This article is about the practice. For the block on which crops grow, see Farmland. For the village feature, see Farm.
Farming refers to the systematic production of renewable resources. The technique is typically used to get blocks, food, experience and other desired items. Specific types of farming are listed below.
Farms can be classified as manual, semi-automatic, and fully automatic. Manual farms rely mostly or solely on the player to harvest and restart the farm. Semi-automatic farms use mechanisms to automatically harvest the farm, but they are manually activated by the player. Fully automatic farms do not rely on the player at all and usually use mobs or more complicated mechanisms.
There are other limits to farming regardless of automation:
Many farms require their chunks to be ticked;. In Bedrock Edition, all loaded chunks in the world are ticked, but in Java Edition, a chunk must also have a player nearby – specifically, some player must be within 128 blocks (horizontal distance only) of the chunk's center. This affects most block changes, including farmland and other crop farms.
Mobs will generally despawn if they do not have a player nearby; details vary by version, but in general mobs can randomly despawn if no player has been within 32 blocks for at least 30 seconds (sometimes 10 seconds), or if no player is within 128 blocks. In either case, the chunk needs to still be loaded for the despawning process to work. This affects most mob farms, especially those which depend on hostile mobs.
Many mobs are protected from despawning; by way of summary:
- Any mob that was created as part of a naturally-generated structure.
- Any mob which is carrying an object (or, for enderman, a block) that it wasn't created with.
- Any mob which has interacted with a player: Lured and/or bred with food by a player, tamed by a player, or created by player breeding. This is inherited if they get converted to another mob, thus Zombie villagers are protected if they were created from a villager which had been traded with.
- Any mob which is riding something else -- another mob, a boat, or a minecart.
- Any mob which has been named with a name tag, or has the NBT tag .
- Villagers, iron golems and snow golems never despawn. Neither does any boss or miniboss (e.g., elder guardians)
- In Java Edition, most passive mobs (the classic farm animals) never despawn (exceptions include untamed wolves, cats, etc).
Within survival mode, this allows using properly-prepared hostile mobs as part of a farm, e.g., a nametagged zombie in an iron farm.
- Animal farming
- Using wheat, seeds, and carrots to breed animals, to be slaughtered for their products or used in egg, milk, or wool farming.
- Bee Farming
- Using flowers to breed bees to store in beehives and bee nests, and make Honeycomb and/or Honey.
- Hostile mob farming
- Creating spawn rooms for hostile mobs to be killed for their drops.
- Villager farming
- Farming villagers requires the player to have enough beds and job site blocks for each villager for them to breed.
- Guardian farming
- Farming guardians by funneling them to a concentrated area for materials and/or experience.
- Blaze farming
- Farming blaze rods from blazes.
- Pillager farming
- Farming crossbows, emeralds, iron tools[Bedrock Edition only] and ominous banners from pillagers.
- Drowned farming
- Farming tridents, nautilus shells, rotten flesh and copper ingots from drowned.
- Slime farming
- Farming slime balls from slimes.
Main article: Tutorials/Experience_farming
The reason to farm experience is to easily enchant items, or repair tools and armor. Many common experience farms require a difficulty above Peaceful, as they require mobs to spawn. Other uncommon farms use other ways to gain experience, such as fishing or furnaces.
- Spawner farming
Spawner farming involves waiting at an active monster spawner for monsters to spawn. This includes mobs that do not spawn naturally without the use of spawners, such as cave spiders.
These can be automated with a water pathway transferring the mobs to a convenient collection or killing area.
A similar system can be used to adapt "dark-spawn farms" to experience harvesting: Mobs are funneled into a grinder to soften them up, then a killing chamber where you can take a sword to them without being targeted. There are several considerations here, the hard part is doing them all at once:
- As usual, spiders generally need to be separated or killed off to avoid them blocking other mobs.
- The killing chamber must not allow various monsters to aggro:
- Creepers can't see you up close, lest they ignite.
- The system must not allow baby zombies to escape and run wild. Remember that they can go through a 1-block hole.
- Skeletons can't be able to shoot at you.
- Naturally, the works need to be enderman-proof, and the areas where you wait should have low ceilings to protect you from any who do show up.
- Furnace farming
Even in peaceful mode, certain crops can be auto-farmed and directed into an automated furnace or smoker. The experience from the smelting is accumulated until the furnace is manually emptied or broken.
Given automatic farms for smelting stock, fuel, and disposal, the only real limit is how much time a player is willing to let a furnace collect experience between harvests. A full chest of items contains 1,728 items, which requires 144 minutes (2 hours 24 minutes, over 6 game days) in a smoker, double that in a plain furnace.
- Cactus provides the most experience (1/item), but a regular furnace must be used.
- Each furnace accumulates 6 experience per minute. A chestful provides enough experience to go from none to level 32.
- Potatoes (or chicken) provide about a third of that (0.35/item), but a fully-automated farm may be difficult.
- A smoker accumulates 4.2 experience per minute. A chestful provides enough experience to go from none to level 20.
- Kelp provides the least experience (0.1/item), but can be cooked in a smoker for 1.2 experience/minute. A chestful provides enough experience to go from nothing to level 10.
Fuel is difficult to supply automatically, but a bamboo farm may be able to keep up. Alternatively, a fuel chest can be loaded with dried-kelp blocks. A chest full of 1,728 items can be smelted by 18 lava buckets, 22 blocks (or 216 pieces) of coal, 288 logs crafted to planks, 87 dried kelp blocks... or four chests full of bamboo.
The smelted result can be collected for use, or discarded.
- Cooked potatoes or chicken yield more food value, or compost, than raw.
- Cooked kelp can be composted, or crafted into blocks for fuel.
- Green dye (from cactus) has no use beyond making things green, so it may be necessary to automatically discard it. A clock-driven dropper can be used to throw the dye pieces onto a handy block of cactus, which destroys them.
Fishing provides a steady stream of experience, food, and treasure. Catches include enchanted rods, bows, and books, which can be used directly, combined in an anvil, or converted to experience in a grindstone.
Fishing initially yields an average of 12 experience points per minute, which Lure III can increase to 28 points/minute. The rain bonus increases that to over 33 points/minute. At 28 points/minute, fishing for a Minecraft day (20 minutes) yields 560 experience, enough to raise a player from nothing to level 20.
- Trading for Bottles o'Enchanting
Cleric Villagers can sell you Bottles o'Enchanting, providing a source of experience which can be stored and used at your leisure. They are expensive (3 emeralds apiece), but various crop farms (see below) can let you earn vast amounts of emeralds. Buying the bottles also grants the usual experience for trading. Each stack of 64 bottles offers an average of 448 experience, enough to elevate to level 18 from zero.
Food and other crops
- Wheat, Carrot, Potato, Beetroot farming, and Sweet Berries
- Farming wheat, carrots, potatoes, beetroots, and Sweet Berries
- Pumpkin and Melon farming
- Farming pumpkins and melons
- Vine farming
- Vines can be farmed for use instead of ladders, decoration, or crafting mossy stone bricks or mossy cobblestone. The Nether also offers weeping vines and twisting vines. In all cases they are initially planted on a block (green vines on the side of the block, weeping vines on the bottom, twisting vines on the top), after which they can be allowed to grow naturally or force-grown with bonemeal. All are harvested with shears, though the Nether vines can be harvested at a 1/3 drop rate without tools.
- Kelp farming
- Farming kelp for fuel or decoration.
- Bamboo farming
- Farming bamboo for fuel, sticks or scaffolds.
- Sugar Cane farming
- Farming sugar canes to make paper and sugar.
- Chorus Fruit farming
- Farming chorus fruit for food and popped chorus fruit, which makes purpur blocks and end rods.
- Mushroom farming
- Farming mushrooms for use in mushroom stew or creating huge mushrooms. They can be farmed in darkness, in the Nether, or (in any light) on mycelium or podzol blocks.
- Nether Wart farming
- Farming nether wart for use in brewing.
- Cactus farming
- Farming cacti for green dye or traps.
- Cobblestone farming
- Creating a stone or cobblestone generator for self-repairing shelters or harvesting.
- Obsidian farming
- Creating an obsidian generator for obsidian-intensive builds.
- Ice farming
- Farming ice using a self-refilling rink.
- Tree farming
- Farming trees for wood, saplings, apples, or charcoal.
- Wool farming
- Farming wool for many different uses
Several other blocks can be produced in place and then harvested:
- Mycelium and Grass Block: Mycelium, like grass, can be allowed to spread through plain dirt, then harvested with any Silk Touch tool.
- Podzol does not naturally spread through dirt, but growing a giant spruce tree converts all dirt nearby to podzol, which can be harvested with Silk Touch.
- : Either form of nylium does not naturally spread, but can be made to spread through netherrack by use of bone meal. It can be used for decoration, or for growing Fungus and other Nether plants.
- Bone Meal farming
- Farming bone meal.
- Iron farming
- Farming iron ingots by killing iron golems spawned in large villages.
- Gold farming
- Farming gold nuggets by killing zombified piglins, which spawn in the Nether or near Nether portals in the Overworld.
- Egg farming
- Farming eggs for use in cake, pumpkin pie or creating chickens.
- Cocoa bean farming
- Farming cocoa beans for use in cookies or creating brown wool.
- Snow farming
- Trapping a snow golem and digging the snow it produces.
- Fish farming
- Farming fish, experience and other items by fishing with the use of a fishing rod.
- Honey farming
- Farming honey bottles and honeycombs from bee nests.
For information on farming pumpkins and melons, see Tutorials/Pumpkin and melon farming. For information on the systematic production of other resources, see Renewable resource. For information on other types of farming, see Farming.
Crop farming allows players to plant any of several vegetables and other crops on farmland, which then grow over time and can be harvested for food. This page covers four separate crops, all of which share essentially the same growth mechanics, though they produce different crops. All four seeds need to grow to maturity to produce more crops.
Each crop requires a seed for planting, and getting the first few can be non-trivial. After the first few seeds, or the first carrot or potato are planted, they eventually produce more seeds or vegetables than you started with. These can be used to replant, and plant more empty spots, until you've filled your farm. All four crops provide food for the player, and also to breed various farm animals. In addition to the sources listed below, all four crops can be found in village farms, and sometimes in village chests.
Players may want to set up a wheat farm early on, to provide bread as their first food supply; however, as the game progresses, better foods become available, and the wheat farm can be re-purposed for breeding animals. Carrots potatoes, and beetroot are usually not found until somewhat later in the game.
- Wheat is grown from seeds, which can be collected by destroying grass. Each grass plant has only a 1⁄8 chance of dropping seeds, grass is common in most biomes, so gathering seeds is fairly easy. Harvesting a mature wheat plant yields 1 piece of wheat and 1-4 seeds. If harvested early, they drop a single seed, but no wheat. The wheat items can be crafted into bread, or combined with other items to make cake, or cookies. The wheat itself can't be planted.
- Beetroots are similarly grown from beetroot seeds, each plant yielding one beetroot and 1-4 seeds. The seeds can be found as chest loot. With a crafting table and a bowl, beetroots can be crafted into Beetroot Soup, a more filling (but non-stackable) food item. Beetroots can also be crafted into red dye. As with wheat, Beetroot items cannot be planted.
- Carrots and potatoes are their own seed, which is planted directly to grow more of the same. Killed zombies occasionally drop a single carrot or potato (which you can cultivate and multiply into a farm's worth). Each mature plant can be harvested to get 1-4 potatoes or carrots respectively. (A potato plant also has an additional 2% chance of dropping a useless poisonous potato.) Both carrots and potatoes can be eaten directly, but can also be improved:
Crops can also be used to lure and breed various farm animals: Wheat for cows and sheep (or the rare mooshrooms), seeds (any kind) for chickens, and any of carrots, (raw) potatoes or beetroots for pigs. Carrots (or dandelions) can also be used for rabbits.
These crops can only be planted on farmland, which is produced by using a hoe on dirt or grass blocks. If there is no water nearby, farmland dries out and reverts to dirt, but only if there is no crop yet planted on it. The water can be a "still" source block, or flowing, but either needs to be within four blocks of the farmland horizontally, on the same vertical level or one level above. If farmland becomes completely dry and a crop is planted on it, the farmland does not revert to dirt. Thus, it is possible to grow crops without water (say, in the Nether) by hoeing the dirt and immediately planting a crop. The farmland does not revert until after the crop is harvested, and even so that can generally be avoided by immediately replanting. Note, however, that this "dry farming" makes crops grow slowly.
At the beginning of the game when buckets are not available, you can till the dirt at the edge of a pond or lake or river, perhaps digging a trench to extend the water supply inland or straightening the shoreline by adding or removing dirt blocks at the top layer of the water's edge. However, once the player has a comfortable amount of resources, setting up some fenced farm plots prevents mobs from trampling the crops and attacking the farmer.
A basic repeatable farm plot consists of a 9×9 square of farmland with the center square dug out and filled with a water source block. This gives 80 blocks of farmland which can be fenced with 40 pieces of fence including gates and is the most efficient arrangement for simple farms. For larger farms, this plot can be repeated in both the X and Z directions.
Leaving the water source uncovered poses a risk of falling into it and then trampling some of the farmland when jumping out of it. The water can be covered with any block, but using a slab, carpet, lily pad, or other block that can be walked onto without jumping is better to prevent trampling. In modern versions of the game, you can also place a slab in the water block, providing a walkable surface with the farmland. In cold biomes, covering the water with a solid block also guards it against freezing. An alternative that also provides light so some crops can continue to grow at night is to suspend a block above the water with one space of air between them—so you can neither fall into the water nor jump on and off the block—and place torches on that block (or use a jack o'lantern or glowstone as the block).
Placing torches or other light sources near the crops allows them to continue growing at night or underground, and it prevents hostile mobs from spawning near them. Planting crops in alternate rows (that is, rows separated by bare farmland or a different crop) speeds up growth as well.
Growth and Harvesting
Any of wheat, carrots, beetroots and/or potatoes grow only under the following conditions:
- It is directly above a block of farmland. If the farmland is removed or reverts to dirt, the crop breaks.
- A light level of 9 or higher in the block above the plant. This doesn't have to be sunlight, so torches let crops grow at night or underground.
- This means that an opaque block above the crop (which has light level 0 inside) prevents growth while a transparent block can allow growth if the light inside is sufficient. (seems to be untrue in 1.16.4)
- Any player is within their chunk update radius (that is, the crops grow only if their chunk is loaded).
In single-player or in multiplayer with only one player nearby, crops do not grow faster while the player is sleeping. However, if torches are not being used, sleeping skips past the nights when the crops would not grow.
Wheat, carrots and potatoes have a total of 8 growth stages. Beetroot has 4 growth stages. For wheat, each stage is a little taller and darker than the last, and the crop is mature when the wheat turns brown. Carrots and potatoes have only 4 distinct appearances—each pair of stages appears identical except that stage 7 shares the appearance of stages 5-6 (so the player can tell if it's fully mature or not, otherwise the fully mature and its previous stage can confuse the player). When mature (stage 8 for carrots and potatoes, stage 4 for beetroots), carrots and beetroots show bright crops protruding from the ground, while on a potato plant, the leaves appear significantly taller than in previous stages.
Growth happens at random intervals and is affected by growing conditions. The average duration of each stage ranges from 5 minutes (in ideal conditions) to 35 minutes (in worst-case conditions). Aside from being placed on hydrated farmland, "ideal conditions" include having light sources (for night growth) and planting crops in alternate rows: each row of plants should be next to either a different crop or empty farmland. For the plants on the edges of the plot, it's also ideal to have more farmland beyond the row ends and the outer rows; however, this is rarely done since it amounts to leaving the edges of the available field empty. Full details of the growth mechanics are given below.
Using Bone Meal on any crop plant has a chance to advance it a random number of growing stages, allowing you to harvest it faster.
Bees can be used to accelerate the growth of crops by pollinating them. After collecting pollen from flowers, bees visually drop pollen particles as they make their way back to their hive or nest. If these particles land on a crop, the crop advances one growth stage. Each bee can pollinate up to 10 crops per trip. Players can utilize this behavior by placing their crops between beehives and flowers to maximize crop pollen exposure. For more details, see Bee § Pollinating.
Crops can be harvested at any time by left-clicking on them with or without a tool, but when immature, they yield only one of the corresponding seed item. When mature, wheat yields 0-3 seeds and one item of wheat. Carrots and potatoes yield 1-4 of the crop when mature. Mature potato plants have a 2% chance of dropping a poisonous potato in addition to the normal potatoes. Beetroots drop 0-3 seeds and 1 beetroot.
Because harvesting one block at a time can become very tedious, methods for automatically harvesting fields have been developed. The most common tactic is to flood the field with water (which harvests all the plants it touches), but other methods are possible as discussed below.
The progression of crops over time is shown in the plot to the right. Each line represents the probability of finding a given crop in that particular growth stage, assuming ideal conditions. The plots for non-ideal conditions look similar with only the scale of the x-axis (time passed) being longer.
Early in the game it may be helpful to maximize the growth rate of a crop in order to quickly multiply the seeds and/or get some wheat quickly. Doing so requires some understanding of the growth mechanics which are discussed here.
Crop growth is prompted by random ticks—the same random events that, for example, causes Zombified Piglins to appear in Nether portals. For a given block, a random update occurs an average of once every 68.27 seconds in Java Edition, or once every 204.8 seconds in Bedrock Edition. However, the delay can vary widely, and it is rare, but possible for plants to gain a stage the moment after planting or grow two stages a moment apart.
During every update, a crop plant gets a chance to grow to the next stage with the exact chance depending on conditions:
- As noted above, growth requires a light level of at least 9 in the block above the plant.
- The growth probability is , where "points" is as follows:
- The farmland block the crop is planted on gives 2 points if dry or 4 if hydrated.
- For each of the 8 blocks around the block on which the crop is planted, dry farmland gives 0.25 points, and hydrated farmland gives 0.75.
- Note that if a field is bordered with anything besides more farmland, the plants at the edge grow more slowly.
- If any plants of the same type are growing in the eight surrounding blocks, the point total is cut in half, unless the crops are arranged in rows. That is, having the same sort of plant either on a diagonal or in both north-south and east-west directions cuts the growth chance, but having the same type of plant only north-south or east-west does not. The growth chance is only halved once no matter how many plants surround the central one.
From this we can figure the growth periods for the common cases:
- For the fastest growth per seed, a full layer of hydrated farmland with crops in rows is ideal. Under these conditions, the probability of growth during each update is 1⁄3, or approximately 33%. Most (4⁄5) planted crops reach maturity within 31 minutes (about 1.5 minecraft days). In fact, 31 minutes is very close to the ideal time at which to harvest if an auto-farming system is set to a timer, precisely 31 minutes and 3.14 seconds. For all plants to have this probability, crop rows must be separated by empty farmland or by a different crop, and the edges and corners of the field must be empty farmland. However, this probability also applies to crops adjacent to one or two non-farmland blocks (e.g. blocks of water in the middle of a field for hydration and/or a torch) due to the function.
- For hydrated crops in rows at the edge of a field (having 3 blocks of non-farmland along one side), the growth probability is 1⁄4 (25%). Most planted crops in this case reach maturity within 41 minutes (about 2 minecraft days). [verify]
- For hydrated crops in rows at the corner of a field (having 5 blocks of non-farmland adjacent), the growth probability is 1⁄5 (20%). Most crops reach maturity within 52 minutes (about 2.5 minecraft days). [verify]
- Hydrated crops not in rows have approximately half the growth probabilities: 1⁄6 (16.7%) for mid-field plants, 1⁄7 (14%) for edges, and 1⁄9 (11%) for corners.
- The usual worst-case conditions for growing are crops placed out of rows on dry farmland. In this case, the growth probability is 1⁄13 (approximately 8%) for the middle crops, 1⁄16 (6%) for the edges, and 1⁄19 (5%) for the corners.
- The worst case would be two crops diagonally adjacent on dry farmland (all other surrounding blocks being non-farmland) which has a growth probability of 1⁄23, about 4%.
- The average rate of production per wheat crop can be found by the expression (6.591 x Growth Probability) wheat per hour, assuming the crops are harvested as soon as they are fully mature.
Later in the game, the highest yield per area of a given field may be more important than the fastest growth per seed. Fields sown solidly to achieve this with a single crop do grow at half the speed, but they also let you separate each type of crop into its own respective field and harvest one type all at once. However, one large field with alternating rows of different crops would still grow faster than smaller fields each sown solidly with a single crop.
The basic farm plot is a 9×9 plot of farmland with the center block replaced by water (often surrounded by fences, making it 11×11). This basic plot can be used for wheat, beetroots, carrots, or potatoes, or even for pumpkins and/or melons. As described above, it may be planted solidly, or in alternating rows for fastest total yield per area. For night growth, light may be suspended above the water block and placed around the edges. The central water hole can be covered with a bottom-slab, to avoid falling in; in recent versions, a top-slab can be placed in the water hole (that is, a waterlogged slab), for a flat surface.
The field can be harvested quickly by simply dumping a bucket of water over the center, washing all the crops up against the fence.
This design may be easily extended in both the X and Z directions. If lighting the field for night growth, additional lights is needed (again they may be suspended in the air) where the corners of the basic plots meet.
To farm multiple crops in a single field's footprint, you can stack the fields making a vertical farm. One complication here is that a block is needed to hold the water on each level. A Jack o'Lantern can be used to both hold up the water and provide central lighting, or any block can have torches placed on it. The fields can be stacked with two-block or three-block spacing. Harvesting can be easily done by using a water bucket
In this article, we will be showing the Best Farm Layouts that are effective and efficient while maintaining a nice visual appearance in farming different kinds of crops.
Farm Layouts depend on what you want to achieve with your farm and what crops you want to farm with it.
Either way, we will present 10 different farm layouts for different types of crops that you can follow or will give you an idea when building your farm.
10. Sugarcane Farm Layout
This is the simplest, and most effective nice-looking Sugarcane farm you can manually farm on.
As you can just run and break the Sugarcane towards the end while keeping the farm layout uniformed and organized.
The straight layout of Sugarcanes and depending on how long it is will give you stacks of Sugarcanes depending on how big and long your farm is.
9. Cocoa Bean Farm Layout
A simple Cocoa Bean Farm layout can be built like this, a 6-block high of Jungle Wood and 4-block wide, which will give you 2-blocks of space to work with.
You can place the Cocoa Beans in the inner area which will allow you to comfortably farm Cocoa Beans, since the Jungle Wood is 6-blocks high, you will be able to reach the 6th highest Cocoa Bean.
Additionally, you can add hoppers as they can catch the Cocoa Beans you didn’t somehow get to collect and will transfer leftover Cocoa Beans to the chest.
8. Mushroom Tree Farm Layout
Mushroom farms are a bit more tedious to build, as we do need a light level of 12-13 or less hence why we mostly find mushrooms in thick forest areas or caves that are less bright, away from direct sunlight.
You can follow our example or use it as a reference to achieve your place to grow Mushroom trees or mushrooms for your soups and potions.
7. Tree Farm Layout
There are a couple of reasons why you need to consider building a Tree farm, first being that it’s stationary, venturing out of your base to destroy trees would be quite tedious, second if you are in a biome where your desired tree doesn’t grow in, you could very well use a tree farm and grow all the trees in other biomes there.
Tree Farms are simply built in a uniform square wide spaces, but I have done a couple of modifications by adding a hopper and chest, to pick up the falling tree debris.
Which makes things easier when farming and gathering.
6. Basic Auto/Non-Auto Cactus Farm Layout
This layout can be set up either for an automatic or manual Cactus farm.
We will first show the automatic build that requires no Redstone at all.
For the auto-farm we are simply taking advantage of Minecraft’s logic on Cactuses, this trick is widely used among Multiplayer servers that have greater use for Cactuses.
Cactuses can only grow when there is 1-block of air surrounding the sides of the Cactus.
Referencing from our picture, Cactus at the bottom won’t break but when the Cactus grows into the 2nd highest block it will automatically break which is affected by the placed Stone Slab.
A simple efficient process of farming Cactuses.
You can remove the Stone Slabs if automatic isn’t your choice of style, as the layout itself makes the best placement for farming Cactuses efficiently in big amounts.
5. Nether Wart Farm Layout
Nether Warts are simple to farm just like wheat, but since they can only grow in Soul Sand, they are a pain to farm and replant.
Just by having a decent layout with a walking path, you can farm Nether Warts easily without the frustration of slow movement from the Soul Sand.
4. Chorus Fruit Farm Layout
This is a basic layout and nothing to complex.
Though even when Chorus plants should grow at full length to acquire the most out of the Chorus Fruit drops, it’s tedious to collect the Flowers(seeds) as we know that Chorus plants are very tall.
The seeds or Flowers for this type of crop are gotten from the end of the plant mostly coming in 2-4 at the top, which is why it is tedious to collect the seeds.
If you break the Chorus plant from the bottom, the Chorus Flowers(seeds) are broken with the plant and unable to collect.
With this layout, I find it the best way to avoid the tedious work of going up to the highest points of the plant, and the layout will enable us to collect the Chorus flowers at our head level so we can collect them at an easier rate while still acquiring a nice amount of Chorus Fruit.
Building it is self-explanatory shown in the picture below.
Adding a cross-like slab formation 3rd block high of the area of planting the Chorus, which is in the middle.
3. The Proper Crop Farm Layout (Wheat, Carrots, Potatoes, and Beetroot)
You must know that making a crop farm should always be a 9×9 area per 1 water block in the middle, this hydrates 80 Farmland blocks.
So, you don’t necessarily have to make a long streamline of water to hydrate a big crop field (which new players usually do).
With this proper way, we are allowed to place more crops in the surrounding area without the water taking up space, the actual efficient way of growing and farming crops.
2. Melon and Pumpkin Farm layout
Thanks to the Reddit user u/bibby_tarantula, we are given an idea what the best efficient layout to use for growing Melons or Pumpkins, as we can use the 9×9 per 1 block of water advantage, we can simply build our Melon farm layout like this.
We will show 2 of the best placements that were tested which the second layout surprisingly forms as a creeper face.
1. An All-Essential General Farm layout
If building each farm isn’t your desired choice considering they are quite large and you want to keep the farm area simple and compact, don’t worry we got a nice organized layout concept just to keep things all in one enclosed area to farm and work with.
The small layout contains Wheat, Potatoes, Carrots, Melons, Pumpkins, Nether and Bamboo.
You can follow the layout or grab ideas on making a compact farm with all the crops you want.
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