I built a generic mob farm in a Nether fortress. Not identical but heavily inspired from.
What I’m worried about it that I get a really low spawning rate inside the mob farm.
Things to consider:
version 1.13.2, semi vanilla multiplayer server
Light level in side the farm is mostly close to 1
The farm is built on a crossroad section
The fortress is relatively isolated from land mass
The fortress used to have a lot of spawns (I even got groups of mobs spawning inside the farm while building it)
I covered all the surroundings with glass and wool (the server as a claim system with fire not spreading or destroying blocks in claims) to prevent spawns
In addition, I’ve put glowstone a bit everywhere, just in case
The player spot is at level 26, which is 24 levels below spawning floor 1, 28 levels below spawning floor 2, will be 32 levels below spawning floor 3 when built.
I get mobs spawning, just very slowly.
Mobs that spawn don’t get stuck and are directed where they should end.
(most) Mobs are not instantly killed by fall damages.
I have been playing around the farm with two accounts There seemed to be more spawns in the farm when I was ~32 blocks away but at the same level with one of the players.
So here are few things I wonder:
Should I better completely destroy the other fortress structures rather than just preventing spawn using carpets/glass/glowstones?
Is the player spot at the right altitude level?
It looks like I get slightly more spawn when I send one of the character to activate my zombie-pigmen farm (other locations, top of the nether), so this could have to do with server cap? (but according to the admin, not so long ago, it is far from filled.)
The standard, single-player cap value is 70 mobs, which is what is used on a server too when only 1 player is on. More players online means the cap increases (there's a formula somewhere, but I dunno what it is) based on the number of unique chunks loaded by the total group of players. Chunks that are within the loaded-chunks areas of multiple players will only be counted once and will not have faster or more frequent spawnage. Additionally, there's no control on where the mobs spawn so they won't necessarily spawn evenly around all players. This means that some players could end up with more than their fair share of mobs. Short of some sort of mod/plugin that specifically messes around with spawns OR by rounding up all the players and making them occupy the same area, there's no way to control this.
Player location relative to spawning is axis-independant. So long as you are far enough away (24+ blocks away) that mobs can spawn OR are close enough (128 blocks or less) that mobs can spawn, you are free to be above, below, or to any side of your mob farm with zero changes in spawn rates. Keep in mind that being to the sides could potentially push part of your farm beyond 32 blocks and that would cause mobs to stop wandering around, potentially getting stuck on the spawn platforms instead of rushing to their deaths as quickly as possible.
In 1.13, and this is probably true for earlier versions of Minecraft as well, there are blocks that can catch spawn attempts and spawn mobs (dirt, cobblestone, jack o lanterns, etc), blocks that can catch spawn attempts but cannot spawn mobs (leaf blocks), and blocks that cannot catch spawn attempts and cannot spawn mobs (glass, sea lanterns/glowstone blocks/redstone lamps, etc). Just because a spawn attempt fails to land a mob doesn't mean the spawn attempt doesn't happen, so on a very absurd technical level you actually should remove/replace all spawnable blocks rather than spawnproofing them. The benefit is probably not worth this amount of effort, however.
Nether Fortresses are typically far enough away from each other that mobs are not spawning in both locations while you're present at one of the fortresses (the same might not be true if you were sitting halfway between them, depending on how sprawling the fortresses were and where exactly the farms were located in each fortress). There's no need to destroy other fortresses unless they/parts of them are within the spawn radius.
When you say "catch" a spawn attempt, you mean that the spawn attempt will be "more likely" to happen on these blocks and may possibly get cancelled if they are non spawnable blocks ?
I wasn’t talking about destroying other fortresses but rather the other platforms of this precise fortress (which I didn’t do in the end)
I noticed that having a character at both the fortress farm and pigmen farm (above Nether) triggered some spawns on both sides but the ultimately made both farms run slower (even if the server admin said he would increase spawn rate anyway). So I don’t have both of my character in those farms at the same moment.
I somewhat improved the spawn rate in the fortress farm:
- Found some more places where pigmen were spawning (medium sized floating netherrack platforms that I thought were far enough, netterrack/magma blocks platforms at the bottom of the fortress)
- replaced all the glass and carpets with cobblestone slabs (not sure though if this impacted spawn but I consider glass harder to get than cobblestone and I found it somewhat "unprofessional" to rely on the claim system to protect the carpets).
Spawn rate improved but was still somewhat slow, still interesting for an afk account just having to click the sword (for Looting III) from times to times.
Right now I went for something that looks like a mix of more simple and more complex at the same time. Because the fortress farm wasn’t satisfying and the fortress used to have lots of spawns:
- I made all Wither Skeleton spawnable places spawnable again
- installed 3 beacons (Strenght II, Resistance II, Speed I/Regen) on top my most used locations (fortress is large enough to have room for 1 or 2 more pyramids)
- I have full sets of Protection IV and Fire Protection IV
- Using a Smite V sword
- expanded Whiter Skeleton spawning areas where possible (typically crossroad can be a 19x19 square platform
- installed some flying machines that go fetch mobs that spawn a little too far at the end of straight lines and bring them near the pyramid.
- Made some safe places I can retreat too, safe bridges to run from a platform to another
That way the fortress is more like a "safe hunting place" and I can rather safely take any pack of mobs (including pigmen) in the fortress, I can fall in lava (I yet have emergency fire resistance potions).
Most annoying are blazes (mostly because their fireballs can slow/push you) and I still need to be careful in case of very large spawns including blazes.
I put the "afk" account at the bottom of the fortress farm so it gets free kills when mobs spawn in the farm, and I suspect that it help mobs spawning in the fortress. (If I wasn’t using dual account, maybe I would remove the farm automations and only keep the spawning platforms).
I’m still nowhere near the 3 skulls/min announced in the video, but it seems like a decent choice considering the complexity of mobs spawning in multiplayer.