I've been getting sick of endlessly wandering around a Nether Fortress hoping Wither Skeletons will spawn, so I set up an obsidian pit under a portal in the overworld and pushed a bunch through (after naming them so they wouldn't despawn) and got about 20 of them in there. I waited for a thunderstorm and hit a creeper with my Channeling Trident to charge it, then led the charged creeper into the pit and it blew up, killing all the wither skeletons (and me; I had Blast Protection IV on all my armor, but the skeletons damaged me too much first for it to matter.) When I returned and retrieved my inventory, I found a single Wither Skeleton Skull on the floor. Allow me to quote the Wiki: "Charged creeper explosions that kill zombies, skeletons, wither skeletons, or other creepers cause one of those mobs to drop the corresponding mob head." I did not realize that the wording implies that you only get one skull per explosion, no matter how many mobs are killed. And here I was feeling so clever. Now I guess I need to redesign the whole thing to sort the skeletons into individual chambers, and bring creepers in one by one to blow them up. The most annoying thing about this is I have to wait for a thunderstorm to charge the creepers. I'll update this post with if that works or not. For all i know it may take just as long as killing them manually and hoping to get a skull, but at least it will be more interesting!
I've been getting sick of endlessly wandering around a Nether Fortress hoping Wither Skeletons will spawn…
For all i know it may take just as long as killing them manually and hoping to get a skull, but at least it will be more interesting!
Reworking part of a fortress into a wither skeleton farm can greatly improve matters…
(High end farms will be productive at skulls-per-minute rates, but take very large amounts of spawn-proofing and may require considerable complexity in mob sorting.)
The simplest wither skeleton farm I know of is simply a two wide, three high spawning hall in a fortress with a 2.5 high [bottom slab/air/air/bottom slab] player access hall next to it allowing one to run back and forth and 'ankle chop'.
Adding trapdoors to the ceiling to break line-of-sight makes it safer to use, and extending the player hall 129 beyond the end of the spawn hall enables one to clear the mob cap in the volume contaning the spawn hall easily.