#### abculatter_2

##### New Member
Hi!

I like numbers. I also like doing things with these numbers. In fact, one of the biggest draws for Minecraft for me, personally, is figuring out new and interesting things to over-engineer, and one of my favorite parts of over-engineering is figuring out production rate.

As I was calculating recently, I had a sudden thought that some of these numbers may be useful to others, and decided to make this thread as a kind of central reference sheet of useful numbers I've found. I may or may not add on to this, and feel free to contribute your own numbers. I may or may not add them to this post. And if I do something stupid and miscalculate, or do something wrong (which happens more often then I would like to admit...) feel free to yell at me. In fact, I encourage you to do so, as I'd much prefer having correct numbers then not.
Also, if you'd like something calculated, feel free to ask. As long as it's not something very simple (How much does a pulverizer produce per tick?) or something covered in this post, and I can find all the necessary numbers relatively easily, I may or may not calculate it for you.

Another thing to note: I sometimes round numbers, and sometimes I will remove excessive repeats in long decimal numbers. Final numbers should generally be seen as approximates, not absolutes. If you want the true exact value, I usually show you the equation I did, so you can do it yourself on a calculator.

Vanilla

Wheat, carrots, and potatoes
An extensive and, as far as I'm aware, still quite valid explanation of the growth mechanics of wheat, carrots, and potatoes can be found here: http://minecraft.gamepedia.com/Tutorials/Crop_farming#Growth_and_harvesting

According to this, the average time for an individual crop to receive a growth check is 82 seconds. There is a 1 in 3 chance that the crop will grow by one stage under ideal conditions, meaning that it will take an average of 3 checks for it to grow, which will take 246 seconds on average. A crop requires 8 stage advances to grow, so that's 1968 seconds on average. Or, in other words, 32.8 minutes.

For crops along the edge of the field, the chance is 1 in 4, so 2624 seconds on average.

For crops on the corners, the chance is 1 in 5, so 3280 seconds on average.

For your standard 9x9 crop field, with alternating crop types and no additional fields adjacent, there are 40 crops in ideal conditions, 28 along the edge, 4 in a corner, and 8 with a single block removed. (which have a 27% chance of progressing per growth check, which I will consider equivalent to being along an edge for ease of calculation)
An image with a visual representation of this will be uploaded in a bit.

This means that, for ideal condition crops, there will on average be one mature crop every 49.2 seconds. (1968/40)

For edge crops, there will be one mature crop every 72.889 seconds. (2624/(28 + 8))

For corners, there will be one mature crop every 820 seconds (3280/4)

This means, on average, one field will produce one mature crop every 11.775 seconds ((820 + 73 + 49)/80)

Or, to represent this as a rate:
0.08492569002123142250530785562633 crops per second (1/11.775)
0.00424628450106157112526539278132 crops per tick (1/235.5)

To determine how much production per crop, as well as per individual item, first the field must be divided properly.
An image with visual representation of this will be uploaded in a bit.

Assuming you only use two crops, there would be 36 crop blocks of Type A, and 44 of Type B.
This means 45% of products produced will be of Type A, and 55% will be of type B.

Using those rates from earlier, this means:
0.03821656050955414012738853503185 Type A crops per second (crop/sec rate* 0.45)
0.00191082802547770700636942675159 Type A crops per tick (crop/tick rate*0.45)
One crop every 26.167 seconds (1/Type A crops/sec rate)
One crop every 523.334 ticks (1/Type A crops/tick rate)

0.04670912951167728237791932059448 Type B crops per second (crop/sec rate*0.55)
0.00233545647558386411889596602973 Type B crops per tick (crop/tick rate*0.55)
One crop every 21.4 seconds (1/Type B crops/sec rate)
One crop every 428.182 ticks (1/Type B crops/tick rate)

For wheat, the drop chances are guaranteed to get one wheat item, and an even chance to get 0-3 seeds. Therefore, for wheat items, you can just use the crops per time rate directly.
For seeds, the average is 1.5 seeds per crop, so multiply the rate by 1.5 to get seeds per time
For being a Type A crop, this means;
0.05732484076433121019108280254778 seeds per second
0.00286624203821656050955414012739 seeds per tick
One seed every 17.4442 seconds
One seed every 348.889 ticks

For being a Type B crop, this means:
0.07006369426751592356687898089172 seeds per second
0.0035031847133757961783439490446 seeds per tick
One seed every 14.2727 seconds
One seed every 285.455 ticks

For carrots and potatoes, the drop chances are an even chance to get 1-4 carrots or potatoes.
This averages out to 2.5 potatoes/carrots per crop, so multiply the rate by 2.5 for potatoes/carrots per time.

For being a Type A crop, this means:
0.09554140127388535031847133757963 potatoes/carrots per second
0.00716560509554140127388535031848 potatoes/carrots per tick
one carrot/potato every 10.467 seconds
one carrot/potato every 139.556 ticks

For being a Type B crop, this means:
0.1167728237791932059447983014862 potatoes/carrots per second
0.00583864118895966029723991507433 potatoes/carrots per tick
One carrot/potato every 8.564 seconds
One carrot/potato every 171.273 ticks

For poisonous potatoes, there is a 2% chance of getting one every potato crop. So simply muliply the rate by 0.02 for the rate of poisonous potatoes.

Sugar Cane
According to this wiki article: http://minecraft.gamepedia.com/Tick
Sugar cane requires 16 block ticks to grow, each of which take 68.27 seconds on average. This means it will, on average, take 1092.32 seconds for a block of sugarcane to grow, which is 18.205 minutes.

The ideal pattern for growing sugar cane can be found here: http://minecraft.gamepedia.com/File:Efficient_Sugarcane_Farm.png
which has approximately 80% space efficiency.

This means, to calculate a close approximate for the rate of an automated farm of that design, first you must determine the total horizontal floor space of the farm. for the farm pictured, this would be 19x19=361 blocks. Multiply this by 0.8, 288.8, and this is a good approximate for how many actual canes there are. Note that the smaller and less square your farm design, the less accurate this is likely to be. Ideally, you would count the actual amount as you're building, or use some other means of counting.

To determine the amount of production you can expect from your canes, simply take the average time to grow per block, 1092.32 seconds, and divide by the number of canes you have, and you will get the average time it will take for every item of sugar cane.
For the above image example, this would be 1092.32/288.8 = 3.7822714681440443213296398891967 seconds per cane.
To convert this into ticks per cane, simply multiply by twenty, as one tick is (usually) one twentieth of a second.
3.7822714681440443213296398891967*20 = 75.645429362880886426592797783934 ticks per cane

To convert this into a canes per second rate, simply do 1/seconds per sugar cane.
Continuing the example, 1/3.7822714681440443213296398891967 = 0.26439138713929983887505492895855 canes per second

For ticks, simply divide by twenty;
0.26439138713929983887505492895855/20 = 0.01321956935696499194375274644793 canes per tick

TODO, for what I plan to add:
wood production rate for vanilla trees
Railcraft boiler fuel consumption
Railcraft coke oven per second/tick fuel production rates

I MIGHT also tackle production rates for mob grinders that use natural spawns, but I know that will be very complex and probably will require a new post...

#### ratchet freak

##### Well-Known Member
I MIGHT also tackle production rates for mob grinders that use natural spawns, but I know that will be very complex and probably will require a new post...
and made much more complex by the global cap of hostiles for vanilla spawns and unlit caves.

abculatter_2