@gnembon
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gnembon | Minecraft 1.9 Mob Spawning Changes and Perfect Witch Farms @gnembon | Uploaded 8 years ago | Updated 4 hours ago
In this video I explain how natural mob spawning have changed in 1.9, and its effects on all sorts of farms based on natural mob spawning. I also explain the implications of entity collisions bug, that I found, and how it can be used to create a perfect witch farm. In a perfect witch farm all the spawn attempts that happend in it have 100% chance of success. I am also explaining how to design such a farm, showing as an example, a skeleton farm, which while not the fastest, is actually still optimal (especially for a single witch farm settings where there is no need to worry about the mob cap).

Moddeda aspects of the game (in MCP 9.18 (MC1.8.8) and MCP 9.24(MC1.9.0), used when appropriate):
- chilled monsters (demonstration purposes only)
- cranked up spawning (2000 ticks per second)
- carpet mod (mob spawn debug information)
- collision bug fix for 1.9 ! (hint)

References:

Skeleton-powered witch farm: youtube.com/watch?v=A2pY9d_rWoI

Galia's sand on a fence trick: http://www.planetminecraft.com/project/arrow-converter
Ilmango's sand on a fence 'bug' explanation: youtube.com/watch?v=hW3hEc5amQs

Spire max farm extimation for 1.8 using commandblocks: youtube.com/watch?v=tMdP-h45VGY

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Minecraft IGN: gnembon

Find me on Twitter: http://twitter.com/gnembon_mc

Resource Pack: Minecraft HD 64 http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2209477

Music used:

- Holberg Suite musopen.org/music/2658/edvard-grieg/holberg-suite-op-40-string-orchestra-arr
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Minecraft 1.9 Mob Spawning Changes and Perfect Witch Farms @gnembon

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