Talk:Tutorials/Mob farm

Spiders, they suck...


I built this Mob Farm accordingly to the tutorial, and it's pretty efficient ! There is still one problem though: Spiders! Since they can now climb wall, it's possible that they block the funnel ! Emptying 1 more ceiling block seems to correct this. --Yamitatsu 16:37, 17 January 2011 (UTC)


 * Thanks a lot for the feedback! I didn't really notice the lack of string production, and I certainly didn't connect spiders' new climbing ability to any issues with the farm. I added your image and solution to the main page. MrMatthew 19:16, 17 January 2011 (UTC)


 * You're welcome^^
 * Well, in fact, it didn't just stopped the string production, as you can see on the screenshot, many mobs were stuck behind the spider, so the whole process was stopped :/
 * I let it activated the whole afternoon with the small correction, and so far, no more interruption :) Filled a large chest with all the loots:) I'm thinking about making another 50x50 spawn room above the first one, this could maybe give a lil boost to the production^^


 * Anyway, thanks for the tutorial, well explained :) Though I had to make some schemes on OOo Calc to be sure not to do any mistake since English isn't my mother-tongue, lol^^
 * --Yamitatsu 00:39, 18 January 2011 (UTC)
 * I've heard that a block of cacti in the right place can stop spiders clogging the trap, and with the new dispensers needing bows to make, yes, we do need that much string. --Nahere 01:00, 18 January 2011 (UTC)
 * Even by updating the funnel to properly funnel and kill spiders, the fact is that many won't even end up in the kill area, since they can just climb their way out of the canals to begin with. If you're looking to kill spiders, this is probably not the best way to go about it, so a spider-specific farm might be in order. Hmm, new challenge for me! MrMatthew 18:49, 18 January 2011 (UTC)
 * Yeah, not that much spiders, the fact is they can jump easily above the 2 blocks canals, maybe with 4 blocks it would prevent them from stay safe outta water^^. Though, sometimes when i go check through the glass along the funnel, i see 4 or 5 spiders in it, i guess that's because i come closer and they try to get me^^.
 * --Yamitatsu 15:19, 20 January 2011 (UTC)
 * I was told that spiders cannot climb sandstone, so I'm planning to shut my farm down and put a line of sandstone around the inside of the canals. I'll let everyone know how that goes when I complete it. (EDIT: After checking the sandstone page, it does appear that spiders CAN climb sandstone. Hmm, back to the drawing board I guess...) MrMatthew 18:57, 20 January 2011 (UTC)
 * Well, it's kinda rare, but spider can still block the funnel, they seem to climb the wall on the side, i'll try to make it 4 blocks large and add a row of cacti on each side...
 * --Yamitatsu 09:52, 24 January 2011 (UTC)
 * I'm pretty sure they can't climb soul sand (the small amount of invisible gap makes them fall, I think) --Thevdude 15:52, 26 January 2011 (UTC)

Thanks for the tutorial! I built a farm based on this design. It did have a spider problem in the funnel which I have managed to fix. It seems like spiders are way less likely to be able to climb if you take out every other block. So from the base of the center hole to the first downward drop (where the red circle is on Yamitatsu's picture), I take out ever other block on top. That keeps them flowing faster. They still kept getting stuck at the red circle (I think because the drop point has two adjacent blocks) so I added a second fix: I added a third lava stream that comes into the tube from the side at the red circle. This means that if spiders are clinging to the dropoff, the lava gets them (this lava also gets some of the other mobs coming through). I still seem to be having trouble with spiders never making it down the funnel though. I think a fix for that might be to checkerboard the inside of the canal chutes above the water so that they have a harder time climbing out of the canals once they get in. I have noticed that they seem to occasionally stick at the very top of the chute (right where the four main water flows meet), so it might also be a good idea to make the hole drop a couple more squares, and then take out every other blocks within the chute so that they can't stick in it. (Mirth23 04:26, 28 January 2011 (UTC))
 * Interresting fixes:) I'm thinking about going to the Nether and collect some soul sand, since spiders can't climb it, and replace every sides block of the canals with it, to see^^ If it works i'll post some detailed schemes here^^
 * --Yamitatsu 07:53, 28 January 2011 (UTC)

I made this same mob farm on a server where I do not have difficulty control. The mobs aren't quite as abundant, but it still works great IMO. The issue is, I think, that spiders end up overspawning, and never getting into the trap. I was able to get around 54 sulphur in about an hour when moving around and such, but when I left myself at the collection point overnight, I ended up with hardly a stack more. I made a glass roof where I could go check on a section of my trap and there are tons of spiders. Even if I lure them over to the canals, they don't go in. I may try something with cacti or checkered walls. I also noticed that when the spiders got to the drop down just before the killing mechanism, that third block wasn't enough. I had to make it four before they stopped hanging onto it.

--Sevalecan 05:15, 29 January 2011 (UTC)
 * It will work and then, somehow, spiders will still block the canal at the 4th block, they do climb the side walls, so no matter how many additionnal block you dig, they will be annoying, i'm still collecting enough Soul Sand to make the canals' sides, since it prevent spiders from climbing.
 * --Yamitatsu 12:27, 29 January 2011 (UTC)

It's possible to put a cactus in the funnel to kill off the spiders. If built as described in the tutorial on the first drop, put a sand with 2 cacti on top. You'll have to punch a hole in the wall. This will mess up the water flow. To fix the water flow, at the beginning of the funnel, where the mobs drop in, you want only 1 water source on the same side as the cactus. This should give a diagonal flow to the water allowing all mobs to bypass the cactus and to prevent items from being stuck in front. The water flow doesn't quite reach the end of the funnel, so you have to place 2 more water sources. One goes next to the sand block after the drop and the other needs to be put into the wall in front of the sand. This will allow the water to flow properly into the lava. This has removed all spider issues as they immediately kill on the cactus.

On another note, you can tweak the funnel without switching to peaceful by blocking the hole in the ceiling and then making changes

--Venix1 19:59, 29 January 2011 (UTC)
 * I think Cacti is the solution yes, coz after spending hours putting soul sand everywhere (lol) i figured out that they CAN climb soul sand !!(that's not a 100% though) dirty spiders !!!
 * I'll try that cacti thing :)
 * --Yamitatsu 23:15, 29 January 2011 (UTC)
 * They might not be climbing the soul sand - I believe that they can stick to the ceiling if they've got a 2x2 area above them. My checkerboard + extra lava seems to have cleaned up everything.  I've also got a friendly mob farm higher up going into the same chute, and I think that falling cows tend to dislodge the spiders. ;) --Mirth23 05:47, 31 January 2011 (UTC)

On that note, I added a new section called "Multi-level Canal". Yay. :) --BURRITO333 01:47, 1 February 2011 (UTC)

Built the farm as suggested and had issues with spiders jamming up the funnel so I dug 4 blocks outward at the third block on the top of each drop point and placed lava in the far end. The lave flows to the very edge of the tunnel without entering and normal mobs pass by it unhindered. Spiders however just love to investigate that strange glowing thing and brush up against the lava enough that they burn themselves to death. Problem solved!


 * It could also be solved by just putting the lava killer up closer to the mouth of the funnel, and just have the rest of the funnel move the items. I just wanted to keep the killer in the corner of the flow, thus it ended up farther down the funnel. Still could help to plant some cacti. MrMatthew 20:11, 2 February 2011 (UTC)


 * One problem with the cactus... It eats your items!!! --Eldonman101


 * True, but if you don't kill the spiders, they block the funnel and you get zero items. Some is better than none anyway. MrMatthew 17:48, 3 February 2011 (UTC)


 * With Cacti instead of doing something like putting them in the main path I have found that placing a cacti in the wall just under and before the lip (where the ceiling comes down by one block) solves spiders blocking the funnel as they dont just stay up but bob up and down a bit so when they bob down they hit the cacti injuring themselves and maybe falling so eventually either the cactus dies from cacti wounds or falls into the water and is carried to the lava. To insert into the wall just make a plus sign in the wall with the centre of the plus being 2 blocks deep and the edges one block deep then place sand in bottom of plus and cacti on top since nothing can get into a one block hole (slimes are exception but not likely to happen). Getting the spiders to the lava doesnt guarentee string though as they are only one block high and will try to climb the lava and will be on top of it and string will most likely burn.  I am getting at least one string every 15mins though and no more blockages lasting for long.

Fierkraag 20:04, 7 February 2011 (GMT)


 * Minor adjustment to previous comment put cacti at the same height as the lip instead of one block below and put 2 on each side of the wall for each lip and it is a lot more efficent blockages simply dont happen at all and spiders get stuck in cacti while passing as they climb up into the cacti and die thus dropping string in water, this has actually allowed me to get quite a good chunk of string quite quickly if not nearly at the same rate as the other items. Bit emmbarressed that it didnt occur to me earlier to raise the cacti up the top of the wall.

Fierkraag 20:47, 7 February 2011 (GMT)


 * I found a way to get around this AFTER the Halloween update. Kiershar has nice demos on this. Simply make the funnel 4 blocks long AFTER the hole, put the lava TWO blocks above the water, make ONE water source on ONE side, put a cactus in the corner on the same side as the water source to kill spiders(against side wall so water is flowing away from it, saving the drops), make a 1x1 hole in the FRONT wall (the one with lava hanging over) opposite the side with the cactus(make a drop, so there is 1 block air above the 1 block wide stream), and 7 blocks along the mini stream (which will bring the items) make a 3 block drop with cacti on the 3 surrounding sides(1 block above the water, not same level to kill chickens/slimes. Watch Kiershar's vid "Updated Lava Trap" for help.

stripminer123 16:25, 20 April 2011 (GMT + 08:00)

Notification System
At the end, it might help to make some wooden pressure planks that lead up to the surface with redstone and light up a torch or make a sound with the note blocks so that you know you've got items awaiting you... Eldonman101
 * On mine, I do have a redstone wire and torch system that spirals around my mining shaft (I was actually thinking about doing a tutorial on it) that let's me know when there are items. However, the rate that this machine kicks out items, it's almost always going to be on. Once you assure the machine is working, the need for a redstone alert system is a little unnecessary, but I urge you to make this farm your own! MrMatthew 18:56, 20 January 2011 (UTC)
 * Yeah, I'd probably be a waste of time. Anyway, my work has begun! I've just been reading about it. It would be nice to have a door you can open/close at the end of the collection system with a lever so your items get in but no water can... It would make it so much simpler to make the collection system (the stream wouldn't have to be so long). -Eldonman101
 * The length of the stream prevent you from being too close of the spawning room, wich would result in zero mob in that area (24 blocks around you), at least i think so^^
 * --Yamitatsu 18:26, 30 January 2011 (UTC)
 * I set up a system where I have a wooden pressure plate and a clock generator running to an AND gate, then that goes to a note block, making the note continue to beep, letting you know there are items.MattSoave 10:11, 30 January 2011 (UTC)
 * Good idea, but it's probably really annoying. You should have a lever on the clock generator to stop it from beeping when you have enough items or you're just sick of it. --Eldonman101

Ladders vs Signs
Is there any benefit to using ladders vs signs for retaining the lava? I created a mob farm according to these plans and used signs... It seems to work fine. My reasoning was that the mobs might climb up the ladders a bit and then they would have a higher chance of their loot dropping into the lava when they died. Thoughts? --Samuraifalcon 20:45, 24 January 2011 (UTC)
 * I didn't think mobs could climb ladders. That would be the only difference, I just use ladders because I always have ladders on me when I'm mining. MrMatthew 17:10, 25 January 2011 (UTC)
 * I believe mobs have at least the mechanics to climb ladders, as recorded in the article on Ladders and the corresponding talk page.  Mobs may not have the A.I. to "climb" one or more ladders as a part of their pathfinding, but the mechanic of climbing exists for them if the mob moves next to the ladder, which would be likely here. Also, you make a valid point about already having ladders. Anyways, a minor difference but some may be interested :) --Samuraifalcon 19:45, 25 January 2011 (UTC)
 * Well there is always the fact that ladders take less materials. And you know how practical wood is. But, one upside is to the signs is that you can make it say, "DIE, CREEPERS!!!", or "DO NOT REMOVE", or... Well you get the point... --Eldonman101
 * I can think of two reasons to use signs rather than ladders. 1) Mobs can climb ladders. 2) Ladders have a collision mask that can stop mobs but signs aren't physical objects. --Urian 18:35, 3 February 2011 (UTC)
 * YOU NEED LADDERS in the new funnel (shown above in spider section) because mobs need to climb it to the lava. --stripminer123

Gallery
Put screenshots of your mob farm in action in the gallery (preferably with description). Try to put some interesting add-ons that others might want to see and copy. For example, a picture of lava running around the entire farm that you can turn on/off so you can stop the farm and turn it back on. --Eldonman101
 * Would be great, but lava stay soooooo long after you remove the source :/
 * --Yamitatsu 10:18, 30 January 2011 (UTC)
 * Plus you'd have to somehow make the lava go that far... --Eldonman101

"but what do you really need that much string for anyway?"
Given that string is needed for bows, which are needed for dispensers, and I'm presently trying to make quite a lot of dispensers, this seems like quite a silly question to me. Also I like to go fishing now and then, and man do fishing poles wear out quickly.

you can stack the used fishing pole on the unused one to get infinite uses out of two poles.~--Wetterfree 01:59, 7 April 2011 (UTC)

It will also kill slimes
Yes, it will. Got a big slime trapped in my 50 by 50 mobfarm yesterday and I got my slimeballs. I think it's working better since the 1.3 update.

Going up?
What do you guys think of a farm built high up in the sky? I was thinking of building a wooden "box" about 30 blocks in the air and placing stone blocks on the ground. This way the mobs could spawn, drop down and kill themselves. And you can get 4 wooden planks from a single block of raw wood, making farming construction materials a little easier. What do you think?
 * Like a mobtower? (They're patched) --Jasonlasse
 * Yeah... So you can't use it, eh? That's dull. -DLockX
 * Well, you can. But it doesn't work that good anymore. It's because of the (0,0) chunk. Before it was patched, the spawn-rate was increased in the 0,0 chunk. And this is where you place the mobtower. --Jasonlasse
 * Kiershar's 75x75 sky mob trap gives 50 items a minute (LITERALLY).

Unclear Explanation
Maybe I'm just being dense, but I don't quite follow the "Digging the Shaft" section. So, I dig one room at bedrock, one room just above the first room, and one room with the floor at 16/17 blocks above the bedrock. What's the point of the second room, couldn't I just put all that stuff in the first room? The third room, the one at the 16th block from bedrock, that's the one to be expanded into the 50x50 collection area? The 4-block hallway, is that dug from the middle room, or from the top room, and does it matter which direction it's dug in?


 * The second room (The one right above the bedrock room) is entirely unnecessary. You create the 50x50x2 room at the 16/17th level. The four block hallway is also dug at the 16/17th level. It can be dug in any direction. I recommend reading over all of the instructions first. It will clear things up. Sartanpham 03:31, 14 April 2011 (UTC)

Can it be smaller?
does it have to be 50x50x2? that seems like a heck lot of digging and 5000 blocks is a bit too much. can the farm be shrunk to half-size 25x25x2 or does it have to be 50x50x2? i tried the original and quickly found out why it had to be by the bedrock. there was a huge cave system right in the middle of my farm and i didn't have the heart to go and fill the entire cave with stone.

I made a 13x24 animal farm on the surface. (extension to my 50x50 animal farm, *hanging* over ground) It's OK. --stripminer123

Maximizing spawns
To get maximum spawns, find all caves 3 chunks around the farm and light them up. Them all of the limit of 200 aggressive mobs will be IN the mob farm. If you find dungeons in the farm KEEP THEM. The spawner is handy. Keep in within 16 block of a wall - that's the limit you have to be within to make in spawn.

--stripminer123