I've been working for some time on multiple designs of mob farms , some with water flushing system , others with many different shifting floor designs and even one that literally removes the floor to let the mobs fall to their death (quite fun to watch lol). After many many days of building and testing , I came up with a mob farm that was clearly superior than the others I built. Literally 2 times the efficiency of the other ones.
This is a pretty straight forward shifting floor design , only made to get the maximum drops as possible , not an xp or a music disc farm.
Pros :
- Very efficient (lol)
- Fully automatic
Cons :
- Ressource intensive
- Creates a HUGE amount of lag
All you have to do is go inside the safe afk area , push a lever and enjoy the mobs falling to their death. Their drops will automatically get picked up , sorted and stored.
This beast produces around 9k drops/hour at best survival conditions (farm on top of the map to prevent mobs to spawn anywhere else) , which is pretty insane since mobs seems to need much more time and space to spawn in large number than on PC. I came up with this fact when I tried 2 mob farms from PC minecrafters to compare the results with mine , on console minecraft. The first one being Mumbo's mob farm , which is supposed to produce 13k drops an hour on PC. I built his farm in the exact same conditions as mines , tested it out , and barely got 2-3k items/hours , which is a LOT less than the 13k on PC. I also tried a shifting floor design from another youtuber which produces 16k items/hour on PC and I got even less drops than with the previous one.
The shifting mecanism is pretty simple but efficient. Each cycles , all the floors , from the top to the bottom one , are shifting in order with a certain timing for the mobs to go from the top floor to the bottom one in a single cycle. They also took some damage while falling so this will make mobs with feather falling boots die pretty much all time. But even with the correct timing , about 1/3 of the mobs don't make it all the way down in one cycle. I tried to make the floor go back and forth instead of just shifting one time to make sure most of the mobs will fall , but surprisingly , even if more mobs were supposed to fall down , it was about 20% less efficient.
Picture #1 : This is a general view of the farm. As we can see , it is pretty big. The main building is 33x15 blocks large and 33 blocks high.
Picture #2 : This is the amount of drops I got from one of my 10mins test. There is 1451 items for 10mins so 8,7k items for an hour.
Picture #3 : This is the sorter/storage system. The whole thing can contain 138240 items , and if the chests are full , the extra items gets dropped in the lava trash can.
Picture #4 : We can see the system to pick the drops. I use hopper minecarts instead of just hoppers. Minecarts are usually better to cover large areas and rails cost much less to make than hoppers.
Picture #5 : This is an inside view of the farm. There is 10 spawning platforms.
haha nice dude, n ye i faced all ur issues, i even came up with 2 versions of superclocks for testing timings lmao my findings were:
1.) if the floors are timed exactly 2 ticks after one another (top to bottom), mobs will fall cleanly through up to 3 floors without contacting any spawn areas on the floors.
2.) As with 1, mobs are considered "falling" as soon as shift starts, which does not effect spawn rates, techically, faster the shift, faster they come, not always true though, unlike on PC versions, my testing showed no mobs spawning on a moving halfslab surface over a 10min test, forcing me to add a simplified auto clock to the system in between pulses, this also reduces lag.
3.) Math! The game scans multiple levels simultaniously during each cycle, most say tower floors, i simply used a repeater to connect two floors side by side, each with a spawn area of 12x15 completely open, with the connected floor being raised 1 block on the same line, techically i fit 6 floors into a 3floor height + 1 block ^^, this allows full simultanious packspawning on all floors (maximum efficiency) & can hit cap almost instantly.
4.) Allowing endermen lowers efficiency. Endermen have a chance to teleport almost instantly at spawn, if you build your grinder good, this is alright seeing as its a max of 60 blocks, BUT, in testing it causes them to periodically miss shifts, which means they sit in there, reducing spawns. And the fact that Building layers 3 blocks apart increases build requirements drastically, meaning more resources to farm, more time to build, etc.
5.) Disabling spiders DRASTICALLY reduces spawns. a "spider" is a common mob in MC with a common spawn rate, & the game is limited on same-type mobs selected during each cycle, meaning if you remove a big part of that, there really isnt much to replace it, i have a system for that ^^.
6.) Waterway collection will lower spawn rates slightly (rather neglegable with the amounts possible here), but decrease requirements for drop collection aswell as a dropshaft for converting to XP. This will force endermen to teleport to a valid pad within 60 blocks if they're allowed to spawn.
7.) The drop for best kill rate is 32 blocks (40 if endermen are allowed). Its garunteed to kill witches, & all mobs up to feather falling IV. The drop itself can be broken at the 21rst block by water to generate toggle-able XP
8.) using Nether portals connecting to a nether farm helps increase rates dramatically o.O
Another tip is if you're placing your pistons high, make sure theirs a block below them, & if sideways, a block under where the head opens to, weird but will help with lag.
Also, build it all with halfslabs if possible (besides wiring) if you're worried about resources,, as they still effectively block light when on the top 1/2, & for open surfaces place them on the bottom side.
For player accessable areas, place upside down halfslabs first, then on the bottom half on the next block, giving you a full block offset by 1/2. the 1/2slab (on the top 1/2) under the floor is protection for relog, as on a regular halfslab on the lower side will cause a player to fall through if logging on it. The one on top (floor, lower 1/2 halfslab) stops accidental spawns, & allows an excellent mob kill pad for XP if the pad is 2 solid blocks up (1.5 blocks off the 1/2slab floor), & inclosed to 1/2 a block, of built right is 0 agro as the mob cannot make eye contact.
Sorry for not replying for so long , school just started 2 weeks ago so don't have much time to play anymore. But yea thanks for the tips!
In the small amount of free time I got , I worked on different ways to increase the effiency , first by adding more spawning spaces , but this was , without any suprise , A LOT less efficient. Around 3,5k spawning spaces seems to be the best.
I also worked on an XP mode , trying to keep that bottom killing floor to still get max efficiency while in drop only mode. That worked , but this was just too big , complicated and inefficient.
So , ended putting some water current to flush the mobs to a central area. I got rid of half of the spawning floors and , the way I wired all of them , just had to add a single repeater to extend the signal up to 26 more blocks so I made the rest of the floors wider to still keep about the same amount of spawning spaces with half the floors. I tested this re-sized farm once with a straight fall first , and I got more than 1,6k items for 10mins , which is around 10k items/h. With water current at the bottom , I get around the same amount of items than with the last farm , but now , I got a toggleable XP mode. I also added a system that kills spiders at the top with lava to prevent them from blocking the way down for other mobs (and to climb walls...) and still get their drops.
I can now get from level 1 to 30 in only a few mins. Mobs are falling faster than I can kill them most of the time lol.
Edit : And , maybe adding nether portals increase the efficiency since mobs from the nether can go through , but are they not supposed to make the efficiency decrease in the farm itself since they emit a light level of 11?
Hahahaha yes!! Nice catch on the nether portals bruh, u should add meh, i feel we can do gr8 things, my solution for the portal light is halfslabs & the portals are placed 1 level above in the water level (no other spawn areas), this also allows portal "grouping", making an even more efficient "grinder in grinder", pushing mobs from the nether into the waterway, il post a pic in a few min of my portal setup, this is all built in full survival btw, trophies/leaderboards r active, my efficent model has a built in customizable pulse generator for accounting for lag on vita, or seamlessly transfering to console, has 12 11x15 spawn areas compacted into a 33x35 area on 3 floors, each floor is shifted by 1 block in seperate chunks, to work appropriately with MC spawn mechanics, & all floors are uniquely timed to allo a mob to fall seamlessly into the waterway without touching any other surface, regardless of starting floor, & i even added a full toggle-able spider system, some say i went overboard on it, but i hooked the toggle up to a button which can toggle the state, reset it to default, or automatically toggle with XP/grinder mode ^^ no more spiders congesting the system
*EDIT*
apparently dont have the picz on my phone atm, n vitas to dead to turn on, but they my newest survival seed thread in "Show your Creations" (the one below this thread), its all built in full survival dude, this is technically my 14th version for the shifting floor, i have 1 on that world, about 3 on my last ^^
I've been working for some time on multiple designs of mob farms , some with water flushing system , others with many different shifting floor designs and even one that literally removes the floor to let the mobs fall to their death (quite fun to watch lol). After many many days of building and testing , I came up with a mob farm that was clearly superior than the others I built. Literally 2 times the efficiency of the other ones.
This is a pretty straight forward shifting floor design , only made to get the maximum drops as possible , not an xp or a music disc farm.
Pros :
- Very efficient (lol)
- Fully automatic
Cons :
- Ressource intensive
- Creates a HUGE amount of lag
All you have to do is go inside the safe afk area , push a lever and enjoy the mobs falling to their death. Their drops will automatically get picked up , sorted and stored.
This beast produces around 9k drops/hour at best survival conditions (farm on top of the map to prevent mobs to spawn anywhere else) , which is pretty insane since mobs seems to need much more time and space to spawn in large number than on PC. I came up with this fact when I tried 2 mob farms from PC minecrafters to compare the results with mine , on console minecraft. The first one being Mumbo's mob farm , which is supposed to produce 13k drops an hour on PC. I built his farm in the exact same conditions as mines , tested it out , and barely got 2-3k items/hours , which is a LOT less than the 13k on PC. I also tried a shifting floor design from another youtuber which produces 16k items/hour on PC and I got even less drops than with the previous one.
The shifting mecanism is pretty simple but efficient. Each cycles , all the floors , from the top to the bottom one , are shifting in order with a certain timing for the mobs to go from the top floor to the bottom one in a single cycle. They also took some damage while falling so this will make mobs with feather falling boots die pretty much all time. But even with the correct timing , about 1/3 of the mobs don't make it all the way down in one cycle. I tried to make the floor go back and forth instead of just shifting one time to make sure most of the mobs will fall , but surprisingly , even if more mobs were supposed to fall down , it was about 20% less efficient.
Picture #1 : This is a general view of the farm. As we can see , it is pretty big. The main building is 33x15 blocks large and 33 blocks high.
Picture #2 : This is the amount of drops I got from one of my 10mins test. There is 1451 items for 10mins so 8,7k items for an hour.
Picture #3 : This is the sorter/storage system. The whole thing can contain 138240 items , and if the chests are full , the extra items gets dropped in the lava trash can.
Picture #4 : We can see the system to pick the drops. I use hopper minecarts instead of just hoppers. Minecarts are usually better to cover large areas and rails cost much less to make than hoppers.
Picture #5 : This is an inside view of the farm. There is 10 spawning platforms.
haha nice dude, n ye i faced all ur issues, i even came up with 2 versions of superclocks for testing timings lmao my findings were:
1.) if the floors are timed exactly 2 ticks after one another (top to bottom), mobs will fall cleanly through up to 3 floors without contacting any spawn areas on the floors.
2.) As with 1, mobs are considered "falling" as soon as shift starts, which does not effect spawn rates, techically, faster the shift, faster they come, not always true though, unlike on PC versions, my testing showed no mobs spawning on a moving halfslab surface over a 10min test, forcing me to add a simplified auto clock to the system in between pulses, this also reduces lag.
3.) Math! The game scans multiple levels simultaniously during each cycle, most say tower floors, i simply used a repeater to connect two floors side by side, each with a spawn area of 12x15 completely open, with the connected floor being raised 1 block on the same line, techically i fit 6 floors into a 3floor height + 1 block ^^, this allows full simultanious packspawning on all floors (maximum efficiency) & can hit cap almost instantly.
4.) Allowing endermen lowers efficiency. Endermen have a chance to teleport almost instantly at spawn, if you build your grinder good, this is alright seeing as its a max of 60 blocks, BUT, in testing it causes them to periodically miss shifts, which means they sit in there, reducing spawns. And the fact that Building layers 3 blocks apart increases build requirements drastically, meaning more resources to farm, more time to build, etc.
5.) Disabling spiders DRASTICALLY reduces spawns. a "spider" is a common mob in MC with a common spawn rate, & the game is limited on same-type mobs selected during each cycle, meaning if you remove a big part of that, there really isnt much to replace it, i have a system for that ^^.
6.) Waterway collection will lower spawn rates slightly (rather neglegable with the amounts possible here), but decrease requirements for drop collection aswell as a dropshaft for converting to XP. This will force endermen to teleport to a valid pad within 60 blocks if they're allowed to spawn.
7.) The drop for best kill rate is 32 blocks (40 if endermen are allowed). Its garunteed to kill witches, & all mobs up to feather falling IV. The drop itself can be broken at the 21rst block by water to generate toggle-able XP
8.) using Nether portals connecting to a nether farm helps increase rates dramatically o.O
Another tip is if you're placing your pistons high, make sure theirs a block below them, & if sideways, a block under where the head opens to, weird but will help with lag.
Also, build it all with halfslabs if possible (besides wiring) if you're worried about resources,, as they still effectively block light when on the top 1/2, & for open surfaces place them on the bottom side.
For player accessable areas, place upside down halfslabs first, then on the bottom half on the next block, giving you a full block offset by 1/2. the 1/2slab (on the top 1/2) under the floor is protection for relog, as on a regular halfslab on the lower side will cause a player to fall through if logging on it. The one on top (floor, lower 1/2 halfslab) stops accidental spawns, & allows an excellent mob kill pad for XP if the pad is 2 solid blocks up (1.5 blocks off the 1/2slab floor), & inclosed to 1/2 a block, of built right is 0 agro as the mob cannot make eye contact.
Sorry for not replying for so long , school just started 2 weeks ago so don't have much time to play anymore. But yea thanks for the tips!
In the small amount of free time I got , I worked on different ways to increase the effiency , first by adding more spawning spaces , but this was , without any suprise , A LOT less efficient. Around 3,5k spawning spaces seems to be the best.
I also worked on an XP mode , trying to keep that bottom killing floor to still get max efficiency while in drop only mode. That worked , but this was just too big , complicated and inefficient.
So , ended putting some water current to flush the mobs to a central area. I got rid of half of the spawning floors and , the way I wired all of them , just had to add a single repeater to extend the signal up to 26 more blocks so I made the rest of the floors wider to still keep about the same amount of spawning spaces with half the floors. I tested this re-sized farm once with a straight fall first , and I got more than 1,6k items for 10mins , which is around 10k items/h. With water current at the bottom , I get around the same amount of items than with the last farm , but now , I got a toggleable XP mode. I also added a system that kills spiders at the top with lava to prevent them from blocking the way down for other mobs (and to climb walls...) and still get their drops.
I can now get from level 1 to 30 in only a few mins. Mobs are falling faster than I can kill them most of the time lol.
Edit : And , maybe adding nether portals increase the efficiency since mobs from the nether can go through , but are they not supposed to make the efficiency decrease in the farm itself since they emit a light level of 11?
Hahahaha yes!! Nice catch on the nether portals bruh, u should add meh, i feel we can do gr8 things, my solution for the portal light is halfslabs & the portals are placed 1 level above in the water level (no other spawn areas), this also allows portal "grouping", making an even more efficient "grinder in grinder", pushing mobs from the nether into the waterway, il post a pic in a few min of my portal setup, this is all built in full survival btw, trophies/leaderboards r active, my efficent model has a built in customizable pulse generator for accounting for lag on vita, or seamlessly transfering to console, has 12 11x15 spawn areas compacted into a 33x35 area on 3 floors, each floor is shifted by 1 block in seperate chunks, to work appropriately with MC spawn mechanics, & all floors are uniquely timed to allo a mob to fall seamlessly into the waterway without touching any other surface, regardless of starting floor, & i even added a full toggle-able spider system, some say i went overboard on it, but i hooked the toggle up to a button which can toggle the state, reset it to default, or automatically toggle with XP/grinder mode ^^ no more spiders congesting the system
*EDIT*
apparently dont have the picz on my phone atm, n vitas to dead to turn on, but they my newest survival seed thread in "Show your Creations" (the one below this thread), its all built in full survival dude, this is technically my 14th version for the shifting floor, i have 1 on that world, about 3 on my last ^^