The joy in his voice explainung, that the villagers don't falls through the powder snow due to wearing invisible leather boots, but the *babies* actually do.. Nice.
i built ianxo4's stacking raid farm right when i started a new world. it took an hour with almost no gear at all. I haven't missed not having the resources but i agree it's kind of lame. but having infinite emeralds has simplified my least favorite part of the game: *Villager trading* 🤢
The fact they haven't done anything to make villager trading better is insane. The trading system is built as if they expect the game to be played by a single person, casually, poking around in the dirt. Essentially nobody plays that way! Almost everyone violates that paradigm in one or more ways. I mean, Piglins now exist, would it be so awful to simply make villagers behave like piglins, but with selectable trades? Open their trade dialogue, turn on auto-trading, select the trade you want them to complete and exit, then If they see loose items in their selected trade on the ground, they pathfind to them, pick them up and toss out the item, exactly like a piglin. Instantly, villager trading is 1,000% better for most players, 1,000,000% better for crazy players like SciCraft, and it has changed nothing for the casual player who wants to manually trade with a single trader. If nothing else, that would be a great vanilla-like mod idea I guess.
The way most of my worlds go, I always play on a server with my friends and I build a raid farm asap to help everyone get set up. More fun for everyone that way
i think there are other player detection methods that don't use water, like I think SethBling showed one off that uses a cow, where its pathfinding is only processed when a player is near it, so it eventually walks on a pressure plate and is pushed back to the center. Unfortunately this way isn't as instantaneous as the pufferfish method, but it's doable i think
@@racernatorde5318 oh damn I never thought about that. Maybe, although I’m not sure it it’s hitbox would expand out far enough to hit a pressure plate, plus it’s not entirely fixed in place. I guess you could have a pufferfish in a minecart and then push a filled cauldron into it idk
you could use an allay that was tamed by the player using the farm that has an excess of items, when that player is near, the allay will try to drop its items, this can be measured with a weighted pressure plate since the item dropped is another entity so if you have an allay in a minecart and it drops an item, the signal strength would switch from 2 to 3. This way you can detect when the player arrives in the nether, as long as it is always the same player. I came up with this design as a sort of biometric scanner for specific players, but it also would work for this purpose, and doesn't require water. You could also use cats to detect whether a specific player is in the nether or not which would also work. There is probably a bunch of different ways to detect a player entering the nether that don't use water, you just need to think a bit creatively. Also pufferfish can't breath in cauldrons.
Posted this in another reply, but I actually made a decent setup for player-detection in the nether. Using a skeleton works pretty well if you play around with the range of the skeleton a bit. I just got a system working using this idea. The skeleton is inside of a composter with a honey block underneath. The skeleton starts jumping when it sees the player, and will fire an arrow while jumping most times. He hits a target block, which then activates a pulse extender. This then leads into Ilmango's setup to break and re-light the portal. You just gotta play around with the arc of the arrows and try to figure out a good target block position (I've found that about 3-4 blocks away and one block above the skelly's eye-level is a good spot.) Once you have your target block position, hook up redstone leading from that target block into a decently long pulse extender with comparators. This ensures that any arrows after the first won't keep triggering the system over and over again. Additionally, you can hook up the pulse extender to a trap door that is at the skeleton's eye-level but closer to the player and portal. This will block the skeleton's eyesight to the player after the first arrow triggers the target block. Lastly, sometimes the skeleton can fire "rogue arrows" that miss the target block and actually hit the player. This can be prevented by putting multiple tripwire hooks right after and on the same level as the target block. Just wire up the hooks' signal to that same trapdoor as mentioned earlier. Then, any arrows that would've hit the player will get stopped by the trapdoor.
Since I was watching Scicraft I forgot to question the water streams in the nether until Ilmango pointed it out. "Oh yeah, that is usually impossible isn't it"
I'd rather Mojang just take the stance of setting out a deliberate public balance framework and goals. Or just not touching balance (buff, nerf, removal) at all in a sandbox goal-less game that's relatively non-competitive and were people can easily patch and change the game to their liking. I don't like how they currently buff, nerf, and remove things. It lacks communication and seemingly lacks structure.
Uhmm.. first, modding isint easy without tools like *fabric* and forge. You literally deobfuscate it and hack it, it isint simple. Second, minecraft is a competitive game, you cannot change my mind.
@@Omena0 why would you leave a comment if you’re refusing to change your mind? Seems pointless to take part in a discussion if you’re unwilling to listen yourself
@@CarltonBank im just stating what i know and have expirienced with minecraft. And your comment seems to immidiately turn this conversation into an argument and i dont appreciate it.
I love this approach to redstone farming! I was really curious to see whether you guys would end up building a raid farm, and I have to say I agree with your ideology on the subject. It's a funny line to draw, but some farms are simply too good.
Yeah. Witch farms got progressively nerfed in almost every version since 1.7 and got another massive nerf in 1.18. Now they produce so little it's basically not worth it to build them anymore. So until Mojang adresses this, I'm glad raid farms exist.
As someone with limited time to play MC, I love the raid farm because it achieves multiple ends, letting me enjoy exploring & building in survival faster + easier. I can definitely sympathize with the technical players distain but I would be lying saying I wouldn’t be sad if it was nerfed/fixed/removed.
To be fair to raid farms: Witch farms got progressively nerfed in almost every version since 1.7 and got another *massive* nerf in 1.18. Now they produce so little it's basically not worth it to build them anymore. So until Mojang adresses this, I'm glad raid farms exist.
Literally the only reason I use the stacking raid farm lol best source of redstone(aka witch drops) i actually use the emeralds for more redstone and I burn all the totems cuz I don't play hc the rest ok but I don't really care for them mainly because I don't use them like sugar glass bottles sticks spider eyes. glowstone good but it dont build with it much so eh and gunpowder is just more gunpowder cuz who don't have a creeper farm now that there are elytras
Absolutely wild how I just learned what doubles and floats are in my computer science class and I immediately hear about them in this video despite never hearing about them before
Both of the options considered for player detection on the nether side require water. I'm curious if there's a method that doesn't? This is such a cool concept that it would be a shame if the loading/unloading optimization were only plausible due to the fairly unique SciCraft circumstances of having water available in the nether.
I'd guess that it would be relatively easy to add a detector where a skeleton shoots at the player, but the arrow is slowed down by lava, and then hits a target block.
Tested it out, using a skeleton for nether player-detection works pretty well if you play around with the range of the skeleton a bit. I just got a system working using this idea. The skeleton is inside of a composter with a honey block underneath. The skeleton starts jumping when it sees the player, and will fire an arrow while jumping most times. He hits a target block, which then activates a pulse extender, and that leads into Ilmango's setup to break and re-light the portal. You just gotta play around with the arc of the arrows and try to figure out a good target block position (I've found that about 3-4 blocks away and one block above the skelly's eyesight is a good spot.) Once you have your target block position, hook up redstone leading from that target block into a decently long pulse extender with comparators. This ensures that any arrows after the first won't keep triggering the system over and over again. Additionally, you can hook up the pulse extender to a trap door that is at the skeleton's eye-level but closer to the portal. This will block the skeleton's eyesight to the player after the first arrow triggers the target block. Lastly, sometimes the skeleton can fire "rogue arrows" that miss the target block and actually hit the player. This can be prevented by putting multiple tripwire hooks at the same level as the target block and wire up the hooks' signal to that same trapdoor as mentioned earlier. So, any arrows that would've hit the player will get stopped by the trapdoor.
Things that arent too op for scicraft: water in the nether, end portals wherever, endless bedrock, glitched villagers and infinite emeralds, carpet, all sorts of mods, etc etc... things that are too op for scicraft: raid farms.... makes no sense to me where they draw that line but hey thats the glory of minecraft we all get to draw that line however we want! Love that yall challenge yourselves to create farms in interesting and new ways, great episode!
It’s not just about how rewarding the mechanics are at the end in terms of what they accomplish, it’s about how rewarding the process of actually executing them are. If raid farms had more engaging mechanics surrounding them, and more opportunities for optimization, but gave the same amount of output, I guarantee that they wouldn’t have a problem with them.
That is so awesome. I didn't even think that you could make a redstone farm that works this well. I just saw an awesome item sorter made by Lummie Thief that Tango Tek built in Hermitcraft. I know I enjoyed Lummie's video and thought it was an ingenious machine. I think others may enjoy it if they haven't seen it already. Cheers and thanks for the awesome farm!
So amazing to see things that are in-game that you really never think about making a farm for. I knew about gifts, but I would have never thought about automating it! so cool, gotta add it to my "farm world" now :)
I also think raids are really fun. After getting netherite armor, it's one of the only things that poses a challenge anymore. That's why I've been hesitant to build to a raid farm, since I won't have to do raids for totems anymore.
would love to see a version of this that doesn't require nether water. outside of armor, tools and books, you don't need a lot of emeralds anyways unless you are doing the glass trade due to lack of renewable sand, so if they fix the portal coordinate management so it'd work anywhere this would be better than raid farms for practical purposes,
The "how" is the hard part, and once that part is done, the challenge is gone. The farm can be easily replicated. Also, I believe that his argument is that it's too OP in its current state. In how effortless it is to create, and the copious amount of different resources acquired with said little effort. Most especially in conjunction with Villager Trading.
@@mcihay246 I think the copious loot is quite opportunity opening. It gives you more things to work with. Nobody makes a raid farm just to afk at it forever. However I do agree that it is really easy to build but hey, you can really only blame the makers of Minecraft for that
@@Greesher The copious amount is fine. Since farms made for a specific resource (Creeper, Witch, Tree) are efficiently made to farm the exact resource. It's moreso the copious amount of different and valuable loot that can be acquired that can be considered an issue with little effort. Because of Raid Farms and Villager Traders both. Although, just because Mojang hasn't nerfed it (nor am I saying they necessarily should), but it's moreso that ilmango personally doesn't like how it is now. He has a sort of integrity in that way I guess.
What I love about this game is that if you don't wanna do a raid farm, you don't have to! I'm also in the no-raid farm camp, don't have one in my world, still just use a single witch hut farm which supplies more than enough red stone dust for me without totally obliterating the _slight_ grind I have to do for villager trading.
It would be nice if raid farms where designed in a way where players that don’t want to cheese everything could actually utilize the feature without feeling likes it’s cheap and boring.
@@sethdonahue7452 i think the problem is that you can stack raidfarms. If that is not possible you would get a reasonable 3500emeralds + a little Redstone and stuff. If you remove the stakablepart and buff witchfarms a lot for redstone you need many farms. I get my redstone through trading with clerics. My emeralds through a simple raidfarm without stacks.
For storage you should transition from double chests to shulker loaders, 1 wide shulker loaders exist & I use it with all of my farms along with a sorter.
You can always send everything except the totems of undying into fire if you still want to do the other farms. The raid farm is good for totems and saddles.
You know what else you can do with lapis? Make blue dye out of it. You know what you can do with blue dye? Trade it with shepherds for even more emeralds!
Can't you use the same water dispensing that breaks the portal to re-center the player inside the portal, fixing the misalignment bug? Just have to dispense water from two sides at the same time.
Only water would not just allign you on the center, like in theory it is possible, like break portal, push blocks inside the obsidian frame that allows the water to push you into the center of a block, dispense the water, take away the water and take away the blocks and then light the portal
Fair enough, ilmango. Raid farms are indeed pretty OP. One second of AFK:ing at a efficient one is the equivalent of an enchanted diamond set from a villager trade, assuming they haven't been cured. But at the same time, it's also the best way to get them as the conventional way is either trading manually which is slow, or mining them on the high mountains which is torturous. A solution to it, is to use the raid farms, but limit the emerald output by only letting a fifth or so go through to the output chests. It is handicapping, but it should make it fairer, the same for redstone and gunpowder to make the dedicated farms of them seem more appealing. As it stands, using raid farms is very powerful but it doesn't have to be, the game is your oyster.
I only use one single hopper for my raid farm only interested really in the redstone. I however really like farm you don’t need to afk ower night as then you need a server with carpet mod
speaking facts! Raid farms are so bad they remove the need for witch farms, but at the same time raid farm are great for people who are not that into redstone and farms, just one farm for a lot of annoying ressourses
I don't think it's something bad in op farms. Minecraft it's a sandbox game not a survival. This game needs more content and options not a easy/hard balance. I always love in Minecraft freedom of creating own world. Build nice things or make automations. I know a looooot of better survival games than MC but king of sandbox is only one.
Though, of there is one clearly best farm, which is multipurpose, why would you build farms anymore? It's the same issue as going into creative in a survival world.
But the argument goes both ways though. If the sandbox features are what interests you, and not the survival ones, then why not just give yourself items that you don’t feel like farming? Obviously there’s some sort of middle ground where the survival features are engaging enough to make you want to play survival, but not so difficult that you just can’t reasonably get enough of those items unless you are particularly interested in building farms.
I definitely agree with your stance on stacking raid farms. I started on a server recently and within the first few hours a friend had a raid farm and villager hall operational. It basically made me want to stop playing because it completely ruined the challenge and progression of the game.
It think it might be a silly thing to say or you already thought about this, but in order to deal with the player ofset movement due to the nether portal, wouldn't work if you add a system that dispense water on each side (replacing the two glass blocks) to center the player every cycle? It will take probably one or two seconds to move the player to the very center. (idk if this would work, just wanted to share the idea I got watching the video tho). I really enjoy watching sci's videos :))
Majority of people don't play the game like Sci-Crafter's do, Mango. You'd be making regular gameplay less rewarding to appease a small subset of technical players.
@@ilmango I'm more referring to the mechanics of getting small rewards for beating raids. I don't feel like we should nerf those for the casual players out there.
@@mreevee7785 you put lava behind couple observers facing each other except the last one then that will instantly light up after breaking it with water or what ever
Honestly, I don't think that the raid farms are too overpowered. I've found myself still having to make Creeper farms and doing Redstone trading since the rates of both just aren't enough.
Raid farms are mechanically farm more interesting than any other redstone farm. I'd hate to go back to an era of building boring witch farms or even gift farms.
I don't see how a raid farm is any more OP than a bartering farm. For example, unlimited obsidian? Obsidian is such a powerful block, but that is supposed to be balanced by it being hard to get.
While I get that raid farms are stupid on a scale like this, I still love them for casual players, as they offer so much value for relatively low effort. Maybe removing witches from raids would solve this issue though, as that would remove gun powder, redstone dust and glowstone from the farm. And most casual players probably only really use the farm for the emeralds anyway.
Redstone is a pain to obtain, even for casuals. Stacking raid farms were already somewhat nerfed in 1.18 and 1.19. Raid farms are more lag efficient and mechanically intricate than gift spam. Faster raid farms work off TNT looting which also requires gunpowder feeding. The other members also built a stacking raid farm as mango was waiting for the villagers to breed.
Why does the portal have to be so long? Did I miss something? The player shifting problem won't happen if the portal is just 2 blocks wide. You also can fit a few hundred more villagers.
If the portal is two blocks wide, it might block the view of some of the villagers. This will then decrease the rates overall. Not sure if there's any other reasoning for the size of the portal. The villagers' views of the player being obstructed is just one problem I could see happening.
You can get stacks from villager trading (sell them easily farmable stuff, or buy glass and sell glass panes or similar). Good enough for other villager trades, but not as convenient as a raid farm.
I might be wrong, did they get rid of the negative effect of killing villagers infront of other villagers? Seems like maybe killing a couple by accident would effect rates?
You are referring to getting a "bad reputation" with villagers. I believe that this bad rep only affects the prices of trades, not the amount of gifts you get after completing a raid. It's almost like the villagers are saying "Yeah well, you killed some of our friends. But, we care more about those raiders you just killed so THANK YOU VERY MUCH." 😄
The joy in his voice explainung, that the villagers don't falls through the powder snow due to wearing invisible leather boots, but the *babies* actually do..
Nice.
17:02 for anyone wanting a timestamp!
i built ianxo4's stacking raid farm right when i started a new world. it took an hour with almost no gear at all. I haven't missed not having the resources but i agree it's kind of lame. but having infinite emeralds has simplified my least favorite part of the game: *Villager trading* 🤢
The fact they haven't done anything to make villager trading better is insane. The trading system is built as if they expect the game to be played by a single person, casually, poking around in the dirt.
Essentially nobody plays that way! Almost everyone violates that paradigm in one or more ways.
I mean, Piglins now exist, would it be so awful to simply make villagers behave like piglins, but with selectable trades? Open their trade dialogue, turn on auto-trading, select the trade you want them to complete and exit, then If they see loose items in their selected trade on the ground, they pathfind to them, pick them up and toss out the item, exactly like a piglin.
Instantly, villager trading is 1,000% better for most players, 1,000,000% better for crazy players like SciCraft, and it has changed nothing for the casual player who wants to manually trade with a single trader.
If nothing else, that would be a great vanilla-like mod idea I guess.
You can just void trade lul
The way most of my worlds go, I always play on a server with my friends and I build a raid farm asap to help everyone get set up. More fun for everyone that way
@@jacobbabcock8943 I just spam every farm I can think of lul
@@butterfly-fy3wz i just dont play minecraft lul
"Oh good, they don't use the frosted ice trick in the nether. That means I might actually be able to use it!"
*They use a pufferfish in water*
i think there are other player detection methods that don't use water, like I think SethBling showed one off that uses a cow, where its pathfinding is only processed when a player is near it, so it eventually walks on a pressure plate and is pushed back to the center.
Unfortunately this way isn't as instantaneous as the pufferfish method, but it's doable i think
@@Squilly4 Can one actually put a pufferfish inside a cauldron filled with water in the nether?
@@racernatorde5318 oh damn I never thought about that. Maybe, although I’m not sure it it’s hitbox would expand out far enough to hit a pressure plate, plus it’s not entirely fixed in place. I guess you could have a pufferfish in a minecart and then push a filled cauldron into it idk
you could use an allay that was tamed by the player using the farm that has an excess of items, when that player is near, the allay will try to drop its items, this can be measured with a weighted pressure plate since the item dropped is another entity so if you have an allay in a minecart and it drops an item, the signal strength would switch from 2 to 3. This way you can detect when the player arrives in the nether, as long as it is always the same player. I came up with this design as a sort of biometric scanner for specific players, but it also would work for this purpose, and doesn't require water. You could also use cats to detect whether a specific player is in the nether or not which would also work. There is probably a bunch of different ways to detect a player entering the nether that don't use water, you just need to think a bit creatively. Also pufferfish can't breath in cauldrons.
Posted this in another reply, but I actually made a decent setup for player-detection in the nether.
Using a skeleton works pretty well if you play around with the range of the skeleton a bit. I just got a system working using this idea. The skeleton is inside of a composter with a honey block underneath. The skeleton starts jumping when it sees the player, and will fire an arrow while jumping most times. He hits a target block, which then activates a pulse extender. This then leads into Ilmango's setup to break and re-light the portal.
You just gotta play around with the arc of the arrows and try to figure out a good target block position (I've found that about 3-4 blocks away and one block above the skelly's eye-level is a good spot.) Once you have your target block position, hook up redstone leading from that target block into a decently long pulse extender with comparators. This ensures that any arrows after the first won't keep triggering the system over and over again. Additionally, you can hook up the pulse extender to a trap door that is at the skeleton's eye-level but closer to the player and portal. This will block the skeleton's eyesight to the player after the first arrow triggers the target block.
Lastly, sometimes the skeleton can fire "rogue arrows" that miss the target block and actually hit the player. This can be prevented by putting multiple tripwire hooks right after and on the same level as the target block. Just wire up the hooks' signal to that same trapdoor as mentioned earlier. Then, any arrows that would've hit the player will get stopped by the trapdoor.
Scicrafters could basically become IT security professionals with the amount of effort spent on finding bugs.
They're smart enough that they could do anything they want, but what they want to do is play Minecraft.
A lot of them are
Not just scicrafters, a lot of tmc is crazy smart
It's truly impressive to be able to go from "my farm doesn't work quite right" to finding improper casting within the code!
I'd imagine most of them are lmao
I love the consistent SciCraft content
Since I was watching Scicraft I forgot to question the water streams in the nether until Ilmango pointed it out. "Oh yeah, that is usually impossible isn't it"
I'd rather Mojang just take the stance of setting out a deliberate public balance framework and goals. Or just not touching balance (buff, nerf, removal) at all in a sandbox goal-less game that's relatively non-competitive and were people can easily patch and change the game to their liking.
I don't like how they currently buff, nerf, and remove things. It lacks communication and seemingly lacks structure.
i agree that things like hero of the village farms shouldn't be changed but things like 0 tick farms should always be fixed
Uhmm.. first, modding isint easy without tools like *fabric* and forge.
You literally deobfuscate it and hack it, it isint simple.
Second, minecraft is a competitive game, you cannot change my mind.
@@Omena0 why would you leave a comment if you’re refusing to change your mind? Seems pointless to take part in a discussion if you’re unwilling to listen yourself
@@CarltonBank I don't think people _should_ do this often, but you *can* add to a conversation without taking from it
@@CarltonBank im just stating what i know and have expirienced with minecraft. And your comment seems to immidiately turn this conversation into an argument and i dont appreciate it.
They did it, the first consensual redstone farm
I love this approach to redstone farming! I was really curious to see whether you guys would end up building a raid farm, and I have to say I agree with your ideology on the subject. It's a funny line to draw, but some farms are simply too good.
Tried a witch farm. Without those multiple witch farms, they are actually very slow.
I too tried a witch farm, thought it was broken because of how slow it was
Don't forget that they also got nerfed due to the higher terrain
thats because mojang nuked witch hut with the increased world height :P
Even with the multiple witch farm setups (quadwitch) its still pretty slow. That's why scicraft has 20 of them on 1.12 lmao, it is that slow.
Yeah. Witch farms got progressively nerfed in almost every version since 1.7 and got another massive nerf in 1.18. Now they produce so little it's basically not worth it to build them anymore. So until Mojang adresses this, I'm glad raid farms exist.
I just think witch farms should ve drasticaly buffed at this point it’s so nessesary to build a raid farms
As someone with limited time to play MC, I love the raid farm because it achieves multiple ends, letting me enjoy exploring & building in survival faster + easier. I can definitely sympathize with the technical players distain but I would be lying saying I wouldn’t be sad if it was nerfed/fixed/removed.
I think they need a nerf but they shouldn't be removed
Very impressive, but I’m honestly more impressed that you found a use for the golden pressure plate
14:44 "filling up the breeder villager with seeds" 😳😳😳
To be fair to raid farms: Witch farms got progressively nerfed in almost every version since 1.7 and got another *massive* nerf in 1.18. Now they produce so little it's basically not worth it to build them anymore. So until Mojang adresses this, I'm glad raid farms exist.
Literally the only reason I use the stacking raid farm lol best source of redstone(aka witch drops) i actually use the emeralds for more redstone and I burn all the totems cuz I don't play hc the rest ok but I don't really care for them mainly because I don't use them like sugar glass bottles sticks spider eyes. glowstone good but it dont build with it much so eh and gunpowder is just more gunpowder cuz who don't have a creeper farm now that there are elytras
That collection system shown at 15:55 for the seed farm is something I've been trying to figure out for the longest!
I literally started building proper villager bredding tech today. Perfect timing to add some tweaks to it
Broke: Slay witches to get their redstone
Woke: Make a contraption that makes a couple thousand villagers puke out all the minerals they own
Mango “raid farms are too op”
Scicraft “has every possible illegal op block
Absolutely wild how I just learned what doubles and floats are in my computer science class and I immediately hear about them in this video despite never hearing about them before
Both of the options considered for player detection on the nether side require water. I'm curious if there's a method that doesn't? This is such a cool concept that it would be a shame if the loading/unloading optimization were only plausible due to the fairly unique SciCraft circumstances of having water available in the nether.
I'd guess that it would be relatively easy to add a detector where a skeleton shoots at the player, but the arrow is slowed down by lava, and then hits a target block.
Tested it out, using a skeleton for nether player-detection works pretty well if you play around with the range of the skeleton a bit. I just got a system working using this idea. The skeleton is inside of a composter with a honey block underneath. The skeleton starts jumping when it sees the player, and will fire an arrow while jumping most times. He hits a target block, which then activates a pulse extender, and that leads into Ilmango's setup to break and re-light the portal.
You just gotta play around with the arc of the arrows and try to figure out a good target block position (I've found that about 3-4 blocks away and one block above the skelly's eyesight is a good spot.) Once you have your target block position, hook up redstone leading from that target block into a decently long pulse extender with comparators. This ensures that any arrows after the first won't keep triggering the system over and over again. Additionally, you can hook up the pulse extender to a trap door that is at the skeleton's eye-level but closer to the portal. This will block the skeleton's eyesight to the player after the first arrow triggers the target block.
Lastly, sometimes the skeleton can fire "rogue arrows" that miss the target block and actually hit the player. This can be prevented by putting multiple tripwire hooks at the same level as the target block and wire up the hooks' signal to that same trapdoor as mentioned earlier. So, any arrows that would've hit the player will get stopped by the trapdoor.
Things that arent too op for scicraft: water in the nether, end portals wherever, endless bedrock, glitched villagers and infinite emeralds, carpet, all sorts of mods, etc etc... things that are too op for scicraft: raid farms.... makes no sense to me where they draw that line but hey thats the glory of minecraft we all get to draw that line however we want! Love that yall challenge yourselves to create farms in interesting and new ways, great episode!
U forgot the rng manipulation, instant fall, mob switch, funny ghast that is constantly throwing up witches, skeleton trap farm, ect??
And tnt duping
It’s not just about how rewarding the mechanics are at the end in terms of what they accomplish, it’s about how rewarding the process of actually executing them are. If raid farms had more engaging mechanics surrounding them, and more opportunities for optimization, but gave the same amount of output, I guarantee that they wouldn’t have a problem with them.
@@M_1024 tnt duping is a part of the general minecraft expirience at this point.
I totally agree with your raid farm ideology. There are generally many things that need better balancing.
That is so awesome. I didn't even think that you could make a redstone farm that works this well. I just saw an awesome item sorter made by Lummie Thief that Tango Tek built in Hermitcraft. I know I enjoyed Lummie's video and thought it was an ingenious machine. I think others may enjoy it if they haven't seen it already. Cheers and thanks for the awesome farm!
So amazing to see things that are in-game that you really never think about making a farm for. I knew about gifts, but I would have never thought about automating it! so cool, gotta add it to my "farm world" now :)
YOU'RE A LEGEND ILMANGO
I also think raids are really fun. After getting netherite armor, it's one of the only things that poses a challenge anymore. That's why I've been hesitant to build to a raid farm, since I won't have to do raids for totems anymore.
I have been waiting for this for a very long time, since clay was not renewable before 1.19, I think this was the only way to get renewable clay
would love to see a version of this that doesn't require nether water. outside of armor, tools and books, you don't need a lot of emeralds anyways unless you are doing the glass trade due to lack of renewable sand, so if they fix the portal coordinate management so it'd work anywhere this would be better than raid farms for practical purposes,
I think raid farms are really cool, actually. We had to figure out how to make them. I think they’re cool.
I think they are cool, but should have less yield
The "how" is the hard part, and once that part is done, the challenge is gone. The farm can be easily replicated.
Also, I believe that his argument is that it's too OP in its current state. In how effortless it is to create, and the copious amount of different resources acquired with said little effort. Most especially in conjunction with Villager Trading.
@@mcihay246 I think the copious loot is quite opportunity opening. It gives you more things to work with. Nobody makes a raid farm just to afk at it forever. However I do agree that it is really easy to build but hey, you can really only blame the makers of Minecraft for that
@@Greesher The copious amount is fine. Since farms made for a specific resource (Creeper, Witch, Tree) are efficiently made to farm the exact resource.
It's moreso the copious amount of different and valuable loot that can be acquired that can be considered an issue with little effort. Because of Raid Farms and Villager Traders both.
Although, just because Mojang hasn't nerfed it (nor am I saying they necessarily should), but it's moreso that ilmango personally doesn't like how it is now. He has a sort of integrity in that way I guess.
@@mcihay246 agree, the problem is that the method is too easy imo
I guess I'll have to do it. Gonna need a Nasa computer though. Thanks for the video and its amazing all the big and fast farms you create
What I love about this game is that if you don't wanna do a raid farm, you don't have to! I'm also in the no-raid farm camp, don't have one in my world, still just use a single witch hut farm which supplies more than enough red stone dust for me without totally obliterating the _slight_ grind I have to do for villager trading.
Raid farm> witch farm
The rates of a witch farm for me is to slow I can’t afk for that long and leave my pc running ower night
It would be nice if raid farms where designed in a way where players that don’t want to cheese everything could actually utilize the feature without feeling likes it’s cheap and boring.
I love raid farms though I do agree they need a nerf. I think the redstone and gunpowder drops should be less frequent or non existent
I think its the emeralds is the biggest problem bc of how many u get
@@sethdonahue7452 i think the problem is that you can stack raidfarms. If that is not possible you would get a reasonable 3500emeralds + a little Redstone and stuff. If you remove the stakablepart and buff witchfarms a lot for redstone you need many farms. I get my redstone through trading with clerics. My emeralds through a simple raidfarm without stacks.
Then play bugrock edition
@@n9s3nse10 bedrock still has a 20,000 emerald an hour farm by sient whisperer its not much better there anyway lol
The most impressive blue dye farm
They use withers to farm mushrooms... I love it lol.
The mango needs more stone coloured red
Mango you should definitely post a video or something about just the villager gifting farm design. Definitely something I'd build
For storage you should transition from double chests to shulker loaders, 1 wide shulker loaders exist & I use it with all of my farms along with a sorter.
Anyone Explaining something:
ilmango: hmm Yup!
"I hate stacking raid farms because they are so op"
"So I'm going to build an even more op villager gifting farm"
really enjoying the consistent uploads lately, thanks for the content mango!
I’ve watched the entire video in 3min and i can say that it is indeed a certified hood classic
You can always send everything except the totems of undying into fire if you still want to do the other farms. The raid farm is good for totems and saddles.
Awesome design! Would you be sharing a litematica schematic of it soon?
You know what else you can do with lapis? Make blue dye out of it. You know what you can do with blue dye? Trade it with shepherds for even more emeralds!
"We've actually been mining for redstone dust a couple of times, _and this can no longer go on"_
It would have been even more fitting to have a gift farm of nitwits to get the seeds
Nobody:
Mojang programimers:
Lest convert this double to a float and then into into a double
Imagine being so good at the game that you inspected the code and found a bug
Can't you use the same water dispensing that breaks the portal to re-center the player inside the portal, fixing the misalignment bug? Just have to dispense water from two sides at the same time.
Only water would not just allign you on the center, like in theory it is possible, like break portal, push blocks inside the obsidian frame that allows the water to push you into the center of a block, dispense the water, take away the water and take away the blocks and then light the portal
I really love the new Scicraft episodes
5:38 ilmango being german and saying oder instead of or
Fair enough, ilmango. Raid farms are indeed pretty OP. One second of AFK:ing at a efficient one is the equivalent of an enchanted diamond set from a villager trade, assuming they haven't been cured. But at the same time, it's also the best way to get them as the conventional way is either trading manually which is slow, or mining them on the high mountains which is torturous. A solution to it, is to use the raid farms, but limit the emerald output by only letting a fifth or so go through to the output chests. It is handicapping, but it should make it fairer, the same for redstone and gunpowder to make the dedicated farms of them seem more appealing. As it stands, using raid farms is very powerful but it doesn't have to be, the game is your oyster.
I only use one single hopper for my raid farm only interested really in the redstone. I however really like farm you don’t need to afk ower night as then you need a server with carpet mod
speaking facts! Raid farms are so bad they remove the need for witch farms, but at the same time raid farm are great for people who are not that into redstone and farms, just one farm for a lot of annoying ressourses
I don't think it's something bad in op farms. Minecraft it's a sandbox game not a survival. This game needs more content and options not a easy/hard balance. I always love in Minecraft freedom of creating own world. Build nice things or make automations.
I know a looooot of better survival games than MC but king of sandbox is only one.
Though, of there is one clearly best farm, which is multipurpose, why would you build farms anymore? It's the same issue as going into creative in a survival world.
But the argument goes both ways though. If the sandbox features are what interests you, and not the survival ones, then why not just give yourself items that you don’t feel like farming? Obviously there’s some sort of middle ground where the survival features are engaging enough to make you want to play survival, but not so difficult that you just can’t reasonably get enough of those items unless you are particularly interested in building farms.
if illmango says the raid farm is op then well damnnit i'll be building it
The getto seed farm still looks better than any redstone contraption I've ever made.
Enjoy the entity ticking.
I randomly enter a minecraft video and see water in the nether, thousand of wither trapped together in a giant castle and much else…
I definitely agree with your stance on stacking raid farms. I started on a server recently and within the first few hours a friend had a raid farm and villager hall operational. It basically made me want to stop playing because it completely ruined the challenge and progression of the game.
I remember reading about very similar raid technology on a post on bilibili
It think it might be a silly thing to say or you already thought about this, but in order to deal with the player ofset movement due to the nether portal, wouldn't work if you add a system that dispense water on each side (replacing the two glass blocks) to center the player every cycle? It will take probably one or two seconds to move the player to the very center. (idk if this would work, just wanted to share the idea I got watching the video tho). I really enjoy watching sci's videos :))
Ilmango actually hates a farm?!?!? IMPOSSIBLE!!
"don't like raid farm. They're OP"
"FREE VILLAGER GIFTS!!!"
>______________
You know it was a dumb idea when iLmango doesn't want to build one
Majority of people don't play the game like Sci-Crafter's do, Mango. You'd be making regular gameplay less rewarding to appease a small subset of technical players.
And what do people that don't have a lot of time playing need tons of ressources for exactly? Large scale projects they don't have time for?
@@ilmango I'm more referring to the mechanics of getting small rewards for beating raids. I don't feel like we should nerf those for the casual players out there.
This man is insane! He should get so many more subs...
pufferfish detector is my favourite
I think I remember Xisuma mention that the mobs pathing to turtle eggs is bugged. It was a couple weeks ago.
Yes, it is. Its broken on both Java and Bedrock currently. Completely ruined all my mega gold farms.
I totally agree with the fact that Raid farms are too op. Villager trading just doesn't make sense when having a raid farm.
Meanwhile villager trading, with the 1x emeral trades, is OP as well
@@racernatorde5318 But it also takes some effort to get there compared to building a raid farm
I like raid farms never built stacking before but I also like the rewards.
Scicraft member says: "Not gonna build that farm, its too OP". -Ilmango 2022
LoL
“In my opinion the raid farm shouldn’t supply emeralds” you have to be actually masochistic to do large scale void trading then
Methodz sounds so metal. I love it. 😂
Rumor says creative mode gets the redstone from this world
“Raid farms are too op” he says, while wearing god pants and using an auto clicker 🤣
Love this approach!
"We need to put 500 flint and steel in dispenser"
Laughs in bedrock
Whats different in bedrock
@@mreevee7785 you put lava behind couple observers facing each other except the last one then that will instantly light up after breaking it with water or what ever
steel*
@@TravelingStacker eeeeh same thing
@@cutesina2783 ofc put trapdoor or crafting table
Cool video!
Out of curiosity, what happened to the third part of the server tour? Am I just dumb?
Honestly, I don't think that the raid farms are too overpowered. I've found myself still having to make Creeper farms and doing Redstone trading since the rates of both just aren't enough.
if scicraft members played skyblock they would be endgame in 10 days
There is a playlist on Ilmangos channel with videos where they played sciblock (scicraft skyblock) it’s a little older but super interesting.
In that series, they also didn't start with lava or water, just dirt and a sapling.
Raid farms are mechanically farm more interesting than any other redstone farm. I'd hate to go back to an era of building boring witch farms or even gift farms.
Hello there
I don't see how a raid farm is any more OP than a bartering farm. For example, unlimited obsidian? Obsidian is such a powerful block, but that is supposed to be balanced by it being hard to get.
bartering is also OP. Don't like it as well and wish it wouldn't be implemented this way
Thanks for the awesome content and great video!!
cheese Gromit, cheese!
While I get that raid farms are stupid on a scale like this, I still love them for casual players, as they offer so much value for relatively low effort.
Maybe removing witches from raids would solve this issue though, as that would remove gun powder, redstone dust and glowstone from the farm. And most casual players probably only really use the farm for the emeralds anyway.
Redstone is a pain to obtain, even for casuals. Stacking raid farms were already somewhat nerfed in 1.18 and 1.19.
Raid farms are more lag efficient and mechanically intricate than gift spam.
Faster raid farms work off TNT looting which also requires gunpowder feeding.
The other members also built a stacking raid farm as mango was waiting for the villagers to breed.
Madness as usual good sir
Raid farm: too OP
Scicraft farm: 20k dust/hr
Why does the portal have to be so long? Did I miss something?
The player shifting problem won't happen if the portal is just 2 blocks wide. You also can fit a few hundred more villagers.
If the portal is two blocks wide, it might block the view of some of the villagers. This will then decrease the rates overall. Not sure if there's any other reasoning for the size of the portal. The villagers' views of the player being obstructed is just one problem I could see happening.
Really cool farm!
today i learned you could put armor on villagers
how did you have your character in one spot while also flying in spectator?
fine german engineering
7:00 couldn't you break the portal with water and make the water flow toward the center, re-aligning the player?
How would an Emerald Farm look like of Raid Farms didn't exist?
You can get stacks from villager trading (sell them easily farmable stuff, or buy glass and sell glass panes or similar). Good enough for other villager trades, but not as convenient as a raid farm.
Good old pumpkin and melon setup. I think it wasn't until the last year or two people fully switched over from crop farms to raid farms for emeralds.
Imaginez way to combine stacking raid farm + this one would be the best farm ever created for sure
Nice raid farm you made here! (-;
I might be wrong, did they get rid of the negative effect of killing villagers infront of other villagers? Seems like maybe killing a couple by accident would effect rates?
You are referring to getting a "bad reputation" with villagers. I believe that this bad rep only affects the prices of trades, not the amount of gifts you get after completing a raid. It's almost like the villagers are saying "Yeah well, you killed some of our friends. But, we care more about those raiders you just killed so THANK YOU VERY MUCH." 😄
My brain broke