I recently started a new survival world,and i am thinking about creating some farms to help me with it,so can somebody recommend me which farms should i build first?
-A food farm will help you stay alive and provide you with necessary resources to survive until you build a cow farm.Also wheat seeds are extremely easy to find,just punch some grass!
2.Sugar Cane farm
-A Sugar Cane farm will help you get paper which is very useful,paper can be used to craft books for enchantments ,and also rockets which can be used with elytras.Also sugar cane is very easy to find most of the time,so it wont be a problem to set up.
3.A Cow farm
-The reason i recommend you build a cow farm rather than a sheep farm/pig farm is because cows are easy to keep and give very valuable loot.
They will give you leather which you can use for books,again for enchantments,and for leather armor if you are that desperate.You also get raw beef which is a really good food source.You are also able to keep cows in less than a 5x5 block space.Also sheep require grass blocks in order to regrow wool so its a bit harder to keep them and nearly impossible to keep all of them in a smaller space.
I absolutely recommend this cow farm tutorial from youtuber "wattles":
Thanks,this will really help me! May i ask however,if i spawn in the taiga biome,should i build a sweet berry farm first? Also when do you think is the best time to make a farm in a survival world.
I've always thought of sweet berries as relatively arbitrary items. Sure, you can use them as a food source and for trading. But pretty much everything else in the game is a better option. The only unique use for the berries is to breed foxes, but for that purpose you wouldn't really need a berry farm.
It's much more economical to find some cows and make a cow farm, and/or find a taiga village and get potatoes. A baked potato farm is my personal recommendation, especially in the early game, because it's a pretty good food source and very easy to farm. As far as when to make the farm - up to you! Having a farm is a great resource as the goal is to provide yourself with a supply of the item which you are farming. So, if that item is in significant need, then that's a good sign it is time to build the farm (for example, I recently realized that I needed practically endless supplies of scaffolding for builds - so I built a large bamboo farm that now provides this). Personally, I don't choose to rush build every farm as fast as possible. Rather, I focus on what I need at the time, then build accordingly (sometimes there are exceptions, because after all - I am a completionist). In fact, I spent weeks playing in my main world before building even my very first farm (which was a wheat farm). It's all up to whatever you want to do!
Hope this helps!
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Depends what you mean by farm, but if you mean mob based farms, I recommend none, because they're prone to getting broken or nerfed in consecutive updates.
I can only recommend a crop field of sorts to keep you fed for survival purposes, and perhaps trade a surplus with Villagers for emeralds, but even then Villager trades get nerfed once in a while too so they're not reliable, they already added a cool down to trades which doesn't really make the game anymore challenging, just more time consuming, raids offer more of a challenge than a simple minded nerf to trades, although they're not without their flaws, even though you can make a raid farm, this is risky because the combination of Evokers, Witches, Ravagers and Vexes are hard to deal with, worst of all they can kill off your Villagers.
I'd love to build a complex farm with redstone again, but right now I don't have the motivation to, because I know it's only a matter of time before Mojang ruins it forcing me to rework the contraption later on or give up altogether, and that's hassle I'd rather not waste my time with. I play Minecraft to relax and socialize with friends and share ideas for builds and collect resources by mining, same with lots of other people, but over time the game steadily became more boring and grindy, so like other people I move onto other things, I have at least a couple of friends who went off Minecraft because of the asinine rules that get imposed on us, I also have a friend on Steam who says Minecraft is boring, and it is.
I will be honest and say I do miss the days when you purchased a game and it was an actual final build, meaning it couldn't be tampered with any longer by the developers once it hit the store shelves, this meant that you could experiment as much as you wanted with your game and you always knew it worked, but those days are long gone.
Depends what you mean by farm, but if you mean mob based farms, I recommend none, because they're prone to getting broken or nerfed in consecutive updates.
I can only recommend a crop field of sorts to keep you fed for survival purposes, and perhaps trade a surplus with Villagers for emeralds, but even then Villager trades get nerfed once in a while too so they're not reliable, they already added a cool down to trades which doesn't really make the game anymore challenging, just more time consuming, raids offer more of a challenge than a simple minded nerf to trades, although they're not without their flaws, even though you can make a raid farm, this is risky because the combination of Evokers, Witches, Ravagers and Vexes are hard to deal with, worst of all they can kill off your Villagers.
I'd love to build a complex farm with redstone again, but right now I don't have the motivation to, because I know it's only a matter of time before Mojang ruins it forcing me to rework the contraption later on or give up altogether, and that's hassle I'd rather not waste my time with. I play Minecraft to relax and socialize with friends and share ideas for builds and collect resources by mining, same with lots of other people, but over time the game steadily became more boring and grindy, so like other people I move onto other things, I have at least a couple of friends who went off Minecraft because of the asinine rules that get imposed on us, I also have a friend on Steam who says Minecraft is boring, and it is.
I will be honest and say I do miss the days when you purchased a game and it was an actual final build, meaning it couldn't be tampered with any longer by the developers once it hit the store shelves, this meant that you could experiment as much as you wanted with your game and you always knew it worked, but those days are long gone.
It's a blessing and a curse, but also a major reason why I have not updated past 1.15, and probably won't update for a while if ever (maybe a few years?). While some changes are awesome and overall make the game much better (like Update Aquatic and Village & Pillage, both of which overall were very good), it's the small changes that are absolutely annoying and unnecessary. 1.16 had one such change with redstone - now, you must have redstone pointing into the block you want to power. Having the redstone just adjacent will no longer work. This small change, even if it may make sense logically, breaks a significant amount of stuff in my world that I currently don't have the interest to deal with. Why did they need to do this? Now I face an ultimatum - either I need to deal with this bugfixing in order to enjoy the new stuff post-1.16, or I have to stay in 1.15 and build within 1.15 logic. The problem is - I'll continue building with this logic, which will make even more work for me to fix if I decide to update. All because the Minecraft gods decided they wanted "a simple change" to fix logic. No, this was never a broken logic problem, IMO. And even if it were - redstone has behaved the exact same way for almost a decade. What happens when Mojang decides to overhaul redstone mechanics entirely?
Other examples include:
- Somewhere between 1.12 and 1.15 (I updated from the former straight to the latter), hopper detection got fuzzy - now, comparators will only be able to detect items passing through IF the hopper is transferring items horizontally. So my vertical hopper chains with comparator detectors no longer work - I need to amend all those to have horizontal transfer somewhere (and this is a huge issue with one in particular).
- My blaze farm has been rebuilt four times. Four. Because every single update messed up railway and minecart mechanics. And now, thanks to the change that lets blaze swim in lava, my entire farm design is entirely obsolete and doesn't work. After four times. Do I rebuild it now? Or do I wonder about doing it again in 1.16, which is when lava pushing entities was added??
- My guardian farm broke after updating to 1.15 and I've yet to determine why. Designs are easier than ever now, making all my work on this basically obsolete now (you don't even need to drain a monument anymore, which was a major part of doing these farms).
- My gold farm now needs to be completely rebuilt with magma blocks if I want it to work in 1.16. But I don't plan on updating anytime soon given all the other changes that break stuff, so I won't be doing that.
Well, there's my rant. But definitely some things to keep in mind for anyone who does build any major farms. I really don't like this part about updates, because as somebody with a SSP that is more than eight years old, updating does not mean I get to enjoy new features right away. It means I first have to fix a bunch of stuff that worked perfectly fine before (and sometimes those fixes are not easy, requiring major reworks that I would've never initially planned for in the first place).
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Depends what you mean by farm, but if you mean mob based farms, I recommend none, because they're prone to getting broken or nerfed in consecutive updates.
I can only recommend a crop field of sorts to keep you fed for survival purposes, and perhaps trade a surplus with Villagers for emeralds, but even then Villager trades get nerfed once in a while too so they're not reliable, they already added a cool down to trades which doesn't really make the game anymore challenging, just more time consuming, raids offer more of a challenge than a simple minded nerf to trades, although they're not without their flaws, even though you can make a raid farm, this is risky because the combination of Evokers, Witches, Ravagers and Vexes are hard to deal with, worst of all they can kill off your Villagers.
I'd love to build a complex farm with redstone again, but right now I don't have the motivation to, because I know it's only a matter of time before Mojang ruins it forcing me to rework the contraption later on or give up altogether, and that's hassle I'd rather not waste my time with. I play Minecraft to relax and socialize with friends and share ideas for builds and collect resources by mining, same with lots of other people, but over time the game steadily became more boring and grindy, so like other people I move onto other things, I have at least a couple of friends who went off Minecraft because of the asinine rules that get imposed on us, I also have a friend on Steam who says Minecraft is boring, and it is.
I will be honest and say I do miss the days when you purchased a game and it was an actual final build, meaning it couldn't be tampered with any longer by the developers once it hit the store shelves, this meant that you could experiment as much as you wanted with your game and you always knew it worked, but those days are long gone.
The farms that i recommended thankfully dont require much redstone,and can be removed and replaced easily if needed.Mojang mostly screws up redstone-heavy farms (if that makes sense) and stuff involving villagers (cause they love to disappear).
It's a blessing and a curse, but also a major reason why I have not updated past 1.15, and probably won't update for a while if ever (maybe a few years?). While some changes are awesome and overall make the game much better (like Update Aquatic and Village & Pillage, both of which overall were very good), it's the small changes that are absolutely annoying and unnecessary. 1.16 had one such change with redstone - now, you must have redstone pointing into the block you want to power. Having the redstone just adjacent will no longer work. This small change, even if it may make sense logically, breaks a significant amount of stuff in my world that I currently don't have the interest to deal with. Why did they need to do this? Now I face an ultimatum - either I need to deal with this bugfixing in order to enjoy the new stuff post-1.16, or I have to stay in 1.15 and build within 1.15 logic. The problem is - I'll continue building with this logic, which will make even more work for me to fix if I decide to update. All because the Minecraft gods decided they wanted "a simple change" to fix logic. No, this was never a broken logic problem, IMO. And even if it were - redstone has behaved the exact same way for almost a decade. What happens when Mojang decides to overhaul redstone mechanics entirely?
Other examples include:
- Somewhere between 1.12 and 1.15 (I updated from the former straight to the latter), hopper detection got fuzzy - now, comparators will only be able to detect items passing through IF the hopper is transferring items horizontally. So my vertical hopper chains with comparator detectors no longer work - I need to amend all those to have horizontal transfer somewhere (and this is a huge issue with one in particular).
- My blaze farm has been rebuilt four times. Four. Because every single update messed up railway and minecart mechanics. And now, thanks to the change that lets blaze swim in lava, my entire farm design is entirely obsolete and doesn't work. After four times. Do I rebuild it now? Or do I wonder about doing it again in 1.16, which is when lava pushing entities was added??
- My guardian farm broke after updating to 1.15 and I've yet to determine why. Designs are easier than ever now, making all my work on this basically obsolete now (you don't even need to drain a monument anymore, which was a major part of doing these farms).
- My gold farm now needs to be completely rebuilt with magma blocks if I want it to work in 1.16. But I don't plan on updating anytime soon given all the other changes that break stuff, so I won't be doing that.
Well, there's my rant. But definitely some things to keep in mind for anyone who does build any major farms. I really don't like this part about updates, because as somebody with a SSP that is more than eight years old, updating does not mean I get to enjoy new features right away. It means I first have to fix a bunch of stuff that worked perfectly fine before (and sometimes those fixes are not easy, requiring major reworks that I would've never initially planned for in the first place).
If it were possible to do without blocking the achievement system or getting banned from Xbox Live for tampering, I'd lock bedrock edition to 1.16 including multiplayer/servers. That way getting Pigstep discs and Snout banners would still be possible, but I wouldn't have to deal with the chances imposed in 1.17 and beyond.
Losing the extra build height, candles and what not is a small price to pay when you consider the fact that the nerfs to the game are getting exponentially worse. I have no reason to care about the new cave systems when most ores are harder to find except emerald, also because gold ore is rarer no thanks to this crazy low ore distribution, it makes it even worse that you can no longer get gold ingot drops off Drowned Zombies.
Aquatic Update was good, but the Nether update despite its flaws added some cool things too, Nether fortresses are harder to find but at least you get something worthwhile in return, I guess something needed to be done to make room for Bastions in the Nether, although quite frankly there was a lot of extra space they could've used Bastions for even with the old Nether generation system, it's not like Nether fortresses would just pop up all over the place, you still needed to do a fair bit of traveling to find another one.
There's no question in my mind that Jeb is a bad developer though, you agree with me on this.
We're talking about someone who added a way to farm gold ingots off Drowned Zombies then removes them later on,
just to make Drowned Zombies drop copper ingots which is just sad, lizking10152101 who frequents my Minecraft worlds
mentioned this even before I opened my mouth about it back then. Like I said before the Notch apple crafting recipe got removed,
gold didn't need another nerf, but Jeb does it anyway, I take back what I said years ago, Jeb is actually worse than Notch,
Notch would at least keep some of the valuable resource farms intact if it were up to him.
They changed the Drowned from gold to copper? What the hell for? If it's so that they can make copper renewable, I can think of about a hundred better ways to do that which don't involve changing a significant mob drop (trading being one of them, or they can add it as a drop to one of the new mobs they keep adding).
I was planning to make a Drowned farm to have another source of gold, but using it for copper is far less useful (well, if I never update, then I could just use it for gold as planned).
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They changed the Drowned from gold to copper? What the hell for? If it's so that they can make copper renewable, I can think of about a hundred better ways to do that which don't involve changing a significant mob drop (trading being one of them, or they can add it as a drop to one of the new mobs they keep adding).
I was planning to make a Drowned farm to have another source of gold, but using it for copper is far less useful (well, if I never update, then I could just use it for gold as planned).
ikr? it's absurd, like what are we going to use tens of stacks of copper blocks for? you only need one lightning rod to protect a build, 9 at the most if you're that worried about Villagers or wooden structures being hit by lightning and wish to cover a larger radius. With gold you can use them for powered rails, making convenient transportation. No matter how people argue it, the change from gold ingots to copper for manual Drowned Zombie kills is just bad.
Out of all resources in the game, I care less about copper being renewable because there just aren't that many practical applications for it.
First, I suggest that you build a sweet berry farm because even though it’s a truly awful food resource, you can turn it into bonemeal to grow crops. Then, make a wheat farm and bonemeal it. Also, make sure that you light up your area with torches because it really helps soooooo much. Then, you should make a 1x1 cow crusher and after you have full iron armpit and a shield, go into caves to find a dungeon. Also, avoid any mine shafts because of the cave spider spawners. If you can’t find any dungeons then make a composter and get some gravel and dig 10 blocks down. Then place the composter and get inside it and place the gravel above you. It will deal about half a heart of damage but it allows you to see through the walls which makes it far easier to find a dungeon. Once you have found one, make an exp farm. Good luck!
1) Cow farm - Just collect a bunch of cows and breed them. Steak is one of the best early game foods, and can really help if you even just have 10-20 steaks in you inventory at a time. You can even just make 2 block deep a pit for the cows, and a single fence post with carpet on top in the pit to get out.
2) Villager farm - This can either be a villager breeder farm, or just a bunch of captured villagers. This is great if you have fletchers and librarians, as you can sell sticks to the fletchers for emeralds, and trade the emeralds for good enchanted books from the librarians. ( is a good video)
3) XP farm - This is more for mid/late-game, but can be very helpful if you have mending on your tools, or if you need to enchant stuff. ( is a good one for the overworld, and is one for the end.
1) Cow farm - Just collect a bunch of cows and breed them. Steak is one of the best early game foods, and can really help if you even just have 10-20 steaks in you inventory at a time. You can even just make 2 block deep a pit for the cows, and a single fence post with carpet on top in the pit to get out.
2) Villager farm - This can either be a villager breeder farm, or just a bunch of captured villagers. This is great if you have fletchers and librarians, as you can sell sticks to the fletchers for emeralds, and trade the emeralds for good enchanted books from the librarians. ( is a good video)
3) XP farm - This is more for mid/late-game, but can be very helpful if you have mending on your tools, or if you need to enchant stuff. ( is a good one for the overworld, and is one for the end.
But again, what good is it to make a villager farm if Mojang is just going to nerf it some time in the future? every time someone finds a method to efficiently get a lot of resources it has a high probability of getting ruined in a future update. Mojang already added a cool down to trades when they reworked the villager trade mechanics and gave them job blocks.
Me and a friend decided to use a villager trade farm system ourselves on our current world, but with caution, because we know it's at risk.
Unless Mojang decides to allow locking Minecraft versions in bedrock edition both in single and multiplayer, I am not trusting any of this, which is why I can't recommend any of them. This is on a Java edition thread, but OP has not told us he or she is using an old version so all I can say is whatever farm he or she and friends decide to make, remember there is no guarantee they are going to work for very long.
For a villager farm, I think it's best just to have a "trading hall" or just a village with specific villagers you want, for example a librarian with a Mending book. The thing is that villager mechanics are still somewhat "broken" because you can just place and reset the job site block until you get offered the trade you want - this I do expect Mojang to amend in the future, so better take advantage of it now I guess. Just breed two villagers and when the baby grows up, place a lectern. If it doesn't offer you Mending books (or whatever book you're after), destroy the lectern and replace it (you only really need one villager). As long as you haven't traded with the villager, the trades will be reset. By introducing job site blocks, Mojang inadvertently made it much easier to get good trades (at least at the novice level - you can't know the higher level trades right away). If they amend this (see what I did there?), I expect they will make it so that you can't get enchanted books at the novice level (which would be more balanced, because... I have sooooo many Mending librarians now).
I just keep a few Mending librarians in my clubhouse, and a couple other villagers like farmers (easy for emeralds if you have a pumpkin/melon farm), clerics (pretty much the only use for zombie flesh in late-game), and some masons (SUPER easy emeralds because you just trade stone for them, and they offer quartz blocks at master level). Make sure to zombify and then purify the villagers for cheaper trades (or just purify a zombie villager).
I haven't gone the "trading hall" route - instead I just prefer to have a village that houses all the villagers I want to trade with. But you could do it either way.
But yeah most of my farms are broken now, so maybe just stick to potatoes. They can't break that, right??
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For a villager farm, I think it's best just to have a "trading hall" or just a village with specific villagers you want, for example a librarian with a Mending book. The thing is that villager mechanics are still somewhat "broken" because you can just place and reset the job site block until you get offered the trade you want - this I do expect Mojang to amend in the future, so better take advantage of it now I guess. Just breed two villagers and when the baby grows up, place a lectern. If it doesn't offer you Mending books (or whatever book you're after), destroy the lectern and replace it (you only really need one villager). As long as you haven't traded with the villager, the trades will be reset. By introducing job site blocks, Mojang inadvertently made it much easier to get good trades (at least at the novice level - you can't know the higher level trades right away). If they amend this (see what I did there?), I expect they will make it so that you can't get enchanted books at the novice level (which would be more balanced, because... I have sooooo many Mending librarians now).
I just keep a few Mending librarians in my clubhouse, and a couple other villagers like farmers (easy for emeralds if you have a pumpkin/melon farm), clerics (pretty much the only use for zombie flesh in late-game), and some masons (SUPER easy emeralds because you just trade stone for them, and they offer quartz blocks at master level). Make sure to zombify and then purify the villagers for cheaper trades (or just purify a zombie villager).
I haven't gone the "trading hall" route - instead I just prefer to have a village that houses all the villagers I want to trade with. But you could do it either way.
But yeah most of my farms are broken now, so maybe just stick to potatoes. They can't break that, right??
They could make enchantments in trades require tier 3, 4 or 5 trade options instead of allowing them at level 1, as well as making high grade enchantments more expensive, for instance, a mending or silk touch book can be made to require 100 emeralds each, 120 each if bought too many times in a single day, but otherwise it resets back to 100 each for the most expensive trades if players haven't bought them in a while.
Nerfs like this would be acceptable, it would mean players would need to put more work in to get the trades they want, I don't believe trades need more nerfing than this. I disagree that trades should have a cool down though, because it is essentially punishing players for putting the time in to grow crops and harvest them then give their surplus away to somebody else who needs them. When you put more work in, you expect to get paid more, logical, right?
Since emeralds work as currency in the game, it's only logical that at some point players should be able to make themselves rich given enough time. Payment creates incentive to do more, this is the issue I have with Mojang, whenever somebody puts the time in to grind for something, it's automatically treated as broken or OP, and there isn't any room for a nuanced conversation in Mojang's eyes, some people literally do need the benefits enchantments and other resources provide to get their projects done. Without enchantments, it's a slog to mine or alter terrain for building, if a project takes too much time, eventually people give up with it to do better things, not because they are not skilled enough, but the project is simply not worth their time.
I recently started a new survival world,and i am thinking about creating some farms to help me with it,so can somebody recommend me which farms should i build first?
I recommend you build these three farms first.
1.Wheat/any other food source farm
-A food farm will help you stay alive and provide you with necessary resources to survive until you build a cow farm.Also wheat seeds are extremely easy to find,just punch some grass!
2.Sugar Cane farm
-A Sugar Cane farm will help you get paper which is very useful,paper can be used to craft books for enchantments ,and also rockets which can be used with elytras.Also sugar cane is very easy to find most of the time,so it wont be a problem to set up.
3.A Cow farm
-The reason i recommend you build a cow farm rather than a sheep farm/pig farm is because cows are easy to keep and give very valuable loot.
They will give you leather which you can use for books,again for enchantments,and for leather armor if you are that desperate.You also get raw beef which is a really good food source.You are also able to keep cows in less than a 5x5 block space.Also sheep require grass blocks in order to regrow wool so its a bit harder to keep them and nearly impossible to keep all of them in a smaller space.
I absolutely recommend this cow farm tutorial from youtuber "wattles":
Its compact,efficient and easy to set up.
Hope this helped you!
Thanks,this will really help me! May i ask however,if i spawn in the taiga biome,should i build a sweet berry farm first? Also when do you think is the best time to make a farm in a survival world.
I've always thought of sweet berries as relatively arbitrary items. Sure, you can use them as a food source and for trading. But pretty much everything else in the game is a better option. The only unique use for the berries is to breed foxes, but for that purpose you wouldn't really need a berry farm.
It's much more economical to find some cows and make a cow farm, and/or find a taiga village and get potatoes. A baked potato farm is my personal recommendation, especially in the early game, because it's a pretty good food source and very easy to farm. As far as when to make the farm - up to you! Having a farm is a great resource as the goal is to provide yourself with a supply of the item which you are farming. So, if that item is in significant need, then that's a good sign it is time to build the farm (for example, I recently realized that I needed practically endless supplies of scaffolding for builds - so I built a large bamboo farm that now provides this). Personally, I don't choose to rush build every farm as fast as possible. Rather, I focus on what I need at the time, then build accordingly (sometimes there are exceptions, because after all - I am a completionist). In fact, I spent weeks playing in my main world before building even my very first farm (which was a wheat farm). It's all up to whatever you want to do!
Hope this helps!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I noticed all of you recommend for me to build a wheat farm and a cow farm first. So that is what I will do!Thanks for the help guys!I appreciate it.
Depends what you mean by farm, but if you mean mob based farms, I recommend none, because they're prone to getting broken or nerfed in consecutive updates.
I can only recommend a crop field of sorts to keep you fed for survival purposes, and perhaps trade a surplus with Villagers for emeralds, but even then Villager trades get nerfed once in a while too so they're not reliable, they already added a cool down to trades which doesn't really make the game anymore challenging, just more time consuming, raids offer more of a challenge than a simple minded nerf to trades, although they're not without their flaws, even though you can make a raid farm, this is risky because the combination of Evokers, Witches, Ravagers and Vexes are hard to deal with, worst of all they can kill off your Villagers.
I'd love to build a complex farm with redstone again, but right now I don't have the motivation to, because I know it's only a matter of time before Mojang ruins it forcing me to rework the contraption later on or give up altogether, and that's hassle I'd rather not waste my time with. I play Minecraft to relax and socialize with friends and share ideas for builds and collect resources by mining, same with lots of other people, but over time the game steadily became more boring and grindy, so like other people I move onto other things, I have at least a couple of friends who went off Minecraft because of the asinine rules that get imposed on us, I also have a friend on Steam who says Minecraft is boring, and it is.
I will be honest and say I do miss the days when you purchased a game and it was an actual final build, meaning it couldn't be tampered with any longer by the developers once it hit the store shelves, this meant that you could experiment as much as you wanted with your game and you always knew it worked, but those days are long gone.
It's a blessing and a curse, but also a major reason why I have not updated past 1.15, and probably won't update for a while if ever (maybe a few years?). While some changes are awesome and overall make the game much better (like Update Aquatic and Village & Pillage, both of which overall were very good), it's the small changes that are absolutely annoying and unnecessary. 1.16 had one such change with redstone - now, you must have redstone pointing into the block you want to power. Having the redstone just adjacent will no longer work. This small change, even if it may make sense logically, breaks a significant amount of stuff in my world that I currently don't have the interest to deal with. Why did they need to do this? Now I face an ultimatum - either I need to deal with this bugfixing in order to enjoy the new stuff post-1.16, or I have to stay in 1.15 and build within 1.15 logic. The problem is - I'll continue building with this logic, which will make even more work for me to fix if I decide to update. All because the Minecraft gods decided they wanted "a simple change" to fix logic. No, this was never a broken logic problem, IMO. And even if it were - redstone has behaved the exact same way for almost a decade. What happens when Mojang decides to overhaul redstone mechanics entirely?
Other examples include:
- Somewhere between 1.12 and 1.15 (I updated from the former straight to the latter), hopper detection got fuzzy - now, comparators will only be able to detect items passing through IF the hopper is transferring items horizontally. So my vertical hopper chains with comparator detectors no longer work - I need to amend all those to have horizontal transfer somewhere (and this is a huge issue with one in particular).
- My blaze farm has been rebuilt four times. Four. Because every single update messed up railway and minecart mechanics. And now, thanks to the change that lets blaze swim in lava, my entire farm design is entirely obsolete and doesn't work. After four times. Do I rebuild it now? Or do I wonder about doing it again in 1.16, which is when lava pushing entities was added??
- My guardian farm broke after updating to 1.15 and I've yet to determine why. Designs are easier than ever now, making all my work on this basically obsolete now (you don't even need to drain a monument anymore, which was a major part of doing these farms).
- My gold farm now needs to be completely rebuilt with magma blocks if I want it to work in 1.16. But I don't plan on updating anytime soon given all the other changes that break stuff, so I won't be doing that.
Well, there's my rant. But definitely some things to keep in mind for anyone who does build any major farms. I really don't like this part about updates, because as somebody with a SSP that is more than eight years old, updating does not mean I get to enjoy new features right away. It means I first have to fix a bunch of stuff that worked perfectly fine before (and sometimes those fixes are not easy, requiring major reworks that I would've never initially planned for in the first place).
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
The farms that i recommended thankfully dont require much redstone,and can be removed and replaced easily if needed.Mojang mostly screws up redstone-heavy farms (if that makes sense) and stuff involving villagers (cause they love to disappear).
If it were possible to do without blocking the achievement system or getting banned from Xbox Live for tampering, I'd lock bedrock edition to 1.16 including multiplayer/servers. That way getting Pigstep discs and Snout banners would still be possible, but I wouldn't have to deal with the chances imposed in 1.17 and beyond.
Losing the extra build height, candles and what not is a small price to pay when you consider the fact that the nerfs to the game are getting exponentially worse. I have no reason to care about the new cave systems when most ores are harder to find except emerald, also because gold ore is rarer no thanks to this crazy low ore distribution, it makes it even worse that you can no longer get gold ingot drops off Drowned Zombies.
Aquatic Update was good, but the Nether update despite its flaws added some cool things too, Nether fortresses are harder to find but at least you get something worthwhile in return, I guess something needed to be done to make room for Bastions in the Nether, although quite frankly there was a lot of extra space they could've used Bastions for even with the old Nether generation system, it's not like Nether fortresses would just pop up all over the place, you still needed to do a fair bit of traveling to find another one.
There's no question in my mind that Jeb is a bad developer though, you agree with me on this.
We're talking about someone who added a way to farm gold ingots off Drowned Zombies then removes them later on,
just to make Drowned Zombies drop copper ingots which is just sad, lizking10152101 who frequents my Minecraft worlds
mentioned this even before I opened my mouth about it back then. Like I said before the Notch apple crafting recipe got removed,
gold didn't need another nerf, but Jeb does it anyway, I take back what I said years ago, Jeb is actually worse than Notch,
Notch would at least keep some of the valuable resource farms intact if it were up to him.
They changed the Drowned from gold to copper? What the hell for? If it's so that they can make copper renewable, I can think of about a hundred better ways to do that which don't involve changing a significant mob drop (trading being one of them, or they can add it as a drop to one of the new mobs they keep adding).
I was planning to make a Drowned farm to have another source of gold, but using it for copper is far less useful (well, if I never update, then I could just use it for gold as planned).
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
ikr? it's absurd, like what are we going to use tens of stacks of copper blocks for? you only need one lightning rod to protect a build, 9 at the most if you're that worried about Villagers or wooden structures being hit by lightning and wish to cover a larger radius. With gold you can use them for powered rails, making convenient transportation. No matter how people argue it, the change from gold ingots to copper for manual Drowned Zombie kills is just bad.
Out of all resources in the game, I care less about copper being renewable because there just aren't that many practical applications for it.
First, I suggest that you build a sweet berry farm because even though it’s a truly awful food resource, you can turn it into bonemeal to grow crops. Then, make a wheat farm and bonemeal it. Also, make sure that you light up your area with torches because it really helps soooooo much. Then, you should make a 1x1 cow crusher and after you have full iron armpit and a shield, go into caves to find a dungeon. Also, avoid any mine shafts because of the cave spider spawners. If you can’t find any dungeons then make a composter and get some gravel and dig 10 blocks down. Then place the composter and get inside it and place the gravel above you. It will deal about half a heart of damage but it allows you to see through the walls which makes it far easier to find a dungeon. Once you have found one, make an exp farm. Good luck!
1) Cow farm - Just collect a bunch of cows and breed them. Steak is one of the best early game foods, and can really help if you even just have 10-20 steaks in you inventory at a time. You can even just make 2 block deep a pit for the cows, and a single fence post with carpet on top in the pit to get out.
2) Villager farm - This can either be a villager breeder farm, or just a bunch of captured villagers. This is great if you have fletchers and librarians, as you can sell sticks to the fletchers for emeralds, and trade the emeralds for good enchanted books from the librarians. ( is a good video)
3) XP farm - This is more for mid/late-game, but can be very helpful if you have mending on your tools, or if you need to enchant stuff. ( is a good one for the overworld, and is one for the end.
But again, what good is it to make a villager farm if Mojang is just going to nerf it some time in the future? every time someone finds a method to efficiently get a lot of resources it has a high probability of getting ruined in a future update. Mojang already added a cool down to trades when they reworked the villager trade mechanics and gave them job blocks.
Me and a friend decided to use a villager trade farm system ourselves on our current world, but with caution, because we know it's at risk.
Unless Mojang decides to allow locking Minecraft versions in bedrock edition both in single and multiplayer, I am not trusting any of this, which is why I can't recommend any of them. This is on a Java edition thread, but OP has not told us he or she is using an old version so all I can say is whatever farm he or she and friends decide to make, remember there is no guarantee they are going to work for very long.
For a villager farm, I think it's best just to have a "trading hall" or just a village with specific villagers you want, for example a librarian with a Mending book. The thing is that villager mechanics are still somewhat "broken" because you can just place and reset the job site block until you get offered the trade you want - this I do expect Mojang to amend in the future, so better take advantage of it now I guess. Just breed two villagers and when the baby grows up, place a lectern. If it doesn't offer you Mending books (or whatever book you're after), destroy the lectern and replace it (you only really need one villager). As long as you haven't traded with the villager, the trades will be reset. By introducing job site blocks, Mojang inadvertently made it much easier to get good trades (at least at the novice level - you can't know the higher level trades right away). If they amend this (see what I did there?), I expect they will make it so that you can't get enchanted books at the novice level (which would be more balanced, because... I have sooooo many Mending librarians now).
I just keep a few Mending librarians in my clubhouse, and a couple other villagers like farmers (easy for emeralds if you have a pumpkin/melon farm), clerics (pretty much the only use for zombie flesh in late-game), and some masons (SUPER easy emeralds because you just trade stone for them, and they offer quartz blocks at master level). Make sure to zombify and then purify the villagers for cheaper trades (or just purify a zombie villager).
I haven't gone the "trading hall" route - instead I just prefer to have a village that houses all the villagers I want to trade with. But you could do it either way.
But yeah most of my farms are broken now, so maybe just stick to potatoes. They can't break that, right??
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
They could make enchantments in trades require tier 3, 4 or 5 trade options instead of allowing them at level 1, as well as making high grade enchantments more expensive, for instance, a mending or silk touch book can be made to require 100 emeralds each, 120 each if bought too many times in a single day, but otherwise it resets back to 100 each for the most expensive trades if players haven't bought them in a while.
Nerfs like this would be acceptable, it would mean players would need to put more work in to get the trades they want, I don't believe trades need more nerfing than this. I disagree that trades should have a cool down though, because it is essentially punishing players for putting the time in to grow crops and harvest them then give their surplus away to somebody else who needs them. When you put more work in, you expect to get paid more, logical, right?
Since emeralds work as currency in the game, it's only logical that at some point players should be able to make themselves rich given enough time. Payment creates incentive to do more, this is the issue I have with Mojang, whenever somebody puts the time in to grind for something, it's automatically treated as broken or OP, and there isn't any room for a nuanced conversation in Mojang's eyes, some people literally do need the benefits enchantments and other resources provide to get their projects done. Without enchantments, it's a slog to mine or alter terrain for building, if a project takes too much time, eventually people give up with it to do better things, not because they are not skilled enough, but the project is simply not worth their time.