He said we aren't going to see a screen shot, not their not going to make melons. Honestly can anyone understand context on this site?Discount Flunky13:30, 20 July 2011 (UTC)
Why do I get the feeling that Jeb took that as a pun? "Can we see the melons?" meaning breasts... And thus Jeb saying "NO!" I may be too perverted, but that might explain it too... :P | TheKax | Talk09:54, 22 July 2011 (UTC)
Read the page for once, guys. "Markus Persson: We've added melons, and made both melons and pumpkins farmable so you can grow them." --Dbdii40716:49, 22 July 2011 (UTC)
Can someone rename this page to "Melon (Block)", Melon Seeds to "Melon (Seed)", and Melon Slices to "Melon (Slice)"? Afterwards, create a page named "Melon (Disambiguation)" to link to these 3 new pages? Cool12309(T|C)03:52, 28 August 2011 (UTC)
The textures for the melon block and the melon item don't make much sense. The item is a slice of water melon while the melon block looks like a completely different kind of melon like a cantaloupe or something. Is it possible that the texture we think goes with melon block is really for something else?Discount Flunky05:51, 4 September 2011 (UTC)
Yes that's what I thought it would look, because that's what the item looks like. The item has a green peel while the block has a yellow peel. How does that add up?Discount Flunky19:25, 4 September 2011 (UTC)
No that's not really a valid argument. That is logical for Minecraft standards. Having your melon block like like a yellow log while having the item it spawns be a stereotypical water melon slice isn't. There just too contradictory. Either they make the melon block green or the item yellow.Discount Flunky03:56, 5 September 2011 (UTC)
Latest comment: 10 November 20113 comments3 people in discussion
From what I've seen so far, each melon stem will only grow ONE melon. sat with a patch of several stems idle for several hours, and each stem had only produced a single melon, despite having plenty of growing space. 71.58.156.99 17:15, 12 September 2011 (UTC)
Um i dont woant to be rude but do more research. I have a melon patch with 2 mature stems and more stems growing and the mature stems have produced at least 3 melons each. Bob12341200:04, 13 September 2011 (UTC)
As far as I can tell, each stem can only grow one melon at a single time. Once that melon is harvested, the stem will continue to grow another melon. One stem cannot simultaneaously grow more than one melon at a time. CaMoreno310:46, 13 September 2011 (UTC)
From what I've tested in 1.9 pre-5, one stem grows only one melon, but one melon can be attached to multiple stems. Meaning, if stem notices grown melon near it, it attaches to it instead of growing a new one. So, in site mentioned 49.3% producing farm would really grow only 24 melons (24/81 = 29.6% efficiency), all the other models would stay the same. This problem however could be solved by building the farmland on multiple layers. That would prevent stems from attaching to other melons. Model of updated 49.3% farm would look like this (F=farmland, S=seeds, W=water, number = layer):
F1 F1 F1 F1 F2 F1 F1 F1 F1
S1 S1 S1 S1 S2 S1 S1 S1 S1
S1 S1 S1 S1 S2 S1 S1 S1 S1
F1 F1 F1 F1 F2 F1 F1 F1 F1
F2 S2 S2 F2 W2 F2 S2 S2 F2
F1 F1 F1 F1 F2 F1 F1 F1 F1
S1 S1 S1 S1 S2 S1 S1 S1 S1
S1 S1 S1 S1 S2 S1 S1 S1 S1
F1 F1 F1 F1 F2 F1 F1 F1 F1
In that test i haven't noted anything about how fast you would gain melons, only if you leave them to grow for a long time. But if I guess right, it randomly checks if one of the 4 blocks near it is free and place a block on it, so if 4 are free, its 100% chance per check, if 2 blocks = 50%, 1 block = 25%. So in this kind of situation:
F S S F
S F VS S F
That way left one would produce twice more likely per check than right one. In the other hand, left one would produce only one melon, while right one 2 melons. This means, that in both cases, efficiency is theoretically actually the same. But, since most of the ppl don't stand there to wait for melon and collecting the melon takes time, actually left one is even a bit less efficient than right one. That leads to situation, where model I created above, is the most efficient. Baabenchier15:21, 10 November 2011 (UTC)
This article is very ambiguous, claiming a design that produces the best possible results followed with another alternate design claiming to produce better results. If someone could clear up which design is actually the msot efficient that would be great. Thanks. 76.205.124.14123:39, 12 September 2011 (UTC)
Done. I hope that you find my design efficient enough. Neither of the two that were there are efficient at all. The one I put up is the farm I currently have in use, and I will update a screenshot once this current harvest has grown in . If anybody has a way of making it more efficient, let me know. CaMoreno310:40, 13 September 2011 (UTC)
You could switch farmlands with seeds to make the design more convenient (melons are picked from farmlands at the outsides):
F F F F F F F F F
S S S S S S S S S
S S S S S S S S S
F F F F F F F F F
. . . . W . . . .
F F F F F F F F F
S S S S S S S S S
S S S S S S S S S
F F F F F F F F F
I find it easier to pick from the inside, because you can go through and get two rows at once. I guess everyone has their preferences. I added both designs.CaMoreno319:53, 13 September 2011 (UTC)
W W W W W W W W W
S S S S S S S S S
F F F F F F F F F
. . . . . . . . .
F F F F F F F F F
S S S S S S S S S
W W W W W W W W W
That's a practical design, but not efficient in terms of block usage. There is more water than necessary and it yields less melon per block used. CaMoreno3
Can someone find the code(like we have on the wheat page) for what would make for the fastest growth. I have always spaced mine out so that each seed has all four tiles for possible growth to make sure I get a melon as fast as possible(as I have assumed growth is random and if it cant spawn in the random direction picked it waits for the next time to try again, and thus slows you down in production). Compared to others that have it in a line method I SEEM to get more melons faster then they do. If that code could be found we could figure out if having few stems that produce faster if better or if lower but more is better?! - Rafiki2085 7:33, 15 September 2011 (CST)
I've done some simple tests on this. I set up a row of 10 melon stems (group A), each with only one possible space for a melon to grow, like others have been suggesting. I made another field with 10 staggered stems with 4 unique spots available per stem (group B), in a pattern like this:
F
F S F F
F F F S F
F S F F F
F F S F
F
By the time TWO of the group A stems had spawned a melon, all of the group B had, some twice. Seems to me that if you want fast growth, and aren't concerned about ease of harvest or space, staggered is the way to plant. Gives credit to your theory too, Rafiki. Doomed fireman07:44, 16 September 2011 (UTC)
I just looked into the code, and the guy above is correct. When it comes to the placing of the melon, it picks a random direction and attempts it. If it is not valid it waits for the next update check. It's 'growth rate' function is the same as wheat's {having adjacent hydrated farmland makes it grow faster, but having adjacent seeds makes it grow slower} Anyways, if you have a space on each side of the stem, you'd get roughly 50% faster growth rate {having 2/4 directions work instead of 1/4}.
F F F F F F F F F
S S S S S S S S S
F F F F F F F F F
F F F F F F F F F
S S S S S S S S S
F F F F F F F F F
vs
F F F F F F F F F
S S S S S S S S S
S S S S S S S S S
F F F F F F F F F
Do the blocks that the melons grow on have to be hydrated for fast growth? If not, then the design on the far left could be improved by planting seeds on the unused row and tilling the land next to them. It would be 9x10 though.
Yes, adjacent farmland, and light level effect growth rates.
The article simply claims space efficiency; more melons growing per block of space used to farm. The page is completely correct. However, I will look into average speed per block used if we get optimal designs for 2 space, 3 space, 4 space per seed farms. FatherToast21:22, 21 September 2011 (UTC)
Okay. did some research. I put the very space-efficient farm against the best 4-space farm I could make. Both would produce 20 melons if left to their devices. The space-efficient farm took up 45 blocks, the 4-space farm took up 113. I divided the average speed of each farm (o.25 for the space-effecient, 1 for the 4-space) by the area to get 0.005 speed/block used in the space-efficient farm and 0.00885 speed/block used in the 4-space. Basically, the farm that provides four possible growth spaces for each melon is more space efficient than the "space-efficient" farm, but only if you break the melons often enough. The 4-space farm will also give each seed more adjacent farmland, which means it's even faster than the number above (I don't know how it works in exactly, so I left it out). FatherToast01:49, 22 September 2011 (UTC)
I have added a design for a 49% efficient farm, but it is actually a range. It could be anywhere from 44% to 49% efficient.
The reason is that it causes some seeds to have two spaces to grow into.
How efficient it is depends on how those ambiguous seeds grow. Is this done randomly when a seed has multiple places to grow? Or do they have a preferential order? (i.e. north first, east next, then south, and last west)
When this becomes known the section may require further editing. For now I have written an explanation that assumes randomness.
-Grickit September 16 2011 13:51 UTC
I have been looking at the code and it selects one of the four directions at random and if it cant spawn at that location it does nothing (thus wasting that possible growth. I will also add that from the code, the max possible growth rate is when a 3x3 square is cleared, tiled and waterd with a stem in the middle. If there are any other blocks at the stem level(includeing melons) or untiled blocks in that 3x3 that will lower the growth rate. Its more complicated then just that, and I'm currently working on calculations to find the best layouts. Fast growth for a single stem is from a watered, tiled 3x3 square with the stem in the middle (I know the diags are wasted and no mellon can spawn there but they (like wheat) are part of the growth rate calculation. - Rafiki2085 September 20 2001 13:15 CST
This farm is only 49% if you exclude the fact you're missing a row of farmable land. It should be noted as such. Anon 05:52, 16 December 2011 (UTC)
I've been doing science in creative mode and it appears that melons grow better in certain patterns than in others, just like wheat. I think this should be pointed out in the article.
Also: Some of the farm layouts claim to have a certain efficiency, but aren't efficient at all when looking at this growth pattern aspect.
user Hellenion; 21:01, 18 September 2011 (UTC)
Latest comment: 11 October 20114 comments4 people in discussion
Does it automatically happen (like with mushrooms) or is it because the melon block is opaque and eventually converts the farmland back to dirt? --JonTheMon15:16, 27 September 2011 (UTC)
By instan he means almost instant, if you are quick enough with a bud toggle and piston, you can harvest the melons without ruining or re tilling the farmland.
Latest comment: 13 January 20121 comment1 person in discussion
I just created a new creative world, and what i found was a melon! It didnt had a stem next to it, so i was astonished.
The wiki said that melon seeds only can be found in abonded mineshafts.
Here's the seed: 4858115831337610540
Latest comment: 17 August 20212 comments2 people in discussion
I found one melon that had two stems attached to it in SMP 1.1. The stems were on adjacent sides. Not sure if this bug was injected in 1.1 or before. Maybe related to the change that allows melons to grow on regular dirt. 184.59.11.006:40, 31 January 2012 (UTC)
Actually this is not a bug, try to re-arrange your melon stems differently so this doesn't happen.
In 1.2.3, a melon will generate in a space which has an opaque block above it (there still must be no opaque block above the stem.)
I don't know when this changed, or if it has always been this way, so I haven't updated the page yet.
Could someone check previous versions and update the page accordingly?
I had a large melon/pumpkin farm in 1.1 that allowed melons to spawn under opaque blocks. it's been like that for a while now.
Latest comment: 2 April 20132 comments2 people in discussion
Pumpkins are removed more quickly with the axe, but melons don't have this trait. another problem that makes no sense.
Is there any tool that doesn't cost 2 uses to harvest/break melons? The wiki page says a sword will use 2 uses to break it yet you can break melons with your bare hands (or random items) without costing any uses. Is this a bug? It seems an axe should be able to break a melon with only one use similar to the pumpkin. Alternatively, it would be nice if one could use a hoe. Hoes aren't good for much else anyway and it would fit since you farm with a hoe. Zmcminer14:05, 2 April 2013 (UTC)
Tools only lose two durability when used to attack a mob; breaking a block always counts as one use, whether the tool is suited to it or not. -- Orthotope18:34, 2 April 2013 (UTC)
Latest comment: 10 April 20122 comments2 people in discussion
A melon block placed in a crafting grid should recover nine melon slices, for instance like gold ingots. Now every crafted melon is a loss and has no further use, so why crafting it at all?
92.224.224.6800:09, 9 April 2012 (UTC)
Decoration. One stack of melon blocks is 3 to 7 stacks of melon slices, so it is good for saving chest space and inventory space. Fortune enchantments make a crap-ton of slices drop. Those sound like uses to me. FatherToast17:16, 10 April 2012 (UTC)
semi automatic melon (&pumpkin) farm using normal pistons
The following setup enables an easy compact multistory melon farm, activated by a simple redstone pulse and using a single piston per melon stem. It can be easily expanded by adding further layers.
if desired, i will expand this, or just move it to the main page
It produces 44 melons using 90 blocks as opposed to the supposedly 49.38% efficient farm that produces 40 melons using 98 blocks (counting both layers: 9*9 + 17) and the 48.61% efficient farm that ignores 9 farmable blocks, causing efficiency to drop to 43.209%.
However when tiled along the long dimension, the design must be inverted, as such:
Latest comment: 29 October 20121 comment1 person in discussion
I noticed that if you make a piston melon farm and if you get off the pressure plate fast enough and go back on and off again, it makes melons that can't be picked up. (tested in CSP)
The link in question is only for images. Any major changes should be consulted on the style guide's talk page. BDJP(t|c)10:32, 1 May 2015 (UTC)
The official policy regarding the videos only requires that they must be from the official channel, there is currently no requirement related to resource packs, and marking it with cleanup will not benefit as only the official channel can change it. Also, in the past they have rarely revisited videos except in the case of major changes in updates, so a note would be most relevant instead. –KnightMinert/c14:51, 1 May 2015 (UTC)
Nothing specifies what the red "-2" over the sword means
Latest comment: 15 February 20202 comments2 people in discussion
The designated tools are both axe and sword. The icon for the sword has a red "-2" over it. Is this to show that it is the second quickest? Hovering over it doesn't offer information, and clicking it just redirects to the Sword page. Also, shouldn't the sword icon be after the axe if it's the second quickest? Polartwins (talk) 21:59, 15 February 2020 (UTC)
It means that said weapon can also be used to break melons, but it will lose two durability for said weapon. -BDJP(t|c)22:06, 15 February 2020 (UTC)
Latest comment: 1 June 20242 comments2 people in discussion
Melon stems do not connect to other melons. Judging by above, it did happen, bit not anymore. I have a screenshot, but I don't know how to post it on here. Nerdyguy2000 (talk) 14:16, 31 May 2024 (UTC)
Any trivia that is false, out-of-date, unverifiable, or violates MCW:TRIVIA should be removed. Trivia sections in articles are not mandatory and should be trimmed down or eliminated when possible. Trimming down or eliminating the section doesn't always mean deleting things; for instance, If a trivia item would fit into the article body, then it should be in the article body. ~Anachronist (talk) 18:32, 1 June 2024 (UTC)
Latest comment: 5 April 20253 comments3 people in discussion
It shows green for default and tools(which as i know, drop the block itself when broken by said tools). But i dont think it is possible to get a melon block without silk touch by breaking it(only melon slices would drop) Kaiious (talk) 07:49, 2 April 2025 (UTC)
That table shows green only in the legend, which happens to be non-applicable to this particular table. I believe the table used to be just a table, not a gadget with controls. I can't say this is an improvement. ~Anachronist (talk) 15:56, 4 April 2025 (UTC)
The table has been changed after OP's comment. The interactive elements of the breaking table are irrelevant, the way the table cells are colored is the same as before, it's just that yellow was used inconsistently and there was no legend explaining what the colors actually meant.--Capopanzo (talk | contribs) 02:18, 5 April 2025 (UTC)