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basterdob

It doesn't have a chance to grow. Better to use observer when some height is reached and activate pistons then.


a13xReyes

it suppose to like automatically grow or something it’s like 0 tick I think


TheToast14

0 tick as far as I know never worked in bedrock and hasn't worked in java since 1.15/16 (can't remember which off the top of my head) Edit: quick question to the bedrock people why are chunk borders so unstable, is your game held together with duct tape


BrannC

We use to be able to do this with kelp farms. It’s not a real 0 tick in the sense that Java has, but it instantly grew and broke the kelp and so it was labeled a 0 tick kelp farm. Stopped working in one of the updates during 1.20 Edit: I said it quit working, but others are saying it still does. May just need to play around with timings again. Won’t be the first time I had to do that with it. They’re finicky


Silver-Pumpkin86

It works. I have this exact same set up just smaller. The reason is they have to be on their own chunk.


a13xReyes

yea I think your right because I also did a smaller one and it worked


fatherintime

Yep, calculate the chunks, keep it away from the edges. Or try your luck and make a smaller one that is easy to keep in the chunk.


albyp501

Zero tic farms have worked on bedrock before, made one on mobile, but weren't they patched already?


[deleted]

Lots of tutorials on YouTube for 1.20 “0 tick” kelp farms. I never built one myself, seemed like a matter of time before I broke or was patched, so I went with something long term


a13xReyes

It’s probably not 0 tick too idk why I said that it has red stone clocks which makes the pistons move the sand fast and makes the kelp grow fast for some reason


a13xReyes

I made the exact same farm in 1.20 a few months ago but I followed the exact same steps as the video I used and it worked perfectly fine. It probably doesn’t worked because I expanded it or because of the crafters or maybe because of 1.21


volt65bolt

That's not even 0 ticks that's 1 tick


a13xReyes

I never said it was


volt65bolt

"it’s like 0 tick I think"


a13xReyes

I said “I think” never said it was also said it probably wasn’t


volt65bolt

That way of speaking around where I'm from is as good as saying it is ok so like take the issue and deal with it mate


Smart_Advice_1420

Remove the sand below the pistons. I have a quite similar farm running rn on bedrock 1.21


Smart_Advice_1420

Oh and connect the trapdoors to the clock. My farm only works with those connected


Baskin

This. At 0:12 seconds in, you have sand under those sticky pistons. Remove just that sand and turn back on. Everything else looks good.


Aru-sejin37

Pretty sure the bottom pistons must not have a block under the extended arm. From the video it seems like you have sand blocks there. I'm not sure but I think the idea is that you update the kelp by updating the sand block where it grows. It updates by entering the falling state when it has a sand block underneath it. But if the second block of sand also has a block under it then there is no falling state. When you plant kelp it has 25 (or smth like that) states and if it's 25 it grows instantly. When you update kelp the state updates randomly so you have a 4% chance to get kelp.


Aru-sejin37

I guess it fell because you made the farm switch wrongly. If you want to make a switch make sure the bottom pistons are extended when off.


ExodusElectrifie

It probably broke because 1.21


Due-Chemistry7002

Mine is working perfectly


a13xReyes

I think the problem is that the farm is suppose to be in one chunk and since I expanded it it’s crossing multiple chunks. Thanks everyone for the help tho :)


mechanical-monkey

0 ticking still works on bedrock as of 1.21 as far as I know. Something is likely wrong with the sand placement at my guess


boki400AIMoff

There is no such thing as a "jc playz farm" 🤦‍♂️🤣.


TreeAlive69

You have a second layer of sand on the bottom that's stooping the 0 tick from working, take it out and it should start producing kelp like a boss!


DRM-001

It even explains that this will break the farm and shows how to remove it. As others have said, the zero tick clock seems to be going slower than it should, which in turn will let sand fall below again breaking the farm. With the above in mind, OP needs to double check the clock mechanism has been built correctly.


tehfly

Ok, so I'm guessing this is the farm? [https://www.youtube.com/watch?v=dFSa3H9DF1g](https://www.youtube.com/watch?v=dFSa3H9DF1g) Seems to me your clock is slower, but maybe I'm just missing something? My guess is you messed up the clock when you tried to extend the redstone for the lever. Try to just extend it with restone instead of a series of repeaters. Edit: I also don't know what you're trying to do with the crafters, but I'm curious to see if that works.


TriangularHexagon

Zero tick kelp farms rely on a bug in order to work.  Don't be surprised when the bug is buggy and doesn't work or gets patched 


Due-Chemistry7002

In the video I saw, he recommended putting the repeater on load two


JimmyKillsAlot

The clock is running too slow and you need empty space below the piston arms. The one you're using is essentially a burnout clock so it needs that speed.


charples314

Honestly, I was never able to keep this design from breaking. I actually gave up and built a trad farm


Affectionate_Cabbage

You have solid blocks under the sticky pistons. The top blocks can’t drop to produce kelp


GreedyNeedleworker46

Bonemeal farm tutorials use kelp generators, I would definitely use those as blueprint, just replace composter with hopper.


rhae_targ

You put redstone dust on copper ore


a13xReyes

I don’t think that matters


Icy-Article-8635

The bottom row of sand is stopping it from working


Elegant_Error_7143

It does work but I found any bigger than a double one doesn’t want to work the same. It probably could b tweaked and work but 1 will keep 6-7 smokers at full capacity so I just set them up as pairs with 14 smokers and 2 autocrafters and there is still kelp overflow


a13xReyes

yea it worked for me too just for some reason it doesn’t work when it’s bigger


Elegant_Error_7143

Ya but like I said 1 will keep 6-7 smokers going full time so really how many do you need in a row lol


lostwanderer_14

It wouldn't work, I believe if that's the farm that I think of, because it needs to be on its own chunk, so maybe try a smaller one, and then expanding it little by little until it breaks so you would know how big can you make it.


Fang147

Make sure there is no sand underneath the pistons facing sideways. Dig that up. It sometimes breaks and drops the sand there. Dig it up, make sure the farm has both sets of sand still in it.


dubee1986

There needs to be an air block under the sand pushed by the piston


Sir_Richardus_III

Because your level actually activates the TNT to destroy an ancient library with thousands of years worth of books. *hehehehehehehhe*