The only challenge in creating any mob farm is if you're the one who actually designed the thing. Most people just copy someone else's design.
I am beside myself when I see a comment like this. Not everybody copies mob farms from designs on forums or YouTube. It does help to understand the principles behind the mob farms that other have done, and certainly designs for those farms will change as the game changes too, but you are flat out wrong to suggest everybody copies the one true mob farm design and only one person shows any sort of creativity in creating that farm in the first place.
Furthermore, you are sort of implying that once a mob farm has been created, everybody uses MC Edit to cut & paste that farm into their world for instant gratification (as if creative mode didn't exist either). Even if you have a mob farm design you are duplicating, there still are a large number of people who create such contraptions in hardcore survival... and your comment here completely dismisses the effort it takes to make such mob farms.
I'll repeat what has been said above: creating a mob farm is not an exploit or bug. It is an emergent behavior of some players who hate a continual grind of doing the same task over and over again with no end in sight. It it wasn't for people who felt this way about other tasks in real life, we wouldn't be living in an industrial society that gives us computers in the first place but rather you would find the profession of "computer" to be those people who sit in an office all day and perform calculations using paper and pencils. I just love 1 Hz computers.
The point of any mob farm is to reap the rewards of playing the game without actually having to play the game in the first place. Why spend two hours caving to get a couple stacks of iron, when you can leave the game running and come back from work and and have ten?
Because some people don't like to be clicking the mouse ten thousand times knocking out yet another stone block in the branch mine. I also think you miss the point of a mob farm, as you most definitely need to play the game in order to build them in the first place. Mob farms are enormous consumers of resources as well, where it can be argued that the mob farms (and other related machines for producing resources like automated tree farms) can be some of the largest buildings in a world. Again, if you are just using MCEdit to paste the farms into your world you might have a point, but that isn't always the case.
The main thought process to building a mob farm is if you can spend a few hours (or even days) building the farm with a whole lot of consideration for the scale and impact of that farm upon the environment nearby, or do you simply do the instant gratification and not bother wasting your time on the farm? Keep in mind that most decent mob farms (especially hostile mob farms) also require considerable exploring like finding almost every cave in a 30 chunk radius from the mob farm and placing torches in every nook and cranny. That does not sound like something a lazy person is going to do but rather somebody who is very active in playing the game.
Why spend a minecraft or two night hunting mobs to get thirty levels for an enchantment, when you cani play another game for an hour, and then switch back and clean out your mob farm.
Why spend several nights exploring caves, fighting hostile mobs and falling into lava, checking your back for creepers, and actually playing the game to build the mob farm in the first place and then after some considerable time you can finally take a breather and reap the rewards from your considerable effort? I guess to play a different game than the one you seem to be playing.
You are free to play Minecraft in the fashion you are suggesting, but others players have different ideas in mind. Mob farms weren't strictly intended behavior when Minecraft was invented by Notch, but it is a kind of behavior that emerges from the rules by players who want to maximize their efficiency.
Mojang has fixed yet another game-breaking mechanic that pretty much eliminated any need to go mining? How dare they?!
Yes, because I really need to spend all that extra time hunting down the iron ore I need for the 6 300-ish hoppers I still need for my warehouse instead of digging up half the map to get it. ;P
Mojang has fixed yet another game-breaking mechanic that pretty much eliminated any need to go mining? How dare they?!
In all seriousness, everyone will do what Mojang intended us to do in the first place and go caving. The only person I really feel sorry for now is TangoTek
How many of use fence in cows, sheep, and chickens so we don't have to explore (mine) the land for them. Huh?
Isn't capturing the non hostile mobs for easier resource gathering kind of the same thing. Yes, Sure it already requires player interaction, so the farm change matches this, but . . . . You aren't going out to find them any more. Mining is cool, but after 500,000 blocks mined, I could use some automation so I can spend my time on bigger and better creations.
Peoples (players) time is finite. Time management is a factor when creating bigger and better new things.
Yes, because I really need to spend all that extra time hunting down the iron ore I need for the 6 300-ish hoppers I still need for my warehouse instead of digging up half the map to get it. ;P
Well technically, Mojang didn`t break iron farms, you would just need to install a crusher or lava to bring them down to damage potion killing; you would need to make sure you check backat the farm to prevent build-ups.
Well technically, Mojang didn`t break iron farms, you would just need to install a crusher or lava to bring them down to damage potion killing; you would need to make sure you check backat the farm to prevent build-ups.
That is a terrible compromise. They BROKE fully automatic iron and gold farms. Its a stupid change that had no need to be implemented. Unfortunately, mojang cares squat about what people think or post in this thread. Fortunately, some awesome as yet unnamed modder will fix this, as is usual when mojang does something like this.
Well technically, Mojang didn`t break iron farms, you would just need to install a crusher or lava to bring them down to damage potion killing; you would need to make sure you check backat the farm to prevent build-ups.
D; I thought this change wasn't that bad... but when you put it that way....
Anybody who wants unlimited iron can still get it. Just cheat in the Iron. Lots less lag on the server, too!
Any game needs limited resources, and iron and gold are intended to be that in Minecraft. There are lots of other interesting automation systems you can set up that don't break the game. There's creative mode if you want to build without resource limits, and switching modes, it you want to fight without resource limits. No need to break survival mode to accommodate people who want the benefits of mining without mining and the benefits of fighting without fighting.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
As I said when first implemented iron bars as drops was a terrible idea. They should undo the original screw-up and lower the cost of hoppers and beacons. Yes I designed a Golem farm but only because the lack of new survival content.
The enchanting system is another big mistake. Make enchanted items rare drops and with high durability then add very rare mobs/bosses and it would be the game Mojang really wants. Not Wither type bosses just standard mobs a little bigger, stronger, increased drop rate, and biome specific. It's almost too easy.
This is a major reason why I'm staying in 1.7.4. That, and the fact that anything past 1.7.4 is incredibly laggy (and I emphasize this next part due to those who say "get a better computer"- I don't have infinite money /-: ) compared to previous versions. I don't care about those new commands and new blocks, Minecraft is unplayable unless I'm running 1.7 or before. Why doesn't Mojang focus on major issues the community has nearly unanimously been complaining about for months (relevant ones), instead of adding/doing useless bull feces like granite and nerfing iron farms, respectively?
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
Look, really, I don't think this nerf is a good thing. I've built an Iron Trench on my server, and now it is either going to be useless (if village chaining is indeed broken) or I am going to have to AFK, throwing eggs to push the golems into lava. Yes, I KNOW it's the same for XP and rare drops, but I really think Mojang should avoid removing* features that have been in the game for a year and a half.
Remember, we all have our own playing styles in singleplayer. In multiplayer? Give server admins more options to control what their players do, like a /gamerule for this.
For everyone saying these things rely on an exploit...
Do you want crops to only drop when destroyed by the player, rendering mass wheat farms useless?
Do you want mobs to only spawn on natural blocks, impeding mob farms?
Do you want the enderpearling above the nether trick to be fixed, meaning people that make gold farms will have to halfslab the ENTIRE 128 block radius?
Many of MC's exploits are quite useful, and I believe Mojang should not limit the possibilities of the game in most cases. Instead, I believe it should be up to server admins to decide this.
Look, really, I don't think this nerf is a good thing. I've built an Iron Trench on my server, and now it is either going to be useless (if village chaining is indeed broken) or I am going to have to AFK, throwing eggs to push the golems into lava. Yes, I KNOW it's the same for XP and rare drops, but I really think Mojang should avoid removing* features that have been in the game for a year and a half.
Remember, we all have our own playing styles in singleplayer. In multiplayer? Give server admins more options to control what their players do, like a /gamerule for this.
For everyone saying these things rely on an exploit...
Do you want crops to only drop when destroyed by the player, rendering mass wheat farms useless?
Do you want mobs to only spawn on natural blocks, impeding mob farms?
Do you want the enderpearling above the nether trick to be fixed, meaning people that make gold farms will have to halfslab the ENTIRE 128 block radius?
Many of MC's exploits are quite useful, and I believe Mojang should not limit the possibilities of the game in most cases. Instead, I believe it should be up to server admins to decide this.
Not a huge change for me, as I never even used iron farms before.
And Note: Mining iron really is not that difficult to do...
Depends. Some (like me) are crazy about renewable resources, so this disappoints me. But what about building with iron blocks, or supercharging beacons? Don't tell me that after spending hours in a narrow, sinister nether brick structure gathering wither skulls, I then have to mine 1477 iron ore!
If the iron golem and zombie pigmen farms stay nerfed, then the14w03b snapshot basically breaks the game for me. I will probably soon stop playing minecraft. I know that nobody cares if I play the game or not, but I belive a lot of people feel the same way and will probably get tired of it too. This just feels like a huge step back, and I just can`t understand why they would do something like this?
I love to go mining. I have all the automated farms, but I still go mining and explore cool caves for rare loot in dungons and mineshafts. It has nothing to do with being lazy or not playing the game "correctly". It has nothing to do with that. When you have played on a map for hundreds of hours you start to play the game in a different way. You want your world to be as advanced as possible and test the boundaries of the game. You want fully automated farms so you can focus on bigger and more extreme projects.
For me that`s what this game is all about. Nobody starts a new world and builds a gold farm the first night. That`s what a lot of us like to do when you have grinded and collected resources the "legit" way for a long time allready and want to move on to more advanced builds.
Exploits aren't always bad things. I think a Minecraft without iron farms is like a Mario game without infinite 1-Up tricks.
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Author of , Minecraft's most noteworthy Mega Man-themed resource pack!
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
If the iron golem and zombie pigmen farms stay nerfed, then the14w03b snapshot basically breaks the game for me. I will probably soon stop playing minecraft. I know that nobody cares if I play the game or not, but I belive a lot of people feel the same way and will probably get tired of it too. This just feels like a huge step back, and I just can`t understand why they would do something like this?
I love to go mining. I have all the automated farms, but I still go mining and explore cool caves for rare loot in dungons and mineshafts. It has nothing to do with being lazy or not playing the game "correctly". It has nothing to do with that. When you have played on a map for hundreds of hours you start to play the game in a different way. You want your world to be as advanced as possible and test the boundaries of the game. You want fully automated farms so you can focus on bigger and more extreme projects.
For me that`s what this game is all about. Nobody starts a new world and builds a gold farm the first night. That`s what a lot of us like to do when you have grinded and collected resources the "legit" way for a long time allready and want to move on to more advanced builds.
Here! Here! You hit it on the head.
After a while I want to progress to bigger and more complex builds. Automation is the natural progression of an advancing society/community/player. It happens in real life. We invent things to make handle the now mundane tasks, so we can move forward in development.
I'm on my second world now, both with huge bases/kingdoms now. I am not looking forward to starting it all over yet again in a third world because they add a new resource I have to travel 5000 blocks away to begin finding. While I enjoy building things, building another automated wheat field, and sheep stables, and main building is going to get old. Not to mention having to mine the 1000s of cobble all over again. Arg! ")
Mob and Iron farms can't even be considered exploits. Exploiting is making use of somethng that basically gives you an unfair advantage, and that is in some way altearing the original game, but this is something fully vanilla, and everyone can do it so it isn't unfair.
A lot of people are making a huge deal out of this and sharing their overly dramatic and sentimental "This makes me want to quit Minecraft" stories, when there are some pretty simple solutions to this. Such as using tnt and splash potions (Both of which count as player kills). This is still Minecraft, there is nothing stopping you from finding ways to get around a survival mode balance change.
Docm77 already came up with a pretty decent solution for both gold and iron farms that simply requires a small amount of extra effort. If the people who complain about their farms get Mojang to change it, good for them. But in the meanwhile you're going to have to adapt.
If people could get over the catastrophe that was beta 1.8 (although some still haven't), I'm sure people could get through this.
I am beside myself when I see a comment like this. Not everybody copies mob farms from designs on forums or YouTube. It does help to understand the principles behind the mob farms that other have done, and certainly designs for those farms will change as the game changes too, but you are flat out wrong to suggest everybody copies the one true mob farm design and only one person shows any sort of creativity in creating that farm in the first place.
Furthermore, you are sort of implying that once a mob farm has been created, everybody uses MC Edit to cut & paste that farm into their world for instant gratification (as if creative mode didn't exist either). Even if you have a mob farm design you are duplicating, there still are a large number of people who create such contraptions in hardcore survival... and your comment here completely dismisses the effort it takes to make such mob farms.
I'll repeat what has been said above: creating a mob farm is not an exploit or bug. It is an emergent behavior of some players who hate a continual grind of doing the same task over and over again with no end in sight. It it wasn't for people who felt this way about other tasks in real life, we wouldn't be living in an industrial society that gives us computers in the first place but rather you would find the profession of "computer" to be those people who sit in an office all day and perform calculations using paper and pencils. I just love 1 Hz computers.
Because some people don't like to be clicking the mouse ten thousand times knocking out yet another stone block in the branch mine. I also think you miss the point of a mob farm, as you most definitely need to play the game in order to build them in the first place. Mob farms are enormous consumers of resources as well, where it can be argued that the mob farms (and other related machines for producing resources like automated tree farms) can be some of the largest buildings in a world. Again, if you are just using MCEdit to paste the farms into your world you might have a point, but that isn't always the case.
The main thought process to building a mob farm is if you can spend a few hours (or even days) building the farm with a whole lot of consideration for the scale and impact of that farm upon the environment nearby, or do you simply do the instant gratification and not bother wasting your time on the farm? Keep in mind that most decent mob farms (especially hostile mob farms) also require considerable exploring like finding almost every cave in a 30 chunk radius from the mob farm and placing torches in every nook and cranny. That does not sound like something a lazy person is going to do but rather somebody who is very active in playing the game.
Why spend several nights exploring caves, fighting hostile mobs and falling into lava, checking your back for creepers, and actually playing the game to build the mob farm in the first place and then after some considerable time you can finally take a breather and reap the rewards from your considerable effort? I guess to play a different game than the one you seem to be playing.
You are free to play Minecraft in the fashion you are suggesting, but others players have different ideas in mind. Mob farms weren't strictly intended behavior when Minecraft was invented by Notch, but it is a kind of behavior that emerges from the rules by players who want to maximize their efficiency.
Version 2.1 now updated for MC 1.6.2
Yes, because I really need to spend all that extra time hunting down the iron ore I need for the 6 300-ish hoppers I still need for my warehouse instead of digging up half the map to get it. ;P
Venit, quessit, induravit.
Mojang didn't just get rid of them, they just got rid of the fully automatic part.
How many of use fence in cows, sheep, and chickens so we don't have to explore (mine) the land for them. Huh?
Isn't capturing the non hostile mobs for easier resource gathering kind of the same thing. Yes, Sure it already requires player interaction, so the farm change matches this, but . . . . You aren't going out to find them any more. Mining is cool, but after 500,000 blocks mined, I could use some automation so I can spend my time on bigger and better creations.
Peoples (players) time is finite. Time management is a factor when creating bigger and better new things.
Well technically, Mojang didn`t break iron farms, you would just need to install a crusher or lava to bring them down to damage potion killing; you would need to make sure you check backat the farm to prevent build-ups.
That is a terrible compromise. They BROKE fully automatic iron and gold farms. Its a stupid change that had no need to be implemented. Unfortunately, mojang cares squat about what people think or post in this thread. Fortunately, some awesome as yet unnamed modder will fix this, as is usual when mojang does something like this.
D; I thought this change wasn't that bad... but when you put it that way....
Any game needs limited resources, and iron and gold are intended to be that in Minecraft. There are lots of other interesting automation systems you can set up that don't break the game. There's creative mode if you want to build without resource limits, and switching modes, it you want to fight without resource limits. No need to break survival mode to accommodate people who want the benefits of mining without mining and the benefits of fighting without fighting.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
The enchanting system is another big mistake. Make enchanted items rare drops and with high durability then add very rare mobs/bosses and it would be the game Mojang really wants. Not Wither type bosses just standard mobs a little bigger, stronger, increased drop rate, and biome specific. It's almost too easy.
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
Remember, we all have our own playing styles in singleplayer. In multiplayer? Give server admins more options to control what their players do, like a /gamerule for this.
For everyone saying these things rely on an exploit...
Do you want crops to only drop when destroyed by the player, rendering mass wheat farms useless?
Do you want mobs to only spawn on natural blocks, impeding mob farms?
Do you want the enderpearling above the nether trick to be fixed, meaning people that make gold farms will have to halfslab the ENTIRE 128 block radius?
Many of MC's exploits are quite useful, and I believe Mojang should not limit the possibilities of the game in most cases. Instead, I believe it should be up to server admins to decide this.
YES.
And Note: Mining iron really is not that difficult to do...
Reaction to Skyward Sword: Why do so many hate this beauty...
I love to go mining. I have all the automated farms, but I still go mining and explore cool caves for rare loot in dungons and mineshafts. It has nothing to do with being lazy or not playing the game "correctly". It has nothing to do with that. When you have played on a map for hundreds of hours you start to play the game in a different way. You want your world to be as advanced as possible and test the boundaries of the game. You want fully automated farms so you can focus on bigger and more extreme projects.
For me that`s what this game is all about. Nobody starts a new world and builds a gold farm the first night. That`s what a lot of us like to do when you have grinded and collected resources the "legit" way for a long time allready and want to move on to more advanced builds.
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
Here! Here! You hit it on the head.
After a while I want to progress to bigger and more complex builds. Automation is the natural progression of an advancing society/community/player. It happens in real life. We invent things to make handle the now mundane tasks, so we can move forward in development.
I'm on my second world now, both with huge bases/kingdoms now. I am not looking forward to starting it all over yet again in a third world because they add a new resource I have to travel 5000 blocks away to begin finding. While I enjoy building things, building another automated wheat field, and sheep stables, and main building is going to get old. Not to mention having to mine the 1000s of cobble all over again. Arg! ")
Docm77 already came up with a pretty decent solution for both gold and iron farms that simply requires a small amount of extra effort. If the people who complain about their farms get Mojang to change it, good for them. But in the meanwhile you're going to have to adapt.
If people could get over the catastrophe that was beta 1.8 (although some still haven't), I'm sure people could get through this.