Simple Hostile Mob Farms, Minecraft 1.12 - 1.16+ (Fun Farms Ep. 15)

gnembon · 2.8M views · 2017 · 48:20

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Why Arqade Stack Exchange recommends it

Gaming Stack Exchange (Arqade) answerers point people to it when explaining how mob spawning works and as the go-to design for efficient general mob farms and bone or drop collection.

Recommended by 0 people across 0 different months, 2019 to 2021.

What it is

Episode 15 of gnembon's Fun Farms series, a 48-minute Minecraft tutorial on simple flush hostile mob farms that are cheap, need minimal redstone and can be tuned for different mobs. It covers all-mob, creeper-only, music disc and Nether designs with drop rates, plus a bonus equation for farm output.

What people said

Cites Tesset · 2019-07 · Arqade Stack Exchange · on “No Mobs Spawning in Mob Grinder”

I think the issue you're running into is the size of your platform is very small, while you're built very high up in the air. How spawning works in Minecraft, simplified: It picks an X/Z location to spawn in It picks a random Y location from 0 to the highest opaque block above it. So if the highest block is at y=15, it picks from 0 to 15. If the highest block is at 255, it picks from 0 to 255. Look at that X/Y/Z location to see if its a valid spawn location (has a flat surface underneath, is sufficiently dark, the player is between 22 & 128 blocks, etc.) If it is, it then spawns 1 mob at that location, and 2-3 of the same mob nearby (using a similar, but simplified algorithm) What this means

Cites qwr · 2020-01 · Arqade Stack Exchange · on “Do difficulty or local difficulty affect spawn rates?”

Somewhere in gnembon's Simple Hostile Mob Farms, Minecraft 1.12 (Fun Farms Ep. 15) [this video] video he mentions difficulty and local difficulty but I cannot remember where in the video. In my 1.12 survival world I ran my build of his farm for an hour, getting about 4600 items/hr on Normal and about 6500 items/hr on Hard (regional difficulty 3.19, which is much lower than the max of 6.75). I ran the Normal test before the Hard test so the local difficulty [LINK] may have changed slightly. Some of this effect might be due to pack spawning [LINK] or just higher spawn rates. The answers from Advantages of hard mode in minecraft [LINK] are outdated. I am looking for evidence based answers (tests, lo

Cites SF. · 2020-12 · Arqade Stack Exchange · on “How can I make an automatic wheat/potato/carrot/beetroot farm?”

Allegedly Legacy Console is almost identical to Java - but there are some differences, so I can't guarantee this will work; I have experience with JE and no way to test it on Legacy Console, so I'd advise first to try everything in creative, before you commit to building it in your survival world. In 1.16 villager based beetroot, carrot and potato farms are still doable, though a bit of a chore. Wheat unfortunately becomes a bread farm. Your best bet is to use an automatic bonemeal farm, and an afk nanofarm for crops. For bonemeal, there are dozens of various designs varying in complexity and efficiency; probably the best approach for an only moderately technically inclined player is a gener

Cites SF. · 2021-04 · Arqade Stack Exchange · on “What is the best way to get large amounts of bone blocks?”

An efficient general mob farm. Something like Gnembon's. Finding fossils in the overworld is simply ludicrous as an advice. The are very rare, you may spend months playing and never find a sinfle one - and once you find it, you get what - half a stack of bone blocks? Soulsand valley is a more reasonable advice - once you find it, you'll be able to obtain a couple stacks, although being harassed by ghasts and skeletons will make it rather unpleasant (and once they are gone, you'll need another Soulsand Valley). A skeleton spawner based grinder - providing you find such a spawner - will produce about 12 bones - or 4 bone blocks per minute, that's about 240 blocks per hour. Acceptable, but stil

Cites SF. · 2021-09 · Arqade Stack Exchange · on “Mob Farm Spawning Issues”

Two issues are at odds here: Mob cap and despawn sphere. Any mobs more than 128 blocks from any player will despawn immediately, meaning if you build your farm in such a way the only spawnable blocks within 128 from you are the spawn spaces of your farm, all the spawn attempts that succeed are within your farm and it works fine - if you allow even a small number of spawn spaces outside your farm (unlit caves), they will quickly fill up with mobs, which will only despawn slowly, filling up mob cap, and your farm will produce an absolute pittance of drops. So, "building high" is a decent solution to this problem. Spawn attempt success chance. To spawn a mob, the game first picks a random x, z