Hi, I made a pretty large melon and pumpkin farm (5 layers of silentwisperer's design on youtube), but anything I've tried to do for the item collection and storage so far has not been able to keep up with the amount of items produced. I'm not very knowledgeable about redstone and I'm struggling to figure out a solution by myself.

In the video tutorial he only has a basic hopper chain going into a chest, which is not enough. Currently I have some dropper clocks at each layer that unload items into water streams going into item filters (with some crafters for the melons) and this has been working to some extent but the hoppers of the item filters still cannot keep up, especially for the melon slices, so many items end up flowing right past all of them.

I attempted to fix this by having a water stream looping around so any items that don't get collected by the system get sent back around again, but this didn't really help that much, the hoppers remain an issue.

Does anyone have any recommendations of tutorials for good item collection and storage systems that could be applicable here and won't be overloaded by the high item volume?

My current goals are to:

– Have a good way to unload the hopper minecarts into the system efficiently

– Separate melon slices and pumpkins

– Automatically craft melon slices into melons

– Send pumpkins and crafted melon blocks into separate storage chests

– Ideally also make it so that once all storage is full, excess items get composted into bone meal then auto-crafted into bone blocks

Any help figuring this out would be greatly appreciated!

TL;DR

How do you make a storage system for a high output melon and pumpkin farm?

by WellHydratedAndProud

2 Comments

  1. I am in a similar boat. What I learned the last days:

    Normal hopper filters can take in 9000 items/hour.

    Double hopper speed filters can take in 1800 items/hour.

    There are droppers with hoper speed and droppers with double hopper speed.

    You need to 4D-align the items in your water stream to counter hopper cooldown.

    You have to know how many items/hour your farm produces and go from there.

  2. Just add more filters. My guardian farm on Bedrock has 3 double speed filters just for the cod, for example.

    Hoppers can only process 9000 items per hour, and there’s a brief, but for water streams very relevant, cooldown between when it can pull items out of the stream. For farms with relatively constant production you need enough filters to handle the production rate, plus preferably at least one more to handle spikes and lag in production that can cause items to miss those filters. For intermittent production, e.g. you harvest a kelp field once an hour and get thousands of it all at once, you have to have enough to process everything before things despawn and before the next harvest begins. So while you may be well under 9000/hr, you have at most 5 minutes to handle all that and so may need 12 or more hoppers to get everything collected in time.

    Note that for composters there are 2 dead ticks for each bonemeal (assuming this isn’t a Bedrock only thing), where once you hit max the composter must go through a two tick process of showing the white clumps and then emptying to produce a bonemeal, before it can start composting more stuff. Flowers, with a 60% chance to increase composter level, needs roughly 11 flowers to max the composter, but 13 ticks and not 11 to actually get the bonemeal and start composting more flowers. Point being you need to account for that in computing how much stuff your system can actually process per hour (or whatever time unit you want or need for your situation).