Hey, Pix, iron farms only drop 2 items, ingots and flowers. If you filter the flowers, you dont have to filter the iron, or vice versa. I used to do this a lot too before I realized it was pointless to make both filters. I recomend filtering flowers first then allowing the iron to fill up any number of chests down the line.
This is such a good point, I had no idea why I didn't think of this at the time. I guess I built the iron filters first and added the poppy composter afterwards, so I was thinking of them separately.
Also would it not be better to have the poppy composter as the last chest, or would that not make a difference with how fast the system filtered the items?
@@happyapple898 probably wouldnt make a difference in speed, hoppers will do one item at a time at 9000/hr regardless, and most farms wont reach this capacity. I simply prefer to filter the item with lower quantity first. I dont honestly think it matters except for if you wanted to expand you chest capacity with an extended hopper line. You could alwats extend hoppers down ofcourse. In the former case, if your poppies were filtered last you would have to remove that to exted iron storage linearly. It all depends on preference and it can all ve redone of it doesnt work as you like! 😃
It's actually a good idea to make the spawning platform out of top slabs. While, yes, that also saves material, it more importantly also takes away a lot of opportunities for mobs to fight the water current. If you notice mobs fighting the water a lot, replace the full blocks with top slabs, it will be beneficial for the rates of your farm. As for Bedrock edition, you can make a version of the dispenser mechanism that has the clock on the bottom. You just switch the dispenser and observer positions and directions (observer in the floor, looking down at the dispenser for the floor below, also pointing down). That scaffolding causes water to not flow in from the sides after it was pulled into the dispenser. You may need a bit more room below the bottom spawning floor to fit the clock there without blocking the place where the mobs are supposed to die. Another thing to consider: You could build this farm in a desert biome. Since deserts replace most zombie spawns with husks, and husks can only spawn in a place with direct sky access. As a result you get more other mobs, since the total number of spawning mobs will stay roughly the same, and that replaces most rotten flesh with "more useful" drops like string, bones or gunpowder.
I always make the bottom spawn platform out of slabs for this reason. The rest of them i just use full stone or cobble blocks as stone generators are easy to build. This makes it easier imo to place trapdoors for creeper spawn
man i've been watching you for the past 3 years.... i feel like you should be the official part of mojang the way you explain things.... you are an absolute legend.... you are the person who got me into minecraft...
A side note about the soul flames dealing more damage than regular flames. It actually mimics real life pretty well. Blue flames look colder, because blue is considered a cold colour, but in reality the flames are hotter than the regular orange flames. It's rather strange and peculiar that colours that are considered colder are actually result of something being hotter than something that emits warmer colours. That's rather strange. Isn't it?
Yes. Exploring it more deeply it is interesting to observe that a colour (e.g. blue) can be generated by multiple mechanisms. e.g. Electron orbital transitions (energetic blue photons) versus Rayleigh scattering in the air (blue of the clear sky). And cold blue ice has that colour largely because it is scattering hot blue light. Blah blah. Many people prefer “god made it that way”.
@@FighteroftheNightman This is probably the first time I've seen someone who shares the same views as me when it comes to this, and that makes me very happy
It's taken me about 2 months to get through all the seasons of Survival Guide, and I'm finally all caught up and looking forward to sitting in on some live streams. I'm commenting here because I finally finished making an almost exact replica of this farm in my world, and am super grateful, because gosh does this farm produce!!!! Thank You Pixlriffs for all the great content!!! As a complete noob to minecraft, it has been a steep learning curve, but your tutorials have provided such wonderfully detailed and entertaining ways of learning that I find myself making massive progress in my beloved minecraft world.
I would like to see an inverse design, so I can sit at my cave spider spawner at the bottom of my world and activate the general mob farm above me. But I would convert it to a creeper farm, as an iron golem farm will compost red poppies in your spawn chunks, and gunpowder is what you really need from these mob drops.
You could AFK at this farm from the bottom of the world, but you'd have the unfortunate task of lighting up caves for a 128 block radius around you. Quite a task in 1.18+ terrain
One trick that I have seen people use recently is to swap out the final block that water is flowing over with a stair block w/ the lower stair on the outside. Mobs will more easily fall off the edges of those platforms without fighting the water flow. This has the added advantage of making those blocks not climbable by spiders either, so it would also help with the campfire well at the bottom of the farm.
A better trick is to swap out the entire platform with top slabs. Not only would stairs severely reduce the number of spawning spaces, but using top slabs would also prevent mobs from fighting the water current in the first place.
@@emterroso None, that's the great thing. They are not a valid target location when picking a random wander destination. Only full solid blocks are, so when (almost) none of those are around, mobs won't move around on the platforms. If they don't move around, they also won't fight the water current pushing them off. (If you build the platforms with top slabs, only the dispensers remain as solid blocks, but with that few destinations remaining, mobs most often fail to find a destination and just don't walk.)
For bedrock players: mob farms run differently due to specific spawn mechanisms. I could reference Silentwisperer or Prowl8413 for Bedrock farms, and both tackle mob spawn mechanisms and general mob farms tutorials.
If you find mobs fight the water around the drop I learned from ImpulseSV that replacing the 16 center blocks at the end of the stream with stairs means they fall in easier
Hey brother, this is a great showcase. I feel like you covered all the bases and and gave us a simplified way to understand these farms. This series a service to the community, thanks for everything you do!
Another great video! I only wish I could resist watching these videos first thing in the morning (U.S. eastern time) so I could play right away instead of going to work.
Would just like to say thanks for the idea of the chest boat underneath the 9 center hoppers! I think this is even better than you talk about in the video--best I can describe it is that it should ensure that the large number of unique items flowing through the individual hoppers no longer bottlenecks the farm from moving at normal hopper transfer speed. I'm going to use this in my new video and will be sure to credit you here :)
It's pointless IMHO, there would be a bottleneck hopper in the sorting system anyway. I have built the same farm (but with the old-fashioned 22 block killing chamber instead of campfires) and the hopper system goes in a spiral-like way (just because). The items get stuck time and again, but it doesn't matter since the despawn time for an item is 5 minutes and the system deals with them in less than 30 seconds
I was away from all Minecraft content wnd the gwme itself since last year so i hadn't watched season 3 until the weekend and I am now completely caught up
I built a similar mob farm but high up in the spawn chunks so I don't need to afk, also it is boxed in so no need for the shade roof, it works with the same clock/flood system and a larger storage area underneath but recognisably the same farming system.
Spawn chunks don't spawn mobs, and having it extremely high up slows down mob spawning. Boxing it in requires more materials than a roof and is likely less efficient in terms of the pack spawning algorithm. Also, if the box is too small, spiders may climb the walls.
this whole design philosophy behind mob farms is why I keep winding up with little flying houses high in the sky, complete with all the amenities of home like bed, shulker chest/ender chest, etc etc. I just can't stand the idea of standing on a random platform while afk (even one with a roof) so I try to make it at least a little interesting. Building flying houses/islands is a fun challenge. Though screwing up means you go splat.
thanks pix!!!! also the new-ish mob spawning rules only apply to block light, in sky light they will still spawn at 7, so you only need to make your shade roof an 8 block diamond rather than a full 15!
I had to make some adjustments to this design in a bedrock world. Swapped the dispenser so it’s where the observer is, facing down to place the water. Observer goes right on top of the dispenser detecting the water being placed above it. Seems to work find that way.
I used the amethyst farm to make the tinted glass and I avoided the giant roof. 4 towers next to each other produce almost identical gunpowder, strings, rotten flesh and bones with arrows. All excess goes into the overflow chest. High in the sky so it's maximum efficiency.❤
Bedrock has an observer chain that works. I think the centre is an observer instead and the dispenser faces down dropping water onto another observer to start the chain. The top floor doesnt need a hopper clock either, just a daylight sensor. Every minute the sensor will update and the observer will pulse. Pretty sure that's how I have mine set up. The spacing for mob spawning and not despawning though is finicky and I just drive myself slightly mad figuring it out. The tinted glass will help with viewing inside while finding the best afk spot.
I believe the bedrock way has the observer look at water instead of the dispenser. That's also possible in Java, but for some reason (probably due to the lack of waterlogging back when this type of farm became popular) isn't typically used.
@@TheRealWormbo That is indeed how I've built it. I'm stuck with bedrock as I'm on console and need to check redstone in creative testing when seeing java. I think the rates are also pants compared to java as the mob spawning is also really different. Tried a java sized one and while mobs spawned on the platforms, they despawned in the pit. I still don't get the mob spawning very well and do spend a lot of time figuring out where to afk. I'm pretty sure bedrock has a considerably smaller radius for mob spawns which makes the farms smaller.
If you have the time and materials you can always close in the whole farm. That will prevent mobs from occasional landing on that edge, get rid of that ridiculous looking large roof and give your farm a pretty design. Some industrial look with blackstone and/or deepslate + stained glass to view inside for example.
I've found that the dispensers in my farms sometimes get out of sync. This appears to be due to the water backflow over the dispensers. If you are also peeved by this you can waterlog a slab or trapdoor to make sure it will stay in sync.
Pix being extra with the item filters for iron even though if the poppies are being filtered then the only thing coming through should be iron. Therefore has no need to be filtered.
I made this farm yesterday because I couldn't be bothered to build a dedicated creeper farm. I AFK'd for an hour and got enough gunpowder to fill a shulker box with rockets and had enough left over to make a half stack of TNT. Probably never making a creeper farm again after this.
By the way I put 15 items in the hopper clock and it made a noticeable difference i how many mobs spawned each time. I watched it for a while in freecam and I'd say 25-30 mobs spawned each time, depending on how many spiders were clogging up the works.
For appearances, I'd use tinted glass to darken the farm (If I had the resources), to me, the giant pad above is just ugly I could at least call the farm a capacitor or something with the glass Not downplaying the design, just thinking about aesthetics
It doesn't even need to be a full block, a simple slab also works. Just make sure it blocks sky light and you're safe. (On servers you might want to consider walls anyway, if you don't trust your server mates to be responsible in terms of spawning phantoms near AFK players.)
The last part about mob spawning was really insightful. I'm not at the stage yet where I am ready to build any farms really; but its super helpful to understand how spawning works. Question though; does the rule about proximity also apply to non hostile mobs? So for example, does your Iron farm only spawn iron golems when you're nearby (Or is the golem spawned purely due to the presence of zombies and villagers in the farm - regardless of how nearby the player is?). Love the videos - this season of Survival Guide has me hooked - I'm a new player and I have found all the vids really inspiring and useful THANK YOU!
Really enjoyed your demonstration on flat world. I wish I could find this same demonstration for Bedrock Edition, cause mob farm isn't working that well...
I have Bedrock so sadly this ended up being a Pixlriffs design I could not use. For Bedrock on consoles, Wattles has an effective design for a 3-tier mob spawner that floats 30 blocks above your base while you're farming and going about your business. His can be improved by putting barriers around the hoppers and fires on top of the hoppers like Pixlriffs has done, and you could also make a tube for them to fall down instead of having them fall through air. See Wattles' video for the how-to.
Spider eyes can only drop from a player kill, same as carrot, potato, and iron ingot drops from zombies, so we don't have to worry about them being produced by this passive mob farm.
They will end up in the "other" chest, along with redstone, glowstone, sugar, sticks and empty bottles - the other witch drops. Yes, witch, not spider. Those drops will be relatively rare.
@@TheRealWormbo This farm should never get witch drops, because the witches will drink a fire resist potion before they can actually die to the campfires. If you want to get witch drops, you'd need to make the mobs fall at least 20 blocks or so, but there are much better ways of getting witch drops.
@@64bit_link Oh right, I forgot this doesn't do any fall damage. The last time I built one of these I had mobs drop onto soul campfires from just high enough to usually get killed, which didn't give witches enough time to drink their fire resistance potion after landing.
That's actually probably a good thing, lol. I really wouldn't want to run back from grabbing something and have a creeper hiding on top my scaffolding, esp in caves where it's hard to light up the tops of things.
@@gyldanword It's unfortunate for farming husks or strays, though. Those only spawn at sky light level 15, and there's no other block that lets skylight through and allows mob spawning on top. Slime and mangrove root are spawnable blocks that let light through, but like leaves they reduce the sky light level below.
A couple questions: - What final number of sticks did you wind up with in the hopper clock? Was it 10, and how would one figure out the best amount for most efficient timing for the most drops--did you calculate it, use trial and error, or just saw that 10 seemed to work OK and left it at that? - Using the chest boat as a buffer simultaneously picking up from all 9 hoppers is a great idea to avoid hopper backup. Would a chest minecart also work in the same way as a chest boat there? (I know a hopper minecart would pick up the items but that wouldn't be any faster than just routing all the hoppers into one hopper, right?)
I left it at 10. It seems like plenty of mobs are spawning, and I find micro-adjustments to timings don't matter much when I'm going to be AFKing at the farm for an indefinite amount of time anyway. The chest boat is unique in that it has a large enough hitbox for all 9 hoppers to empty into it at once - that's why I used it to condense the hopper outputs. A minecart chest could cover 4 hoppers at most, and positioning it would be more finicky.
@@Pixlriffs Thanks, good to know! So I won't worry about the timing, and chest boats added more to the game than I realized! There are probably more uses for that extra-large hitbox.
Wonder if it’s worth having the poppies dispensed onto a hopper so that they despawn if bonemeal storage fills up rather than backing up the iron pipeline.
Definitely not a bad idea, although composting poppies compacts them to a bit under 10% of their original storage requirement. A golem will, on average, drop 1 poppy and 4 ingots. That double chest and hopper (59 slots) should be good enough to hold the poppies dropped by almost 35000 golems. Assuming golems spawn every 35 seconds, that would be over 14 days of continuous runtime. (The iron storage is probably full before poppies overflow, since that's "only" 6 double chests, compared to the 10 "virtual double chests" for poppies.)
I think maybe I'm wrong but you can put the dispenser and observers one block higher and then the water will flow one block more meaning more spawning place
It's a thing you can indeed do. However, you'd have to adjust the collection floor at the bottom to be a lot wider in the middle. (The collection floor in gnembon's version of this farm should be wide enough to catch mobs even from that kind of widened floor. He will probably tell you that the dispenser one block above the floor might hurt spawn rates, though. You always look to avoid full solid blocks at foot level of a spawning floor.)
That’s interesting having 9 hoppers in a square all pointing down into a chest boat. How does that compare to having just the central hopper pointing down, the orthogonal hoppers pointing into the central hopper, and the corner hoppers pointing into the orthogonal hoppers? That’s the pattern I typically use; typically the hoppers empty quickly enough that they don’t get clogged up.
The problem usually occurs with mega-farm level builds, but that central hopper can get pretty easily clogged with 8 others feeding it. This is the first time I've ever seen anyone use the chest boat, though.
If you are very lag-aware, you will use sideways-pointing hoppers for this. Having up to nine hoppers pulling from a chest boat or even up to 21 hoppers pointing into one (9 from the top, 3 each from the 4 sides) is just a neat thing you can do with chest boats. For example, a fun thing to do is using a chest boat in a minecart to supply two lines of furnaces with items or fuel in a single pass.
It's essentially 8 times faster at pulling items down through that initial bit, since all the mob drops are immediately put down into the chest, rather than being sent out 1 at a time by the single middle hopper. Mostly just for reducing possible entity lag from any "clogging" that might happen if the outer rim of hoppers can't empty fast enough
I wonder if in the future you talk about adding automatic farms to the area where you afk for the mob farm. It might be nice to also produce afk sugarcane for rockets while also making the gunpowder. though, unless I am mixing up my guide worlds, I think you already have a sugarcane farm?
@@Jason-sm4oc The sugarcane farm is not in the spawn chunks. In fact, it would not matter if it was in the spawn chunks. Pix described it in a previous video: Only player proximity lets crops (and sugarcane) grow. Spawn chunks or a chunk loader do nothing in that regard.
It allows newer drops to go into a container faster than if the 9 hoppers were to funnel into a single one because the boat has a greater capacity and would prevent the initial hoppers from filling as fast by taking in the excess at 9x hopper speed.
@@justinpyle3415 that makes sense, but doesn't the hopper under the boat bottleneck it just as much? I realize it's a larger buffer, but is it a significant improvement/difference?
@@riuphane you are correct, both the boat and a hopper create a bottleneck, but the boat has more capacity so it creates more of a buffer than a single hopper
For the record: The hopper timer is called an Etho hopper clock. You did say that but probably helpful to spell it for those who can't decode the name and look for Efo or something.
Witches will kill this farm because they will not die in the fires. The solution is that you have to make your drop chute onto the fires (6:25) extremely tall so most mobs die to fall damage.
Bedrock players: You can build this almost the same way and it will work (you have to flip the observer line to observe the water change), but there are many much more efficient designs
Great episode Jonny! There's a couple of Bedrock creators that have designed some great flushing mob farms that compensate for the lack of quasi-connectivity, @silentwisperer comes to mind. He's sort of the Ianxofour of Bedrock.
This can work on bedrock but I just had to do the clock under the bottom platform and the observers note the block change when the 1st water bucket on layer one gets dispensed and goes up the chain
Hey pix, i have a tecnical question for you, if you wanted to make a smaller roof, could you just add walls, to outer construction? I love your channel and i find so much inspiration here.
As long as the walls achieve the same goal of reducing the light level on the spawning platforms to 0, yes. Main reason I don't do that here is because it would take more materials, and can potentially reduce the possibility of 'pack spawning' where mobs appear in larger groups. The farm is totally viable with walls though.
Thanks for pointing out that this doesn't work on Bedrock. (so I don't waste my time trying it) Fortunately, I don't NEED to. I recently found/ built a TRIPLE spawner/ mob farm in my current world. A skeleton, zombie & spider spawner all in close proximity. (YAY!) Sadly, it was after defeating the ender dragon (after watching your dragon/ elytra videos) and getting knocked into the void (before I could get an elytra of my own) by an Enderman! (Boo!)
Placing trapdoors on the underside of each platform will limit the spawns to just creepers and spiders (since all other mobs are 2 blocks tall, and the trapdoor makes the space 1.8 blocks high.) Preventing spiders from spawning is difficult without more modifications to the farm.
@@Pixlriffs Wow! Thank you for replying! And for going above and beyond to explain exactly how the trapdoors would function to prevent zombie spawning. I think I’m going to keep your farm as is since it looked like you were getting tons of gunpowder anyway. I’m so glad I discovered your channel! I had a blast watching the beginning of this play through last night.
Edit: I tested once I got home and they do burn with aggression from lighting. I thought fire could only lite/spread to a block with a full side. Since he placed bottom slabs, they can catch fire on the bottom, but since there are blocks there, they won’t catch fire?
I second the lightning rod idea. It has the same range as the player's despawn sphere, i.e. it covers a huge area. You likely want to do that anyway, as the player AFK spot is close enough below its own slab roof that a lightning strike could still hurt the player.
The mob farm and sorter works perfect 👍, however I can't get the clock to work. Don't know if it's because I'm running the Essential mod? When I put two hoppers towards each other and insert more than one item it goes bananas and just flickers very fast pushing only the firstly inserted item.
I'm not familiar with the mod, but the redstone block is the essential component to stop that from happening - I recommend placing it before you add any items to the hopper.
@@Pixlriffs Thank you so much!🥳 I was watching another instruction for this and must have done something wrong... It now works like a charm! 👌 The Essential mod basically makes it easier to set up a server when doing some family co-op 😉 ...shouldn't change anything to the game itself.
Can I put a window for myself adjacent to the soul campfires so I can hit the mobs to get XP? Or will they not spawn at all because the platforms would be above me?
Ummmm Pix we need to talk about how you need to become a redstone tutorial guy because not one time has anyone ever explained redstone so clearly to me!!!! PLEASE TEACH ME EVERYTHING! 🤣🤣
Java Edition players can enable Subtitles in the Music & Sound menu or the Accessibility Settings menu. This is not currently available on Bedrock Edition (mobile, console, etc.)
Witches will spawn, and they actually won't die on the campfires! They drink fire resistance potions quickly enough that they won't take any damage from the fires. This means the farm doesn't collect any witch drops - and the only reason witches don't end up clogging the campfire pit is that the AFK platform is over 32 blocks away, so the witches will randomly despawn
Those two mods allow you to analyze the spawning efficiency of the farm. MiniHud can visualize the despawn and "can spawn" spheres around your AFK location, while Carpet covers all potential efficiency questions, such as "does this farm hit mob cap?" (if it doesn't you can add more spawning floors, if it does you can try figuring out how to kill mobs faster), or "how many drops does this produce?" (of each type, and in total; this may have consequences for the type of sorting system you use for the farm), and during the design process you can let tests run as quickly as your computer can handle ("tick warp"; running an hour worth of testing time in only e.g. 10 minutes speeds up the design process and measurements a lot).
The edge of the trap door will not have water over it and will allow mobs to stand on it until they decide to walk off. It is quicker for the water to move the mob instead of waiting for mob AI to happen.
A much more impactful improvement would be to make the spawning floors out of top slabs. That prevents mobs from randomly wandering around most of the time, which has the benefit that they won't fight the water current.
Ah the episode that started my journey into technical Minecraft last season 😊
Pix is how I got started also. I have a super smelter and sorting storage because of Him.
Hey, Pix, iron farms only drop 2 items, ingots and flowers. If you filter the flowers, you dont have to filter the iron, or vice versa. I used to do this a lot too before I realized it was pointless to make both filters.
I recomend filtering flowers first then allowing the iron to fill up any number of chests down the line.
This is such a good point, I had no idea why I didn't think of this at the time. I guess I built the iron filters first and added the poppy composter afterwards, so I was thinking of them separately.
@@Pixlriffs I have to say I did scratch my head and chuckle a little when I saw your setup 😉
Don't feel bad Pix, I always wasted my poppies by dumping them in lava
Also would it not be better to have the poppy composter as the last chest, or would that not make a difference with how fast the system filtered the items?
@@happyapple898 probably wouldnt make a difference in speed, hoppers will do one item at a time at 9000/hr regardless, and most farms wont reach this capacity.
I simply prefer to filter the item with lower quantity first. I dont honestly think it matters except for if you wanted to expand you chest capacity with an extended hopper line. You could alwats extend hoppers down ofcourse.
In the former case, if your poppies were filtered last you would have to remove that to exted iron storage linearly.
It all depends on preference and it can all ve redone of it doesnt work as you like! 😃
It's actually a good idea to make the spawning platform out of top slabs. While, yes, that also saves material, it more importantly also takes away a lot of opportunities for mobs to fight the water current. If you notice mobs fighting the water a lot, replace the full blocks with top slabs, it will be beneficial for the rates of your farm.
As for Bedrock edition, you can make a version of the dispenser mechanism that has the clock on the bottom. You just switch the dispenser and observer positions and directions (observer in the floor, looking down at the dispenser for the floor below, also pointing down). That scaffolding causes water to not flow in from the sides after it was pulled into the dispenser. You may need a bit more room below the bottom spawning floor to fit the clock there without blocking the place where the mobs are supposed to die.
Another thing to consider: You could build this farm in a desert biome. Since deserts replace most zombie spawns with husks, and husks can only spawn in a place with direct sky access. As a result you get more other mobs, since the total number of spawning mobs will stay roughly the same, and that replaces most rotten flesh with "more useful" drops like string, bones or gunpowder.
didn't know the mod of r/minecraft watches pixlriffs
@@ngogiakhiem6806 "The" mod? 1. That subreddit has a bunch of mods. 2. I'm not moderating r/Minecraft.
@@TheRealWormbo 1. sorry, english is not my first language.
2. you aren't? i remember browsing reddit the other day and seeing you.
I saw those fighting mobs. So I will replace the full blocks with top slabs. Thanks mate❤
I always make the bottom spawn platform out of slabs for this reason.
The rest of them i just use full stone or cobble blocks as stone generators are easy to build. This makes it easier imo to place trapdoors for creeper spawn
man i've been watching you for the past 3 years.... i feel like you should be the official part of mojang the way you explain things.... you are an absolute legend.... you are the person who got me into minecraft...
1:41 I love situations like these, it proves you are only human after all! Wonderful episode as always
A side note about the soul flames dealing more damage than regular flames. It actually mimics real life pretty well. Blue flames look colder, because blue is considered a cold colour, but in reality the flames are hotter than the regular orange flames. It's rather strange and peculiar that colours that are considered colder are actually result of something being hotter than something that emits warmer colours. That's rather strange. Isn't it?
Yes. Exploring it more deeply it is interesting to observe that a colour (e.g. blue) can be generated by multiple mechanisms. e.g. Electron orbital transitions (energetic blue photons) versus Rayleigh scattering in the air (blue of the clear sky). And cold blue ice has that colour largely because it is scattering hot blue light. Blah blah. Many people prefer “god made it that way”.
Blue is also the colour of water, something that is usually (in nature) cold, and ice, that probably where it came from idk
@@dontgetmadgetwise4271God did make it that way. THeres nothing prohibiting us from learning more about how He designed the world
@@FighteroftheNightman This is probably the first time I've seen someone who shares the same views as me when it comes to this, and that makes me very happy
Can I just say I appreciate how cinematic the thumbnail is
It's taken me about 2 months to get through all the seasons of Survival Guide, and I'm finally all caught up and looking forward to sitting in on some live streams. I'm commenting here because I finally finished making an almost exact replica of this farm in my world, and am super grateful, because gosh does this farm produce!!!!
Thank You Pixlriffs for all the great content!!! As a complete noob to minecraft, it has been a steep learning curve, but your tutorials have provided such wonderfully detailed and entertaining ways of learning that I find myself making massive progress in my beloved minecraft world.
This is so interesting, seeing the mob cap in that way is crazy, you can see that each time a mob de spawns another one reappears!
I would like to see an inverse design, so I can sit at my cave spider spawner at the bottom of my world and activate the general mob farm above me. But I would convert it to a creeper farm, as an iron golem farm will compost red poppies in your spawn chunks, and gunpowder is what you really need from these mob drops.
You could AFK at this farm from the bottom of the world, but you'd have the unfortunate task of lighting up caves for a 128 block radius around you. Quite a task in 1.18+ terrain
One trick that I have seen people use recently is to swap out the final block that water is flowing over with a stair block w/ the lower stair on the outside. Mobs will more easily fall off the edges of those platforms without fighting the water flow. This has the added advantage of making those blocks not climbable by spiders either, so it would also help with the campfire well at the bottom of the farm.
A better trick is to swap out the entire platform with top slabs. Not only would stairs severely reduce the number of spawning spaces, but using top slabs would also prevent mobs from fighting the water current in the first place.
@@TheRealWormbo why? What's the effect top slabs have on mob's behavior?
@@emterroso None, that's the great thing. They are not a valid target location when picking a random wander destination. Only full solid blocks are, so when (almost) none of those are around, mobs won't move around on the platforms. If they don't move around, they also won't fight the water current pushing them off.
(If you build the platforms with top slabs, only the dispensers remain as solid blocks, but with that few destinations remaining, mobs most often fail to find a destination and just don't walk.)
For bedrock players: mob farms run differently due to specific spawn mechanisms. I could reference Silentwisperer or Prowl8413 for Bedrock farms, and both tackle mob spawn mechanisms and general mob farms tutorials.
If you find mobs fight the water around the drop I learned from ImpulseSV that replacing the 16 center blocks at the end of the stream with stairs means they fall in easier
Hey brother, this is a great showcase. I feel like you covered all the bases and and gave us a simplified way to understand these farms. This series a service to the community, thanks for everything you do!
Another great video! I only wish I could resist watching these videos first thing in the morning (U.S. eastern time) so I could play right away instead of going to work.
Would just like to say thanks for the idea of the chest boat underneath the 9 center hoppers! I think this is even better than you talk about in the video--best I can describe it is that it should ensure that the large number of unique items flowing through the individual hoppers no longer bottlenecks the farm from moving at normal hopper transfer speed. I'm going to use this in my new video and will be sure to credit you here :)
It's pointless IMHO, there would be a bottleneck hopper in the sorting system anyway. I have built the same farm (but with the old-fashioned 22 block killing chamber instead of campfires) and the hopper system goes in a spiral-like way (just because). The items get stuck time and again, but it doesn't matter since the despawn time for an item is 5 minutes and the system deals with them in less than 30 seconds
I've been down with covid the past couple of days. Your playlists have kept me company.
I was away from all Minecraft content wnd the gwme itself since last year so i hadn't watched season 3 until the weekend and I am now completely caught up
Mmm perfect, last 20 minutes of PSAT spent watching survival guide, what a good way to end the day.
I built a similar mob farm but high up in the spawn chunks so I don't need to afk, also it is boxed in so no need for the shade roof, it works with the same clock/flood system and a larger storage area underneath but recognisably the same farming system.
Spawn chunks don't spawn mobs, and having it extremely high up slows down mob spawning. Boxing it in requires more materials than a roof and is likely less efficient in terms of the pack spawning algorithm. Also, if the box is too small, spiders may climb the walls.
You're always explaining things so clear so that I understand. And thank you for the mob spawning information, it was really useful!
this whole design philosophy behind mob farms is why I keep winding up with little flying houses high in the sky, complete with all the amenities of home like bed, shulker chest/ender chest, etc etc. I just can't stand the idea of standing on a random platform while afk (even one with a roof) so I try to make it at least a little interesting. Building flying houses/islands is a fun challenge. Though screwing up means you go splat.
thanks pix!!!! also the new-ish mob spawning rules only apply to block light, in sky light they will still spawn at 7, so you only need to make your shade roof an 8 block diamond rather than a full 15!
Man, you always make it look so simple. I just made a creeper farm last week but now i want to make this in my world :p
I had to make some adjustments to this design in a bedrock world. Swapped the dispenser so it’s where the observer is, facing down to place the water. Observer goes right on top of the dispenser detecting the water being placed above it. Seems to work find that way.
I used the amethyst farm to make the tinted glass and I avoided the giant roof. 4 towers next to each other produce almost identical gunpowder, strings, rotten flesh and bones with arrows. All excess goes into the overflow chest. High in the sky so it's maximum efficiency.❤
Isn't a bunch of walls around this kind of tower a lot more material than a large roof? It's not like the roof would be in the way of anything anyway.
@@TheRealWormbo I like clean designs and fancy builds. So I can use all those materials I farmed over the years. Its really just a matter of choice.
Bedrock has an observer chain that works. I think the centre is an observer instead and the dispenser faces down dropping water onto another observer to start the chain. The top floor doesnt need a hopper clock either, just a daylight sensor. Every minute the sensor will update and the observer will pulse. Pretty sure that's how I have mine set up. The spacing for mob spawning and not despawning though is finicky and I just drive myself slightly mad figuring it out. The tinted glass will help with viewing inside while finding the best afk spot.
I believe the bedrock way has the observer look at water instead of the dispenser. That's also possible in Java, but for some reason (probably due to the lack of waterlogging back when this type of farm became popular) isn't typically used.
@@TheRealWormbo That is indeed how I've built it. I'm stuck with bedrock as I'm on console and need to check redstone in creative testing when seeing java. I think the rates are also pants compared to java as the mob spawning is also really different. Tried a java sized one and while mobs spawned on the platforms, they despawned in the pit. I still don't get the mob spawning very well and do spend a lot of time figuring out where to afk. I'm pretty sure bedrock has a considerably smaller radius for mob spawns which makes the farms smaller.
If you have the time and materials you can always close in the whole farm. That will prevent mobs from occasional landing on that edge, get rid of that ridiculous looking large roof and give your farm a pretty design. Some industrial look with blackstone and/or deepslate + stained glass to view inside for example.
I like using tinted glass
@@plainsarahjane1466 Tinted, that was the word I was looking for. 😅
lov it, thanks for the guide! keep up the survival guide its very fun to get all the ideas from you :)
Pix: "and the mob harmlessly fall into the pit"
Mobs: *dying noises*
Harmless to the player, not to the mobs lol
I've found that the dispensers in my farms sometimes get out of sync. This appears to be due to the water backflow over the dispensers. If you are also peeved by this you can waterlog a slab or trapdoor to make sure it will stay in sync.
“So we’re actually gonna need 6 or 7 dispensers and observers” - “So we’re gonna need 7 or 8 observers” ~Pixlriffs
Man I love your survival guides. Thanks for all this great info!
Pix being extra with the item filters for iron even though if the poppies are being filtered then the only thing coming through should be iron. Therefore has no need to be filtered.
I made this farm yesterday because I couldn't be bothered to build a dedicated creeper farm. I AFK'd for an hour and got enough gunpowder to fill a shulker box with rockets and had enough left over to make a half stack of TNT. Probably never making a creeper farm again after this.
By the way I put 15 items in the hopper clock and it made a noticeable difference i how many mobs spawned each time. I watched it for a while in freecam and I'd say 25-30 mobs spawned each time, depending on how many spiders were clogging up the works.
Thumbnail is like yesterday 10/10
Just finished the build, haven’t even afk’d and already tons of drops. Ty
For appearances, I'd use tinted glass to darken the farm (If I had the resources), to me, the giant pad above is just ugly
I could at least call the farm a capacitor or something with the glass
Not downplaying the design, just thinking about aesthetics
Nice. Don’t forget to wall yourself in at the top of the scaffold to prevent phantoms from getting you when you go afk for a while
If you have a full (solid) block above your head, phantoms will not spawn.
It doesn't even need to be a full block, a simple slab also works. Just make sure it blocks sky light and you're safe. (On servers you might want to consider walls anyway, if you don't trust your server mates to be responsible in terms of spawning phantoms near AFK players.)
The last part about mob spawning was really insightful. I'm not at the stage yet where I am ready to build any farms really; but its super helpful to understand how spawning works. Question though; does the rule about proximity also apply to non hostile mobs? So for example, does your Iron farm only spawn iron golems when you're nearby (Or is the golem spawned purely due to the presence of zombies and villagers in the farm - regardless of how nearby the player is?). Love the videos - this season of Survival Guide has me hooked - I'm a new player and I have found all the vids really inspiring and useful THANK YOU!
Really enjoyed your demonstration on flat world. I wish I could find this same demonstration for Bedrock Edition, cause mob farm isn't working that well...
Sometimes I got witches in there drinking fire potions. I built a little window of slabs in where I could just bow them when they spawned.
You should have had a recorces list so we could get everything we needed
I have Bedrock so sadly this ended up being a Pixlriffs design I could not use. For Bedrock on consoles, Wattles has an effective design for a 3-tier mob spawner that floats 30 blocks above your base while you're farming and going about your business. His can be improved by putting barriers around the hoppers and fires on top of the hoppers like Pixlriffs has done, and you could also make a tube for them to fall down instead of having them fall through air. See Wattles' video for the how-to.
Great vid! But I think you need one more chest for spider eyes, unless you're ok with them going into the overflow chest
Spider eyes can only drop from a player kill, same as carrot, potato, and iron ingot drops from zombies, so we don't have to worry about them being produced by this passive mob farm.
They will end up in the "other" chest, along with redstone, glowstone, sugar, sticks and empty bottles - the other witch drops. Yes, witch, not spider. Those drops will be relatively rare.
@@TheRealWormbo This farm should never get witch drops, because the witches will drink a fire resist potion before they can actually die to the campfires.
If you want to get witch drops, you'd need to make the mobs fall at least 20 blocks or so, but there are much better ways of getting witch drops.
@@64bit_link Oh right, I forgot this doesn't do any fall damage. The last time I built one of these I had mobs drop onto soul campfires from just high enough to usually get killed, which didn't give witches enough time to drink their fire resistance potion after landing.
Glitch in the matrix right after 1:41
Cant wait to try this out!
This used to work making the platforms out of scaffolding, but the update doesn’t allow spawns on scaffolding anymore.
That's actually probably a good thing, lol. I really wouldn't want to run back from grabbing something and have a creeper hiding on top my scaffolding, esp in caves where it's hard to light up the tops of things.
@@gyldanword It's unfortunate for farming husks or strays, though. Those only spawn at sky light level 15, and there's no other block that lets skylight through and allows mob spawning on top. Slime and mangrove root are spawnable blocks that let light through, but like leaves they reduce the sky light level below.
A couple questions:
- What final number of sticks did you wind up with in the hopper clock? Was it 10, and how would one figure out the best amount for most efficient timing for the most drops--did you calculate it, use trial and error, or just saw that 10 seemed to work OK and left it at that?
- Using the chest boat as a buffer simultaneously picking up from all 9 hoppers is a great idea to avoid hopper backup. Would a chest minecart also work in the same way as a chest boat there? (I know a hopper minecart would pick up the items but that wouldn't be any faster than just routing all the hoppers into one hopper, right?)
I left it at 10. It seems like plenty of mobs are spawning, and I find micro-adjustments to timings don't matter much when I'm going to be AFKing at the farm for an indefinite amount of time anyway.
The chest boat is unique in that it has a large enough hitbox for all 9 hoppers to empty into it at once - that's why I used it to condense the hopper outputs. A minecart chest could cover 4 hoppers at most, and positioning it would be more finicky.
@@Pixlriffs Thanks, good to know! So I won't worry about the timing, and chest boats added more to the game than I realized! There are probably more uses for that extra-large hitbox.
Before I even watch the video : heey, good job on this thumbnail ! I never really look at thumbnails usually but this one, very nice !
Perhaps you could have drunk a Night Vision potion to show us the farm? I'm not sure
Not really possible for my spectator account to do that, and I didn't want to enable cheats to give it the potion effect with commands
Would it help to built the Mob Farm's floors out of Ice Blocks? Or does this only accelerate items, and no creatures?
Wonder if it’s worth having the poppies dispensed onto a hopper so that they despawn if bonemeal storage fills up rather than backing up the iron pipeline.
Definitely not a bad idea, although composting poppies compacts them to a bit under 10% of their original storage requirement. A golem will, on average, drop 1 poppy and 4 ingots. That double chest and hopper (59 slots) should be good enough to hold the poppies dropped by almost 35000 golems. Assuming golems spawn every 35 seconds, that would be over 14 days of continuous runtime. (The iron storage is probably full before poppies overflow, since that's "only" 6 double chests, compared to the 10 "virtual double chests" for poppies.)
Its easy to add more chests. Its also easy to add a dropper over a cauldron of lava that detects overflow.
27:36 Subtitle says Chicken Chucks. Just like Pix said before he made the filters.
I think maybe I'm wrong but you can put the dispenser and observers one block higher and then the water will flow one block more meaning more spawning place
It's a thing you can indeed do. However, you'd have to adjust the collection floor at the bottom to be a lot wider in the middle. (The collection floor in gnembon's version of this farm should be wide enough to catch mobs even from that kind of widened floor. He will probably tell you that the dispenser one block above the floor might hurt spawn rates, though. You always look to avoid full solid blocks at foot level of a spawning floor.)
That’s interesting having 9 hoppers in a square all pointing down into a chest boat. How does that compare to having just the central hopper pointing down, the orthogonal hoppers pointing into the central hopper, and the corner hoppers pointing into the orthogonal hoppers? That’s the pattern I typically use; typically the hoppers empty quickly enough that they don’t get clogged up.
The problem usually occurs with mega-farm level builds, but that central hopper can get pretty easily clogged with 8 others feeding it. This is the first time I've ever seen anyone use the chest boat, though.
If you are very lag-aware, you will use sideways-pointing hoppers for this. Having up to nine hoppers pulling from a chest boat or even up to 21 hoppers pointing into one (9 from the top, 3 each from the 4 sides) is just a neat thing you can do with chest boats. For example, a fun thing to do is using a chest boat in a minecart to supply two lines of furnaces with items or fuel in a single pass.
It's essentially 8 times faster at pulling items down through that initial bit, since all the mob drops are immediately put down into the chest, rather than being sent out 1 at a time by the single middle hopper. Mostly just for reducing possible entity lag from any "clogging" that might happen if the outer rim of hoppers can't empty fast enough
Very cool looking thumbnail
Nice to see etho get a shout. Gnembons farm? & ImpulseSV's item filters?
I wonder if in the future you talk about adding automatic farms to the area where you afk for the mob farm. It might be nice to also produce afk sugarcane for rockets while also making the gunpowder. though, unless I am mixing up my guide worlds, I think you already have a sugarcane farm?
Yes, he already has a sugarcane farm it is in the spawn chunks so their is no need to AFK to keep it running.
@@Jason-sm4oc The sugarcane farm is not in the spawn chunks. In fact, it would not matter if it was in the spawn chunks. Pix described it in a previous video: Only player proximity lets crops (and sugarcane) grow. Spawn chunks or a chunk loader do nothing in that regard.
56/92 (and rising!!) I'm almost caught up with ya, boyo!
Don't Etho hopper clocks work with regular pistons? If not, why not?
Yes, regular pistons are fine. There is no pulling from pistons, only pushing.
Other than saving some iron, what is the actual value of using the chest boat rather than having the hoppers point into each other/the center?
It allows newer drops to go into a container faster than if the 9 hoppers were to funnel into a single one because the boat has a greater capacity and would prevent the initial hoppers from filling as fast by taking in the excess at 9x hopper speed.
@@justinpyle3415 that makes sense, but doesn't the hopper under the boat bottleneck it just as much? I realize it's a larger buffer, but is it a significant improvement/difference?
@@justinpyle3415 also thank you for your reply
@@riuphane you are correct, both the boat and a hopper create a bottleneck, but the boat has more capacity so it creates more of a buffer than a single hopper
Hey Pix, any plans to decorate the farm? I loved the hot air balloon you used in S1, and this farm looks to call for something new!
For the record: The hopper timer is called an Etho hopper clock. You did say that but probably helpful to spell it for those who can't decode the name and look for Efo or something.
Seriously, @Pixlriffs should make an unofficial Minecraft Guide Book
Ah yes the "Bdubs patented Etho hopper clock"
Could you replace the slabs on the planks surrounding the water tray with fences or walls to keep the water from pushing the mobs up onto the slab?
Witches will kill this farm because they will not die in the fires. The solution is that you have to make your drop chute onto the fires (6:25) extremely tall so most mobs die to fall damage.
Nah they de spawn
Bedrock players:
You can build this almost the same way and it will work (you have to flip the observer line to observe the water change), but there are many much more efficient designs
WE NEED TO CRAFT HOW MANY DISPENSERS AND OBSERVERS?
Somewhere between 1 and a stack. :D
Great episode Jonny! There's a couple of Bedrock creators that have designed some great flushing mob farms that compensate for the lack of quasi-connectivity, @silentwisperer comes to mind. He's sort of the Ianxofour of Bedrock.
Always great viedos
In the time it took me to finish slabbing the roof i already had enough gunpowder for 3 stacks of fireworks 😂
This can work on bedrock but I just had to do the clock under the bottom platform and the observers note the block change when the 1st water bucket on layer one gets dispensed and goes up the chain
Hey pix, i have a tecnical question for you, if you wanted to make a smaller roof, could you just add walls, to outer construction? I love your channel and i find so much inspiration here.
As long as the walls achieve the same goal of reducing the light level on the spawning platforms to 0, yes.
Main reason I don't do that here is because it would take more materials, and can potentially reduce the possibility of 'pack spawning' where mobs appear in larger groups.
The farm is totally viable with walls though.
Thanks for pointing out that this doesn't work on Bedrock. (so I don't waste my time trying it)
Fortunately, I don't NEED to. I recently found/ built a TRIPLE spawner/ mob farm in my current world. A skeleton, zombie & spider spawner all in close proximity. (YAY!)
Sadly, it was after defeating the ender dragon (after watching your dragon/ elytra videos) and getting knocked into the void (before I could get an elytra of my own) by an Enderman! (Boo!)
This is an amazing video! Truly well-explained and thoughtful. Is there a way to convert this to Creepers only? Can’t wait to build this tomorrow!
Placing trapdoors on the underside of each platform will limit the spawns to just creepers and spiders (since all other mobs are 2 blocks tall, and the trapdoor makes the space 1.8 blocks high.)
Preventing spiders from spawning is difficult without more modifications to the farm.
@@Pixlriffs Wow! Thank you for replying! And for going above and beyond to explain exactly how the trapdoors would function to prevent zombie spawning.
I think I’m going to keep your farm as is since it looked like you were getting tons of gunpowder anyway. I’m so glad I discovered your channel! I had a blast watching the beginning of this play through last night.
Would be better to make the roof with stone slabs instead of wood due to lighting strikes right?
Edit: I tested once I got home and they do burn with aggression from lighting.
I thought fire could only lite/spread to a block with a full side. Since he placed bottom slabs, they can catch fire on the bottom, but since there are blocks there, they won’t catch fire?
Just place a lightning rod and that won’t be a problem. You can totally use stone slabs if you want, but that’s a lot of material!
I second the lightning rod idea. It has the same range as the player's despawn sphere, i.e. it covers a huge area. You likely want to do that anyway, as the player AFK spot is close enough below its own slab roof that a lightning strike could still hurt the player.
Can’t you use a mangrove root in order to pass the red stone signal through on bedrock?
The mob farm and sorter works perfect 👍, however I can't get the clock to work. Don't know if it's because I'm running the Essential mod? When I put two hoppers towards each other and insert more than one item it goes bananas and just flickers very fast pushing only the firstly inserted item.
I'm not familiar with the mod, but the redstone block is the essential component to stop that from happening - I recommend placing it before you add any items to the hopper.
@@Pixlriffs
Thank you so much!🥳 I was watching another instruction for this and must have done something wrong... It now works like a charm! 👌
The Essential mod basically makes it easier to set up a server when doing some family co-op 😉 ...shouldn't change anything to the game itself.
Would more layers be ok if hoppers can handle it? Or mob cap
Can this design also be used for a mob grinder?
Does this mob farm work for bedrock ??? Cause many I have tryed do work on bedrock from others
Its about time 😂❤
Instead of using the Chest with boat why didn't you connect the hoppers with the Centre Hopper and put One More Hopper or The Middle one?
Just an FYI, you can do this on Bedrock, just need to build it a bit differently. If anyone wants a tutorial, let me know.
Can I put a window for myself adjacent to the soul campfires so I can hit the mobs to get XP? Or will they not spawn at all because the platforms would be above me?
I think creepers will explode if you don't kill them fast enough
Ummmm Pix we need to talk about how you need to become a redstone tutorial guy because not one time has anyone ever explained redstone so clearly to me!!!! PLEASE TEACH ME EVERYTHING! 🤣🤣
When witches spawn won’t they just drink a fire resist potion?
Finally new video 🎉🎉
That overflow chest could also collect random witch drops
Witches most likely won’t die in the farm, they drink fire resistance potions faster than the campfires can kill them
Sir how do you have it showing your footsteps and mob names in the bottom right?
Java Edition players can enable Subtitles in the Music & Sound menu or the Accessibility Settings menu.
This is not currently available on Bedrock Edition (mobile, console, etc.)
Thank you @@Pixlriffs
Would it help to have alternating platforms flooding so they aren't all covered in water at the same time?
Not really, unless the farm hits the mob cap. At this size it likely doesn't.
ifr dontwant spider what to do?
Wil the mob farm that you made spawn witches or do they not fit on the spawn platforms?
Witches will spawn, and they actually won't die on the campfires! They drink fire resistance potions quickly enough that they won't take any damage from the fires.
This means the farm doesn't collect any witch drops - and the only reason witches don't end up clogging the campfire pit is that the AFK platform is over 32 blocks away, so the witches will randomly despawn
@@Pixlriffs Thank you for answering my question.
You can save space by using 3 gunpowder per rocket, it'll give a longer flight duration and use less space : )
Pix, I know you like to play vanilla, but would a mod like minihud help visualize the spawn distance?
Sure, mods like Minihud or Carpet, or the vanillatweaks spawning spheres datapack, will absolutely help you visualise the spawn distance
Those two mods allow you to analyze the spawning efficiency of the farm. MiniHud can visualize the despawn and "can spawn" spheres around your AFK location, while Carpet covers all potential efficiency questions, such as "does this farm hit mob cap?" (if it doesn't you can add more spawning floors, if it does you can try figuring out how to kill mobs faster), or "how many drops does this produce?" (of each type, and in total; this may have consequences for the type of sorting system you use for the farm), and during the design process you can let tests run as quickly as your computer can handle ("tick warp"; running an hour worth of testing time in only e.g. 10 minutes speeds up the design process and measurements a lot).
Would placing trapdoor on the edge of the killing pit and edges of the spawning platforms improve rates?
The edge of the trap door will not have water over it and will allow mobs to stand on it until they decide to walk off. It is quicker for the water to move the mob instead of waiting for mob AI to happen.
A much more impactful improvement would be to make the spawning floors out of top slabs. That prevents mobs from randomly wandering around most of the time, which has the benefit that they won't fight the water current.
1:44 video repeats itself
Observeeeers 1:53