I love the way you showed us this with the raid farm! It never occurred to me that raids could work in the end. Definitely using this in my survival world, even if I make a slower farm. I don't need a perimeter anymore
man it'd be cool to have a create mod like storage system where all craftable/farmable blocks/items get automatically farmed and also crafted into all of their different types.
I’m going to try and get as many in one as possible connected to an auto sorting system once the auto crafters are in the game. It’s going to be amazing to use.
I’ve been working on it, but I can’t decide if I want to make it on Java for chunk loading or bedrock for trident killers. (I don’t want to hear anything about bedrock redstone is bad, qc is the worst)
What I enjoyed about this video, is that you didn't just slap three farms together and call it a day. Instead explaining the pros, and cons between the different farms, great video man!
@@Radkeyboard7984 but then you have to stay there, you cant just be around it and it would work. when i said it isnt afkable, i really meant you cant just be around it and it would work, idk why i said it isnt afkable. you would also need a constant supply of emeralds, which could be annoying to set up, and they can get out of stock which would make it sorta slow. it is just better to use a different method of getting sand, like a sand duper, unless you are against sand dupers, which is completely understandable. idk if there are any other ways other than duping or trading, i dont think there are, but i really havent done enough research to say for sure.
I feel like he blocked many more creeper spawning squares than he had to. Spiders need 3x 3 squares to spawn in, so by leaving 2 blocks between slab’s (like the farm at 4:40 does) you can get better rates. 😊 Using a raid farm to make it a 1 Player farm was a clever idea. A lovely video.
If someone decides to build a raid farm from now on please build it in the end so that ravengers will infinitely fly out from the sides into the void lol
This was an awesome video, man. The problem-solution format (idk how else to describe it lmao) was really entertaining + kept guessing how you were gonna make this insane idea work, and overall the editing + voice over was top notch. Super pleased that I decided to subscribe to you a few uploads back! Great work! :D
Someone probably have said it already but that design flaw with starvation damage is fixed just by turning 180 and nudging into a corner. Works with all od Nash's raid farms, works with Ian's raid farm.
3:14 this is why you use cats to scare the creepers away instead of using water. Then all you need are some buttons to prevent spiders and you're good.
@@Shortchild900 For mobs to spawn, you need a player within 128 blocks, so that wouldn‘t work, regardless if its chunkloaded. Maybe it could work if the player stays in the Overworld and the gunpowder is dropped through the End Portal, I guess that should work parallel to the Sand duping. (My very limited knowledge on End Chunk Loading suggest that you only have 2 or 3 chunks that are loaded to build the auto crafting setup, but that should be doable)
@@gradypharr1300 I’m sorry, I phrased it poorly; I meant “changing the drops so that husks drop sand the way zombies drop iron ingots would be a good update”
That is a feature of carpet mod, or at least used to be. Now you might need to use a data pack. Another feature of carpet mod is for desert temples to exclusively spawn husks. That way you can make a husk only farm, that is pretty efficient, because of the big bounding box of the desert temple. That being said, if you do that you'd be best off to do the boat creeper farm, since all the raid mobs would clog up the mob cap.
Mojang could basically cut the need for duping by simply 1) Adding renewable sand 2) Adding movable block entities to Java Edition. TNT duping is the single most widespread duplication in the game. With renewable sand and movable block entities, you wouldn't need duping to accomplish exactly the same task that TNT dupers currently serve. It would also end the whole dimension debacle you had in the video. (probably)
@@glidersuzuki5572 With movable block entities you just make a flying machine activate a dispenser with double chests upon double chests worth of renewable tnt. Both the tnt, and the movement of explosives is covered.
Mojang actually knows what causes the TNT duplication glitch, and actually have dev only versions of the game that patch it. The only reason they kept TNT duping in the official versions is because there's currently no way to renewably get sand.
With the sheer quantity of totems, you literally cannot get enough storage for them, so the best bet is to get a bunch of chests full and then trash the rest. Though, I totally agree, it is painful, after a bit you get used to it, especially after you see how many totems it pumps out.
@@BaGg2yea, just for more detail, there many different types of chunk loading, with the two highest priority being player loaded and fully loaded (they prolly have technical names), a standard chunk loader creates fully loaded chunks in which entites can move freely and such, while player loaded chunks fully load the chunk AND allow for other actions such as mob spawning and kelp growing, if you look up the difference between kelp and bamboo growing you'll see it clearly
all you need for a tnt crafter is a 5x6 wide by 6 tall area. The one i came up with runs totally by its self with no need to prefill or have extra circuitry for it to not lose its crafting recipe. (it uses precise timings through lamps and observers to tick droppers in exactly the rights order and tick once more to remove the crafted tnt)
There is another gunpowder farm that allows only creepers to spawn, it uses carpets to block spiders from spawning and cats to lure the creepers down the hole
good idea, but that would require him to load chunks in the overworld and end, which he stated he didn't want to do because it would require two players.
1. if you watched the video you would have seen he used one of those... and they don't seem to allow for mobspawning which requires an actual player. you also probably can't chunkload the end for the sand either so which one do you want the player to stand on? the overworld for gunpowder or the end for sand? 2. also how to bring the two into the same place afterwards?
6:41 that’s honestly the most entertaining part watching one of the most annoying mobs in the game constantly getting sent into the abyss that is the end void
Vanilla minecraft is slowly becoming the create mod (especially after autocrafters) and I love it. The other instance I remember distinctly was turning dirt into mud into clay, that also felt like a modded quest automation thing.
There is a way to renewably get sand without the usage of glitches... and it is through wandering traders. Unfortunately, there is no way to automate trading without the usage of more complex external tools, like auto-clickers, so choosing to go with the duplication glitch makes total sense.
keep using the creeper farm with nether portals, then use a chunk loader for the end and nether, then in the nether, make the profits go into a huge water stream that takes it into an end portal. then, make another river going into the end fountain portal that will take it into spawn where it goes into a huge hopper system crafting a load of tnt
they sell red sand but not regular sand. but it's the same thing, just red, so yes technically tnt is renewable without glitches, but that's a very unreliable source.
I like that you say this is stupid redstone. Sure manually crafting is probably faster but making machines is fun. Redstone with its problem solving is fun.
It's pretty easy to prevent spider from spawning, since they need a 3 x 3 area to spawn, just put some blocks there so there isn't an open 3 x 3 area and you're done. Every gunpowderfarm tutorial shows this. Yeah he put some slabs there, but it's way to inefficient you don't need that many slabs
One thing I would've loved you to mention is the 5 to 4 ratio of gunpowder to sand which is required. Because the sand farm is much more complicated to improve, In order to maximize efficiency, the gunpowder farm should generate at least enough gunpowder that the sand farm is the bottleneck of the factory. Doing a little research, I found that the sand farm theoretically generates 36000 sand per hour, and the 10 tick one which is recommended by a comment on the video linked in the description would generate 43200 sand per hour. This means that the ~7000 gunpowder per hour of a normal mob farm is not enough to maximize efficiency. Additionally, building a gunpowder farm which generates any more gunpowder than 5/4 of the sand generated would be a waste of resources. This is a good reason not to build the really fast farm you showed. Actually the raid farm, which seems to generate around 20k gunpoweder per hour, is a pretty good fit, but still results in over 3/7 of the sand being unused. To get the maximum efficiency, upgrade the sand duper to the 10 tick design and find some way to double gunpowder production. WIth these upgrades, the farm would generate over 5k TNT per hour. I can't think of a way to increase it any further than that because the sand farm is the bottleneck.
@@theterpenater6414by movable, I mean, movable by pistons, not as items, and I mean all containers, not just chests. Hoppers and dispensers also can't be moved. The main case for tnt dupping is that you can have a flying machine that places a tnt every time it moves, you can't do that with just shulker boxes.
A proper creeper farm can actually produce about 23.000 gunpowder per hour, look at the 5 year old video by LogicalGeekBoy. It's 5 years old, but with slight alterations it still fully works. Built that thing in 1.20 several times now and it works absolutely beautifully.
0:40 we don’t have renewable sand Wandering trader: am I joke for you I know that wandering trader is the worst way of getting sand. But it’s the only one that is infinite
There should be some automated method that can turn cobble into gravel and gravel into sand The most likely way this would be implemented would be using a method that is related to erosion or weathering But would have to also be done in a way that coddle you places in or beside water doesn’t accidentally turn to gravel (wouldn’t want to ruin any cobblestone generators either)
@@danielthecake8617 well for dirt you can just craft gravel and dirt into Coarse Dirt which you can then use a hoe on to turn back into dirt Cobble grinder is the obvious solution but Mojang seem to prefer adding solutions that don’t require fuel unless it’s a variant of a furnace Also if they add something that specifically grinds, the community might ask for it to give players the ability to turn ore into dust like how similar features are used in modded minecraft
how about make a farm for the item with the longest name: lingering potion of the turtle master. step 1: blaze farm => blaze rods => blaze powder step 2: nether wart farm => nether wart step 3: turtle scute farm => turtle shell step 4: gunpowder farm => gunpowder step 5: dragon's breath farm => dragon's breath step 6: sand farm => sand => glass => bottles => water bottles step 7: blaze powder, water bottle, and nether wart into a brewing stand => awkward potion step 8: turtle shell into the brewing stand => potion of the turtle master step 9: gunpowder into the brewing stand => splash potion of the turtle master step 10: dragon's breath into the brewing stand => lingering potion of the turtle master it would be a hard one, but it would be cool if you could do it.
I don't even play Minecraft anymore, I just watch content to keep myself entertained and somewhat up to date. You're my latest find as a creator, and I have to admit, your content is very enjoyable to watch. It's nicely composed and your voice is like straight out of radio station. So nice to listen to in general. Subbed.
for the gunpowder farm, have you tried just leaving golems (on leads) around? they will attack spiders but ignore creepers! If this won't work, I'd like to hear why (-: also edit: I just got to the bit where you talk about ravagers getting stuck-golems!
I know i’m late but you could probably just offset the droppers inserting into the crafter to alternate between gunpowder and sand. it would automatically make the tnt recipe without worrying about materials running out
I bet he's smart enough to came up with that idea in the first place. The thing is TNT needs 5 gunpowers and 4 sands so if you drop gunpower on the ninth slot then the next item on the first slot would be a sand, which makes it 5 sands and 4 gunpowder. That just doesn't work 😂
if you build a sand duper in the end exit, the sand will appear at 0 * 0, or the centre of the world, building a gunpowder farm in the overworld right next to the duper, can give a simpler solution
2:45 If only there was a way to get creepers to fall off of platforms without using water or redstone, so you can use stuff like carpets to prevent spiders from spawning instead
You know how you can multiple dirt with coarse dirt, mojang should add that, but with sand, then maybe a recipe for gravel could be cobble and flint, but idk.
Cobble generator would be easy, redstone would require a witch farm, iron needs an iron farm, and planks would just require a nether tree farm. Seems more than feasible with the only maybe tricky part being the witch farm
What happens if you build the raid farm over the central island in the end and force the mobs into the portal leading back to the overworld? You might have to dig out the main island so only the portal is left or funnel them in somehow... But would you be able to have neverending mobs showing up at spawn suddenly?
i am so glad this is one less mod i'll have to update to 1.21 We should blow up carpet sky additions so Mojang has to add that to vanilla. (using dry coral fans to produce sand automagically
@@moran861 basically just put a ton of cats in the middle and trap doors on the outer rim of the floor, mobs think the trap door is a full block and would fall off
The obvious choice for gunpowder was a ghast farm. Then you need a player in the nether as well.
or a chunk loader
@@Tohkieno. You need a player for mobs to spawn.
No@@Yorick257u can use a chunkloader
@planeman18 in the nether?
@planeman18do u spawn in the nether?
I love the way you showed us this with the raid farm! It never occurred to me that raids could work in the end. Definitely using this in my survival world, even if I make a slower farm. I don't need a perimeter anymore
you dont need a perimeter anyways, its enough to build them in the ocea, i guess end spawn is cooler and closer tho
Look up ianxofour's raid farm. It's easy to build and needs no modifications to work in the end.
@@4203105 it's much slower tho
Well I already knew that raids worked in the end, but They also work in the NETHER! (as long as there are villagers)
@@Loggenoutsmrt
man it'd be cool to have a create mod like storage system where all craftable/farmable blocks/items get automatically farmed and also crafted into all of their different types.
probably doable with a lot of redstone
Thats basically every technical minecrafters dream lol. I am current making an excel sheet for that for every item where i include the auto crafting
@@ThijquintNLdoesn't raysworks already have that?
I’m going to try and get as many in one as possible connected to an auto sorting system once the auto crafters are in the game. It’s going to be amazing to use.
I’ve been working on it, but I can’t decide if I want to make it on Java for chunk loading or bedrock for trident killers. (I don’t want to hear anything about bedrock redstone is bad, qc is the worst)
What I enjoyed about this video, is that you didn't just slap three farms together and call it a day. Instead explaining the pros, and cons between the different farms, great video man!
I really appreciate how each step was explained and why that was a problem, and how each one can be overcome. 10/10
fr
0:40 Yes there is renewable sand but very slow. wandering traders can give it
that isn't afkable.
@@thomasdewierdo9325unless you use an auto clicker
@@Radkeyboard7984 but then you have to stay there, you cant just be around it and it would work. when i said it isnt afkable, i really meant you cant just be around it and it would work, idk why i said it isnt afkable. you would also need a constant supply of emeralds, which could be annoying to set up, and they can get out of stock which would make it sorta slow. it is just better to use a different method of getting sand, like a sand duper, unless you are against sand dupers, which is completely understandable. idk if there are any other ways other than duping or trading, i dont think there are, but i really havent done enough research to say for sure.
Wrong you still need to use void tradeing witch is a bug not an intended future so basicly same as duping
I feel like he blocked many more creeper spawning squares than he had to. Spiders need 3x 3 squares to spawn in, so by leaving 2 blocks between slab’s (like the farm at 4:40 does) you can get better rates. 😊
Using a raid farm to make it a 1 Player farm was a clever idea. A lovely video.
If someone decides to build a raid farm from now on please build it in the end so that ravengers will infinitely fly out from the sides into the void lol
This was an awesome video, man. The problem-solution format (idk how else to describe it lmao) was really entertaining + kept guessing how you were gonna make this insane idea work, and overall the editing + voice over was top notch. Super pleased that I decided to subscribe to you a few uploads back! Great work! :D
Someone probably have said it already but that design flaw with starvation damage is fixed just by turning 180 and nudging into a corner. Works with all od Nash's raid farms, works with Ian's raid farm.
PFP💀💀💀
3:14 this is why you use cats to scare the creepers away instead of using water. Then all you need are some buttons to prevent spiders and you're good.
It's ironic that he put 1.21 in the title, but when 1.21 releases, the raid farm he used will be broken, because of ominous bottles😂
i noticed this too…
You can still try to use the 2nd creeper farm with a chunk loader
@@Shortchild900 For mobs to spawn, you need a player within 128 blocks, so that wouldn‘t work, regardless if its chunkloaded.
Maybe it could work if the player stays in the Overworld and the gunpowder is dropped through the End Portal, I guess that should work parallel to the Sand duping. (My very limited knowledge on End Chunk Loading suggest that you only have 2 or 3 chunks that are loaded to build the auto crafting setup, but that should be doable)
4:00 but since less mobs spawn, you can build more modules so the mobcap gets refilled.
Infinite sand may be good to add for desert zombie when he dies it will drop sand
That when wandering traders come in
Husks having a rare chance to drop sand the way zombies drop iron ingots, drowned drop copper ingots, and zombie piglins drop gold ingots 😮
@@halyoalex8942 I just looked on the wiki and they don't. I think that is from one block skyblock or something.
@@gradypharr1300 I’m sorry, I phrased it poorly; I meant “changing the drops so that husks drop sand the way zombies drop iron ingots would be a good update”
That is a feature of carpet mod, or at least used to be. Now you might need to use a data pack.
Another feature of carpet mod is for desert temples to exclusively spawn husks. That way you can make a husk only farm, that is pretty efficient, because of the big bounding box of the desert temple.
That being said, if you do that you'd be best off to do the boat creeper farm, since all the raid mobs would clog up the mob cap.
Mojang could basically cut the need for duping by simply
1) Adding renewable sand
2) Adding movable block entities to Java Edition.
TNT duping is the single most widespread duplication in the game. With renewable sand and movable block entities, you wouldn't need duping to accomplish exactly the same task that TNT dupers currently serve.
It would also end the whole dimension debacle you had in the video. (probably)
for second point, Mojang can add dispensor minecart instead, so they don't need to redo the block entities system.
What about carpet bombers and perimeter clearance?
@@glidersuzuki5572 With movable block entities you just make a flying machine activate a dispenser with double chests upon double chests worth of renewable tnt.
Both the tnt, and the movement of explosives is covered.
Mojang actually knows what causes the TNT duplication glitch, and actually have dev only versions of the game that patch it. The only reason they kept TNT duping in the official versions is because there's currently no way to renewably get sand.
@@x-wingpilot9301 what version it is? do you have the source?
Watching totems getting thrown out like trash was really painful for me
With the sheer quantity of totems, you literally cannot get enough storage for them, so the best bet is to get a bunch of chests full and then trash the rest. Though, I totally agree, it is painful, after a bit you get used to it, especially after you see how many totems it pumps out.
@@x-wingpilot9301 as far as i see, no totems get stored at all in this farm
@@x-wingpilot9301keep them your invisible
@@timohara7717 invincible?
@@GalacticScaleNoob ig like when the yoga ring acrivayed
Why didnt you just use a chunk loader???
Hi
Sup
Hi
in order for the mobs to spawn, you definitely need a player within a radius of 128 blocks
@@BaGg2yea, just for more detail, there many different types of chunk loading, with the two highest priority being player loaded and fully loaded (they prolly have technical names), a standard chunk loader creates fully loaded chunks in which entites can move freely and such, while player loaded chunks fully load the chunk AND allow for other actions such as mob spawning and kelp growing, if you look up the difference between kelp and bamboo growing you'll see it clearly
all you need for a tnt crafter is a 5x6 wide by 6 tall area. The one i came up with runs totally by its self with no need to prefill or have extra circuitry for it to not lose its crafting recipe. (it uses precise timings through lamps and observers to tick droppers in exactly the rights order and tick once more to remove the crafted tnt)
There is another gunpowder farm that allows only creepers to spawn, it uses carpets to block spiders from spawning and cats to lure the creepers down the hole
good idea, but that would require him to load chunks in the overworld and end, which he stated he didn't want to do because it would require two players.
@@macncheesy1200 there are things called nether portal chunk loaders that uses mine carts to load a 3x3 chunk area so he could have used that
1. if you watched the video you would have seen he used one of those... and they don't seem to allow for mobspawning which requires an actual player. you also probably can't chunkload the end for the sand either so which one do you want the player to stand on? the overworld for gunpowder or the end for sand?
2. also how to bring the two into the same place afterwards?
that is even lower efficiency than the water flushing design, also the carpets still take up spawning space
Knarfy thinks that you’re a geologist
4:58 creeper joined the game
LOL
CREEPER JOINS THE BATTLE!
6:41 that’s honestly the most entertaining part
watching one of the most annoying mobs in the game constantly getting sent into the abyss that is the end void
Absolutely insane how much can be automated now...
5:04 Nice
awesome vid dude. Love the ravengers being yeeted lmao!
This is cool and really scary at the same time
Dont raid farms get broken so this wont work when the crafter does come out?
0:39 Wandering Traders:
Vanilla minecraft is slowly becoming the create mod (especially after autocrafters) and I love it.
The other instance I remember distinctly was turning dirt into mud into clay, that also felt like a modded quest automation thing.
Honestly I think it’s beautiful. Great job!
5:51 why not do the same but use the machine in the end then the sand goes to your spawnpoint
i will never forget the slander you put on my name that stream smh
CraftySlanderman
There is a way to renewably get sand without the usage of glitches... and it is through wandering traders. Unfortunately, there is no way to automate trading without the usage of more complex external tools, like auto-clickers, so choosing to go with the duplication glitch makes total sense.
keep using the creeper farm with nether portals, then use a chunk loader for the end and nether, then in the nether, make the profits go into a huge water stream that takes it into an end portal. then, make another river going into the end fountain portal that will take it into spawn where it goes into a huge hopper system crafting a load of tnt
2:32
“But it doesn’t avoid the spiders from spawning”
***That one glow squid on the left falling for dear life***
Purplers: Using a sand duper for a tnt farm.
Also Purplers: Not using a tnt duper.
(though I realize that having tnt in your inv might be useful too)
if you're going to dupe sand you might as well dupe tnt
0:37 I don't think ANYONE remembers that wandering traders sell these
they sell red sand but not regular sand. but it's the same thing, just red, so yes technically tnt is renewable without glitches, but that's a very unreliable source.
I like that you say this is stupid redstone. Sure manually crafting is probably faster but making machines is fun. Redstone with its problem solving is fun.
It's pretty easy to prevent spider from spawning, since they need a 3 x 3 area to spawn, just put some blocks there so there isn't an open 3 x 3 area and you're done. Every gunpowderfarm tutorial shows this. Yeah he put some slabs there, but it's way to inefficient you don't need that many slabs
One thing I would've loved you to mention is the 5 to 4 ratio of gunpowder to sand which is required. Because the sand farm is much more complicated to improve, In order to maximize efficiency, the gunpowder farm should generate at least enough gunpowder that the sand farm is the bottleneck of the factory.
Doing a little research, I found that the sand farm theoretically generates 36000 sand per hour, and the 10 tick one which is recommended by a comment on the video linked in the description would generate 43200 sand per hour. This means that the ~7000 gunpowder per hour of a normal mob farm is not enough to maximize efficiency.
Additionally, building a gunpowder farm which generates any more gunpowder than 5/4 of the sand generated would be a waste of resources. This is a good reason not to build the really fast farm you showed. Actually the raid farm, which seems to generate around 20k gunpoweder per hour, is a pretty good fit, but still results in over 3/7 of the sand being unused.
To get the maximum efficiency, upgrade the sand duper to the 10 tick design and find some way to double gunpowder production.
WIth these upgrades, the farm would generate over 5k TNT per hour. I can't think of a way to increase it any further than that because the sand farm is the bottleneck.
Now you created a problem where you need something to use all that TNT for.
Never let this get to hermitcraft
Grian would be building this immediately
Instead of water you could put a cat in the middle so the creepers run of the platform and place carpets so spiders can't spawn
dispenser: I THOUGHT YOU,LOVED ME!!!!!!!!!!
Crafter:I AM TH3 KING!!!!!
i recently watched the sipover redstone contest and your build was SO COOL you were topp 10 at least
i think you made the first tnt farm and is ok , because nobody made one only you, great job!!
If Mojang added movable containers and renewable sand. They could remove tnt duping
Shuler boxes exist
@@theterpenater6414by movable, I mean, movable by pistons, not as items, and I mean all containers, not just chests. Hoppers and dispensers also can't be moved. The main case for tnt dupping is that you can have a flying machine that places a tnt every time it moves, you can't do that with just shulker boxes.
A proper creeper farm can actually produce about 23.000 gunpowder per hour, look at the 5 year old video by LogicalGeekBoy. It's 5 years old, but with slight alterations it still fully works. Built that thing in 1.20 several times now and it works absolutely beautifully.
0:40 we don’t have renewable sand
Wandering trader: am I joke for you
I know that wandering trader is the worst way of getting sand. But it’s the only one that is infinite
The amount of loot is insane 10:06
There should be some automated method that can turn cobble into gravel and gravel into sand
The most likely way this would be implemented would be using a method that is related to erosion or weathering
But would have to also be done in a way that coddle you places in or beside water doesn’t accidentally turn to gravel (wouldn’t want to ruin any cobblestone generators either)
cobble grinder -> sand, gravel, dirt
@@danielthecake8617 well for dirt you can just craft gravel and dirt into Coarse Dirt which you can then use a hoe on to turn back into dirt
Cobble grinder is the obvious solution but Mojang seem to prefer adding solutions that don’t require fuel unless it’s a variant of a furnace
Also if they add something that specifically grinds, the community might ask for it to give players the ability to turn ore into dust like how similar features are used in modded minecraft
HEY! For the creeper farm, use slabs and put cats where the water is. WAY better than option A and B.
how about make a farm for the item with the longest name: lingering potion of the turtle master.
step 1: blaze farm => blaze rods => blaze powder
step 2: nether wart farm => nether wart
step 3: turtle scute farm => turtle shell
step 4: gunpowder farm => gunpowder
step 5: dragon's breath farm => dragon's breath
step 6: sand farm => sand => glass => bottles => water bottles
step 7: blaze powder, water bottle, and nether wart into a brewing stand => awkward potion
step 8: turtle shell into the brewing stand => potion of the turtle master
step 9: gunpowder into the brewing stand => splash potion of the turtle master
step 10: dragon's breath into the brewing stand => lingering potion of the turtle master
it would be a hard one, but it would be cool if you could do it.
2:53 “Creeper joined the game”
well well well what do we have here
Instead of switching on the gunpowder farm, you can use chunk loaders
10:02 ah yes, “Steve joined the game”
I don't even play Minecraft anymore, I just watch content to keep myself entertained and somewhat up to date. You're my latest find as a creator, and I have to admit, your content is very enjoyable to watch. It's nicely composed and your voice is like straight out of radio station. So nice to listen to in general. Subbed.
6:57 A s3cond ravager has hit the beacon
0:38 the world would rejoice if husks just dropped sand... but we can't have nice things
for the gunpowder farm, have you tried just leaving golems (on leads) around? they will attack spiders but ignore creepers! If this won't work, I'd like to hear why (-:
also edit: I just got to the bit where you talk about ravagers getting stuck-golems!
you can't put golems on leads, golems won't have enough space to fit, and golems will fill up the mob cap
I know i’m late but you could probably just offset the droppers inserting into the crafter to alternate between gunpowder and sand. it would automatically make the tnt recipe without worrying about materials running out
I bet he's smart enough to came up with that idea in the first place. The thing is TNT needs 5 gunpowers and 4 sands so if you drop gunpower on the ninth slot then the next item on the first slot would be a sand, which makes it 5 sands and 4 gunpowder. That just doesn't work 😂
I've just realised that scaffolding on the sand duper could probably be replaced with copper bulbs.
No and that's why they removed that feature
if you build a sand duper in the end exit, the sand will appear at 0 * 0, or the centre of the world, building a gunpowder farm in the overworld right next to the duper, can give a simpler solution
how do you chunkload the end though? and if you mean player should stay in the end then how do mobs spawn in the overworld without a player?
3:29 Bro the creeper shifted.
You can put columns in the creeper farm to block out spider spawns since
you can use chunk loaders to load the creeper farm
I was screaming chunk loader in my room
Fax
Same
same bro
chunk loaders can't spawn mobs
@@zorpglorpyeah, they can’t spawn mobs. But loading the chunks that the farm is in, it lets the farm spawn mobs.
2:45 If only there was a way to get creepers to fall off of platforms without using water or redstone, so you can use stuff like carpets to prevent spiders from spawning instead
Now make an iron farm, and start crafting tnt minecarts, and shipping them to some far off location to blow stuff up
4:59 Creeper Joined The Game???
You know how you can multiple dirt with coarse dirt, mojang should add that, but with sand, then maybe a recipe for gravel could be cobble and flint, but idk.
0:45 wandering traders trade sand
A small chance to buy like 10 sand every couple hours. Worthless
@@executeorder6613I agree cuz his over priced sand for like 4 emeralds, for like 7 sand💀
Who uses wandering trader anyways?
7:07 WATER, WATER PUSHES, AND BEACONS CAN GO TROUGH AAAAAA
Thanks for the offer, but imma stick with my tnt duper.
"We will need 2 players, because the gunpowder farm will not work without loading!" >>> *Uses chunkloader for sand farm*
you still have to be in the end to collect the sand
How would you hook this up to a location in the overworld? And is there a schematic for this?
I could be wrong but I believe you got rid of more spawnning spaces than necessary when building de creeper farm.
Why did Steve join the game at 10:01?
Carpet bot to run the farm so I could fly around and look inside chests while it's running
Now all we need is the ability for dispensers to place blocks. If we have that, all those servers who banned tnt duping machines
What about a piston farm? The craft requires a lot of items so it could be pretty insane
ooh could be interesting ill try
Cobble generator would be easy, redstone would require a witch farm, iron needs an iron farm, and planks would just require a nether tree farm. Seems more than feasible with the only maybe tricky part being the witch farm
@@thunderd7904For redstone, the raid farm would probably still be the best option. But maybe you could get better rates with a witch farm
If you want to have no spider, just simply use a cat instead of water and use the carpets instead of slabs
Sand is kind of renewable with the wandering trader, same goes for dirt, but not for gravel
i wonder if we could make a sand mining machine to tear up the desert automatically
now you can hook this factory up to autofilling the orbital strike cannon. it just recharges infinitely!
you can change sand with traders, is a lil expensive and take a while, but it works
10:00 steve joined the game
9:23 WHAT ON EARTH is a wither skeleton head doing there
what is a chunk loader
You could hook up a sand duper and a creeper farm to cubicmetre’s orbital strike cannon and it would be so op
What happens if you build the raid farm over the central island in the end and force the mobs into the portal leading back to the overworld? You might have to dig out the main island so only the portal is left or funnel them in somehow... But would you be able to have neverending mobs showing up at spawn suddenly?
Love how minecraft finally added autocrafting so those of us who don't like duping can get lots of tnt...........fricking sand.
This is insanely insane for tnt cannons in survival
Really good design😅😅😅
Did you thought of yeeting the gunpowder in the end sideways like the sand and auto craft there?
The raid farm also farms lag
i am so glad this is one less mod i'll have to update to 1.21
We should blow up carpet sky additions so Mojang has to add that to vanilla. (using dry coral fans to produce sand automagically
raid farms will not work when the update is released because of bad omen potion
That’s stupid and sad
I would honestly build this farm, only for the ravager yeets.
2:45 put carpets on there and BAM! Only Creepers spawn
The water will ruin them
@@moran861 basically just put a ton of cats in the middle and trap doors on the outer rim of the floor, mobs think the trap door is a full block and would fall off
Add sand storms for renewable sand. Simple