Uploaded June 2019 | Updated September 2026, 2 weeks ago
Featured by Docm77, and he has a fix for 1.14.4 pre3 & tutorial: youtube.com/watch?v=POTL0MiYqDc IMPORTANT: The trap door he added under the villagers seems to cause them to die, so leave it out (credit to knockoutpanda for finding out WHAT was the problem. My theory is the villagers will sometimes get their heads in water while sleeping, and the waterlogged trapdoor would block their vision to the zombie so they'd stay asleep while they drown). Here is his fix applied to this farm, just replace the slab in front of villagers with a top trapdoor (to let them pathfind to workstations) and lower the back composter by 1 block imgur.com/a/jxwia9A
Important note! In Doc's video he had a trap door below the villagers, but I've been told this can cause the villagers to die. My guess is it blocks the villager's vision and they can't be woken up by the zombie, and can drown in the water when they slip off the bed. So perhaps the villagers eye position is not on top of the bed but at the bottom of the bed where the trapdoor can block it? I've tested this for many hours without the trapdoor and not had a problem.
Featured by dudieboy: youtube.com/watch?v=x1NqwOZ-za8
Featured in Conterstine Skyblock youtube.com/watch?v=y6dgee4d7Jg (Spanish, but he shows how to make it) . Thanks!
Thanks to RaysWorks as well for encouraging me to make this video, and everyone on his Wed/Fri streams working on these farms. Also FACS01 made a useful mod to see last worked and slept: Villager Stats 1.14.3 by FACS01: mediafire.com/file/itzj45egqkydxvk/Villager+Stats+1.14.3.zip . place in your save folder/datapacks/ then run this in minecraft: /function villagerstats:cmds/tag.time.worked.slept.add.all (autocomplete can help with other options)
Villagers bob up and down in water, going in and out of view of the zombie, which gives them opportunities to sleep/work (which is necessary to spawn iron golems). Instead of water streams to push the golems, it conveniently uses the same zombie to attract golems off the platform. Collection area would be somewhere below.
If you build more than 1, make sure to space out villager groups at least 11 blocks to be safe, though I would actually space them 16 blocks so golem spawning doesn't interfere with adjacent villagers. I am unsure of the exact mechanics of iron golem spawning (size of bounding box/radius checked for existing golems, etc), however in this farm where the villager clusters are 14 blocks apart, they did not seem to interfere.
World DL
mega.nz/#!p8ozTQBI!bJWQ841ZNkW_d1rx6PZQUuwwPufXGS_M9bw-NGqNJms
With 1.14.4 pre3 fixes based on docm's video:
mega.nz/#!45AEwACb!hieL2WB0pn6uG8aBEa2Hxk1GezX3YIqJJJslausJEG0
Featured by Docm77, and he has a fix for 1.14.4 pre3 & tutorial: youtube.com/watch?v=POTL0MiYqDc IMPORTANT: The trap door he added under the villagers seems to cause them to die, so leave it out (credit to knockoutpanda for finding out WHAT was the problem. My theory is the villagers will sometimes get their heads in water while sleeping, and the waterlogged trapdoor would block their vision to the zombie so they'd stay asleep while they drown). Here is his fix applied to this farm, just replace the slab in front of villagers with a top trapdoor (to let them pathfind to workstations) and lower the back composter by 1 block imgur.com/a/jxwia9A
Important note! In Doc's video he had a trap door below the villagers, but I've been told this can cause the villagers to die. My guess is it blocks the villager's vision and they can't be woken up by the zombie, and can drown in the water when they slip off the bed. So perhaps the villagers eye position is not on top of the bed but at the bottom of the bed where the trapdoor can block it? I've tested this for many hours without the trapdoor and not had a problem.
Featured by dudieboy: youtube.com/watch?v=x1NqwOZ-za8
Featured in Conterstine Skyblock youtube.com/watch?v=y6dgee4d7Jg (Spanish, but he shows how to make it) . Thanks!
Thanks to RaysWorks as well for encouraging me to make this video, and everyone on his Wed/Fri streams working on these farms. Also FACS01 made a useful mod to see last worked and slept: Villager Stats 1.14.3 by FACS01: mediafire.com/file/itzj45egqkydxvk/Villager+Stats+1.14.3.zip . place in your save folder/datapacks/ then run this in minecraft: /function villagerstats:cmds/tag.time.worked.slept.add.all (autocomplete can help with other options)
Villagers bob up and down in water, going in and out of view of the zombie, which gives them opportunities to sleep/work (which is necessary to spawn iron golems). Instead of water streams to push the golems, it conveniently uses the same zombie to attract golems off the platform. Collection area would be somewhere below.
If you build more than 1, make sure to space out villager groups at least 11 blocks to be safe, though I would actually space them 16 blocks so golem spawning doesn't interfere with adjacent villagers. I am unsure of the exact mechanics of iron golem spawning (size of bounding box/radius checked for existing golems, etc), however in this farm where the villager clusters are 14 blocks apart, they did not seem to interfere.
World DL
mega.nz/#!p8ozTQBI!bJWQ841ZNkW_d1rx6PZQUuwwPufXGS_M9bw-NGqNJms
With 1.14.4 pre3 fixes based on docm's video:
mega.nz/#!45AEwACb!hieL2WB0pn6uG8aBEa2Hxk1GezX3YIqJJJslausJEG0

![Industrial Turtle Shell/Scute Farm
Best farm for making too many scutes.
Technical findings:
- Turtles will track 1-high water blocks but greatly prefer 2-high, with 16 block range. Wont track waterlogged blocks, *including* bubble columns. Only track regular water blocks of all types including falling & flowing water.
- 20% of eggs will hatch per night around /time set 21500. Assumed 2.5 eggs laid on average. In the world download version (48x14 sand area), the upper average should be ~336 baby turtles per night.
- Main MSPT limitation is the baby turtles needing to be entity processed to increment age. This could be mitigated by feeding the babies seagrass as shown at 9:28 . Otherwise they need to be entity processed 24000 times.
- Feeding seagrass to turtles is dependent on ping lag. Aiming slightly forward will improve chances to feed, as the server appears to check predicted client player position vs server side turtle position.
Since nobody had made an overpowered scute farm, I made one, and thoroughly investigated turtle mechanics. Tested in 1.13 but should work just fine in other versions.
Glowing effect for pregnant turtles (use repeating command block):
effect give @e[type=turtle,nbt={HasEgg:1b}] glowing 1
Simulated giving seagrass from minecart:
/execute at @e[type=minecart] run execute as @e[type=turtle,nbt={Age:0,InLove:0,HasEgg:0b},distance=..4] run data merge entity @s {InLove:600}
Some technical info was gotten from Rays Works video
https://www.youtube.com/watch?v=IcnPYOVhYyM
Tested in 1.13. Also tested 1.15 snapshot 19w36a and works fine.
World DL:
https://mega.nz/#!ohxxAa5T!Dy6ctpkkQ5TBtM9-hX4UfQWraaIARnUAiKVWfxOHryY Industrial Turtle Shell/Scute Farm](https://i.ytimg.com/vi/oK3d74_ncGo/mqdefault.jpg)








