While not efficient, it's supremely elegant, cheap punch-wood early working, and it's super organic and beautiful. I live for this kind of application of the theory.
this is a pretty wool farm. it would be cool to see more concepts for pretty farms that still has some efficiency instead of just pure efficiency and then try and hide the oftentimes boring structures that comes from that
I enjoy using pathfinding for farms, so I always use Gnembon's blaze farm. Looks like I can add this wool farm to my roster. Almost too bad that there aren't any other automated farm options for the other passive mobs.
this would be the equivalent of being into automation but still caring about nature, like the minecraft utopia in terms of society, meanwhile the dystopia of people blowing up giant perimeters for a witch farm and such, and obviously the normal timeline of just playing survival without any automation and the supposed past that the ingame lore has of ancient cities which from what it seems were just starting to figure out redstone before they died
Recently I've been working on designing a pathfinding hostile mob farm for an extreme one block challenge that uses nothing but solid blocks, with part of the challenge being optimizing efficiency of both spawning and path finding per block. Importantly it has to spawn spiders because string is needed for wool blocks. My current best is around 40-ish blocks per layer (with every space being spawnable) and depending on floor level can either kill mobs or let me one-hit kill them. I'd love to see somebody else take a crack at it and create something super efficient.
So, I've made the observation of sheep grouping up in a certain part of a closed pen before. In my most recent underground base I happened to place sheep next to a caged frog area which sat a couple blocks above to the sheep area. It's crazy to me that my facetiously asked "why do those idiots always pool up on that side?" actually has an answer! They're pathfinding to be close to the grass blocks in the frogs' cage. There's so many parallels to how the scientific method is used for real world purposes. The only limit to discovery are the fundamental laws, like how the only answer to why those priority equations are used for the passive mobs' code is "because that's how it is."
another way that might make them prefer falling into the hole would be to make a path they think is viable behind it, that leads up the mountain. So anytime they would try to pathfinding upwards, they would need to walk over the hole. this could be achieved with open trapdoors
theres no other way i can describe this than purely interesting to someone who didn't know it would just look like magic such a cool application of theory
It's things like this that make me miss pre-AI wandering timeout mob behavior. For all it's literally a decade old, it's surprising just how many subtle ways that one change affected the game. Both for mob Ai driven farms, and even for general gameplay, since wandering mobs can go a surprisingly long distance without that timeout.
I absolutely love this farm design! Not efficient at all, but tons of fun. I'm wondering if the water stream is necessary at all? Would they naturally gravitate towards the exit of the cave (and ultimately back to the top of the hillside) or would the path finding algorithm be a bit more confused there?
I love these sort of videos, but let's be real, wtf was that color coding my guy. I didn't even try to understand it, and the explanation still disoriented me. I could see you were slightly confused while explaining it, and you are the one who created it!
1:25 You could use a string in front of a observer instead of a pressure plate
would kinda defeat the point of it being sheep wouldn't it? :)
@@de_g0od Why would it defeat the purpose?
@@AstroEli133 sheep = cheap pun. Observer and string are a bit more expensive than two wood for a pressure plate.
@@mizarluke Oh. I guess you would need to go to the Nether to get quartz.
While not efficient, it's supremely elegant, cheap punch-wood early working, and it's super organic and beautiful.
I live for this kind of application of the theory.
This looks like a farm that GoodTimesWithScar would build...
Wow, this is a cool farm. I feel bad putting mobs into tiny boxes, so this much more satisfying to me than a super effective farm.
I love that this sort of stuff is possible. It's probably limited to sheep in some sense, but maybe a mob breeder could be based on this idea
this is a pretty wool farm.
it would be cool to see more concepts for pretty farms that still has some efficiency
instead of just pure efficiency and then try and hide the oftentimes boring structures that comes from that
I like the idea of extensive farming in minecraft, while still being automatic
This is great! A fully automatic farm that looks natural, unless you look too long at what happens to the sheep!
I enjoy using pathfinding for farms, so I always use Gnembon's blaze farm. Looks like I can add this wool farm to my roster.
Almost too bad that there aren't any other automated farm options for the other passive mobs.
this would be the equivalent of being into automation but still caring about nature, like the minecraft utopia in terms of society, meanwhile the dystopia of people blowing up giant perimeters for a witch farm and such, and obviously the normal timeline of just playing survival without any automation and the supposed past that the ingame lore has of ancient cities which from what it seems were just starting to figure out redstone before they died
Solarpunk Minecraft, I dig it!
this gives me that same feeling like i'm watching etho's first world or sethbling again. such an elegant design.
I hope this channel blows up because that's revolutionary research.
Reminds me of the afk sheep farm that pi made back in 1.7.
That was also using sheep pathfinding.
But didn't look quite as beautiful.
They're like children going down a slide & climbing the hill to go ride it again.
Recently I've been working on designing a pathfinding hostile mob farm for an extreme one block challenge that uses nothing but solid blocks, with part of the challenge being optimizing efficiency of both spawning and path finding per block. Importantly it has to spawn spiders because string is needed for wool blocks. My current best is around 40-ish blocks per layer (with every space being spawnable) and depending on floor level can either kill mobs or let me one-hit kill them. I'd love to see somebody else take a crack at it and create something super efficient.
So, I've made the observation of sheep grouping up in a certain part of a closed pen before. In my most recent underground base I happened to place sheep next to a caged frog area which sat a couple blocks above to the sheep area. It's crazy to me that my facetiously asked "why do those idiots always pool up on that side?" actually has an answer! They're pathfinding to be close to the grass blocks in the frogs' cage.
There's so many parallels to how the scientific method is used for real world purposes. The only limit to discovery are the fundamental laws, like how the only answer to why those priority equations are used for the passive mobs' code is "because that's how it is."
Sheep like going uphill, meanwhile rabbits like committing suicide
This is really cool. Looks like an open enclosure type of deal rather than a sheep box
anyway heres wanderwool
"And all the roads that lead you there were winding"
"and all just thanks to your innate pathfinding"
How do you not have more viewers and subs??? This is the type of nerdy stuff I love!
another way that might make them prefer falling into the hole would be to make a path they think is viable behind it, that leads up the mountain. So anytime they would try to pathfinding upwards, they would need to walk over the hole. this could be achieved with open trapdoors
finally, free ranged wool farm!
Hopper minecarts are your friend, you can place them inside blocks. Just wanted to add that to your toolkit if you haven't yet
That's amazing! I love weird and whimsical farms.
I just build a farm like this and it works like a treat. It's just an Amazing Idea.
theres no other way i can describe this than purely interesting
to someone who didn't know it would just look like magic
such a cool application of theory
It's things like this that make me miss pre-AI wandering timeout mob behavior. For all it's literally a decade old, it's surprising just how many subtle ways that one change affected the game. Both for mob Ai driven farms, and even for general gameplay, since wandering mobs can go a surprisingly long distance without that timeout.
I absolutely love this farm design! Not efficient at all, but tons of fun.
I'm wondering if the water stream is necessary at all? Would they naturally gravitate towards the exit of the cave (and ultimately back to the top of the hillside) or would the path finding algorithm be a bit more confused there?
“The shear stream” terrifying !
New favorite minecrafter. U are a madman lol
A little late, but you may be able to lock a hopper minecard in the fence with pressure plate and be able to collect that wool
neat. i'm gonna make one that has all the colors in a ring around a hill now :)
I love that this farm manages to be humane, even thoguh it's automatic.
Oh wow that is a very cool idea for a pretty farm
Temple Grandon would probly aprove of this farm.
Have you tried to use tripwire hook instead of pressure plate?
No but that's a good idea
Wool harvested from free range sheep!
This is such a cool concept!
I love these sort of videos, but let's be real, wtf was that color coding my guy. I didn't even try to understand it, and the explanation still disoriented me. I could see you were slightly confused while explaining it, and you are the one who created it!
So cool
Don't Jeb sheeps drop white wool?
a sheep named "jeb_" will actually drop it's original colored wool
He knows, but I think he means it feels random
@ Casper, the comment you're replying to is likely supposed to be a reply to "2in1 Bricking"s comment
Did you somehow just make free range wool in Minecraft
crazy
As cool as this is, I really hope they patch this, and other pathfinding bugs.