There are TONS of MC tutorials on youtube. Depending on your resources, skill level, amount of time you have on your hands, how efficient you want the farm to be, ect, will all be deciding factors on the type of farm you should build. However since your looking for something simple the 2 wide channel, 4 platforms of 8x8 should do the trick, of which most videos for mob grinders will be based around.
There are many factors the can influence the type of farm your want to build, for example some people don't want large overhead structures, and thus build them underground, this in turn requires one to either have a long staircase leading down to the grinder area, or building a mob elevator.
Personally I don't care for these types of farms, as I like to refer to them as 'linger' farms, meaning that mobs can linger around inside the trap for along time, leading many of them to despawn. These farms also can not be any further away then 32 blocks from the player, and thus limit the amount of spawn space available to them. The reason the 32 block limit comes into play is that mobs any further then 32 blocks will NOT move unless they are tracking something. That said however they do preform well enough for 'most' users.
If your well set for resources, mainly iron, redstone and wood, and can afford to build many pistons, pressure plates and repeaters, the second design is much better suited, which is more or less very similar to endermen farms. The goal is to have the mob spawn on a pressure plate, which triggers a piston and pushes the mob into a fall channel and thus to their death, its extremely fast (no lingering), and as a result allows the next mob to spawn almost instantly. Furthermore because it doesn't require mobs to 'move' to a fall channel it can be much more then 32, in fact they can extend as far away as up to 127 blocks from the player. They can be arranged in many different patterns One can use trip wires instead of many pressure plates/repeaters but this will trigger the entire row for each spawn rather then each cell.
I didn't link any tutorials but as i said there are many many many on youtube a quick search should provide more then enough for you.
Check out mine, an overworld Skelly, Zombie and Creeper xp grinder although I revised it and will do a update video for the base of the grinder, the top is the same
Check out mine, an overworld Skelly, Zombie and Creeper xp grinder although I revised it and will do a update video for the base of the grinder, the top is the same
I like this tutorial. I was surprised at how much monsters spawned at the end.
There are many factors the can influence the type of farm your want to build, for example some people don't want large overhead structures, and thus build them underground, this in turn requires one to either have a long staircase leading down to the grinder area, or building a mob elevator.
Personally I don't care for these types of farms, as I like to refer to them as 'linger' farms, meaning that mobs can linger around inside the trap for along time, leading many of them to despawn. These farms also can not be any further away then 32 blocks from the player, and thus limit the amount of spawn space available to them. The reason the 32 block limit comes into play is that mobs any further then 32 blocks will NOT move unless they are tracking something. That said however they do preform well enough for 'most' users.
Go outside with a sword.
Kill stuff.
Don't be a wuss and let them come to you with half a heart left.
Along that line used a huge natural overhanging cliff where mobs spawned all day and made a level floor out of obsidian (so creepers wouldn't blow it up) then would battle the mobs to get xp. I made a safe room with supplies and had cakes placed around the battler area so I could eat on the run. The obsidian battle area was about 100 by 100 blocks.
Along that line used a huge natural overhanging cliff where mobs spawned all day and made a level floor out of obsidian (so creepers wouldn't blow it up) then would battle the mobs to get xp. I made a safe room with supplies and had cakes placed around the battler area so I could eat on the run. The obsidian battle area was about 100 by 100 blocks.
Then make a large dark room somewhere and stop being one of "Those people" who stands around and lets the exp. come to him.
"Those people" who are smart enough to use game mechanics to affect their worlds in a positive way, or "those people" who would rather spend their time building than smacking things with sharpened sticks?
1- What is the highest blocks that mobs will spawn on? 210?
2- What is the height build limit currently? 256?
3- What is the radius that mobs will spawn from you? 145?
I nerd pole up to Y220 and make a small platform then up 22 more blocks and make a dark room so I'd say 244.
Remind me to make a better tutorial, I hate my old one
So here are some more ideas, you have to remember to use mob grinders that actually work in our version as most were made in PC version.
The best is suppose to be "The Ender Ender" for xp and ender pearls. Here is a detailed video:
1↑ from me, I've been looking for a good Ender Ender tut. Couldn't find this. Google/bing doesn't work the way it's supposed to for me so I was a bit lost
1↑ from me, I've been looking for a good Ender Ender tut. Couldn't find this. Google/bing doesn't work the way it's supposed to for me so I was a bit lost
Panda's endermen farm can also be used in the overworld, its very similar to what I use with all my mob farms, with only a few modifications, many to the height. Since endermen require a much higher drop to bring thier health down to a 1 shot kill. Its one of the most efficent designs out there, is not limited to height or distance from the player (upto 128 blocks away).
The changes you need to make to get it to work in the overworld are.
1) No need to worry about 'covering' the farm in water. We are for the most part going to attempt to prevent endermen from spawning within the farm, however cauition should be taken to make sure that the farm roof is 'half-slabbed).
2) The fall barriers on the way down instead of being spaced every 2 blocks, should be a solid to prevent light from seeping into the farm. Unlike the end which is always dark, the overworld does have day where sunlight will spill into the farm and pretty much stop the farm during day cycle.
3) Instead of the 40-44 block drop, you'll want a 23 block fall from the bottom of the last vine. Some mobs will die, but the farm will produce so well that the few who die in the fal won't really be noticed, and also the farms 'kill' mode will work where as if you change the fall height to 22, some mobs will survive even if the farm is set to kill mode.
4) You'll need to design your kill chamber so that the mobs are raised 1 block above you, and so that there is no way for the mobs to walk off the kill floor, if you look at doc's kill floor it allows for a 2 block clearance, you have to prevent mobs when the farm is set to xp mode to not allow the mobs to wander off the kill floor. I personally use a 1 wide fall channel, with a half slab access to the mobs, keeping the player at least 1 block away from the kill floor (if the player is too close to creepers they can explode).
So in essence this farm is way more efficient then linger farms, can easily be modified to 'hook' into sorters or mob collectors for other projects, supports the full 128 spawn collection from the player, is very fast, but resource heavy. In some areas it is slight easier to build then its endermen counterpart, but in other areas it requires more work.Oh I forgot an important part, each spawn floor, should limit the height to 2 block height, this will prevent endermen from spawning in the farm.
24 blocks will kill a mob, so anything under 24, 23 will sometimes kill them. Many use 22 because it guarantees that the mob won't die, If your farm is highly efficient I suggest using the 23 as the few that do die in the fall won't be missed.
Its important to note that in the next update mobs will begin spawning with random 'enchanted' equipment that will 'effect' them, so some will actually take alot less damage from falls because of a feather falling effects, as well as other armor effects.
Also remember that baby zombies will make their appearance, so if you plan on keeping your world through the next update, should plan ahead for this as well, a half slab opening should do the trick.
24 blocks will kill a mob, so anything under 24, 23 will sometimes kill them. Many use 22 because it guarantees that the mob won't die, If your farm is highly efficient I suggest using the 23 as the few that do die in the fall won't be missed.
Its important to note that in the next update mobs will begin spawning with random 'enchanted' equipment that will 'effect' them, so some will actually take alot less damage from falls because of a feather falling effects, as well as other armor effects.
Also remember that baby zombies will make their appearance, so if you plan on keeping your world through the next update, should plan ahead for this as well, a half slab opening should do the trick.
Thanks. I might make one XP Farm 24 blocks, so that they die and I can just collect there loot, and then another can be 22 blocks.
Oh yes, the mobs spawning with armor can slightly mess things up. Luckily, I have a diamond sword so I can kill them with that if necessary.
Baby Zombies? I never knew that was coming. Good to know though, I will make a slab opening.
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Anvils need to be under a block, or else they will fall (like sand) so maybe there can be a room where mobs spawn, and then pistons would be above the mobs, and anvils on top of the pistons, and when you pull a lever, the anvils will fall on the mobs. Would this work?
~Funny Element Gaming
There are many factors the can influence the type of farm your want to build, for example some people don't want large overhead structures, and thus build them underground, this in turn requires one to either have a long staircase leading down to the grinder area, or building a mob elevator.
Personally I don't care for these types of farms, as I like to refer to them as 'linger' farms, meaning that mobs can linger around inside the trap for along time, leading many of them to despawn. These farms also can not be any further away then 32 blocks from the player, and thus limit the amount of spawn space available to them. The reason the 32 block limit comes into play is that mobs any further then 32 blocks will NOT move unless they are tracking something. That said however they do preform well enough for 'most' users.
If your well set for resources, mainly iron, redstone and wood, and can afford to build many pistons, pressure plates and repeaters, the second design is much better suited, which is more or less very similar to endermen farms. The goal is to have the mob spawn on a pressure plate, which triggers a piston and pushes the mob into a fall channel and thus to their death, its extremely fast (no lingering), and as a result allows the next mob to spawn almost instantly. Furthermore because it doesn't require mobs to 'move' to a fall channel it can be much more then 32, in fact they can extend as far away as up to 127 blocks from the player. They can be arranged in many different patterns One can use trip wires instead of many pressure plates/repeaters but this will trigger the entire row for each spawn rather then each cell.
I didn't link any tutorials but as i said there are many many many on youtube a quick search should provide more then enough for you.
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Curse PremiumKill stuff.
Don't be a wuss and let them come to you with half a heart left.
Stay fluffy~
I like this tutorial. I was surprised at how much monsters spawned at the end.
Lol. I was looking toward a XP farm or something, not to just go out and kill things lol.
I like these two ideas I will try these out
Then make a large dark room somewhere and stop being one of "Those people" who stands around and lets the exp. come to him.
Stay fluffy~
Along that line used a huge natural overhanging cliff where mobs spawned all day and made a level floor out of obsidian (so creepers wouldn't blow it up) then would battle the mobs to get xp. I made a safe room with supplies and had cakes placed around the battler area so I could eat on the run. The obsidian battle area was about 100 by 100 blocks.
This seems like a good and simple idea thanks.
Agreed. 1+
2- What is the height build limit currently? 256?
3- What is the radius that mobs will spawn from you? 145?
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Curse PremiumI nerd pole up to Y220 and make a small platform then up 22 more blocks and make a dark room so I'd say 244.
Remind me to make a better tutorial, I hate my old one
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Curse Premium1↑ from me, I've been looking for a good Ender Ender tut. Couldn't find this. Google/bing doesn't work the way it's supposed to for me so I was a bit lost
I agree. It is a very good ender man XP Farm 1+
The changes you need to make to get it to work in the overworld are.
1) No need to worry about 'covering' the farm in water. We are for the most part going to attempt to prevent endermen from spawning within the farm, however cauition should be taken to make sure that the farm roof is 'half-slabbed).
2) The fall barriers on the way down instead of being spaced every 2 blocks, should be a solid to prevent light from seeping into the farm. Unlike the end which is always dark, the overworld does have day where sunlight will spill into the farm and pretty much stop the farm during day cycle.
3) Instead of the 40-44 block drop, you'll want a 23 block fall from the bottom of the last vine. Some mobs will die, but the farm will produce so well that the few who die in the fal won't really be noticed, and also the farms 'kill' mode will work where as if you change the fall height to 22, some mobs will survive even if the farm is set to kill mode.
4) You'll need to design your kill chamber so that the mobs are raised 1 block above you, and so that there is no way for the mobs to walk off the kill floor, if you look at doc's kill floor it allows for a 2 block clearance, you have to prevent mobs when the farm is set to xp mode to not allow the mobs to wander off the kill floor. I personally use a 1 wide fall channel, with a half slab access to the mobs, keeping the player at least 1 block away from the kill floor (if the player is too close to creepers they can explode).
So in essence this farm is way more efficient then linger farms, can easily be modified to 'hook' into sorters or mob collectors for other projects, supports the full 128 spawn collection from the player, is very fast, but resource heavy. In some areas it is slight easier to build then its endermen counterpart, but in other areas it requires more work.Oh I forgot an important part, each spawn floor, should limit the height to 2 block height, this will prevent endermen from spawning in the farm.
I used to have one of those on one of my REALLY early worlds. I got a lot of music discs that way.
One question though: How much blocks do mobs have to fall in order to kill them with one hit?
Thank you
Its important to note that in the next update mobs will begin spawning with random 'enchanted' equipment that will 'effect' them, so some will actually take alot less damage from falls because of a feather falling effects, as well as other armor effects.
Also remember that baby zombies will make their appearance, so if you plan on keeping your world through the next update, should plan ahead for this as well, a half slab opening should do the trick.
Thanks. I might make one XP Farm 24 blocks, so that they die and I can just collect there loot, and then another can be 22 blocks.
Oh yes, the mobs spawning with armor can slightly mess things up. Luckily, I have a diamond sword so I can kill them with that if necessary.
Baby Zombies? I never knew that was coming. Good to know though, I will make a slab opening.
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Anvils need to be under a block, or else they will fall (like sand) so maybe there can be a room where mobs spawn, and then pistons would be above the mobs, and anvils on top of the pistons, and when you pull a lever, the anvils will fall on the mobs. Would this work?