed, the second one door speed is important.

Examples Door Speed

Choose one of the following methods:


Important Information

  • Door Speed
    • Open = 0,7 s
    • Close = 0,3 s

Door speed is measured in seconds. The door speed can be measured by recording the door opening/closing. It is possible to calculate how long (redstone) components take to update to calculate the speed from that. (1gt = 0,05 s, 2gt = 0,10 s. 2gt is equal to 1 redstone tick (the time it takes to update a repeater))

Recording the door speed using a video is not reliable as visuals in Minecraft don't always match what actually happens


Important Information

  • Door Speed
    • Open = ? s
    • Close = 0,3 s
    • Note: Missing opening time

If the opening time is missing, use this note


Important information

  • Door Speed
    • Open = 1,2 s
    • Close = ? s
    • Note: Missing closing time

If the closing time is missing, use this note


Important information

  • Door Speed
    • Open = ? s
    • Close = ? s
    • Note: Missing door speed

If both opening and closing time is missing, use this note.
This note is probably not used, because this is simply useless information for a door that is being tracked for 'fastest'

Bonemeal Usage

  • Category:
    • BLOCK/ITEM FARMING
  • Creation type:
    • Tree farms
    • Sugarcane farms
    • Micro crop farms
    • Flower farms
    • Moss farms

Farms that use bonemeal to crow crops or saplings, the amount of bonemeal that is used must be given. Examples are tree farms, micro crop farms, flower farms or moss farms.

Examples Bonemeal Usage

Choose one of the following methods:


Important Information

  • Bonemeal Usage
    • 2,400 Bonemeal used per hour

For farms that use bonemeal to grow crops or saplings, the bonemeal usage must be used

Just like rates, the amount of Bonemeal is given in total number and per hour


Important Information

  • Bonemeal Usage (Design 1):
    • 2,400 Bonemeal used per hour
  • Bonemeal Usage (Design 2):
    • 2,000 Bonemeal used per hour

You can also have different designs, or “modules” which result in different rates.


Important Information

  • Bonemeal Usage
    • ? Bonemeal used per hour
    • Note: Missing Bonemeal usage

If Bonemeal usage is unknown, use this note

Bonemeal Profit

  • Category:
    • MOB FARMING
    • BLOCK/ITEM FARMING
  • Creation type:
    • Fish farms
    • Nether tree farm
    • Moss farms
    • Flower farms
    • (Bonemeal farms)

Farms that create someway bonemeal (not bones, but bonemeal), use this instead of 'Rates'. Examples are fish farms, moss farms or flower farms. Each type gives information about the amount of bonemeal that used, produced and the profit from it. 

Examples Bonemeal Profit

Choose one of the following methods:


Important Information

  • Bonemeal Profit (1.16.0):
    • 2,400 Bonemeal used per hour
    • 3,000 Bonemeal produced per hour
    • = 600 Bonemeal profit per hour

After “Rates” the version that the farm is tested in must be mentioned
If the version is not provided, the first possible version this farm works in must be specified as version

Just like rates, the amount of Bonemeal is given in total number and per hour

Bonemeal profit can be calculated by:
Bonemeal used - Bonemeal produced = Profit


Important Information

  • Bonemeal Profit (1.16.0,):
    • 2,400 Bonemeal used per hour
    • 3,000 Bonemeal produced per hour
    • = 600 Bonemeal profit per hour
  • Bonemeal profit (1.17.0,):
    • 3,000 Bonemeal used per hour
    • 5,000 Bonemeal produced per hour
    • = 2000 Bonemeal profit per hour

In this case, rates are provided from multiple versions


Important Information

  • Bonemeal Profit (Design 1, 1.16.0,):
    • 2,400 Bonemeal used per hour
    • 3,000 Bonemeal produced per hour
    • = 600 Bonemeal profit per hour
  • Bonemeal profit (Design 2,1.19.0,):
    • 10,000 Bonemeal used per hour
    • 12,000 Bonemeal produced per hour
    • = 2000 Bonemeal profit per hour

You can also have different designs, or “modules” which result in different rates. The version must also be mentioned.


Important Information

  • Bonemeal Profit (1.16.0):
    • 0 Bonemeal used per hour
    • 1,000 Bonemeal produced per hour
    • = 1,000 Bonemeal profit per hour

For farms that don’t use Bonemeal (e.g. fish farms), this number must still be used


Important Information

  • Bonemeal Profit (1.16.0):
    • ? Bonemeal used per hour
    • 1000 Bonemeal produced per hour
    • = ? Bonemeal profit per hour
    • Note: Missing bonemeal usage

If Bonemeal usage is unknown, use this note


Important Information

  • Bonemeal Profit (1.16.0):
    • ? Bonemeal used per hour
    • ? Bonemeal produced per hour
    • = ? Bonemeal profit per hour
    • Note: Missing bonemeal usage and production

If both Bonemeal usage and Bonemeal production is unknown, use this note
It's highly unlikely that this note is used for a bonemeal farm