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A zombie pig farm next to a monster grinder

Zombie Pig Spirit Trap' is a method of obtaining Gold Ingot, Gold Grain, and Carrion by spawning Zombie Pig Spirit using the Brush Monster Platform or [Nether Portal]] and moving it to the killing area.

Java Edition

Nether

In order to build a trap in [The Nether], players can build refresh platforms for zombie pig spirits, with trap doors on the edges, and place steps on the floor in all surrounding areas (or just fill them up), so zombie pig spirits will only spawn on those platforms. You can use lava flow to concentrate zombie spirits in a central area.

in Java Edition If you want to take it to the next level, Get above the bedrock layer at the top of the Nether, and then make this trap. Template:Bv

Template:Bv

Alternatively, the player can create a trap that is fast and works more efficiently by creating a safe walled area, and then add small windows made of steps to the wall. Attacking the zombie pig spirit will cause it to attempt to attack the player, but the player will be able to safely kill them from within the fence.

Here is a design for Java Edition 1.10:

This is a design that can be used in all versions of Minecraft:

A survival-friendly, efficient (160 nuggets per hour) farm can also be built. The design was done by Ilmango. Template:Bv

Since Java Edition 1.13, the zombie pig anger mechanic, as well as its code for tracking players, has been slightly modified. Ilmango provided a video showing the restoration work necessary for the farm to continue operating.

Another strategy is to place the cactus in the Nether and then stand on the square above it. Shoot zombie pig spirits with ranged weapons to anger them so they gather on cacti for players to kill.

In 1.16, some farms will be mixed with pig spirits to affect efficiency, and it is recommended to change the ground in the brush area to magma blocks to prevent pig spirits from forming.

This is a design based on 1.16.2 by SUPERdb, with the pig spirit barter function, an efficiency of up to 490 nuggets per hour, and it is beautiful, but it takes more than a dozen hours to build. Template:Bv

Overworld

In order to build a farm in [Overworld]], players can build a rectangular prism of the Nether portal missing 4 corners (to save [[[Obsidian]]) and place open [[[trapdoor]] on the edges of the two bottom obsidian blocks so that the zombie pig spirit can go down. From here, players can concentrate zombie spirits with water into fall or suffocation traps. Snow Golem is a good choice. Water Update After that, you can also use Turtle Egg to attract zombie pig spirits, and snow golems provoke zombie pig spirits.

Now (starting with [13w37a]]) larger Nether portals can be built, so there is no need to make portals cuboid. However, the same method can still be used to build an efficient farm, where portals can be built in a ring (each open towards the main direction), from the largest exterior size to the reduced internal size. The average efficiency of each space is 82.8% (there are 10080 portal blocks and 1800 obsidians in the portal of 23×23×23, please be careful to close or reduce the game Template:Tr} when activating the Nether portal to prevent the game from freezing). Separate the outside of the largest portal with a wall and place trap doors on the edge of the smallest inner portal, which will allow zombie spirits to spawn and fall underneath or squeeze each other. If a "Collector Shredder" is built here, the zombie pig spirits on the farm will be [[[zombie pig spirits #hostility|irritation]] to chase player who just attacked one of them. In this way, many zombie pig spirits can be lured out of the farm and introduced into the shredder.

There is a problem with the Golden Farm in the Overworld: Enraged zombie pig spirits occasionally return to Nether through the Nether portal. If proper measures are not taken in the Nether, when the player returns to the Nether via a nearby Nether portal, he is warmly "welcomed" by the zombie pig spirit. In the same way, you should avoid reaching the farm through portals in the Nether.

The benefit of using [[Fall Damage]-based Trap is automatic. Using Suffocation-based traps, the measurement of [[[Damage]] can be easily controlled with Piston, so that manually killing zombie pig spirits (possibly using Snatch enchantments) earns [[[XP]] and Rare Drops.

Fall damage-based traps can also be used to collect XP and rare drops if built in detail: use water to push zombie spirits down a 22-squareblock high cliff and drop a much lower spawn point than their [spawn]] point. Next to this place, build a 2-block high house with a floor 1 block below the drop point. In this way, standing in this room, you can attack the feet of the zombie pig spirit, and the zombie pig spirit cannot attack the player. To prevent the little zombie spirit from running out, you can use a step or similar block. The player can then come to this room and kill the zombie pig spirit with one or two knives. If you want to automatically kill the zombie pig spirit, use a 24-block high cliff.

Bedrock Edition

This video introduces a Bedrock Edition highly efficient zombie pig farm. Template:Bv Note: When hanging up, please set the game difficulty to hard, which is more efficient.

There is also a way to spawn zombie pig spirits: let lightning split pig. and sending pig spirits to the Overworld to convert. Therefore, another zombie pig farm design is to use Trident with the [[[Thunder]] spell to act on a pig farm in the Overworld. This video shows a design that does not require obsidian]:

You can also expand your zombie pig spirit farm according to your needs.

Overworld - Java version

For Bedrock specific farms see the next chapter below.

To build a farm in the Overworld, one can build a lot of large nether portals, interlocked to save obsidian, and put signs or open trapdoors on the edges of the bottom obsidian blocks, so that zombified piglins (ZPs) will walk off. From here, one can use water to collect them into a fall or suffocation trap. Snow golems can be an alternative for pushing them around, or at least getting them moving.

One fundamental problem with Overworld gold farms is that it is occasionally possible for angered ZPs to return to the Nether through a portal, and perhaps anger others while there. Without proper precautions, you may be ambushed by one or more angry ZPs when they return to the Nether though a nearby portal. You will need to make sure that all your farm portals lead into a containment area where the ZPs will be isolated. This area should have enough room for any mobs there to get away from the portal for their 15 second cooldown, so that they can then go back to the Overworld. (Also include a fence-gate exit, just in case you stumble in yourself!) Similarly, one must be careful not to use a portal in the Nether which takes them into the farm for the same reason. Returnees can be minimized by use of turtle eggs to lure zombified piglins out of the portals. This ensures they will move and fall even without players nearby.

Since the availability of larger portals, it is no longer necessary to make a prism of portals as large portals can do as well. However, the same practice can still be used to make a hyper-efficient farm by building portals in concentric rings (one open to each cardinal direction) from a small inner ring (usually 5x5, to have a single center block) out to the maximum of 23x23. Note that even the inner ring can be 23 blocks tall (more portal blocks mean more spawns). A ring of size n and height h will take 8(n-1) +4(h-2) = 8n+4h-16 obsidian, with 4(n-3) =4n-12 trapdoors (3n-9 logs) needed to line the inside. If all the portals are to be 23-tall, the obsidian cost can be simplified to 8n+76.

  • The extreme here is to put the nether portals directly adjacent, with a 5x23x5 square of portals surrounded by a 7x23x7 square, and so on out to a 23x23x23 cube (the tops and bottoms will merge into a solid ceiling and floor, with the portal sides forming diagonals). This can culminate with 10,080 portal blocks, using 1,800 obsidian for a maximum space efficiency of 82.8%. Walling off the outer side of the largest portals and placing trapdoors on the edge of the smallest inner portals will allow ZPs to spawn and wander into the drop or push each other into it. The turtle eggs become very important here, as the ZPs from outer portals need to move all the way to the center. Contrary to intuition, they can't actually go to the Nether: They have the same 15 second cooldown as if they had actually come through the portal, so they can't go through until they have gotten away from that solid mass of portal blocks for 15 seconds. And when they do reach the middle, they should be going down that 3x3 shaft, which can easily be narrowed to 1x1. (Of course, make sure of the Nether containment area anyway, just to be safe!)

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      • total: 900 obsidian (14 stacks and change), 150 logs.
      • If you still want more, you can ditch the trapdoors and upgrade it in place to the "solid" version above.
    • The simplest collector is a 27x27 water pan, with two levels.. You will need 676 blocks and/or slabs (most of them can be slabs) plus 104 for each perimeter block (each layer in the outer wall), not counting any doorways or decorations you may add.
      • Start with a classic 9x9 pan surrounding the 1x1 drop chute. Move up a level to surround it with the rest of the large pan -- slabs or blocks will do for most of this, but at the inner/outer border you'll want real blocks, so you can place water on them.
      • The outermost ring of the pan should be a 25x25 square of walls or fences on the same level as the pan bottom -- that is, you'd have a half-step up from the outer pan to the fences. Iron bars or glass will also work, without the half-step.
      • Surround this with the 27x27 outer wall.
      • Now the water sources:
        • As usual, the inner pan gets a water source at each corner, which should send the flow in to surround the hole.
        • For the outer pan, water sources go every other block on top of the fences (place them against the outer wall), but not in a complete ring. First place the sources every other space along two opposite edges (north/south or east/west); you will see the flow running exactly to the edge of the inner pan, straight across the entire outer pan. For the other two edges, place 5 sources on each side, covering that dry middle third. (Still every other space; one at the midpoint, and two on each side.) This will send the water flow to the other edges of the inner pan. Warning: If you do try to finish the ring of water sources, you will get new water sources forming from the corners, and your nice neat collector will turn into a sheet of sources that floods over the inner pan.

Regardless, the mobs will be gathered to a central point, generally a 1x1 dropshaft. At the full scale of this farm, a complex grinder is unecessary: The farm can produce enough spawns that simply forcing them all into a single space will start killing them off through crowding ("suffocation"). They can be dropped onto a bottom-slab exposing their feet to you, with a hopper beneath that which can go to an item sorter. This setup has three main modes of operation:

  • The crowding damage will let the farm run unattended as long as a player is close enough to keep the mobs from despawning, producing a stream of gold nuggets and rotten flesh.
  • Alternatively, you can take your Looting III sword and kill the ZPs manually, for about three times the gold and some grindstone experience.
  • Or, the two can be combined: Wield the Looting sword, but don't use it (much). Let the ZPs accumulate in the catcher, but occasionally punch one of them to aggro the group, then immediately go back to the Looting sword. Once the crushing damage sets in, their deaths will be considered your kills, yielding experience and the more generous gold drops. The catch here is that you need to stay mostly in front of the ZPs, to maintain the aggro -- if you move out of line-of-sight, their forgiveness timer starts ticking and they will eventually calm down.

This farm will reward at least a minimal item sorter setup, if only to divert the rotten flesh away from more valuable stuff. After that, separating out nuggets leaves the occasional gold ingots, and unstackable golden swords (and occasional armor). For the rotten flesh, it's likely worth setting up some system to automatically destroy overflow from the system. (Bringing in a cleric villager is also an option.) For gold nuggets, you'll just need to regularly check the chest, and craft the take into more compact ingots or blocks. Swords can be sent to a blast furnace by way of a double-chest; every so often check the chest and hoppers for enchanted swords you can feed to the grindstone (and then put back to be smelted). When enough swords have accumulated, drop some fuel in the blast furnace to clear out the chest.

Channeling trident

A different way to spawn zombified piglins is to have a pig struck by lightning, meaning a trident enchanted with Channeling can be used in combination with pig breeders for an Overworld gold farm that requires no obsidian such as the design in this video: Note that this method will yield no swords.

Glotz' gold farm

This farm is arguably the most powerful one in Minecraft Java. It consists of 24 portals stacked together, with both zombified and normal piglins instantly spawning on the portals. Then they're gonna get teleported to the overworld (except the piglins, as they're gonna get teleported back to the nether). Once in the overworld, they will be attracted to the turtle egg in front of the portal and will fall to the killing chamber. In the chamber, there's an armour stand on which the player will hit to sweep the piglins and kill them. The rates of the farm is 44,000 gold ingots per hour or 4,444 gold blocks per hour, significantly more powerful than Dashpum's gold farm. Due to the sheer amount of loot you can acquire, a huge complex storage system is needed to be constructed, coupled with shulker loaders. A beacon is also recommended for long AFK sessions to avoid starving to death. A crafting system is also recommended to quick craft all the gold nuggets to gold ingots.

Overworld - Bedrock version

For Bedrock Edition there is only one way to make a portal system function properly in the overworld. You need a portal of 23x23 with an activation + deactivation system and a catch system for the zombified piglins to fall in.

We have two options at our disposal for the activation system.

  1. A dispenser with flint and steel in it, with a redstone clock attached to ignite the portal every self set amount of ticks. Positive: A cheap way to light portal. Negative: You need lots of flint and steel, because they wear out pretty quickly.
  2. With lava on top of observers, that update trapdoors next to it. This will try to ignite the portal every game tick. Positive: System will always work, without extra supplies. Negative: Observers are not cheap to craft and you generally need 6 to start with.

The deactivation system has to be done with a dispenser containing a water bucket. A redstone clock will let the dispenser, dispense the water every self set amount of ticks.

Manual farm

You can make a cheap and simple manual farm, where you just catch the mobs as they spawn from the portal, then transport them to a kill chamber for manual killing. This would be the cheapest way to construct the farm.

With the maximum looting on a sword, you'll get XP, gold nuggets, gold ingots, rotten flesh and gold swords. The swords can be smelted down to gold nuggets as well.

Some swords are also enchanted and before smelting them, you could use a grindstone to un-enchant them and receive extra XP from them.

This video shows how to make a manual killing farm:

Falling farm

The next option that is fairly cheap to construct a farm, is a falling farm. We catch the zombified piglins after spawning and transport them to a drop chute. Where after a fall of more than 24 blocks they will die and drop gold nuggets and rotten flesh.

Fall breaker farm

Instead of letting the zombified piglins fall to their death, we can also use a fall breaker to make sure they get damaged, but don't die. This allows us to use a looting sword to get XP, gold nuggets, gold ingots, golden swords and rotten flesh. Depending on the height of the drop, you can make sure that you could kill the zombified piglins with only one blow. Making it easy to kill and less hard on your sword in terms of durability.

Automatic farm

When we place a trident killer at the bottom of the drop chute, we instantly have a farm that kills the zombified piglins automatically. The trident killer consists of a kill chamber with pistons and a trident in the middle. The pistons push the zombified piglins around and against the trident. This way they get damaged each time they hit the trident, until they die. This then gives us XP, rotten flesh, gold nuggets, gold ingots and golden swords. If we hold a looting sword when in the area of the farm, the looting will be transferred onto the trident and we get more loot with each kill.

This video shows how to make a fully automatic farm with a complete sorting system underneath and furnaces for smelting the swords:

Item filtering

It is also possible to make a fully automatic farm using a more advanced setup. Because many of the zombified piglin farms produce a significant amount of golden swords, which may quickly clog up a player's storage system, an item filtering system can be used to filter out the rotten flesh, gold nuggets, and gold ingots. A redstone clock can be installed to a dispenser, and if hooked up correctly, the item filtering system can be used to spit the swords into a furnace which can then be smelted into golden nuggets.

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