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gnembon | Minecraft - Classic Witch Farm Competition (Fun Farms Ep. 2) @gnembon | Uploaded 8 years ago | Updated 5 hours ago
Fun Farms Ep. 2 - Witch farms for 1.9. Evaluation of 4 different designs comparing to 1.8 shifting floor.

This is second episode in my series - 'Fun Farms', where I am taking one mob at a time and showing unique farms based around some interesting game mechanics. They might not always be super efficient, or extra fast, but what they should do, is make you think: "Wow, that's interesting, that's cool".

We took 4 designs of the witch farms that do not rely on any glitches in the game, so they should work in any future versions of minecraft, providing rules don't change that much. We compared them to a generic shifting floor design.

NOTE: flush based farm (Xisuma's and Jaws), since 15w51b are affected with spiders being able to spawn on retracting pistons that hold the water, when they are triggered by the witch, which clogs the farm until they despawn. They can only be there for a few ticks, until water floods the pison, but this seems to be enough, especially if you perfected the environment

Commands used in evaluation:

Create a counter:
scoreboard objectives add items_collected dummy

Increase the counter:
scoreboard players add @p items_collected 1

Display a counter (eager (in place) evaluation of the counter):
tellraw @a ["items collected: ",{score:{name:"*", objective: "items_collected"}}]

Give a player book with the counter (notice, the quoted code to retrieve the score indicates lazy evaluation of the expression, rather than eager:
give @p written_book 1 0 { title:"ic", author:"g", pages: ["{score:{name:\"*\", objective: \"items_collected\"}}"]}

Resetting and removing of the counter:
scoreboard objectives remove items_collected


Disclaimer. The area around the hut is not 100% spawn proof. I realized about it when I was preparing world downloads. I wanted to keep the ravine, and it happened, there was a handful of spawning spaces in it, however it shouldn't have any impact on the efficiency of the farms. Only a few mobs can spawn in there, and together with the witches spawning in the hut, it is still far below the hostile mob cap, meaning, they should not influence each other. It would only matter if the mobs outside the hut could fill up the mob cap, preventing witches from spawning.

When loading the world downloads, change view distance to 12. Under 12, the mobs spawning is kind of crooked. View distance of 12 gives the usual hostile mob cat in the range of 70s.

References (+world download with the designs):

1.15 updated swiper design (solves the issue of spiders spawning in weird places:
http://bit.ly/ff2witches

Also check this video for details on the update:
youtu.be/63Q8Thtt7wY?t=356

Other worlds (included in the download):
Empty farm (good for evaluating your own design):
Full shifting floor, incompatible with 1.9:
- shifting floor concept (Snocrash): youtube.com/watch?v=dQjnZr9-9F0
Fixed shifting floor using open fence gates:
- open fencegates in Wither Skeletron farm: youtube.com/watch?v=t25prueTJBc
Water flush design by Xisuma:
- tutorial (Xisuma): youtube.com/watch?v=KLZiw14Tn_s
- improved design (Xisuma): youtube.com/watch?v=XgAJFqiLm4g
Jaws design:
Swiper design:
- swiper concept (Alonofer) from: youtube.com/watch?v=v8N0niQ-74s

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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-minecraft-hd-64x-5-17-fixes
(With modified bedrock texture)

Music used:

- Holberg Suite musopen.org/music/2658/edvard-grieg/holberg-suite-op-40-string-orchestra-arr
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Minecraft - Classic Witch Farm Competition (Fun Farms Ep. 2) @gnembon

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