I built a xp farm.It is a tower huge tower that is not connected to the ground.Height is about 106.000 blocks.I heard everyone was speaking about it needs to be 128.000 or more to actually spawn mobs,but mine was too far away from me.It is 21 blocks high and it has other huge constructions around it but these are full of torches.Also caves below it is all explored and lit up.I put my difficulty to hard,cause I thought It will make mobs spawn faster but nothing changed.
I have my world set to hard (started on easy when I first started the world) and i haven't noticed any difference in spawn rates. According to the wiki, setting it to hard should increase the spawn rates. If you could post some screen shots of the build and your afk platform that would help so we can see how it is set up.
Difficulty mode has no bearing on spawn rates, other than overworld zombie pigmen spawning in portals and the number (and type?) of raid waves.
I heard everyone was speaking about it needs to be 128.000 or more to actually spawn mobs,but mine was too far away from me.It is 21 blocks high and it has other huge constructions around it but these are full of torches
Either you were not listening to what they were actually saying...or you're surrounded by some really dumb people and shouldn't be listening to them anyways. Here are some basic numbers for mob spawning:
128 blocks (away from the nearest player) -- the maximum distance that the game will try to spawn mobs. Past this distance, the game no longer even attempts to spawn any mobs but in 1.12 and earlier it would still spawn mobs at this distance and then immediately despawn them for being too far away (this created a blinking effect that caused a bunch of lag as any mob that spawns is allowed something like 3 seconds of time to perform AI activities; this lag source was fairly insignificant up to version 1.12 but in 1.13.0 to 1.13.1 the introduction of fish mobs outright killed the game from a lag perspective.)
32 blocks (away from the nearest player) -- the starting point from which mobs enter a sort of passive AI state where they stop doing various things like wandering around. Hostile mobs in this area have a random chance of despawning over time.
24 blocks (away from the nearest player) -- the closest distance to a player that a mob can spawn naturally in the world (ie, in a dark room)
16 blocks (away from the cage spawner) -- the maximum distance a player can be in order to keep a cage spawner activated (you will see some flame particles and a spinning mini-model of the mob attached to the cage). Outside of this range the cage spawner shuts down.
Natural spawning of all mob types occurs once per loaded chunk. The time that these chunks get their attempt varies: hostile mobs occur on every game tick (there are 20 game ticks per second) while everything else happens every 200 seconds (10 seconds). As such, if you want to maximize spawns in a mob grinder then you should probably build it across a common corner shared by 4 chunks (or just make it really, really large so that it covers multiple chunks. This, however, will break the farm in various ways due to the introduction of "lazy chunks" which will stop certain things used in the farm from working--hoppers won't pick up or move items, redstone and water mechanics will stop working so even if your flusher put the water out it won't push mobs, and mobs themselves stop taking any damage so they won't die. The way this happens is based on where the player moves relative to the farm.
Regarding height, always build it as low as possible and leave it uncovered (that is, don't put blocks above the roof that is keeping the spawning platform dark). Like in 1.12, the higher you place the spawn plaftorms the slower the spawn rates will turn out to be and other than height there's zero you can do to influence this.
Regarding height, always build it as low as possible and leave it uncovered (that is, don't put blocks above the roof that is keeping the spawning platform dark). Like in 1.12, the higher you place the spawn plaftorms the slower the spawn rates will turn out to be and other than height there's zero you can do to influence this.
Regarding this, remember that if you build low, you have to try to spawn proof every other possible spawn location. In survival this could be a daunting task.
When I build a mob spawner in survival, I still build it high in the sky above an ocean, starting with the first spawnable block 128 blocks above water level. This means starting building the platform in the y level 191. This has the only advantage that you can exclude any caves if you stand in a position which is at least 24 blocks from every spawn platform and at most 32.
Of course building high in the sky means that the spawn rate will be lower as internally there's a division by the y coordinate when determining the spawn chance, on the other hand if you build low and have some unilluminated cave in which mobs spawn and you don't know where they are or how many, the efficency of the mob trap can be even lower (at the point of being pointless) than the one high in the sky.
Thanks for help,ill rebuild the whole structure.I also heard it must be above the ocean.
Is that actually needed?
Nope, but read my considerations above. Keep in mind that if there are dark places on spawnable blocks in your spawn range outside of your mob farm, the efficiency drops and adding a layer or two to the farm doesn't not really helps. It's just a matter of how much efficient do you want the farm and how much you're willing to spawn proof the other dark places (usually lighting them up)
One thing to note is that as long as there are less than 70 hostile mobs in loaded chunks it doesn't matter if there are some spaces they can spawn since the cap is absolute (i.e. either the game attempts to spawn as many mobs as it can or it doesn't); if you can switch to Peaceful you can see how many mobs there are; the difference in the "E:" number in the debug screen (which shows all client-side entities) will be the number of hostile mobs around you (note that this doesn't include every single mob as the server only sends mobs within 80 blocks to the client, even in singleplayer, while they spawn up to 128 blocks away).
Also, make sure your render distance is set to at least 10 (if it is lower mobs can spawn in or move into lazy chunks and not despawn, even if you switch to Peaceful). This is the first thing I always think of when I hear about issues with slow mob spawning as it is such a common issue (this has been an issue in singleplayer since 1.7.4 changed the server-side view distance to match the render distance; multiplayer servers were always affected since whenever they made entities not tick in "lazy chunks"; of course, if you are on a server all players must cooperate for any sort of mob farm to work efficiently).
i don't use my mob farm for XP, but only for the loot so the drop is a longer kill drop. If I need XP, I just go to the nether and stand down the hall from a blaze spawner and kill a few hundred with my infinity bow. Generally get about 2 stacks of rods as a bonus.
My mob farm is over the ocean with player platform at level 199 and spawn area at 245. To avoid having to climb up there, I use a nether portal on the player platform linked to my nether rail network. I step into a portal in my base, walk 30 blocks in the nether and then portal through to the mob-farm portal.
Thanks for help,ill rebuild the whole structure.I also heard it must be above the ocean.
Is that actually needed?If not ,ill then build it in the sky so it doesn't even touch anything.
Oceans were never required for mobfarming, they were simply handy because you could build it lower in the world and still not have to worry about spawnproofing the surrounding area. This was because other than guardians in the rare ocean monument hostile mobs could not spawn in water.
1.13 changed things up by introducing a spawning-everywhere aquatic hostile mob in the form of The Drowned. In theory, this makes the millions of blocks of water a fully spawnable area that you need to spawnproof now...but in practice it turns out that apparently the game still prefers to spawn mobs on dry land than in the water (which makes sense given there are a half-dozen mobs that spawn on dry land versus just 1 spawning in the water and there's still much more dry land than water). If you're going to build in the sky to avoid spawnproofing, there's really no difference between oceans and not-oceans now.
That said, in your pictures it appears that you're afking below the farm. If you reverse this and locate the grinder even just down to surface level you can afk at a spot high enough to avoid including water/caves but still include your grinder and get better results.
I built a xp farm.It is a tower huge tower that is not connected to the ground.Height is about 106.000 blocks.I heard everyone was speaking about it needs to be 128.000 or more to actually spawn mobs,but mine was too far away from me.It is 21 blocks high and it has other huge constructions around it but these are full of torches.Also caves below it is all explored and lit up.I put my difficulty to hard,cause I thought It will make mobs spawn faster but nothing changed.
Can someone help me please?:(
I have my world set to hard (started on easy when I first started the world) and i haven't noticed any difference in spawn rates. According to the wiki, setting it to hard should increase the spawn rates. If you could post some screen shots of the build and your afk platform that would help so we can see how it is set up.
Difficulty mode has no bearing on spawn rates, other than overworld zombie pigmen spawning in portals and the number (and type?) of raid waves.
Either you were not listening to what they were actually saying...or you're surrounded by some really dumb people and shouldn't be listening to them anyways. Here are some basic numbers for mob spawning:
128 blocks (away from the nearest player) -- the maximum distance that the game will try to spawn mobs. Past this distance, the game no longer even attempts to spawn any mobs but in 1.12 and earlier it would still spawn mobs at this distance and then immediately despawn them for being too far away (this created a blinking effect that caused a bunch of lag as any mob that spawns is allowed something like 3 seconds of time to perform AI activities; this lag source was fairly insignificant up to version 1.12 but in 1.13.0 to 1.13.1 the introduction of fish mobs outright killed the game from a lag perspective.)
32 blocks (away from the nearest player) -- the starting point from which mobs enter a sort of passive AI state where they stop doing various things like wandering around. Hostile mobs in this area have a random chance of despawning over time.
24 blocks (away from the nearest player) -- the closest distance to a player that a mob can spawn naturally in the world (ie, in a dark room)
16 blocks (away from the cage spawner) -- the maximum distance a player can be in order to keep a cage spawner activated (you will see some flame particles and a spinning mini-model of the mob attached to the cage). Outside of this range the cage spawner shuts down.
Natural spawning of all mob types occurs once per loaded chunk. The time that these chunks get their attempt varies: hostile mobs occur on every game tick (there are 20 game ticks per second) while everything else happens every 200 seconds (10 seconds). As such, if you want to maximize spawns in a mob grinder then you should probably build it across a common corner shared by 4 chunks (or just make it really, really large so that it covers multiple chunks. This, however, will break the farm in various ways due to the introduction of "lazy chunks" which will stop certain things used in the farm from working--hoppers won't pick up or move items, redstone and water mechanics will stop working so even if your flusher put the water out it won't push mobs, and mobs themselves stop taking any damage so they won't die. The way this happens is based on where the player moves relative to the farm.
Regarding height, always build it as low as possible and leave it uncovered (that is, don't put blocks above the roof that is keeping the spawning platform dark). Like in 1.12, the higher you place the spawn plaftorms the slower the spawn rates will turn out to be and other than height there's zero you can do to influence this.
Regarding this, remember that if you build low, you have to try to spawn proof every other possible spawn location. In survival this could be a daunting task.
When I build a mob spawner in survival, I still build it high in the sky above an ocean, starting with the first spawnable block 128 blocks above water level. This means starting building the platform in the y level 191. This has the only advantage that you can exclude any caves if you stand in a position which is at least 24 blocks from every spawn platform and at most 32.
Of course building high in the sky means that the spawn rate will be lower as internally there's a division by the y coordinate when determining the spawn chance, on the other hand if you build low and have some unilluminated cave in which mobs spawn and you don't know where they are or how many, the efficency of the mob trap can be even lower (at the point of being pointless) than the one high in the sky.
Thanks for help,ill rebuild the whole structure.I also heard it must be above the ocean.
Is that actually needed?If not ,ill then build it in the sky so it doesn't even touch anything.
Nope, but read my considerations above. Keep in mind that if there are dark places on spawnable blocks in your spawn range outside of your mob farm, the efficiency drops and adding a layer or two to the farm doesn't not really helps. It's just a matter of how much efficient do you want the farm and how much you're willing to spawn proof the other dark places (usually lighting them up)
One thing to note is that as long as there are less than 70 hostile mobs in loaded chunks it doesn't matter if there are some spaces they can spawn since the cap is absolute (i.e. either the game attempts to spawn as many mobs as it can or it doesn't); if you can switch to Peaceful you can see how many mobs there are; the difference in the "E:" number in the debug screen (which shows all client-side entities) will be the number of hostile mobs around you (note that this doesn't include every single mob as the server only sends mobs within 80 blocks to the client, even in singleplayer, while they spawn up to 128 blocks away).
Also, make sure your render distance is set to at least 10 (if it is lower mobs can spawn in or move into lazy chunks and not despawn, even if you switch to Peaceful). This is the first thing I always think of when I hear about issues with slow mob spawning as it is such a common issue (this has been an issue in singleplayer since 1.7.4 changed the server-side view distance to match the render distance; multiplayer servers were always affected since whenever they made entities not tick in "lazy chunks"; of course, if you are on a server all players must cooperate for any sort of mob farm to work efficiently).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
i don't use my mob farm for XP, but only for the loot so the drop is a longer kill drop. If I need XP, I just go to the nether and stand down the hall from a blaze spawner and kill a few hundred with my infinity bow. Generally get about 2 stacks of rods as a bonus.
My mob farm is over the ocean with player platform at level 199 and spawn area at 245. To avoid having to climb up there, I use a nether portal on the player platform linked to my nether rail network. I step into a portal in my base, walk 30 blocks in the nether and then portal through to the mob-farm portal.
Learn something new each day
I fixed it by rebuilding it.now it is on height 207.000. It is really fast.I also lit up the roof.
I just want to ask,is 2 tier xp farm faster than 1 tier farm?
Oh and also here is some screenshots
Oceans were never required for mobfarming, they were simply handy because you could build it lower in the world and still not have to worry about spawnproofing the surrounding area. This was because other than guardians in the rare ocean monument hostile mobs could not spawn in water.
1.13 changed things up by introducing a spawning-everywhere aquatic hostile mob in the form of The Drowned. In theory, this makes the millions of blocks of water a fully spawnable area that you need to spawnproof now...but in practice it turns out that apparently the game still prefers to spawn mobs on dry land than in the water (which makes sense given there are a half-dozen mobs that spawn on dry land versus just 1 spawning in the water and there's still much more dry land than water). If you're going to build in the sky to avoid spawnproofing, there's really no difference between oceans and not-oceans now.
That said, in your pictures it appears that you're afking below the farm. If you reverse this and locate the grinder even just down to surface level you can afk at a spot high enough to avoid including water/caves but still include your grinder and get better results.