Survival Island: General Mobfarm
Last week was an adventurous one. I finally went to the Nether, fought tons of baddies and acquired leather regardless of the lack of cows in order to build an enchantment table. I’m striving for upgrades in the upcoming weeks, so let’s dive straight into this week’s project: The general mobfarm.
In order to use the enchantment setup, and possibly mending in the future, I need experience. A lot of experience. One of the fastest and easiest ways to get that, is by killing mobs. The nice thing about mobs, is that they come with itemdrops aswell. Once this farm is built, I’ll be rolling in the bones, gunpowder, string and more! General mobfarms do require quite a bit of space though.
So why is my mobfarm placed in the ocean as oppose to on one of the islands? Wouldn’t the islands be easier accesible? It’s got a couple of reasons:
- Saving precious space on the islands
- Less hostile mobs spawn in the water
- It leaves more options for decoration in the future
- I can afk 3 geodes at the same time
This is the mobfarm fully built in survival:
It looks janky and isn’t the prettiest thing I’ve built in my life. I’d been meaning to build this farm sooner, but it takes a LOT of resources. I’ve easily spent 27+ stacks of cobble and another 10+ stacks of netherrack on it. The blocks here were easiest accesible and are bound to get replaced in the future when I get to decorating it. In the spirit of 1.17, I’ve used tinted glass for the dropping chamber (and also because I’ve been gathering an absurd amount of amethyst shards).
The farm isn’t a specific design of someone. I know the basic mobspawnmechanics and some basic redstone facts and I simply smashed those together. The only thing in here that has been designed by someone else is the dropper-hopper timer next to the sand, which I’ll get to later in the post.
Alright, time to run some numbers:
In the picture above you can see the dimensions of a base layer. Mobs spawn on two sides with trapdoors (blue area) that open and close with the dropper-hopperclock on the right that flush them into the middle two waterstreams. The waterstreams are placed 2 blocks lower than the lowest spawning platform, so that mobs (except for spiders) don’t go back up onto platforms. They then fall down the dropshaft which is 23 blocks high, leaving all of them (except for spiders) at half a heart. This makes them easy to kill. The platforms are built 2 blocks above each other so that endermen don’t spawn and thus leaving more space in the mobcap for zombies, skeletons, creepers, spiders and the occasional witch. The sand on the right is placed on top of a regular piston, which is hooked up to an on/off switch at the wooden platform. When the piston is turned on, the sand will be pushed up and thus transmit signals from the dropper-hopperclock to the rest of the farms. Without the sand, the farm basically turns off.
Now you’ll notice the open space marked with a red circle. I had to take one water source out, due to the repeater on the block behind it not activating it. I tried many things, but couldn’t find a way to work around it without completely changing up the whole dimensions. The farm ran well enough to convince me to just leave it.
The wooden platform where we’ll be killing and afking is placed 100 blocks above sea level (so at y=163). The mobfarm itself is placed 24 blocks above it (but the mobs will still fall 23 blocks because the hoppers are placed at y=164).
The design as is, isn’t the most efficient of it’s kind though. The game goes from the bottom of the world up to buildheight to calculate where mobs will spawn. This means that if given enough space, most mobs would spawn closer to the bottom of the world. If I had chosen to afk above the farm instead of below, I could’ve placed the mobfarm 100 blocks lower and thus increased the droprates of the mobfarm. I would’ve also had to make some adjustments to the way of killing, but that wouldn’t have been much of an issue.
It’s also important to know that hostile mobs start spawning 24 blocks away in a spherical radius from the player, and they will instantly despawn once they are outside of a 128 block spherical radius of the player.
This knowledge about distance for hostile mobs and the way that the game decides where to spawn is mainly why you see skyblock players build their mobfarms as close to y=0 as they can.
Oh, and before I forget. My trip to the Nether last week also gave me acces to soulsand, which allowed me to make a very fast water elevator. And to get back down I just have to do a leap of faith.
The afk platform looks quite simple. I have storage for the drops, a grindstone to de-enchant mobloot, a safe time-out corner aka the afk-spot, an on/off switch and an autosmelter to smelt armor and tools. I can also swap the campfires out for slabs, so that I can alternate between automation and manual killing.
Now onto the dropper-hopperclock:
Like I mentioned earlier, it isn’t my design. It’s made by a youtuber called ‘’Kysen’’. He made a very clean video explaining the mechanics of this clock and how to build it. Most compact redstone clocks use slimeballs for sticky pistons, but since I currently dont’t have acces to those I had to try something else. I timed my clock at 40 items which equals to 16 seconds (1 item=0,4 seconds). As always, a link to the video will be down below in this post.
To finish it off for this week, I’d like to share the yield of 1 hour of afking after cleaning out the chests and geodes:
I’m quite happy with these results. The mobfarm like I said could’ve been more efficient if I didn’t want to put an exp option into it, but these drops are plenty for what we’ll need in this world. The lack of sheep problem has also been pretty much solved with the amount of string this farm yields. The amethyst shards are slightly dissapointing, but remember that not all budding amethysts are exposed yet. I’m certain I’ll be rolling in the amethyst shards as this blogpost series progresses!
That’s all for this week. It was very fun to do a more technical post like this. As I’ll be building more farms, more posts like these will be made! Next week’s plan is the transformation of the Nether portal island, I’ve got a design in mind that I think you all will love.
Dropper-hopperclock: https://www.youtube.com/watch?v=l08o0_sWdeE