I love how the episodes seem to connect to each other. Yesterday was all about mob proofing, today we use that same mechanic to control mobs in a farm.
Indeed. Villager week, bee week, this Week has been about spawns and nether travel... I like the logic of having them together, so it will be easier to find some explanations in the future
@@Pixlriffs it’s always a joy for me. I’ll watch an episode and wonder where the next episode will take us. I’ve fully enjoyed the survival guide so far, and your episodes have kept me inspired in my own survival world.
The rates of this farm in an hour: 1373 rotten flesh 1417 gunpowder 1382 arrows 1302 bones 1072 string Plus 2 extra raw chicken and 2 feathers from the chicken jockeys that generated in this farm I guess So, 6553 items per hour! That's a pretty efficient farm, however you can increase the drop rates a bit more by removing all the water from the ocean beneath and then spawn proofing the area so that the drowneds can't spawn and fill up the mob cap :)
@@Pixlriffs Yes, 1.18 nerfed a lot of mob farms quite a bit. And thanks for replying, I never thought I'd get an reply from such a famous and experienced person like you! 😀❤️
Note: it is actually recommended to use top slabs for the spawning platforms, because this will stop mobs from pathfinding. This makes sure they don't 'fight' the water streams and get stuck on the edge. Alternatively, scaffolding has the same effect. Great video btw! :)
I always find the alternate flushing mechanism aesthetically pleasing, but other than that I prefer to flush all the platforms at the same time. This way I can disable the farm if I want to or if it interferes with another farm that I would like to run at that time (i.e. a slime farm in the same area).
Yeah, having an option to disable the farm makes sense! In my case, this farm is far enough away from my other builds that it won't really interfere with anything - I'd be going here specifically to afk for mob drops.
@@Pixlriffs I think I know what's wrong with my creeper from over the ocean like I'm watching your newest survival guide S2 video and I'm like oh my God after just an hour like 20 stacks of gun powder
As always, I appreciate the in-depth explanations! A lot of tutorials are "follow block for block, don't worry how it works," but you always give the crucial information, such as in this video, redstone and mob mechanics, so that should someone wish to customize their farm they can do so with assurance that it will still function properly. I'm brand new to the game, thanks to my kids, and while I spent some time fascinating them with Mumbo-esk creations in creative, I've finally started my first survival world and you've been an exceptional guide! Thank you! Looking forward to your next video!
If you wanna save some resources, you can make the topmost roof with diagonals, just extend the arms to where its supposed to be and connect it with a diagonal.
I am a returning player from the pre alpha stages from like 1.3 or so. I quit playing when jungle biomes were released. I know very very little about this game anymore but thankfully from your videos I have learned a lot. I have killed my very first ender dragon and got my very first elytra following your videos. I haven’t gotten to my auto storage as you have but I have started a very nice place due to your videos. Thank you for the content
I'm an old guy that enjoys Minecraft and I am learning SO much from this video series. I've watched dozens of Mob farm videos and even though I'm on Bedrock, this is the one of the best explained Mob Farm videos I've watched. (Although I admit, I can't keep up with how fast you talk, so I need to slow down video or watch it a bunch of times.) You referenced the difference with Bedrock and I've seen some good Bedrock videos, but none that explain the mechanisms as well as this one...Keep up the great work Sir Pxilriffs!
Hey pix! I wanted to mention that there is a "real" benefit to using top slabs as the spawning platforms rather than full blocks, other than just saving on building materials. Because top slabs aren't full blocks, mobs will not pathfind across them, allowing the water to push them off the platforms a bit faster than if they were able to walk around (effectively increasing your farm's output by a couple percent, although yours is fast enough that it may not be worth going and changing it at this point, it's up to you)! Using scaffolding allows for the same effect.
Bedrock has additional spawning mechanics in the form of surface spawns and cave spawns. Most players on bedrock will take advantage of the cave spawns because I think it spawns twice as many compared to surface spawn mobs. EDIT: Mobs on bedrock edition spawn in a radius away from the player, the player has an area around them where mobs cannot spawn, outside of that mobs will spawn.
Bedrock also has population caps for each type of mob, and mob density caps. So, if I understand things correctly, the game doesn't want to spawn more than 5 creepers on the surface within a 9x9 chunk area. Really strange when you're used to Java spawns
@@Pixlriffs Thats the reason that most farms for gun powder are built way up in the sky on Bedrock, that we the numbers are kept at near zero by killing the mobs quickly.
Gnembon recommends all platforms flush simultaneously so you can turn the farm off by having all platforms flooded. That helps if you want to do maintenance to the farm without being bitten, shot, exploded, and splashed. In other words, there are considerations other than drop rates. And since you *do* plan to do maintenance on the farm, it might be helpful.
@@faroncobb6040 Hmm, true, in 1.18 But either way I was slightly confused when I wrote that. You can turn off mob spawns for maintenance simply by being within 24 blocks of it and waiting a complete cycle. The two reason I can think of for synchronization being useful now are 1. on a server, if some people will be near it when you don’t want it running; or 2., you can turn all the platforms to *no water* for maintenance.
I was following along the survival guide pretty diligently up until this episode. I got about half way through building the mob farm, and even though I was still watching, never actually went back to finish it because real life kept getting in the way... I finally logged in today, a year later, and finished it! I'm going to have to re-explore my world and rediscover everything I had forgotten, but what a thrill to finally have a stable source of gunpowder. Looks like I'll be rewatching the survival guide again :)
IF ANYONE IS WONDERING -- for bedrock -- you have to invert the observer and the dispenser where the dispenser is hanging down from the ceiling of one platform, with a blocks of air and the observer facing towards the sky flush with the platform you are standing on in order for this to work, otherwise the design will work, but the spawn rates will vary because of spawn distance rules.
Just for bedrock folks like me who enjoy converting pixelriffs designs to our mechanics or follow along his guide a little notes for you: -light in bedrock edition can and will travel through slabs so build the roof out of full block then slab it or torch it. -you can kill witches with a trident killer just fine. -spiders will die with trident killers if you change 1 piston timing that will allow them not to get stuck. -if you can't handle spiders with your piston timing you can make the killing chamber U shape and use water to drown them in the place the climb to. -Looting enchantment can apply if you use a sword with the trident killer and will not take durability damage and yes trident killers give experience. -All mob farms give x2 gunpowder than creeper only farms. -Use scaffolding then your flushing water if you want to skip on the redstone parts of it but just a note the same redstone pixel did will work no problem. -Building the farm 140+ blocks going to the sky will give you full rates with cave spawns too, so don't skip on building it high and ofc higher simulation distance means you have to go higher. -building your afk spot 32 block horizontal from your middle spawn floor is the optimal afk spot, not in the sky. -For long afk sessions put a hopper underneath you so in case you starve you don't lose on your gear.
I've never built a mob farm in all my 5 years playing Minecraft...but i think this will be my first. You always explain things so well and set the right expectations. Love love love your content ❤
I like alternating water since it looks nice and keeps a constant flow of mobs going through the farm. I think of it like traffic, where it is better to keep it rolling than stop and go.
Hi Pix! Just thought you may want to know, some high level raid farms provide far more witch drops than even a quad witch hut. Plus it's really easy to use looting on it. I'm sure building a witch hut farm is still on your bucket list, but it's a good thing to know.
Yeah, I’m planning to build all sorts of farms in this series even if they aren’t the most practical solution. Later in the series, it becomes much more about what’s possible than what’s necessary or efficient
This guide was really easy to follow and, my goodness, it's efficient! One improvement would be to list all the materials needed to make the farm at the start as I needed to do a little traveling back and forth whilst building it. Other than that, fantastic, thank you!
Hello sir! I very much appreciate this video. I'm a casual player, full-time job, life, etc, and thus sometimes it's difficult for me to build up the necessary gumption to build larger things like this. This morning I followed the tutorial and got it done. Very much enjoying your back catalog of Minecraft Guide series, as well as the current iteration, and the podcast. Be well sir!
if you want a more discreet mob farm you can set it up in a mountain that's not too wide and just dig the platforms out so that you collect materials rather than spend them (it's also easier that way when you have a beacon). That way it's also pretty low down in the world which is good
Not a bad idea! Although it would require some mob-proofing of the surface of the mountain itself, as well as any caves that lace through it, but that's certainly manageable.
@@LeopardMask12 yeah you need to spawn proof the top but you don't really have to deal with the caves if you choose a proper location where there's just enough room for your farm. If there are caves below, it doesn't really matter as long as you set your afk spot at the right height
I learned a lot about fire spread building one of these. I made one in a desert and completely enclosed it with sandstone. I used lave streams as lighting on the outside and let me just say, fire will burn down your water platforms faster than you can imagine even if you leave a 3 block gap above the lava. :) A lesson only needing to be learned once.
One tip with mob farms, specifically speak for the diamond platforms, if you use slabs not only is it cheaper (especially with stone cutter and stone type material) but the mobs don’t pathfinder correctly on top slabs so they don’t fight the water streams and thus get pushed off easier (this obviously won’t work for creeper farms due to the height requirements) The other thing is I build mine with the dispenser sticking up from the floor this makes the platform 1 block larger per platform for each level (8 blocks instead of 7 from center) as the observer blocks that spot anyway. It’s ends up giving you 32 extra spawn spots per layer (which really adds up)
Hey pix, maybe when you make another mob farm to explore any new changes to mob farms, you can maybe make right above y level 0 for even more drops and maybe you can also mess around with portals to make a mob xp farm even if we AFK high above the farm.
I cannot get that god forsaken redstone clock to trigger the dispensers or the music box. It works on it's own up top but refuses to communicate with the music box.
since 1.18 came out i've been playing in a server with some friends. I was the one responsible for the general mob farm and when i was building the sorting system i got attacked by a drowned with a trident. That is my first trident ever.
One thing at a time! We'll cover creeper farms later, but I didn't want to get too technical when we're only just introducing the concept of a mob farm like this.
My preferred flushing configuration is having all floors flooded while the farm is off. That has the distinct advantage of not having to deal with random mobs spawning in the idle farm if you decide to work on it for any reason. Two other very useful optimizations I like to apply to my general hostile mob farm are: - using slabs for the spawning floors, because that prevents mobs from starting to move around on their own and thus ensures they won't resist getting flushed off, and - building the entire thing in a desert to reduce the number of zombie spawns. Deserts have the unique property of replacing most zombie spawn attempts with husks, which can only spawn with direct sky access. Since the farm has a roof, preventing husks from spawning entirely, this shifts the ratio of spawns (and therefore drops) away from zombies and their rotten flesh, and you get more of the useful stuff like bones, string and gunpowder. No worries, there will still be more than enough rotten flesh to trade away to cleric villagers and to feed your dogs. I can strongly recommend watching gnembon's video about his version of the farm (it's more a video essay than just a tutorial, so get a snack and sit back while knowledge is being pumped into your brain) and his update video for 1.15/1.16, as he also explains how mob spawning works in Java edition in the first place. The update video particularly also mentions a way to build this type of farm in Bedrock edition, although it does not include an actual tutorial for that. Gnembon also explains possible modifications of the farm to restrict the types of mobs that spawn in it, and spoilers: It can even work for farming endermen in the overworld. (I'm sure Pixlriffs will show other kinds of specialized mob farms later in the series.)
I built this farm in a desert in my 1.17 Hardcore series, and it was great! We might do that in future, but only if I decide to settle in a desert and build a base there. The nearest desert in this world is about 4000 blocks away diagonally, and is also VERY hilly, so not ideal for an early farm like this 😂
@@Pixlriffs Yup, the new terrain certainly makes finding suitable locations outside of oceans a lot harder. Back until 1.17 any of the abundant flat areas would have worked with minimal torching.
The one big advantage Bedrock has is Trident Killers, basically we can setup mob/xp farms, kill them, get the Looting 3 effect all while being truly afk. Can even channel to us from multiple farms and get the drops and all we have to do is site our toon in the center to activate the farms.
Thank you for the tutorial. I built one (with 8 layers) in my 1.17.1 world (not ready to play 1.18 because I don't like the new terrains). This farm works really well and very efficient.
If you don't use a tall drop chute to kill the mobs, try setting your hopper clock around the 50-56 items the water retracts just in time for the majority of the mobs be killed from the soul campfires.
I just went back to this to make one in one of my worlds for the first time (I've been following your channel since the beginning of season two of your Let's Play), and I noticed you haven't gone back to install an auto sorter. I'm assuming the auto sorter in episode 45 is what you'd use? Thanks so much for the amazing content, it's brought me SO much inspiration and joy. :)
I love how when pix was showing the "Difference In fire damage bewteen campfires" he took 0 hearts cause of his armor, so we literally couldn't see a difference.
if you take one block away from a spawning platform diamond corner, water will flush that platform but also overflow down to the next one... so if you stagger the spawning platforms so that the overflow hits the centre of the next platform down you can trigger a cascading flush from the top to the bottom with just 1 dispenser and 1 bucket of water
Correct me if I’m wrong, Lima go made a video explaining new mob spawning mechanics, building a mob farm lower in the world doesn’t affect spawn rates as much if at all in 1.18
There's is a similar mob farm wich is also lag proof for bedrock. There's is a great exclusive bedrock feature wich consist on mob spawning inside scaffolder so if u make the same platform design and add one layer of scaffolding in each layer followed with one water source in the middle the mobs will gett wash off from the platforms leading them to the kill chamber.
Aw man, I won’t be able to watch this episode right away. I’ll go and eat lunch with my university friends, will have to watch after I’m back. I’m really looking forward to it tho because I’m planning to build a mob farm soon in my own survival world (after I fix my iron farm haha)
Hey Pix don't know if you know or not but when you get to the point on talking about horses there is a way to find out how fast it is before you tame it, got to listen out for the hooves while trying to tame it, the more hoove sounds the faster it is
It's worth noting that in 1.18 the mob spawning rules changed so that it's no longer more efficient the lower down in the world you are. All Y levels have roughly the same spawning efficiency as pre 1.18 Y=64, so you might as well build mob spawners at the top of the world and not have to worry about lighting anything up below IMO.
AFAIK the behavior you described didn't stay very long, it was reverted back just after a few snapshots. My friends and I cleared some chunks to the bedrock level (-59) and made an absurdly efficient slime farm, just like ye olde days.
That is, in fact, outdated information. It was attempted in a snapshot release, and dropped again pretty much immediately. The new approach was not only "dumbed down", but also massively decreased performance, as it effectively ran the current mob spawning logic up to like 24 times, once for each non-empty subchunk. 1.18 still uses the previous algorithm and thus it is very beneficial to build lower down, as long as all blocks above are removed. It may not have come across that clearly in Pixlriffs' explanation, but the faster spawning happens because there are fewer Y-levels to randomly select between if there are no blocks above.
Little tip for the storage system: if you use trapped chests for the bottom chests, items won’t flow in from the hopper until you close the chest. This makes taking out items less annoying, especially when you know what amount you need and it is less than a whole stack.
Ah, good old faithful! I was wondering when you were gonna build one of these 🤓 in my latest world I have a skeleton and spider spawner in range of each other, and I plan on making a gold farm on the nether roof so I'll get plenty of rotten flesh there 😂 so when I make a dark room spawner I plan to make it creeper only, and build a massive sugar cane farm around it, with a conjoined storage area that will effectively act as my rocket factory 😎 all that's going to take some time, but I already went to the End to get shulker boxes so I got to fly a little with the bit of gunpowder I had from natural kills
I honestly think making it diamond-shaped is more work, because you’ve got to count it out, do a bunch of diagonal bridging and make sure the dimensions are right. I think it’s much simpler to build a square and fill it in.
If you want to make sure only creepers spawn, you could put trap doors under the top layer of each floor. I built the one Wattles posted a few weeks ago and it works great too.
I did this with only a few layers of a mob farm of this design to increase the ratio of gunpowder to the rest of the drops. Explanation for those who don't know why this works: Creepers are a bit shorter than skeletons and zombies so if there is 2 blocks minus one trapdoor high headroom, only creepers and spiders wil spawn.
To prevent spider spawns, you can place carpets or in a specific pattern, because spiders require a 3x3 floor space or something like that. Though that does mean you cannot use water flushing and have to scare creepers of the platforms edge with cats instead, but then you also reduce spawning real estate for the creepers, too and need to add way more platforms to compensate. Probably not worth the effort, at least not on a single player world, where all the other items are also useful, anyway.
Personally speaking, I prefer having all of the layers of a mob farm flushing at once. Namely because this provides me with the option to completely disable the farm, so I can do things like maintenance, or ascend a ladder to the farm without getting shot at. There's also a little bit of a peace of mine element to it.
I would love to learn how to use an item sorter to get rid of "junk" items like bows. Skeletons always drop so many bows and they don't stack so it clogs my chests 😬
item sorters don't exactly work for non-stackable items, unfortunately, but if you sort everything you *do* want, then you can dump the stuff at the end of the hopper chain into a "junk chest"! there are ways of automatically disposing of the items using a dropper and a redstone clock, too, but we can't necessarily explain that adequately in a youtube comment reply.
Thanks for making such interesting and informative episodes, Pix. But I have a quite about the attendant livestreams. Do you still plan to archive to your VODs channel? I haven't seen anything new since your bingo randomizer for Feb. 6. And I enjoy your streams just as much as the tutorials. Keep up the great work!
I haven't seen someone make this kind of mob farm since early Beta/ late Alpha. They were usually giant squares with smaller squares inside with a bunch of water channels and a very long drop though.
@@ProducerSteve11 just need to make a light suppressor and a few portals with a giant roof for over 40k drops and you can stretch this to over 600k drops
@@attadarshimeshram7136 EOL ("End Of Light" for those wondering what the heck this means) is a sketchy approach, as it requires you to run a server configuration that suffers severe performance issues whenever more than a couple of players are online. I'm going to assume that most players will play on some kind of Paper or Spigot server, or on a Fabric server with performance mods like Lithium and Starlight. The latter and Paper specifically replace the lighting engine to make it fast enough that EOL simply isn't possible anymore. I believe SciCraft will be swallowing the pill of not having access to EOL-related techniques in favor of being able to run larger world eaters/quarries.
I prefer to make a simple creeper farm instead of a general one. Gunpowder is needed most, and a few string are helpful. Bones aren’t needed as much with moss farms now, and you don’t need a very big farm for creepers with flushing (or cats)
Nice. I've never built a general farm, only specific farms. Might stick this in my more difficult world. The easy world didn't need it. Found the mob spawners under my base in the first few hours of playing. The more difficult world only gave me a spider spawner a couple thousand blocks from spawn. I did, however, find 2 mansions within a few thousand blocks of spawn. One is smaller than the other. Such a strange world.
This one’s worth it for the gunpowder, unless you feel like building a specialised creeper farm instead - but I’ve had no luck finding skeleton spawners, so I need it for the bones!
I built a 24 layer mob farm at y=190. More efficient because there is no valid spawning places at all in the sky otber than the farm. About a double chest gun powder/ half hour
I’ve made this style of farm on both Java and Bedrock. I generally add slabs so that it targets spawns of creepers. I prefer to flush all platforms at the same time. From my experience it seems to have a slightly higher drop rate
@@xStapleheadx Not really, trying to restrict to creeper only actually reduces the rates for their spawns. Its stupid how it works. Best to make a farm to let everything spawn, and just kill them quickly with a trident killer.
I didn't know piglins were afraid of soul fire! Maybe putting soul torches down when opening chests in a bastion would help keep the angered ones away. I wonder if brutes are also afraid of it.
I built this farm and i had the hopper clock stop working until i manually went and flipped the lever off and on. I'm guessing something got messed up when the chunks were unloaded at some point? Just a word of caution to double check that the hopper clock is functioning before you start AFK'ing or you may be disappointed by no mob drops several hours later.
I rather having all platforms flooding at the same time as it allows you to turn the farm off. Alternating is slightly more efficient but you are far from reaching the mob cap with only one module so it's basically the same.
Stray kitties can also despawn, if I remember correctly ;o; Edit: Ah..... I've been well aware of the light level spawning changes, and yet it didn't connect in my head that this also means my mob farm is going to be effected. I haven't tried using it since updating the server, so I hadn't noticed that it would only work at night now. Gonna have to update that, or make the new tinted glass version I was considering already.
sometimes it is ugly to have witches not being killed in a farm so maybe witch spawn proof it will probably also spawn proof zombies but who needs zombies
Apparently the "Etho hopper clock" design got updated at some point. I still use the stacked design with the pistons and redstone block on top of the hoppers
I love how the episodes seem to connect to each other. Yesterday was all about mob proofing, today we use that same mechanic to control mobs in a farm.
Yeah, sometimes there are logical chains of concepts I can bring to these episodes. :)
@@Pixlriffs pix you’re awesome
Indeed. Villager week, bee week, this Week has been about spawns and nether travel... I like the logic of having them together, so it will be easier to find some explanations in the future
@@Pixlriffs it’s always a joy for me. I’ll watch an episode and wonder where the next episode will take us.
I’ve fully enjoyed the survival guide so far, and your episodes have kept me inspired in my own survival world.
@@Pixlriffsgg
The rates of this farm in an hour:
1373 rotten flesh
1417 gunpowder
1382 arrows
1302 bones
1072 string
Plus 2 extra raw chicken and 2 feathers from the chicken jockeys that generated in this farm I guess
So, 6553 items per hour! That's a pretty efficient farm, however you can increase the drop rates a bit more by removing all the water from the ocean beneath and then spawn proofing the area so that the drowneds can't spawn and fill up the mob cap :)
So about 6500 items/hr. Not bad considering there's 64 blocks more depth in the world.
@@Pixlriffs Yes, 1.18 nerfed a lot of mob farms quite a bit. And thanks for replying, I never thought I'd get an reply from such a famous and experienced person like you! 😀❤️
Ya it's a chicken farm of course😂😂
@@sharangramakrishnan5402 Yes it's is, but you might not wanna afk here for chickens 😂😂
1 tower or 4? I have 4.
Pix is working hard for us, he posted 60 episodes around 2 and a half months. Just incredible
Edit: omg, I got 169 likes for the first time
yes he is working so hard i really love his videos as well
SUBSCRIBE TO THIS MAN!!
Yes. Also that's how he gets paid
And the good thing is that he loves it
LMAO, here is your 121st like
Note: it is actually recommended to use top slabs for the spawning platforms, because this will stop mobs from pathfinding. This makes sure they don't 'fight' the water streams and get stuck on the edge. Alternatively, scaffolding has the same effect.
Great video btw! :)
I always find the alternate flushing mechanism aesthetically pleasing, but other than that I prefer to flush all the platforms at the same time. This way I can disable the farm if I want to or if it interferes with another farm that I would like to run at that time (i.e. a slime farm in the same area).
Yeah, having an option to disable the farm makes sense! In my case, this farm is far enough away from my other builds that it won't really interfere with anything - I'd be going here specifically to afk for mob drops.
I was composing a similar suggestion, you have said it much better. ;)
@@Pixlriffs I think I know what's wrong with my creeper from over the ocean like I'm watching your newest survival guide S2 video and I'm like oh my God after just an hour like 20 stacks of gun powder
@@Pixlriffs I think my Redstone thing isn't giving them enough time to spawn
I was about to say the same thing about being able to disable the whole thing.
As always, I appreciate the in-depth explanations! A lot of tutorials are "follow block for block, don't worry how it works," but you always give the crucial information, such as in this video, redstone and mob mechanics, so that should someone wish to customize their farm they can do so with assurance that it will still function properly.
I'm brand new to the game, thanks to my kids, and while I spent some time fascinating them with Mumbo-esk creations in creative, I've finally started my first survival world and you've been an exceptional guide! Thank you!
Looking forward to your next video!
I’m glad that comes across! That’s the whole reason I’m making this guide - to explain *why* to do things, not just *how* to do things.
If you wanna save some resources, you can make the topmost roof with diagonals, just extend the arms to where its supposed to be and connect it with a diagonal.
I was thinking the same thing dude
I am a returning player from the pre alpha stages from like 1.3 or so. I quit playing when jungle biomes were released. I know very very little about this game anymore but thankfully from your videos I have learned a lot. I have killed my very first ender dragon and got my very first elytra following your videos. I haven’t gotten to my auto storage as you have but I have started a very nice place due to your videos. Thank you for the content
I'm an old guy that enjoys Minecraft and I am learning SO much from this video series. I've watched dozens of Mob farm videos and even though I'm on Bedrock, this is the one of the best explained Mob Farm videos I've watched. (Although I admit, I can't keep up with how fast you talk, so I need to slow down video or watch it a bunch of times.) You referenced the difference with Bedrock and I've seen some good Bedrock videos, but none that explain the mechanisms as well as this one...Keep up the great work Sir Pxilriffs!
Hey pix! I wanted to mention that there is a "real" benefit to using top slabs as the spawning platforms rather than full blocks, other than just saving on building materials. Because top slabs aren't full blocks, mobs will not pathfind across them, allowing the water to push them off the platforms a bit faster than if they were able to walk around (effectively increasing your farm's output by a couple percent, although yours is fast enough that it may not be worth going and changing it at this point, it's up to you)! Using scaffolding allows for the same effect.
Bedrock has additional spawning mechanics in the form of surface spawns and cave spawns. Most players on bedrock will take advantage of the cave spawns because I think it spawns twice as many compared to surface spawn mobs.
EDIT: Mobs on bedrock edition spawn in a radius away from the player, the player has an area around them where mobs cannot spawn, outside of that mobs will spawn.
Bedrock also has population caps for each type of mob, and mob density caps. So, if I understand things correctly, the game doesn't want to spawn more than 5 creepers on the surface within a 9x9 chunk area. Really strange when you're used to Java spawns
@@Pixlriffs I believe that's true about the density cap on mobs. People who know bedrock mechanics better than I will tell you more.
@@Pixlriffs Thats the reason that most farms for gun powder are built way up in the sky on Bedrock, that we the numbers are kept at near zero by killing the mobs quickly.
Gnembon recommends all platforms flush simultaneously so you can turn the farm off by having all platforms flooded. That helps if you want to do maintenance to the farm without being bitten, shot, exploded, and splashed.
In other words, there are considerations other than drop rates. And since you *do* plan to do maintenance on the farm, it might be helpful.
You should be able to turn off mob spawns for maintenance just by removing the right four slabs from the roof.
@@faroncobb6040 Hmm, true, in 1.18
But either way I was slightly confused when I wrote that. You can turn off mob spawns for maintenance simply by being within 24 blocks of it and waiting a complete cycle.
The two reason I can think of for synchronization being useful now are 1. on a server, if some people will be near it when you don’t want it running; or 2., you can turn all the platforms to *no water* for maintenance.
I was following along the survival guide pretty diligently up until this episode. I got about half way through building the mob farm, and even though I was still watching, never actually went back to finish it because real life kept getting in the way... I finally logged in today, a year later, and finished it! I'm going to have to re-explore my world and rediscover everything I had forgotten, but what a thrill to finally have a stable source of gunpowder. Looks like I'll be rewatching the survival guide again :)
IF ANYONE IS WONDERING -- for bedrock -- you have to invert the observer and the dispenser where the dispenser is hanging down from the ceiling of one platform, with a blocks of air and the observer facing towards the sky flush with the platform you are standing on in order for this to work, otherwise the design will work, but the spawn rates will vary because of spawn distance rules.
Just for bedrock folks like me who enjoy converting pixelriffs designs to our mechanics or follow along his guide a little notes for you:
-light in bedrock edition can and will travel through slabs so build the roof out of full block then slab it or torch it.
-you can kill witches with a trident killer just fine.
-spiders will die with trident killers if you change 1 piston timing that will allow them not to get stuck.
-if you can't handle spiders with your piston timing you can make the killing chamber U shape and use water to drown them in the place the climb to.
-Looting enchantment can apply if you use a sword with the trident killer and will not take durability damage and yes trident killers give experience.
-All mob farms give x2 gunpowder than creeper only farms.
-Use scaffolding then your flushing water if you want to skip on the redstone parts of it but just a note the same redstone pixel did will work no problem.
-Building the farm 140+ blocks going to the sky will give you full rates with cave spawns too, so don't skip on building it high and ofc higher simulation distance means you have to go higher.
-building your afk spot 32 block horizontal from your middle spawn floor is the optimal afk spot, not in the sky.
-For long afk sessions put a hopper underneath you so in case you starve you don't lose on your gear.
I loved watching you take no damage telling us how much damage campfires do
Lmao
Armour too strong
I love this series so much - such a watchable balance of fun building/design and instructional content with that radio voice. Thanks!
I've never built a mob farm in all my 5 years playing Minecraft...but i think this will be my first. You always explain things so well and set the right expectations. Love love love your content ❤
I was literally about to build one tonight on my new hardcore world and was looking into designs I think I just found one. My favorite creator by far!
There was a repeat at 11:59 at "we are gonna take some time to cover this outer ring in slabs" was mentioned 2 times :) nice farm anyway
Could become a sick elybeatmaker track ^^
@@eddie6710 do it
Oh no, not me XD - no idea how to do that kind of stuff
I like alternating water since it looks nice and keeps a constant flow of mobs going through the farm.
I think of it like traffic, where it is better to keep it rolling than stop and go.
Hi Pix! Just thought you may want to know, some high level raid farms provide far more witch drops than even a quad witch hut. Plus it's really easy to use looting on it. I'm sure building a witch hut farm is still on your bucket list, but it's a good thing to know.
Yeah, I’m planning to build all sorts of farms in this series even if they aren’t the most practical solution. Later in the series, it becomes much more about what’s possible than what’s necessary or efficient
Thank you for telling us when it is different from Java to bedrock.
This guide was really easy to follow and, my goodness, it's efficient! One improvement would be to list all the materials needed to make the farm at the start as I needed to do a little traveling back and forth whilst building it. Other than that, fantastic, thank you!
Hello sir! I very much appreciate this video. I'm a casual player, full-time job, life, etc, and thus sometimes it's difficult for me to build up the necessary gumption to build larger things like this. This morning I followed the tutorial and got it done. Very much enjoying your back catalog of Minecraft Guide series, as well as the current iteration, and the podcast. Be well sir!
if you want a more discreet mob farm you can set it up in a mountain that's not too wide and just dig the platforms out so that you collect materials rather than spend them (it's also easier that way when you have a beacon). That way it's also pretty low down in the world which is good
Not a bad idea! Although it would require some mob-proofing of the surface of the mountain itself, as well as any caves that lace through it, but that's certainly manageable.
@@LeopardMask12 yeah you need to spawn proof the top but you don't really have to deal with the caves if you choose a proper location where there's just enough room for your farm. If there are caves below, it doesn't really matter as long as you set your afk spot at the right height
@@albericdecarrere8436 Ah, true! And most caves/tunnels in the mountain would probably get discovered or torn apart while excavating the farm anyway.
THANK YOU! Finally, a mob farm tutorial that isn't too expensive to make. Now I stand a chance making one myself. :-)
Best build yet. Nothing more satisfying than hearing those mobs getting their just deserts
Holy cow that's a HUGE farm! Time to get planting and chopping! Thank you Pixl!
I learned a lot about fire spread building one of these. I made one in a desert and completely enclosed it with sandstone. I used lave streams as lighting on the outside and let me just say, fire will burn down your water platforms faster than you can imagine even if you leave a 3 block gap above the lava. :) A lesson only needing to be learned once.
One tip with mob farms, specifically speak for the diamond platforms, if you use slabs not only is it cheaper (especially with stone cutter and stone type material) but the mobs don’t pathfinder correctly on top slabs so they don’t fight the water streams and thus get pushed off easier (this obviously won’t work for creeper farms due to the height requirements)
The other thing is I build mine with the dispenser sticking up from the floor this makes the platform 1 block larger per platform for each level (8 blocks instead of 7 from center) as the observer blocks that spot anyway. It’s ends up giving you 32 extra spawn spots per layer (which really adds up)
Although method has the timer underneath the platforms right above the water collection area.
Hey pix, maybe when you make another mob farm to explore any new changes to mob farms, you can maybe make right above y level 0 for even more drops and maybe you can also mess around with portals to make a mob xp farm even if we AFK high above the farm.
Love seeing the mobs get flushed off the platform behind you during your outro.
I cannot get that god forsaken redstone clock to trigger the dispensers or the music box.
It works on it's own up top but refuses to communicate with the music box.
Same!
So much effort here. Love it! Keep posting ❤️
since 1.18 came out i've been playing in a server with some friends. I was the one responsible for the general mob farm and when i was building the sorting system i got attacked by a drowned with a trident. That is my first trident ever.
i'd say make half of the spawning platforms into only creeper platforms so we get more gunpowder :D
One thing at a time! We'll cover creeper farms later, but I didn't want to get too technical when we're only just introducing the concept of a mob farm like this.
@@Pixlriffs I really appreciate this! It makes it easier to understand how all the mechanics work with each other.
wish this worked on bedrock =( Sadly it better to allow all mobs to spawn for better creeper rates.
My preferred flushing configuration is having all floors flooded while the farm is off. That has the distinct advantage of not having to deal with random mobs spawning in the idle farm if you decide to work on it for any reason.
Two other very useful optimizations I like to apply to my general hostile mob farm are:
- using slabs for the spawning floors, because that prevents mobs from starting to move around on their own and thus ensures they won't resist getting flushed off, and
- building the entire thing in a desert to reduce the number of zombie spawns. Deserts have the unique property of replacing most zombie spawn attempts with husks, which can only spawn with direct sky access. Since the farm has a roof, preventing husks from spawning entirely, this shifts the ratio of spawns (and therefore drops) away from zombies and their rotten flesh, and you get more of the useful stuff like bones, string and gunpowder. No worries, there will still be more than enough rotten flesh to trade away to cleric villagers and to feed your dogs.
I can strongly recommend watching gnembon's video about his version of the farm (it's more a video essay than just a tutorial, so get a snack and sit back while knowledge is being pumped into your brain) and his update video for 1.15/1.16, as he also explains how mob spawning works in Java edition in the first place. The update video particularly also mentions a way to build this type of farm in Bedrock edition, although it does not include an actual tutorial for that. Gnembon also explains possible modifications of the farm to restrict the types of mobs that spawn in it, and spoilers: It can even work for farming endermen in the overworld. (I'm sure Pixlriffs will show other kinds of specialized mob farms later in the series.)
I built this farm in a desert in my 1.17 Hardcore series, and it was great! We might do that in future, but only if I decide to settle in a desert and build a base there. The nearest desert in this world is about 4000 blocks away diagonally, and is also VERY hilly, so not ideal for an early farm like this 😂
@@Pixlriffs Yup, the new terrain certainly makes finding suitable locations outside of oceans a lot harder. Back until 1.17 any of the abundant flat areas would have worked with minimal torching.
The one big advantage Bedrock has is Trident Killers, basically we can setup mob/xp farms, kill them, get the Looting 3 effect all while being truly afk. Can even channel to us from multiple farms and get the drops and all we have to do is site our toon in the center to activate the farms.
Love the timing on the outro with a final mob drop off in the background :0)
Thank you for the tutorial. I built one (with 8 layers) in my 1.17.1 world (not ready to play 1.18 because I don't like the new terrains). This farm works really well and very efficient.
THanks for this. It is much easier to follow than some other guides I have watched. I really appreciate how you explain everything!
this is so useful! I've always copied farms from tutorials but rarely knew exactly why certain decisions were made, thank you! :)
If you don't use a tall drop chute to kill the mobs, try setting your hopper clock around the 50-56 items the water retracts just in time for the majority of the mobs be killed from the soul campfires.
Pix's outro music: "We're playing Minecraft! We're playing Minecraft! 🎶"
This video came at a perfect time for me. Looking forward to building this farm.
I just went back to this to make one in one of my worlds for the first time (I've been following your channel since the beginning of season two of your Let's Play), and I noticed you haven't gone back to install an auto sorter. I'm assuming the auto sorter in episode 45 is what you'd use?
Thanks so much for the amazing content, it's brought me SO much inspiration and joy. :)
These are so relaxin to watch, i just simply love it, I'm glad i found your channel a year or 2 ago, nefer regret.
Very helpful! Thanks so much for your work and dedication to creating such brilliant videos!!
fun fact, you can edit which mobs spawn by making the platforms shorter , aka , trapdoors on the top to make sure only creepers and spiders form
I love how when pix was showing the "Difference In fire damage bewteen campfires" he took 0 hearts cause of his armor, so we literally couldn't see a difference.
if you take one block away from a spawning platform diamond corner, water will flush that platform but also overflow down to the next one... so if you stagger the spawning platforms so that the overflow hits the centre of the next platform down you can trigger a cascading flush from the top to the bottom with just 1 dispenser and 1 bucket of water
Correct me if I’m wrong, Lima go made a video explaining new mob spawning mechanics, building a mob farm lower in the world doesn’t affect spawn rates as much if at all in 1.18
great video. last stream was with C418 music. It was very cool. Will there be more streams with minecraft music?
"If you have a light source nearby mobs will not spawn."
Slime: "Am I a joke to you?"
There's is a similar mob farm wich is also lag proof for bedrock. There's is a great exclusive bedrock feature wich consist on mob spawning inside scaffolder so if u make the same platform design and add one layer of scaffolding in each layer followed with one water source in the middle the mobs will gett wash off from the platforms leading them to the kill chamber.
Aw man, I won’t be able to watch this episode right away. I’ll go and eat lunch with my university friends, will have to watch after I’m back. I’m really looking forward to it tho because I’m planning to build a mob farm soon in my own survival world (after I fix my iron farm haha)
Hope u have a great time building it!!
Say hii to your frnds from me🌝
11:58 editing mistake or reinforcing your point? I vote the latter! Great vid as always
Hey Pix don't know if you know or not but when you get to the point on talking about horses there is a way to find out how fast it is before you tame it, got to listen out for the hooves while trying to tame it, the more hoove sounds the faster it is
if you use slabs for the platform the mobs pathfinding will be reduced alot and this really helps for mobs to not try to resist the water stream
It's worth noting that in 1.18 the mob spawning rules changed so that it's no longer more efficient the lower down in the world you are. All Y levels have roughly the same spawning efficiency as pre 1.18 Y=64, so you might as well build mob spawners at the top of the world and not have to worry about lighting anything up below IMO.
AFAIK the behavior you described didn't stay very long, it was reverted back just after a few snapshots. My friends and I cleared some chunks to the bedrock level (-59) and made an absurdly efficient slime farm, just like ye olde days.
That feature was due to be implemented in java for parity, but reverted later.
Nope
That is, in fact, outdated information. It was attempted in a snapshot release, and dropped again pretty much immediately. The new approach was not only "dumbed down", but also massively decreased performance, as it effectively ran the current mob spawning logic up to like 24 times, once for each non-empty subchunk.
1.18 still uses the previous algorithm and thus it is very beneficial to build lower down, as long as all blocks above are removed. It may not have come across that clearly in Pixlriffs' explanation, but the faster spawning happens because there are fewer Y-levels to randomly select between if there are no blocks above.
3:47 As if creepers suddenly appearing behind you when you're minding your own business isn't already a surprise enough
I love etho clock that i use it in every possible way i can use on my farms
Little tip for the storage system: if you use trapped chests for the bottom chests, items won’t flow in from the hopper until you close the chest. This makes taking out items less annoying, especially when you know what amount you need and it is less than a whole stack.
Love this series Pixlriffs!!! Thank you for all the work you put in. Have the best day.
Ah, good old faithful! I was wondering when you were gonna build one of these 🤓 in my latest world I have a skeleton and spider spawner in range of each other, and I plan on making a gold farm on the nether roof so I'll get plenty of rotten flesh there 😂 so when I make a dark room spawner I plan to make it creeper only, and build a massive sugar cane farm around it, with a conjoined storage area that will effectively act as my rocket factory 😎 all that's going to take some time, but I already went to the End to get shulker boxes so I got to fly a little with the bit of gunpowder I had from natural kills
I like that you can convert that farm into Creeper only once you have an almost forever supply of arrows, bones, rotten flesh and string.
Loved it when he said 'time to make a cup of tea and do the dishes' love it.
The roof can be a diamond shape too, just bigger than the spawn floors. That's a lot of extra slabs and work to make it square.
I honestly think making it diamond-shaped is more work, because you’ve got to count it out, do a bunch of diagonal bridging and make sure the dimensions are right. I think it’s much simpler to build a square and fill it in.
If you want to make sure only creepers spawn, you could put trap doors under the top layer of each floor.
I built the one Wattles posted a few weeks ago and it works great too.
I did this with only a few layers of a mob farm of this design to increase the ratio of gunpowder to the rest of the drops. Explanation for those who don't know why this works: Creepers are a bit shorter than skeletons and zombies so if there is 2 blocks minus one trapdoor high headroom, only creepers and spiders wil spawn.
If you put only trap doors above the platforms you will still get spiders since they only need 1 block of height to spawn. I usually do it this way.
Yeah, I forgot about the spiders. Thanks guys!
To prevent spider spawns, you can place carpets or in a specific pattern, because spiders require a 3x3 floor space or something like that.
Though that does mean you cannot use water flushing and have to scare creepers of the platforms edge with cats instead, but then you also reduce spawning real estate for the creepers, too and need to add way more platforms to compensate.
Probably not worth the effort, at least not on a single player world, where all the other items are also useful, anyway.
Personally speaking, I prefer having all of the layers of a mob farm flushing at once. Namely because this provides me with the option to completely disable the farm, so I can do things like maintenance, or ascend a ladder to the farm without getting shot at. There's also a little bit of a peace of mine element to it.
One more for using to slabs for the platforms is that nobs' AI won't work which means they don't fight the water streams
25:52 the gunpowder was evenly distributed. That's coincidental.
you've progressed a lot, which isn't a surprise because I've missed 50 episodes D:
I would love to learn how to use an item sorter to get rid of "junk" items like bows. Skeletons always drop so many bows and they don't stack so it clogs my chests 😬
item sorters don't exactly work for non-stackable items, unfortunately, but if you sort everything you *do* want, then you can dump the stuff at the end of the hopper chain into a "junk chest"! there are ways of automatically disposing of the items using a dropper and a redstone clock, too, but we can't necessarily explain that adequately in a youtube comment reply.
I prefer the alternating option just because it looks good :)
Thanks for making such interesting and informative episodes, Pix. But I have a quite about the attendant livestreams. Do you still plan to archive to your VODs channel? I haven't seen anything new since your bingo randomizer for Feb. 6. And I enjoy your streams just as much as the tutorials. Keep up the great work!
Yeah, I've just been slacking on uploading them. I'll try to get some more up over the weekend :)
11:52 you're repeating yourself :D
Another well explained episode, Thanks Pix.
I haven't seen someone make this kind of mob farm since early Beta/ late Alpha. They were usually giant squares with smaller squares inside with a bunch of water channels and a very long drop though.
Weren't pistons added in 1.5 or was this the design but a little more different than this design?
I love this Gnembon inspired mob farm design. The best by far
Have you heard about eol farm with a roof
super awesome
@@attadarshimeshram7136 yeah but that build is ridiculous! lol
@@ProducerSteve11 just need to make a light suppressor and a few portals with a giant roof for over 40k drops and you can stretch this to over 600k drops
@@attadarshimeshram7136 EOL ("End Of Light" for those wondering what the heck this means) is a sketchy approach, as it requires you to run a server configuration that suffers severe performance issues whenever more than a couple of players are online. I'm going to assume that most players will play on some kind of Paper or Spigot server, or on a Fabric server with performance mods like Lithium and Starlight. The latter and Paper specifically replace the lighting engine to make it fast enough that EOL simply isn't possible anymore. I believe SciCraft will be swallowing the pill of not having access to EOL-related techniques in favor of being able to run larger world eaters/quarries.
I prefer to make a simple creeper farm instead of a general one. Gunpowder is needed most, and a few string are helpful. Bones aren’t needed as much with moss farms now, and you don’t need a very big farm for creepers with flushing (or cats)
Alternate title: extremely inefficient raw chicken farm
My personal feeling for the mob farm flushing is have it happen all at once purely because I think it looks better.
Get this man 1M+ subs
Nice. I've never built a general farm, only specific farms. Might stick this in my more difficult world. The easy world didn't need it. Found the mob spawners under my base in the first few hours of playing. The more difficult world only gave me a spider spawner a couple thousand blocks from spawn. I did, however, find 2 mansions within a few thousand blocks of spawn. One is smaller than the other. Such a strange world.
This one’s worth it for the gunpowder, unless you feel like building a specialised creeper farm instead - but I’ve had no luck finding skeleton spawners, so I need it for the bones!
I built a 24 layer mob farm at y=190. More efficient because there is no valid spawning places at all in the sky otber than the farm. About a double chest gun powder/ half hour
I’ve made this style of farm on both Java and Bedrock. I generally add slabs so that it targets spawns of creepers. I prefer to flush all platforms at the same time. From my experience it seems to have a slightly higher drop rate
Is the bedrock version decent still?
@@xStapleheadx Not really, trying to restrict to creeper only actually reduces the rates for their spawns. Its stupid how it works. Best to make a farm to let everything spawn, and just kill them quickly with a trident killer.
@@jacara1981 awesome, thank you for the reply mate!
@@xStapleheadx it works well for me. However, a ghost farm will always be better for gunpowder.
@@PsychoKiller5353 makes sense, I’m not quite there yet, I’ll probably build this one and see how it goes, cheers mate
Another brilliant & informative video!! :)
I didn't know piglins were afraid of soul fire! Maybe putting soul torches down when opening chests in a bastion would help keep the angered ones away. I wonder if brutes are also afraid of it.
Brutes aren’t afraid of anything. The distraction/fear behaviours just aren’t built into their AI.
@@Pixlriffs they aren't scared of soul fire, but I wouldn't say they weren't scared of anything. Im pretty sure they wont pathfind into lava
I built this farm and i had the hopper clock stop working until i manually went and flipped the lever off and on. I'm guessing something got messed up when the chunks were unloaded at some point? Just a word of caution to double check that the hopper clock is functioning before you start AFK'ing or you may be disappointed by no mob drops several hours later.
I rather having all platforms flooding at the same time as it allows you to turn the farm off. Alternating is slightly more efficient but you are far from reaching the mob cap with only one module so it's basically the same.
2:56
Nice damage review
Stray kitties can also despawn, if I remember correctly ;o;
Edit: Ah..... I've been well aware of the light level spawning changes, and yet it didn't connect in my head that this also means my mob farm is going to be effected. I haven't tried using it since updating the server, so I hadn't noticed that it would only work at night now. Gonna have to update that, or make the new tinted glass version I was considering already.
That sheep has been there(at the same place) for a few episodes. 5:21
I'm curious if you could put a portal next to the AFK spot so you can travel from your base to it easier?
I got here just 5 minutes after this video came.
And i am proud of it lol
sometimes it is ugly to have witches not being killed in a farm so maybe witch spawn proof it will probably also spawn proof zombies but who needs zombies
I just built a mob farm in my bedrock edition world. The trident killers in bedrock are so overpowered.
Yep! The best part is that Mojang have said they’re not going to patch out the bug that causes them.
Apparently the "Etho hopper clock" design got updated at some point. I still use the stacked design with the pistons and redstone block on top of the hoppers
I normally do that too, but I built it sideways this time because you can!
it really depends on the space you have
Does it have to use sticky poisons? Will regular pistons do the job?
@@brandonbolt3579 regular pistons work fine. The block just needs to get moved and technically its a push not a pull motion
@@M4st3r0fN0n3 thank you! My son plays on peaceful but it would be cool to set this up, crank the diff and get some supplies.