Recently i built a big mob farm for zombies, creepers and skeletons without the help of spawners in survival mode on a realm and it didn't work as fast as i expected it too, after looking some information up a found out why and the answer too why it wasn't working that fast was quite simple. And the reason i came here today was to get idea's from other people on how to build a good zombies, creepers and skeletons farms without the help of spawners. If possible could you send me some efficient designs for a mob farm that don't take too much time and resources, thanks.
This farm is easy, a quick build, doesn't require redstone skill and produces way more than enough mob drops. It's not 100% fastest, but an hour will pretty much get you a double chest of each drop...
Gnembon and the other scicraft dudes are also all geniuses so I encourage checking them out!
Here are three fast tips on how to maximize the amount of mobs spawning in your spawner:
1. Make sure to completely light up all of the cave systems that may exist below the spawner, mobs will spawn there more often than in your spawner.
2. Build the spawner at a really low y-level, and all in the same chunk. The spawning algorithim checks each chunk 1 by 1 for acceptable spawning conditions, but it also checks from the bottom of the world to the top, so it is able to spawn mobs faster at the bottom of the world.
3. Make sure you have a system that transports mobs away from the spawner very fast. Mobs are less likely to spawn when there are already others around. Try dropping them far or using some sort of water system to transfer them somewhere else for processing.
Thank you for the tips i will take these in to consideration when i work on my mob farm. Quick question, would being on a server effect the amount of mobs that spawn.
Thanks, i know about Gnembon and other people that are apart of Sci craft but i have never got to watching this video of Gnembon's. Thanks for the link to it.
Any form of multiplayer world would affect how mobs spawn, yes. The game spreads out mobs across all players, but to offset this the game raises the mob cap appropriately. However, not all areas are going to be equally spawnable; you might've lit up all the area around you to get rid of mob noises and surprise creepers dropping down on you (or, you know, preparing the area for efficient mobgrinder spawning...) but someone else might not have bothered doing so. More mobs will spawn where there is more chance of spawnage.
Additionally, cage spawners ignore the mob cap. This means that if someone else is getting all the spawns they can still grind out drops and xp. What this also happens to mean, though, is that all of the mobs generated by cages also count towards the mob cap; by sitting around a cage spawner letting it spawn mobs up to a decently-sized amount, you reduce and ultimately prevent mobs from spawning elsewhere.
Recently i built a big mob farm for zombies, creepers and skeletons without the help of spawners in survival mode on a realm and it didn't work as fast as i expected it too, after looking some information up a found out why and the answer too why it wasn't working that fast was quite simple. And the reason i came here today was to get idea's from other people on how to build a good zombies, creepers and skeletons farms without the help of spawners. If possible could you send me some efficient designs for a mob farm that don't take too much time and resources, thanks.
SageD360
This farm is easy, a quick build, doesn't require redstone skill and produces way more than enough mob drops. It's not 100% fastest, but an hour will pretty much get you a double chest of each drop...
Gnembon and the other scicraft dudes are also all geniuses so I encourage checking them out!
Here are three fast tips on how to maximize the amount of mobs spawning in your spawner:
1. Make sure to completely light up all of the cave systems that may exist below the spawner, mobs will spawn there more often than in your spawner.
2. Build the spawner at a really low y-level, and all in the same chunk. The spawning algorithim checks each chunk 1 by 1 for acceptable spawning conditions, but it also checks from the bottom of the world to the top, so it is able to spawn mobs faster at the bottom of the world.
3. Make sure you have a system that transports mobs away from the spawner very fast. Mobs are less likely to spawn when there are already others around. Try dropping them far or using some sort of water system to transfer them somewhere else for processing.
Thank you for the tips i will take these in to consideration when i work on my mob farm. Quick question, would being on a server effect the amount of mobs that spawn.
SageD360
Thanks, i know about Gnembon and other people that are apart of Sci craft but i have never got to watching this video of Gnembon's. Thanks for the link to it.
SageD360
Any form of multiplayer world would affect how mobs spawn, yes. The game spreads out mobs across all players, but to offset this the game raises the mob cap appropriately. However, not all areas are going to be equally spawnable; you might've lit up all the area around you to get rid of mob noises and surprise creepers dropping down on you (or, you know, preparing the area for efficient mobgrinder spawning...) but someone else might not have bothered doing so. More mobs will spawn where there is more chance of spawnage.
Additionally, cage spawners ignore the mob cap. This means that if someone else is getting all the spawns they can still grind out drops and xp. What this also happens to mean, though, is that all of the mobs generated by cages also count towards the mob cap; by sitting around a cage spawner letting it spawn mobs up to a decently-sized amount, you reduce and ultimately prevent mobs from spawning elsewhere.