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Contents.Locations The purpose for the farm is to provide a large area that is a viable for the intended targets, and to kill the mobs quickly. Example layout of a 38x38 Canal-Style farmTo improve the chances of a mob falling into the holes, one can add channels filled with flowing water, leading to the central hole. The channels are lined with open trapdoors to trick the mobs into falling in, and the water transports them into the grinders. Such a design requires a bit of planning to ensure that there is no stationary water in which the mobs might get stuck, reducing effectiveness.Since the system uses water to transport mobs, it will fail to capture Endermen, which teleport away when touching water. Therefore, the roof of the cavern should be 2 blocks above the ground to prevent griefing of your farm by Endermen taking blocks.Compact Canal Design.
It also seems silly that nearly a dozen special zombies cost 50 brains apiece. The few small things Zombie Farm 2 does to improve it over the original will at least keep it as quirky.
Compact Canal designA very easily built design can be made in a 20x20 area, using eight water source blocks to fill the channels, which are exactly eight blocks long so that the water stops exactly at the edges of the central hole. The design can be easily stacked or placed next to each other to increase the effectiveness. This design can be made even smaller as shown in the video (14x14 area). Shrinking the design can be done by using signs to cut off the water flow at the edge of the sinkhole, forcing the mobs to fall into the central hole.Minimal Canal Design. Minimal Canal design, using glass to show the flow of waterIf there is not enough space for larger designs, this might be used.
Its small size of 10x10 (inner area) makes it able to be incorporated into larger construction projects without trouble. It uses four water source blocks, one in each corner, with the water flowing around 3x3 squares of building material to the central hole. The parts of the water between the wall and the blocks is closed over to provide more spawning area.Large Chamber Fully Automatic Design. Large Chamber Fully AutomaticThis is a very large farm that requires a lot of resources, it has 6 spawn chambers in each building, and redstone controlling it.
It outputs 4 waves of average 10-15 mobs every 16 or so seconds.Active Mob Displacement The Canal-Style System still suffers from the mobs freezing when outside a certain range around your character. Active Systems can correct that problem, using Redstone and Dispensers filled with a Water bucket to flood the spawning grounds repeatedly, flushing all mobs into the channels to be transported to the grinders. Thus, the farm provides area for the mobs to spawn in, but does not rely on mob movement to get them into the grinder. Using this, one can omit the trapdoors needed for the other, passive designs.Youtube tutorials This simple AFK design lets you set it to creeper-only mode to focus on gunpowder, or open the trapdoors to allow all mobs to spawn to fill your chests with loot. Using observer blocks The designs shown in the YouTube videos above are somewhat resource intensive, but this design requires only the following materials:. 1 (per layer).
1 (per layer). 1 (per layer). 112 blocks of choice (per layer). 1 (e.g. An Ethonian hopper clock: 2, 2, 2 ). A capture layer (just several dozen leading into a chest)In addition to being inexpensive, it is also easier to build.The design uses three different layers that are repeated with a redstone clock added to the top layer.The layers are as follows:. The dispenser (with the water bucket in it) facing up, surrounded by opaque blocks (e.g.
Cobblestone) to hold the. An observer block, facing up into the dispenser; the rest of this layer is air. This layer is completely air.For layer one, the blocks must hold all of the water, so go out seven blocks in each direction, then fill in diagonally.Optionally, you can surround these blocks with signs to prevent spiders from climbing up.
However, this would be a large amount of work for little benefit.Now, the trick is that when a dispenser goes off, the observer block emits a signal to the block below it, which will activate the dispenser through the air gap in between (which is then filled with water).This will cascade down through all of the layers (make as many as you like, but anywhere between 3 and 10 should be plenty).To start this cascade, the topmost dispenser needs to be activated. It is recommended to do so using an with about ten items in it.Place the hopper clock with the on top of the topmost dispenser (do not place a bucket in the topmost dispenser).Villager This method works only on and because they are attracted to. This is tricky, as you need a to get the villager into the right position.
This method works by having one or more villagers trapped in a place, so they can't get out. Any nearby zombies will go to the villagers.
You can make a maze that the zombies have to go through so that you need only one trap. However, there needs to be some sort of trap that the zombies will fall in to get to the villagers (e.g.
A ton of soul sand in water or in air, fall damage, etc).Other Designs Instead of using water to transport mobs, there are various other methods to make them move towards the grinder, all of which may work better with certain mobs, but can have higher resource requirements or lesser gathering rates.One-Way Doors Relying on the random movement of mobs, One-Way Door Designs use doors or pistons to prevent the mobs from wandering backwards. Making several sets of doors can increase the speed with which the mobs move towards the hole.The easiest configuration consists of a wall of doors (Iron on Hard difficulty to prevent Zombies from smashing them, or fencegates, or maybe trapdoors somehow.
Use wooden doors on other difficulties) with a row of pressure plates in front of them. When the mobs walk onto the pressure plates, the door opens, letting them through, but once on the other side, they can't open the door since there is no switch.With Pistons, the arrangement is reversed, with the pressure plates on the desired side, and the pistons pointing upwards, so that they block the path of the mobs when extended. This design works only with a 2-block high roof to prevent the mobs from jumping, and even then might fail on spiders.
However, it requires considerably more common ingredients than the iron door variant.Such systems can also be used to 'store' mobs after gathering them from the farm, so that they later can be killed for the rare drops and experience. Transporting Mobs After collecting the mobs from the farm, it might be beneficial to transport them to a different location before grinding them, so that you can access the items more easily while remaining at a close-to optimal position for the spawning of your farms.Horizontal Transportation Horizontal Transportation can be done easily using flowing water, with a drop of 1 block vertically for every 8 block traveled horizontally. Build a tunnel with a height of 3 blocks and a width equal to the size of your gathering holes (usually 2). Mine forward to a length of 8 Blocks, so that water placed at the start ends exactly at the drop. Repeat, but one block lower, so that the mobs fall from one funnel part to the next. Tenchu shadow assassins.
Mine out the roof at the higher level for 2 or 3 more blocks to prevent spider clinging to the walls from clogging up the funnel. Spider grinderAlternatively, one can use a cactus to grind the spiders immediately. To do this, make the first funnel part only 7 block long and place only one water source block instead of two. Place a sand block and a cactus on top on the same side as the source block. To place the cactus, you have to mine out the block next to it. To ensure the water flow on the next part, mine out the wall block next to the sand and add the water sources there and next to the sand, where there would usually be one.Downward transportation Transporting mobs and items downward is trivial, simply let them drop down a chute with a water brake at the bottom. Or omit the water brake when you want the mobs to die from fall damage.Upward transportation Upward transportation uses the fact that nearly all mobs will attempt to swim in water, moving upwards.
Therefore, to get the mobs moving upwards, one has to provide only a column of water with enough air holes to prevent them from drowning. This can be done by arranging signs or ladders and water source blocks in the following vertical configuration:This can be repeated indefinitely in any direction for a mob elevator. When arriving at the right height, flowing water on top of the topmost ladder is enough to dislodge them.will not swim in versions prior to, which can be used to separate them from other mobs.As of and, a block of soul sand can be placed at the bottom of a column of water source blocks to force entities quickly upwards, while also supplying air for long distances. If soul sand is not used, undead mobs can be separated from the others because they will not swim upwards.Grinding. Main article:The last part of a mob farm is to kill the gathered mobs and collect their items. This can be done in different ways, using the variety of damage available in Minecraft, like falling, suffocating, drowning, burning, sunlight (for undead), touching cacti, simply player-applied damage from weapons or lava.Passive Systems do not change to kill the mobs, they rely on constantly available damage sources.
The most common mob grinders, the 'Lava Blade' and 'Drowning Trap' fall in this category.Active Systems have to change configuration to actually kill mobs, usually in the form of redstone devices. The most known might be the 'Piston Grinder', which applies suffocation damage by pushing an opaque block into the head of the mob. While possibly faster than passive systems in killing, active systems usually have a limited capacity, and higher amounts of mobs might clog or even jam the system. The 'Minecart Grinder' uses Minecarts to carry the mobs into one block high space, suffocating them. This method can jam up too, but is fairly amusing.EXP farms are systems that capture and soften up the mobs, but rely on the player to deliver the killing blow, so that the rare drops and experience can be gathered.
An example would be a nearly-lethal falling height which would reduce the majority of mobs to half a heart, easily killed even without a weapon. However, such systems are only as good as the player using them, and in constant danger of being destroyed by creepers if not built out of obsidian, or if the player is out of sight of the creeper, in which case it will not explode.With the, it becomes easy to collect the dropped items, even without player interference. This makes fully automatic mob farms possible where the loot will be deposited in a chest for easy accessibility.Video. Introductory.Newcomer survival.Shelters.General.Challenges.Constructions.Storage solutions.Farmingand.and.Blockbreaking.MechanismsBasic redstone.Detectors.Minecarts.Traps.Pistons.Redstone (advanced).Servers.Server setup.Technical.
(IRC channel).Maps. WIP.Creating Minecraft media.Game installation.Outdated.