MINECRAFT FARSI DATABASE

Mechanics

Browse curated, version-aware Mechanics with practical details and connected guides.

Crop Growth
Mechanics

Crop Growth

Crop Growth: Crop Growth is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Bone Meal Growth
Mechanics

Bone Meal Growth

Bone Meal Growth: Bone Meal Growth is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Farmland Hydration
Mechanics

Farmland Hydration

Farmland Hydration: Farmland Hydration is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Bee Pollination
Mechanics

Bee Pollination

Bee Pollination: Bee Pollination is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Sapling Growth
Mechanics

Sapling Growth

Sapling Growth: Sapling Growth is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Portal Cooldown
Mechanics

Portal Cooldown

Portal Cooldown: Portal Cooldown is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Portal Coordinate Scaling
Mechanics

Portal Coordinate Scaling

Portal Coordinate Scaling: Portal Coordinate Scaling is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Bubble Columns
Mechanics

Bubble Columns

Bubble Columns: Bubble Columns is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Minecart Momentum
Mechanics

Minecart Momentum

Minecart Momentum: Minecart Momentum is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Hopper Transfer Rate
Mechanics

Hopper Transfer Rate

Hopper Transfer Rate: Hopper Transfer Rate is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Hopper Cooldown
Mechanics

Hopper Cooldown

Hopper Cooldown: Hopper Cooldown is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Redstone Update Order
Mechanics

Redstone Update Order

Redstone Update Order: Redstone Update Order is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Observer Pulses
Mechanics

Observer Pulses

Observer Pulses: Observer Pulses is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Piston Push Limit
Mechanics

Piston Push Limit

Piston Push Limit: Piston Push Limit is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Piston Quasi Connectivity
Mechanics

Piston Quasi Connectivity

Piston Quasi Connectivity: Piston Quasi Connectivity is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Comparator Container Output
Mechanics

Comparator Container Output

Comparator Container Output: Comparator Container Output is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Note Block Instruments
Mechanics

Note Block Instruments

Note Block Instruments: Note Block Instruments is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Sculk Vibration Frequency
Mechanics

Sculk Vibration Frequency

Sculk Vibration Frequency: Sculk Vibration Frequency is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Calibrated Sculk Filtering
Mechanics

Calibrated Sculk Filtering

Calibrated Sculk Filtering: Calibrated Sculk Filtering is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Crafter Slot Control
Mechanics

Crafter Slot Control

Crafter Slot Control: Crafter Slot Control is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Crafter Trigger Timing
Mechanics

Crafter Trigger Timing

Crafter Trigger Timing: Crafter Trigger Timing is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
TNT Fuse
Mechanics

TNT Fuse

TNT Fuse: TNT Fuse is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Explosion Ray Casting
Mechanics

Explosion Ray Casting

Explosion Ray Casting: Explosion Ray Casting is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Block Update Detection
Mechanics

Block Update Detection

Block Update Detection: Block Update Detection is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Container Signal Strength
Mechanics

Container Signal Strength

Container Signal Strength: Container Signal Strength is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Item Stack Splitting
Mechanics

Item Stack Splitting

Item Stack Splitting: Item Stack Splitting is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Map Scaling
Mechanics

Map Scaling

Map Scaling: Map Scaling is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Compass Targeting
Mechanics

Compass Targeting

Compass Targeting: Compass Targeting is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Lodestone Compass
Mechanics

Lodestone Compass

Lodestone Compass: Lodestone Compass is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate
Recovery Compass Tracking
Mechanics

Recovery Compass Tracking

Recovery Compass Tracking: Recovery Compass Tracking is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.

1.21.8BothIntermediate