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
- MOB FARMING
- Creation type:
- All type of mob farms
- 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 versionItem 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 DiscordThe reason of the change must be mentioned. Example:
Note: 1.17.40 increased the mobcap, increasing the rates of this farmThe 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
- MOB FARMING
- Creation type:
- Dragon Killer
- Wither 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
Choose one of the following methods:
Important Information
- TNT Usage:
- [Number] TNT used per kill
Specify the amount of TNT that is used per kill
Example
Important Information
- TNT Usage:
- 243 TNT used per kill
Important Information
- TNT Usage (Design 1):
- 214 TNT used
- TNT Usage (Design 2):
- 200 TNT used
If multiple designs are submitted, then it will be mentioned between brackets
Important Information
TNT Usage:
- ? TNT used per kill
- Note: Missing TNT usage
Note must be added if no TNT amount is provided
Hit Speed
- Category:
- MOB FARMING
- BLOCK/ITEM FARMING
- MOB 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
Choose one of the following methods:
Important Information:
- Hit Speed:
- [Number] gt per hit
Specify the hitspeed in gameticks
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
Example
Important Information:
- Hit Speed:
- 4 gt per hit
Important Information
- Hit Speed (Design 1):
- 8 gt per hit
- Hit Speed (Design 2):
- 6 gt per hit
If multiple designs are submitted, then it will be mentioned between brackets
Important Information
- Hit Speed:
- ? gt per hit
- Note: Unknown hit speed
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
Breakspots
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Cage
Breakspots refers to how many blocks the Wither can explode if the breaking area of the Wither (4x6x4 = max 72 spots) is filled with blocks.
Examples Breakspots
Choose one of the following methods:
Important Information
- Breakspots:
- [Number] breakspots
Specify the number of breakspots that are used
Example:
Important Information
- Breakspots:
- 48 breakspots
Important Information
- Breakspots (Design 1):
- 34 breakspots
- Breakspots (Design 2):
- 40 breakspots
You can also have different designs, or “modules” which result in different rates. The version does not have to be mentioned
Important Information
- Breakspots:
- ? breakspots
- Note: Missing breakspots
If the kill speed is missing, then this note must be added
Bedrock usage
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Cage
- Wither Killer
- Wither Rose Farm
Bedrock usage refers to amount of Bedrock blocks you need to build a certain Wither Cage or Killer. There must also be a mention what type of Bedrock is used, naturally generated or obtained from an older version.
Examples Bedrock Usage
Choose one of the following methods:
Important Information
- Bedrock Usage:
- [Number] Bedrock blocks used
- [Bedrock Floor/Bedrock Ceiling/End Exit Portal/End Gateway/Obtained Bedrock]
Specify how many Bedrock blocks are used
Select if the Bedrock blocks are naturally generated, or obtained:
- Bedrock Floor (? Bedrock Blocks)
- Bedrock Ceiling (? Bedrock Blocks)
- End Exit Portal (41 Bedrock blocks)
- End Gateway (12 Bedrock blocks)
- Obtained Bedrock (? Bedrock Blocks)
Important Information
- Bedrock usage (Design 1):
- 41 Bedrock blocks used
- Bedrock usage (Design 2):
- 11 Bedrock blocks used
You can also have different designs, or “modules” which result in different rates. The version does not have to be mentioned
Important Information
- Bedrock Usage:
- ? Bedrock blocks used
- Note: Missing Bedrock block usage
It is unlikely that the amount of Bedrock blocks are unknown, but if not provided, this note must be added to it
Kill Speed
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Killer
- 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 (if TNT is used, TNT Usage must be added as Important Information)
Examples Kill Speed
Choose one of the following methods:
Important Information
- Kill Speed ([Easy/Normal/Hard] difficulty)
- 1 Wither every [Number] [gameticks/seconds/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)The time it takes for 1 wither to die, this can be provided in gameticks, seconds or minutes
Example:
Important Information
- Kill Speed (Hard difficulty)
- 1 Wither every 5 minutes
For a standard suffocation design in hard mode, the wither has 300 hearts:
The Wither has 300 hearts and requires 600 hits to kill
The Wither can be hit every 10 gameticks, or every 0.5 seconds
600 hits needed x 0.5 seconds = 300 seconds = 5 minutes
This changes the speed for difficulty:
- Hard = 300 hearts = 600 hits = 300 seconds = 5 minutes
- Normal = 225 hearts = 450 hits = 225 seconds = 3.75 minutes
- Easy = 150 hearts (300 hits) = 150 seconds = 2.5 minutes
Important Information
Kill speed (Hard difficulty)
- 1 Wither every ? seconds
- Note: Missing Kill Speed
If the kill speed is missing, then this note must be added
Important information
- Kill speed (Design 1, Normal difficulty):
- 1 Wither every 10 seconds
- Kill speed (Design 2, Normal difficulty):
- 1 Wither every 5 minutes
If multiple designs are submitted, then it will be mentioned between brackets
Difficulty must still be mentioned
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
- STORAGE TECH
- Creation type:
- Item Filter
- 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 helpMention 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
- Item Halls
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) hallItem 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 textThese 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
- 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
- MOB 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
- 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
- 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 versionJust 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
Experiments
- Category:
- MISCELLANEOUS
- MISCELLANEOUS
- Creation type:
- Resource packs
- Behavior packs
Resource packs, behavior packs and add-ons might require certain experiments to be enabled to work. Without those experiments the pack might not work.
Examples Experiments
Choose one of the following methods:
Important Information
- Experiments
- Beta API
Experiments are required to be added if the pack uses them