I needed a form of xp, so I decided to build a mob farm. The design I used is from a YouTuber called gnembon, who makes efficient and impressive farms. I changed it into an xp farm (so it's lower to the ground than the original, a 22 block drop for the mobs). I tested it in my redstone ready creative world and it worked extremely well. I went over to my survival world and built it.
The farm works, just not as good as the one in my creative world. I get about 5 mobs per 1-2 minutes, which is very low compared to the one I built in the other world. I even went into some caves to light them up, but it didn't make much of a difference. Here are some more pics of the farm:
I used a 24-repeater redstone clock,
Here's the farm when I wait a long time,
The farm is on top of a cave (I lit it up as much as I could), I'm suspicious that this affected the farm.
Then here's the bottom of it.
If anyone knows the possible things I can do to make this farm work better, I'd be more than glad to look at your responses.
Or go up high enough that you are more than 128 blocks above the caves and and unlit surface but less than 128 blocks from any part of the farm where there are mobs since they instantly despawn if they are more than 128 blocks from a player.
Gnembon design is for mob drops, not for XP, with player AFK'ing way above the farm at Y=192. If you want to be under the farm, whacking at the mobs, that puts you on the surface, which means any mobs that might spawn in caves in 128 block radius, will take away from mob cap.
If you want the farm for XP, either you need to find and light every single cave in a 128-block circle, all the way to world bottom - which is a massive task.
Or you need to build this farm way way way up in the air. Namely, the bottom where you stand needs to be at 192, and the rest of the farm above that. And this assuming you build it over a real flat area such as ocean or plains.
Is your creative test world superflat? If so, it would have no caves for mobs to spawn in.
If you want the farm for XP, either you need to find and light every single cave in a 128-block circle, all the way to world bottom - which is a massive task.
It's a big job, but it's surprisingly not as massive as you might expect. A 128-radius cube (I'm squaring the circle for simplicity) equates to an edge length of 256 which translates to 16 chunks. You only need to make 256 holes straight down, and with an average surface height of 70 that's only about 18000 blocks. This equates to 280 stacks of blocks, or just a little over 10.3 single chests. After accounting for any caves/structures and water/lava/ores you might encounter and height differences, it probably will be just a hair less than 5 doublechests. If you wish to play it safe by digging 1x2 holes instead of 1x1 holes, you're only up to 10 doublechests.
You could probably even cut this down further by widely exploring caves you drilled into, but there'd really be no way to see your progress outside of x-ray/spectator mode.
It's way easier to just build a big farmer village for exp. All you need is a big melon and pumpkin farm, and you can get stupid amounts of exp very quickly while also earning piles and piles of emeralds.
If you want this farm to work, you have 3 options :
- light up all the caves in a 128 block radius. Incredibly tedious in my opinion, and there's no real way to know when you're done;
- remove the caves, that means make a huge hole to block mob spawning (maybe even more tedious, but more sure);
- and the option that I advise you (the less tedious), rebuild the farm up in the air (with the killing chamber at y=200). This will mean that all the mob spawn attempts outside the farm will fail, since there will be only air.
light up all[/b] the caves in a 128 block radius. Incredibly tedious in my opinion, and there's no real way to know when you're done
There isn't, but you can significantly cut down the amount of work by digging straight down in at least one spot in each chunk. I prefer doing 2 holes per chunk and in fact you can probably get away with further spacing (similar logic to branch-mining tunnel spacing). You may have to do some "post-100%" work if you happen to catch all the caves sooner and caves are generally large enough that they'll span several chunks, but in my experience it consistently allows me to reach 90-95% spawnproofing without having to wonder where to look next (which happens to save a bit of time, as well).
with the killing chamber at y=200
You actually have this backwards. Put the player up there, let the mobs spawn (and be processed) closer to the ground below the player.
You actually have this backwards. Put the player up there, let the mobs spawn (and be processed) closer to the ground below the player.
Except that this is apparently supposed to be an XP farm, so the processing is done by the player, so unless it uses a water elevator or something the killing chamber should be 128+ blocks above the surface.
Hello,
I needed a form of xp, so I decided to build a mob farm. The design I used is from a YouTuber called gnembon, who makes efficient and impressive farms. I changed it into an xp farm (so it's lower to the ground than the original, a 22 block drop for the mobs). I tested it in my redstone ready creative world and it worked extremely well. I went over to my survival world and built it.
The farm works, just not as good as the one in my creative world. I get about 5 mobs per 1-2 minutes, which is very low compared to the one I built in the other world. I even went into some caves to light them up, but it didn't make much of a difference. Here are some more pics of the farm:
I used a 24-repeater redstone clock,
Here's the farm when I wait a long time,
The farm is on top of a cave (I lit it up as much as I could), I'm suspicious that this affected the farm.
Then here's the bottom of it.
If anyone knows the possible things I can do to make this farm work better, I'd be more than glad to look at your responses.
Here's the tutorial I followed:
___
🧁 cupcakeroyalty 🧁
You need to light up all caves in a 128 block radius around your afk spot for the farm to work properly.
Or go up high enough that you are more than 128 blocks above the caves and and unlit surface but less than 128 blocks from any part of the farm where there are mobs since they instantly despawn if they are more than 128 blocks from a player.
Just testing.
Gnembon design is for mob drops, not for XP, with player AFK'ing way above the farm at Y=192. If you want to be under the farm, whacking at the mobs, that puts you on the surface, which means any mobs that might spawn in caves in 128 block radius, will take away from mob cap.
If you want the farm for XP, either you need to find and light every single cave in a 128-block circle, all the way to world bottom - which is a massive task.
Or you need to build this farm way way way up in the air. Namely, the bottom where you stand needs to be at 192, and the rest of the farm above that. And this assuming you build it over a real flat area such as ocean or plains.
Is your creative test world superflat? If so, it would have no caves for mobs to spawn in.
It's a big job, but it's surprisingly not as massive as you might expect. A 128-radius cube (I'm squaring the circle for simplicity) equates to an edge length of 256 which translates to 16 chunks. You only need to make 256 holes straight down, and with an average surface height of 70 that's only about 18000 blocks. This equates to 280 stacks of blocks, or just a little over 10.3 single chests. After accounting for any caves/structures and water/lava/ores you might encounter and height differences, it probably will be just a hair less than 5 doublechests. If you wish to play it safe by digging 1x2 holes instead of 1x1 holes, you're only up to 10 doublechests.
You could probably even cut this down further by widely exploring caves you drilled into, but there'd really be no way to see your progress outside of x-ray/spectator mode.
It's way easier to just build a big farmer village for exp. All you need is a big melon and pumpkin farm, and you can get stupid amounts of exp very quickly while also earning piles and piles of emeralds.
If you want this farm to work, you have 3 options :
- light up all the caves in a 128 block radius. Incredibly tedious in my opinion, and there's no real way to know when you're done;
- remove the caves, that means make a huge hole to block mob spawning (maybe even more tedious, but more sure);
- and the option that I advise you (the less tedious), rebuild the farm up in the air (with the killing chamber at y=200). This will mean that all the mob spawn attempts outside the farm will fail, since there will be only air.
There isn't, but you can significantly cut down the amount of work by digging straight down in at least one spot in each chunk. I prefer doing 2 holes per chunk and in fact you can probably get away with further spacing (similar logic to branch-mining tunnel spacing). You may have to do some "post-100%" work if you happen to catch all the caves sooner and caves are generally large enough that they'll span several chunks, but in my experience it consistently allows me to reach 90-95% spawnproofing without having to wonder where to look next (which happens to save a bit of time, as well).
You actually have this backwards. Put the player up there, let the mobs spawn (and be processed) closer to the ground below the player.
Except that this is apparently supposed to be an XP farm, so the processing is done by the player, so unless it uses a water elevator or something the killing chamber should be 128+ blocks above the surface.
Just testing.