I used a different style that uses hoppers as the floor and iron golems to kill them.
Heres the the video I used, but you must double check that witches spawn on certain levels. Mine for instance, my bottom spawn pad ended up being water level, unlike the video..
That design is extremely laggy, and somewhat inefficient. If your looking for the most efficient witch farm out there take a look at Spires, which is pretty much 100% efficient. It uses smart shifting floor mechanics, the witches simply will spawn and drop to thier death, yes it does require digging under the witch hut. You can use additional smart pistons to 'funnel' the witches into a much smaller drop area if you so wish. Its not terribbly expensive to build, requiring some comparators, repeaters, sticky and normal pistons. with some string and tripwires.
7x9x2 (126) + additional hoppers to place into chest, is going to cause lag no matter how you look at it, and not just 'sometimes', but ALL the time that the area is loaded, regardless of how you look at it. You might not notice it now but try saying that as the area within the render distance becomes more and more developed. No matter how you look at it this is NOT a good design.
7x9x2 (126) + additional hoppers to place into chest, is going to cause lag no matter how you look at it, and not just 'sometimes', but ALL the time that the area is loaded, regardless of how you look at it. You might not notice it now but try saying that as the area within the render distance becomes more and more developed.
Again it may not lag now, but as the area becomes more and more developed and does have additional components that produce lag you will begin to feel the effect of the hoppers. You have to remember that every hopper that does NOT have a solid block over top of it is constantly doing 2 things, 1st its checking its inventory and if it contains any items will attempt to place them into the inventory of what it is pointing at. 2nd its constantly trying to pick up entities that are on top of it.
If the area had say additional farms or a self sorting storage room of decent size the the additional weight of these hoppers would be felt.
The farm itself should be fairly efficient as their are NO air blocks at spawn floor level within the allocated area, but it looses spawn area due to the golems, since mobs can't spawn where another mob exists, and due to the fact that it takes the golem time to kill the witches.
For myself, I have a quad witch hut seed that allows all 4 witch huts to be active at the same time, and since the area was made 100% spawn proff i get pretty decent rates. Within the center is my base, which has a multi floor self sorting system, so I don't have to ever put anything away, or go get any drops from any of the nearby farms. If i were to switch to the first design my game would surely lag badly with that many additional hoppers.
So I guess if your not planing on doing alot of development within the area then the first design would work, but if you plan to make use of multiple farms within the area then I suggest going with spires design.
Thanks for clearing that up Cire360. But I gets no lag. I don't hav much in the swamps, just 4 witch huts. And after a while, I've gots to much resources. I don't need all that.
Thanks for clearing that up Cire360. But I gets no lag. I don't hav much in the swamps, just 4 witch huts. And after a while, I've gots to much resources. I don't need all that.
Too much resources, "What you talking about willis?" (lol, old different strokes quote), Anyhow besides spider eye and potion bottles, you can never have enough of the other resources. I also have 4 witch huts, all the dropps are brought to my base in the center and lifted into the base via an item elevator, sorted and stored automatically I can never have enough redstone and glowstone, and I use the sticks to power my smeltry which also extracts anything that can be smelted and is located near the end of the sorting chain. The sticks burn up fast, but then again with 4 witch huts supplying the fuel I usually don't end up short. Located at the very top of my base is a wither powered, cobble and tree farm, and dead center is a 52 village iron golem farm, that can self repair the villages via a rebuild process should they merge. Staggered via layers are different farms for wheat, suggar cane, carrots, potatoes, as well as a layer where only passive mobs like cows, chickens, pigs, sheep can spawn, which are once every 3 minutes flushed, killed and stored automatically.
So with all that going on and more, you can see why i need to be careful of using alot of hoppers and what not, I already can feel lag when I'm running the wither farm and alot of drops are cycling throughout the system. However i've already begun taking steps to alleviate the lag, or at least I hope. However you don't need to take my word for hoppers producing lag, simply check out zipcrowds facts on them and you can see for yourself.
It's ok cire I built it in creative to c if it's even worth buliding it in survival it's not realy worth the time and resources (in my opion) but thank u fir helping though
Where did you find a design for this?? I've tried a couple designs but they always seem to merge...
I designed it based on the iron foundry but using Iron trench mechanics. I had plans of doing a tutorial on it, but i've since returned to work, and don't have alot of time to do such, and with 1.8 now being teased about its hardly worth the effort since this design will be broken, as village mechanics change in 1.8. Currently new doors that are detected by villagers are added to the oldest village provided its within range. In 1.8 this changes as doors get detected are added to the 'closest and in range'.
Mergers will still take place in 1.8, and that's why you need the iron farm to be able to self repair itself. Basically this consists of moving villagers out of range of the doors, until all villages are deleted by the system (takes roughly 60 seconds). At which point the village chaining process takes place. During this phase, 1 village is created at a time, by exposing the villager to a new doors, but its complicated to explain in words, check out tangos village chaining tutorial. Phase 2 consists of adding doors to each village and sliding them into place. Its actually a lot simpler to do then one thinks.
If your interested in a self repairing iron farm I strongly suggest using tangos iron trench, which you can find on youtube. It pretty much works on the console but may need a few tweaks here and there to the redstone.
P.S Daniel kotes from zipcrowd has a 1.8 self repairing 32 village iron farm tutorial, which is actually easier to build then the iron trench. So if you can wait that long I suggest building it instead. However if you want to stockpile iron now, then turn to the trench.
So with all that going on and more, you can see why i need to be careful of using alot of hoppers and what not, I already can feel lag when I'm running the wither farm and alot of drops are cycling throughout the system. However i've already begun taking steps to alleviate the lag, or at least I hope. However you don't need to take my word for hoppers producing lag, simply check out zipcrowds facts on them and you can see for yourself.
Thanks a lot for your info. Without you pointing out the hopper issue, I'd still be dealing with a lot of issues in my world. I modified my design and got rid of so many hoppers (that were filled) and now no more issues.
Now, for a witch farm, I don't believe this would cause lag or any issues of any kind. Now from what you've shared about your world, it seems likely you'd not want to use so many hoppers. Understandable. I guess the right answer would depend on what you've got around it and also what you plan to do in the future in the witch farm area.
Is it possibe to make a witch farm or is it still broken?
Yes. I've got one.
Whos design did u use by chance or did u make ur own
I used a different style that uses hoppers as the floor and iron golems to kill them.
Heres the the video I used, but you must double check that witches spawn on certain levels. Mine for instance, my bottom spawn pad ended up being water level, unlike the video..
Ok thanks for the help
That design is extremely laggy, and somewhat inefficient. If your looking for the most efficient witch farm out there take a look at Spires, which is pretty much 100% efficient. It uses smart shifting floor mechanics, the witches simply will spawn and drop to thier death, yes it does require digging under the witch hut. You can use additional smart pistons to 'funnel' the witches into a much smaller drop area if you so wish. Its not terribbly expensive to build, requiring some comparators, repeaters, sticky and normal pistons. with some string and tripwires.
Anyhow heres the video, hope you like it.
I gets no lag, and I got their resources for days! So I'm not sure how you got that info.
7x9x2 (126) + additional hoppers to place into chest, is going to cause lag no matter how you look at it, and not just 'sometimes', but ALL the time that the area is loaded, regardless of how you look at it. You might not notice it now but try saying that as the area within the render distance becomes more and more developed. No matter how you look at it this is NOT a good design.
7x9x2 (126) + additional hoppers to place into chest, is going to cause lag no matter how you look at it, and not just 'sometimes', but ALL the time that the area is loaded, regardless of how you look at it. You might not notice it now but try saying that as the area within the render distance becomes more and more developed.
The one he showed me wrks no lag just it's not that effecent but it wrks
Again it may not lag now, but as the area becomes more and more developed and does have additional components that produce lag you will begin to feel the effect of the hoppers. You have to remember that every hopper that does NOT have a solid block over top of it is constantly doing 2 things, 1st its checking its inventory and if it contains any items will attempt to place them into the inventory of what it is pointing at. 2nd its constantly trying to pick up entities that are on top of it.
If the area had say additional farms or a self sorting storage room of decent size the the additional weight of these hoppers would be felt.
The farm itself should be fairly efficient as their are NO air blocks at spawn floor level within the allocated area, but it looses spawn area due to the golems, since mobs can't spawn where another mob exists, and due to the fact that it takes the golem time to kill the witches.
For myself, I have a quad witch hut seed that allows all 4 witch huts to be active at the same time, and since the area was made 100% spawn proff i get pretty decent rates. Within the center is my base, which has a multi floor self sorting system, so I don't have to ever put anything away, or go get any drops from any of the nearby farms. If i were to switch to the first design my game would surely lag badly with that many additional hoppers.
So I guess if your not planing on doing alot of development within the area then the first design would work, but if you plan to make use of multiple farms within the area then I suggest going with spires design.
Thanks for clearing that up Cire360. But I gets no lag. I don't hav much in the swamps, just 4 witch huts. And after a while, I've gots to much resources. I don't need all that.
Too much resources, "What you talking about willis?" (lol, old different strokes quote), Anyhow besides spider eye and potion bottles, you can never have enough of the other resources. I also have 4 witch huts, all the dropps are brought to my base in the center and lifted into the base via an item elevator, sorted and stored automatically I can never have enough redstone and glowstone, and I use the sticks to power my smeltry which also extracts anything that can be smelted and is located near the end of the sorting chain. The sticks burn up fast, but then again with 4 witch huts supplying the fuel I usually don't end up short. Located at the very top of my base is a wither powered, cobble and tree farm, and dead center is a 52 village iron golem farm, that can self repair the villages via a rebuild process should they merge. Staggered via layers are different farms for wheat, suggar cane, carrots, potatoes, as well as a layer where only passive mobs like cows, chickens, pigs, sheep can spawn, which are once every 3 minutes flushed, killed and stored automatically.
So with all that going on and more, you can see why i need to be careful of using alot of hoppers and what not, I already can feel lag when I'm running the wither farm and alot of drops are cycling throughout the system. However i've already begun taking steps to alleviate the lag, or at least I hope. However you don't need to take my word for hoppers producing lag, simply check out zipcrowds facts on them and you can see for yourself.
It's ok cire I built it in creative to c if it's even worth buliding it in survival it's not realy worth the time and resources (in my opion) but thank u fir helping though
Where did you find a design for this?? I've tried a couple designs but they always seem to merge...
I designed it based on the iron foundry but using Iron trench mechanics. I had plans of doing a tutorial on it, but i've since returned to work, and don't have alot of time to do such, and with 1.8 now being teased about its hardly worth the effort since this design will be broken, as village mechanics change in 1.8. Currently new doors that are detected by villagers are added to the oldest village provided its within range. In 1.8 this changes as doors get detected are added to the 'closest and in range'.
Mergers will still take place in 1.8, and that's why you need the iron farm to be able to self repair itself. Basically this consists of moving villagers out of range of the doors, until all villages are deleted by the system (takes roughly 60 seconds). At which point the village chaining process takes place. During this phase, 1 village is created at a time, by exposing the villager to a new doors, but its complicated to explain in words, check out tangos village chaining tutorial. Phase 2 consists of adding doors to each village and sliding them into place. Its actually a lot simpler to do then one thinks.
If your interested in a self repairing iron farm I strongly suggest using tangos iron trench, which you can find on youtube. It pretty much works on the console but may need a few tweaks here and there to the redstone.
P.S Daniel kotes from zipcrowd has a 1.8 self repairing 32 village iron farm tutorial, which is actually easier to build then the iron trench. So if you can wait that long I suggest building it instead. However if you want to stockpile iron now, then turn to the trench.
Thanks a lot for your info. Without you pointing out the hopper issue, I'd still be dealing with a lot of issues in my world. I modified my design and got rid of so many hoppers (that were filled) and now no more issues.
Now, for a witch farm, I don't believe this would cause lag or any issues of any kind. Now from what you've shared about your world, it seems likely you'd not want to use so many hoppers. Understandable. I guess the right answer would depend on what you've got around it and also what you plan to do in the future in the witch farm area.
This topic is super helpful as I'm looking to build a Witch farm soon. Thanks guys!
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