Submission Information Overview
Submission Information Overview
Every submission has some information that is required to know, while some other information is good to know, but not necessary. It heavily depends on what type of creation you are looking at. For example, for a mob farm it is important to know what simulation distance the build is for as that will change how effective the farm will be. But for an item filter you don't need to know what simulation distance the game is on, it will work in any.
In the format for every creation-type you'll see which submission information is Important and which is Extra:
- Important Information: information that is used to directly compare different designs with each other
- Examples: Rates, size, speed, simulation distance
- Extra Information: information about smaller facts of the creations that are less useful or impactful for comparing designs. Extra Information is useful when you actually want to build the farm.
- Example: How many tridents there are in every trident killer, biome it is build in, kill method
The order in which information is listed, is irrelevant here. However, under the format for every Creation-Type the order must be kept (e.g. simulation distance goes above rates). See the Creation-Type format pages for more information
Below here is a list of every possible type of information you can read under submissions. There are examples how to do it properly but there are also examples when it isn't done properly (which are usually denoted as Note: Something is wrong). These wrong examples might help better understand how to use the format.
See below an overview of all Submission Information-types:
Simulation distance
- Category:
- MOB FARMING
- VILLAGER FARMING
- Creation type:
- All type of mob farms using environmental spawning [?]
- Raid farm
- Stacked Iron Farm
Simulation distance is a setting that changes how many chunks a player can load. It also changes things with mob spawning and iron farming. If you want to know more, read the [Article: Simulation distance]. Simulation distance can be abbreviated to sim
Examples Simulation Distance
Choose one of the following methods:
- Simulation distance: 4+
Other possibilities: Simulation distance 6+, Simulation distance 8+, Simulation distance 10+, Simulation distance 12
- Simulation distance: 4+
- Note: Use simulation distance 6+ for full usage
Some farms worked with a spawning sphere of 24-54 blocks (before 1.16.0).
This allows the farm to work on simulationmaking it work on sim 4, but even better on sim 6+
- Simulation distance: 4+
- Note: The player must afk below/in between the farm
Some farms use fall damage to kill mobs. In order to have mobs not despawn on simulation distance 4, players must afk between the spawn platform and the kill platform
This does not apply for other simulation distances
Size
- Category:
- MOB FARMING
- VILLAGER FARMING
- STORAGE TECH
- CIRCUITRY
- TRANSPORTATION
- BLOCK/ITEM FARMING
- Creation type:
- Any build
Size will be added in the order: x y z, Or in normal language: length x height x width.
This is not in order how x y z is defined in math for example, but this is Minecraft and the order of things might be different than you normally use.
Size should be added to any submission, but only for the website. The size is only required to be added on the Discord as well for some type of creations, like pistons doors.
Examples Size
Choose one of the following methods:
- Size:
- 12x12x12 = 1728 blocks
The size must mention how many blocks it is (by multiplying the numbers with each other)
- Size (Design 1):
- 1x5x4 = 20 blocks
- Size (Design 2):
- 2x3x5 = 30 blocks
If multiple designs are submitted, then it will be mentioned between brackets
- Size:
- ?x?x? = ? blocks
- Note: Missing size
If size is not provided, this note is added
Rates
- Category:
- MOB FARMING
- VILLAGER FARMING
- BLOCK/ITEM FARMING
- MOB FARMING
- Creation type:
- All type of mob farms
- Raid farm
- Iron Farm
- Block Farms
- Item Farms
Any farm that makes items must include this. Synonyms for rates are 'loot' or 'drops'. Below there are examples and 'wrong examples' as the wrong examples here help to give a better understanding on how it should be done correctly.
Example Rates
Choose one of the following methods:
- Rates (1.16.0):
- 1320 Cooked Chicken per hour
- 256 Cooked Beef per hour
- 1394 Cooked Pork per hour
After “Rates” the version that the farm is tested in must be mentioned
If the version is not provided, the first possible version this farm works in must be specified as versionItem names must be correctly capitalized
- Rates (1.16.0):
- 1000 Rotten Flesh per hour
- 2 Egg per hour
- 13,000 Emerald per hour
- Rates (1.17.0):
- 1100 Rotten Flesh per hour
- 20 Egg per hour
- 15,000 Emerald per hour
In this case, rates are provided from multiple versions
- Rates (Design 1, 1.16.0):
- 3 TNT per hour
- 15,000 Gunpowder per hour
- 4593 Bone per hour
- Rates (Design 2, 1.17.0+):
- 500 TNT per hour
- 100 Gunpowder per hour
- 12,453 Bone per hour
You can also have different designs, or “modules” which result in different rates. The version must also be mentioned.
- Rates (1.16.0):
- 10,000 Golden Nugget per hour
- 100,000 XP per hour
Adding XP gained from the farm is favorable, but not required
- Rates (1.16.0):
- 10,000 Golden Nugget per hour
- Level 30 in 5 minutes
Writing the XP gained from a farm in "Level
[x]
after[y]
time”” is acceptable, but not preferred
- Rates:
- 10,000 Gunpowder per hour
- Note: Rates may have changed in newer versions
Rates may change in newer versions in the game.
The newer rates are always stated on the website, but not always in the DiscordThe reason of the change must be mentioned. Example:
Note: 1.17.40 increased the mobcap, increasing the rates of this farmThe website is not finished so this may change
- Rates:
- 14,500 items per hour (?% Dirt, ?% Arrow, ?% Bone, ?% Spider Eye, ?% TNT)
- Note: Missing specific rates
If no specific items are mentioned, the possible obtained items must be noted down with a question mark and a percentage, to account to the percentage that specific item is, from the total rates.
Example: (?% Dirt = Unknown percentage of Dirt of the total amount of items)
- Rates:
- ? items per hour (?% Dirt, ?% Arrow, ?% Bone, ?% Spider Eye, ?% TNT)
- Note: Missing rates
If no rates are mentioned, the possible obtained items must at least be mentioned and handled in the same way as the above method
- Rates:
- ? Dirt per hour
- Note: Missing rates
If the farm produces only 1 or 2 items types, then there doesn't have to be a percentage for the drops.
If there are 3 or more item types, the above method is preferred (with the percentages for drops)
- Rates:
- 1,000,000 Dirt per hour
- Note: Questionable rates
The rates provided may be questionable, e.g. the farm has not been tested long enough, or there is evidence the rates are incorrect
Wrong Examples Rates
List of wrong examples, to improve the understanding of the good examples. Every wrong example also explains how to 'fix it'.
Don't choose one of these examples:
- Rates (1.16.0):
- 64 stacks Gunpowder per hour
Rates should be written in total items and not in “stacks”.
Fix:
Rates(1.16.0):
- 4096 Gunpowder per hour
- Rates (1.16.0):
- 330 Slime Balls per hour
Item names should written as singular items. Note: It is not correct in an English sentence, but in this archive it is correct (and avoids inconsistencies in cases where the plural form is acceptable).
Fix:
Rates(1.16.0):
- 330 Slime Ball per hour
- Rates (1.16.0):
- 80 Iron Ingot per minute
Rates should be written “per hour”, NOT in minutes, seconds, etc.
Fix:
Rates(1.16.0)
- 4800 Iron Ingot per hour
- Rates (1.16.0):
- 12 Golden Nugget p/h
- 220 Rotten Flesh per h
Rates should be written “per hour”, NOT p/h or per h.
Fix:
Rates (1.16.0):
- 12 Golden Nugget per hour
- 220 Rotten Flesh per hour
- Rates (1.16.0):
- 12,434 drops per hour (?% Iron Ingot, ?% Poppy, ?% String)
Rates should be written in terms of “items” and not in “drops”.
The nerds might have noticed there is no “Note: Missing specific rates” in the message which should be included as well 🤓
Fix:
Rates (1.16.0):
- 12,434 items per hour (?% Iron Ingot, ?% Poppy, ?% String)
- Note: Missing specific rates
TNT Usage
- Category:
- MOB FARMING
- BLOCK/ITEM FARMING
- MOB FARMING
- Creation type:
- Dragon Killer
- Wither Killer
- Block Breakers
Most Dragon Killers use TNT to accelerate a projectile so it does more damage. The amount of TNT that is used influences how much damage a projectile can deal. This is also used for block breakers, using TNT to break the blocks. Here is then referenced to how many TNT is used per hour and not how much is used per kill.
Examples TNT Usage
Choose one of the following methods:
- TNT Usage:
- [Number] TNT used per kill
Specify the amount of TNT that is used per kill
Example
- TNT Usage:
- 243 TNT used per kill
- TNT Usage (Design 1):
- 214 TNT used
- TNT Usage (Design 2):
- 200 TNT used
If multiple designs are submitted, then it will be mentioned between brackets
TNT Usage:
- ? TNT used per kill
- Note: Missing TNT usage
Note must be added if no TNT amount is provided
Hit Speed
- Category:
- MOB FARMING
- BLOCK/ITEM FARMING
- MOB FARMING
- Creation type:
- Dragon Killer
- Block Breakers
How many times a trident killer is able to hit a mob. Kill speed shouldn't be the only thing you should think about when deciding for which trident killer you want to build.
Examples Hit Speed
Choose one of the following methods:
- Hit Speed:
- [Number] gt per hit
Specify the hitspeed in gameticks
Gt stands for “gametick” and is a way to measure how fast a trident killer can hit a mob. A mob can only be hit every 10 gameticks, but having a trident killer faster than that results in faster kill speed
Example
- Hit Speed:
- 4 gt per hit
- Hit Speed (Design 1):
- 8 gt per hit
- Hit Speed (Design 2):
- 6 gt per hit
If multiple designs are submitted, then it will be mentioned between brackets
- Hit Speed:
- ? gt per hit
- Note: Unknown hit speed
The note must be provided if its unknown how fast the farm is. The discord usually has people that can help explaining or finding the speed of the tk
Mob Usage
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Trident Killers
Some trident killers can be used for all 2 block tall mobs, while others can be used for all type of mobs. Also some trident killers are specific for certain mobs like Wither Skeletons, Slimes or Guardians.
Examples Mob Usage
Choose one of the following methods:
- Used for all types of mobs
Universal trident killer; all mobs can be killed using this Trident Killer
This type of Trident Killer is not useful as it wouldn't be efficient as it should also kill big mobs like Ravagers, Slimes, Magma Cubes, Ghasts and Iron Golems.
- Used for standard mobs
'Standard' mobs are all mobs that are equal or smaller than 2 blocks tall and 2 blocks wide (so including spiders and Ravagers, but not Slimes, Ghasts and Iron Golems)
- Used for [1/2/3] block tall mobs
Select one number
If a farm can both do 1 and 2, then include 'and';
Used for 1 and 2 block tall mobs
- Used for {Mob}
For Trident Killers with specific type of mobs, you can select this one. Possible answers: [Ghast/Slime/Magma Cube]
Some mobs have a farm attached to the trident killer, they are not included in this category: [Witch, Shulker, Iron Golem, Outpost]
Breakspots
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Cage
Breakspots refers to how many blocks the Wither can explode if the breaking area of the Wither (4x6x4 = max 72 spots) is filled with blocks.
Examples Breakspots
Choose one of the following methods:
- Breakspots:
- [Number] breakspots
Specify the number of breakspots that are used
Example:
- Breakspots:
- 48 breakspots
- Breakspots (Design 1):
- 34 breakspots
- Breakspots (Design 2):
- 40 breakspots
You can also have different designs, or “modules” which result in different rates. The version does not have to be mentioned
- Breakspots:
- ? breakspots
- Note: Missing breakspots
If the kill speed is missing, then this note must be added
Bedrock usage
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Cage
- Wither Killer
- Wither Rose Farm
Bedrock usage refers to amount of Bedrock blocks you need to build a certain Wither Cage or Killer. There must also be a mention what type of Bedrock is used, naturally generated or obtained from an older version.
Examples Bedrock Usage
Choose one of the following methods:
- Bedrock Usage:
- [Number] Bedrock blocks used
- [Bedrock Floor/Bedrock Ceiling/End Exit Portal/End Gateway/Obtained Bedrock]
Specify how many Bedrock blocks are used
Select if the Bedrock blocks are naturally generated, or obtained:
- Bedrock Floor (? Bedrock Blocks)
- Bedrock Ceiling (? Bedrock Blocks)
- End Exit Portal (41 Bedrock blocks)
- End Gateway (12 Bedrock blocks)
- Obtained Bedrock (? Bedrock Blocks)
- Bedrock usage (Design 1):
- 41 Bedrock blocks used
- Bedrock usage (Design 2):
- 11 Bedrock blocks used
You can also have different designs, or “modules” which result in different rates. The version does not have to be mentioned
- Bedrock Usage:
- ? Bedrock blocks used
- Note: Missing Bedrock block usage
It is unlikely that the amount of Bedrock blocks are unknown, but if not provided, this note must be added to it
Kill Speed
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Killer
- Wither Killer
How fast the Wither dies depends on the design. Most Wither Killers use suffocation to kill the Wither, but there are many other ways to kill the Wither, for example with TNT (if TNT is used, TNT Usage must be added as Important Information)
Examples Kill Speed
Choose one of the following methods:
- Kill Speed ([Easy/Normal/Hard] difficulty)
- 1 Wither every [Number] [gameticks/seconds/minutes]
There has to be a mention of the difficulty, as the Wither’s health changes based on difficulty:
- Hard = 300 hearts (600 hits)
- Normal = 225 hearts (450 hits)
- Easy = 150 hearts (300 hits)The time it takes for 1 wither to die, this can be provided in gameticks, seconds or minutes
Example:
- Kill Speed (Hard difficulty)
- 1 Wither every 5 minutes
For a standard suffocation design in hard mode, the wither has 300 hearts:
The Wither has 300 hearts and requires 600 hits to kill
The Wither can be hit every 10 gameticks, or every 0.5 seconds
600 hits needed x 0.5 seconds = 300 seconds = 5 minutes
This changes the speed for difficulty:
- Hard = 300 hearts = 600 hits = 300 seconds = 5 minutes
- Normal = 225 hearts = 450 hits = 225 seconds = 3.75 minutes
- Easy = 150 hearts (300 hits) = 150 seconds = 2.5 minutes
Kill speed (Hard difficulty)
- 1 Wither every ? seconds
- Note: Missing Kill Speed
If the kill speed is missing, then this note must be added
- Kill speed (Design 1, Normal difficulty):
- 1 Wither every 10 seconds
- Kill speed (Design 2, Normal difficulty):
- 1 Wither every 5 minutes
If multiple designs are submitted, then it will be mentioned between brackets
Difficulty must still be mentioned
Item Filtering
- Category:
- STORAGE TECH
- STORAGE TECH
- Creation type:
- Item Filter
- Item Filter
Item sorting refers to filtering/sorting away types of items based on properties multiple items have (in this case 64/16/nonstackable). There is a difference between item filters and item sorters:
- Filter = Pulls away groups of items with similar properties (stackability) from a mixed group of items (often referred as “seperator”). You can think of an item-filter as a contraption that filters item-types.
- Sorter = Pulls away one specific item from a of mixed items (your “average” item sorter with a hopper containing 19-1-1-1-1 items). You can think of an item sorter as a contraption that sorts (individual) items.
This category is used for item filters
Examples Item Filtering
Choose one of the following methods:
- Item Filtering:
- 64 stackable in the top waterstream
- Nonstackable in the bottom waterstream
In this case 64 stackable items are separated from nonstackable items.
A picture here could helpMention the place where the items are coming out of after going through the filter
- Item Filtering:
- 64 stackable in the left waterstream
- 16 and 1 stackable in the right hopperstream
Instead of top/bottom and waterstream, left, right and hopperstream can be used
- Item Filtering:
- Nonstackable filtered based on property, end up in their own chest
In the case of nonstackables, they can be sorted based on the interaction with other blocks/entities, however not every non-stackable can be sorted
E.g. A Shulker Box cannot enter another Shulker Box, so you can sort Shulker Boxes based on that
- Item Filtering:
- All items in the top stream
- All XP in the bottom stream
XP can also be filtered from the items XP can for example float on top of flowing water while items sink
- Item Filtering:
- 64 in the left waterstream
- 16 stackable in the right waterstream
- Nonstackable in the bottom waterstream
A contraption can filter out multiple item types at once
- Item Filtering (Design 1):
- 64 in the right waterstream
- Nonstackable in the left waterstream
- Item Filtering (Design 2):
- 64 in the right waterstream
- Nonstackable in the left waterstream
If multiple designs are submitted, then it will be mentioned between brackets
Even though design 1 and 2 are structured the same, they might have some difference in size, blocks used or (hopper) speed
Item Storage
- Category:
- STORAGE TECH
- Creation type:
- Item Halls
- Item Caller
- Bulk Storage
- Silo Storage
- Item Halls
There are very different types of item storages, each with specific names. As the title doesn’t always contain the information about the type of item storage, it is good to mention it. Possible storages:
-
- Item hall
- Item Caller
- Bulk Storage
- Silo Storage
Examples Item Storage
Choose one of the following methods:
- Item Storage:
- {Greek Numeral Prefix} hall
- [Chest/Barrel/Shulker Box]
Item halls use the Greek Cardinal Numeral Prefix system hall. The number explains how many storage blocks there are per slice. See below the most common used terms:
- Tetra (4) hall
- Hexa (6) hall
- Octo (8) hall
- Deca (10) hall
- Dodeca (12) hall
- Decatettara (14) hall
- Decahex (16) hallItem storages can store items in different containers (= Type of block that can store items, such as Chest, Barrel, Shulker Box, Furnace, Dropper/Dispenser, etc.). Possible values:
- Chest (Double chest actually, for single chests, use Barrel)
- Barrel
- Shulker Box
Example:
- Item Storage:
- Hexa (6) hall
- Barrel
- Item Storage:
- Hybrid Tetra (4) hall
- Chest
A Hybrid item hall stores items first as items in chests. Once the chests are full, the items are being placed in Shulker Boxes (allowing for more storage in a smaller space)
- Item Storage:
- Item Caller
- Chest
Item Callers are storage systems that can request an item from a far away storage to a central point
More information is needed here
- Item Storage:
- Bulk Storage (8)
- [Self-organizing/Digsort/Hall]
- [Chest/Barrel/Shulker Box]
Since Bulk Storages can be made real big (and not all containers are always accessible), the number of containers is not mentioned in the Greek Numerical Prefix, but rather just a number
There are different types of bulk storages. Possible values:
- Self-organizing (Bulk storage that can organise itself (using binary code))
- Digsort (Bulk storage for digging sites)
- Hall (Bulk storage hall)Item storages can store items in different containers (= Type of block that can store items, such as Chest, Barrel, Shulker Box, Furnace, Dropper/Dispenser, etc.). Possible values:
- Chest (Double chest actually, for single chests, use Barrel)
- Barrel
- Shulker Box
Example:
- Item Storage:
- Bulk Storage (8)
- Hall
- Chest
A picture here could better explain than this text
- Item Storage:
- Silo Storage
- Chest
A storage silo is a type of storage that is similar to bulk storage, but instead there are indicator lights showing whether a chest is completely full with items, making it in one quick view easier to see if you are low on items
A picture here could better explain than this textThese type of creations require to have expandability and tileability added as extra other information
- Item storage (Design 1):
- Bulk storage (6)
- Hall
- Item storage (Design 2):
- Bulk storage (8)
- Hall
If multiple designs are submitted, then it will be mentioned between brackets
This applies for all types of item storage: item halls, item callers, bulk storage and silo storage
Hopper Speed
- Category:
- STORAGE TECH
- STORAGE TECH
- Creation type:
- Item filters
- Item sorters
- Shulker loaders
- Shulker unloaders
- Item halls
- Item silos
Hopper speed refers to how many items can be moved/processed at a time. Different configurations allow for higher hopper speed:
- A single Hopper can handle 1 item every 8 gameticks (so 9000 items per hours)
- A Dropper can handle 2x hopper speed (2 items every 8 gameticks)
- A Hopper tower, having them all point down, is 2x hopper speed, as the top hopper push 1 item in every 8 gametick, but the bottom one also pulls 1 item every 8 gametick. Allowing a hopper to transfer 2 items every 8 gameticks
Pictures explaining how the configurations are is helpful
Examples Hopper Speed
Choose one of the following methods:
- Hopper Speed:
- [Number]x hopper speed
Example:
- Hopper Speed:
- 1x hopper speed
- Hopper Speed:
- ?x hopper speed
- Note: Missing hopper speed
Note must be added if the hopper speed is missing.
- Hopper Speed (Design 1):
- 16x hopper speed
- Hopper Speed (Design 2):
- 16x hopper speed
If multiple designs are submitted, then it will be mentioned between brackets
Even though design 1 and 2 are structured the same, they might have some difference in size or blocks used
Doorframe
- Category:
- MOB FARMING
- BLOCK/ITEM FARMING
- MOB FARMING
- Creation type:
- Dragon Killer
- Block Breakers
The doorframe tells something about how the doorframe should look like. The doorframe defines how the position, orientation and the visibility of the door, but also the position of the redstone
Pictures explaining what door frames are is helpful
Examples Doorframe
Choose one of the following methods:
- Doorframe
- Regular
There are many types of door frames. See below the list, or read this [Article: Doorframe] for more information:
- Regular
- Flush regular
- Flush full
- Hipster floor semi
- Hipster floor full
- Hipster ceiling semi
- Hipster ceiling full
- Hipster wall
- Deluxe semi
- Deluxe full
- Trapdoor floor
- Trapdoor ceiling
- Expandable regular
- Expandable infinitely
- Stackable regular
- Stackable infinitely
Circuit visibility
- Category:
- CIRCUITRY
- CIRCUITRY
- Creation type:
- Piston Doors
Circuit visibility talks about whether redstone components and/or special blocks (such as immovable blocks, gravity blocks, slime, etc.) are visible inside the doorframe and door hall when the door is either open or closed. Possible values:
- Seamless (no redstone visible)
- Non-seamless (redstone visible) There is also the category “full seamless” and “semi-seamless” category, but those apply to the door patterns (using lamps)
To learn more about seamless and non-seamless, you can find about it in this [Article: Seamless and Non-Seamless]
Pictures explaining what circuitry visibility is, is helpful
Examples Circuit visibility
Choose one of the following methods:
- Circuit visibility
- [Seamless/Non-seamless]
Choose between Seamless and Non-seamless
Door Pattern
- Category:
- CIRCUITRY
- CIRCUITRY
- Creation type:
- Piston doors
The doorframe tells something about how the doorframe should look like. The doorframe defines how the position, orientation and the visibility of the door, but also the position of the redstone
Pictures explaining what door patterns are is helpful
Examples Door Pattern
Examples (Door pattern)
Choose one of the following methods:
- Door Pattern
- None
There are many types of wiring restrictions. See below the list, or read this [Article: Door Patterns] for more information:
- None
- Funnel Regular
- Funnel TNT
- Funnel Lamp Seamless
- Funnel Lamp Fully Seamless
- Vault
- Cave Regular
- Cave TNT
- Etho
- Iris
- TNT Regular
- TNT Semi
- TNT Full
- Glass center
- Semi-Seamless
- Fully-Seamless
- Glass
- Stargate
- Center Stargate
- Full Stargate
- Lamp Regular
- Lamp Always-On
- Lamp Full
- Circle
- Triangle Right
- Triangle Regular
- Sissy-bar Regular
- Sissy-bar Glass
- Bar
- Carpet
- Asdjke
- Checkerboard Regular
- Checkerboard Full
- Gold play button
- Rail Single
- Rail Double
- Vortex Regular
- Vortex Deep
- Vortex Horizontal
- Corner Regular
- Corner Dual
- Pitch Regular
- Pitch Reversed
- Pitch Vertical
Wiring Restrictions
- Category:
- CIRCUITRY
- Creation type:
- Piston doors
Door record makers usually also restrict which wiring can be used to give an extra challenge for the record.
Pictures explaining what wiring restrictions are is helpful
Examples Wiring restrictions
Choose one of the following methods:
- Wiring Restrictions
- None
There are many types of wiring restrictions. See below the list, or read this [Article: Wiring Restrictions] for more information:
- None
- Entityless
- Observerless
- Observer-only
- Redstone Block Only (RBO)
- Sandless-semi
- Sandless-full
- Slimeless
- Zomba
- Zombi
Door Speed
- Category:
- CIRCUITRY
- Creation type:
- Piston doors
When making a fast door for a world record, the door speed must be given. Door records usually about two categories: smallest and fastest + smallest. The first category (only smallest) doesn't care about door speed, the second one door speed is important.
Examples Door Speed
Choose one of the following methods:
- Door Speed
- Open = 0,7 s
- Close = 0,3 s
Door speed is measured in seconds. The door speed can be measured by recording the door opening/closing. It is possible to calculate how long (redstone) components take to update to calculate the speed from that. (1gt = 0,05 s, 2gt = 0,10 s. 2gt is equal to 1 redstone tick (the time it takes to update a repeater))
Recording the door speed using a video is not reliable as visuals in Minecraft don't always match what actually happens
- Door Speed
- Open = ? s
- Close = 0,3 s
- Note: Missing opening time
If the opening time is missing, use this note
- Door Speed
- Open = 1,2 s
- Close = ? s
- Note: Missing closing time
If the closing time is missing, use this note
- Door Speed
- Open = ? s
- Close = ? s
- Note: Missing door speed
If both opening and closing time is missing, use this note.
This note is probably not used, because this is simply useless information for a door that is being tracked for 'fastest'
Bonemeal Usage
- Category:
- BLOCK/ITEM FARMING
- Creation type:
- Tree farms
- Sugarcane farms
- Micro crop farms
- Flower farms
- Moss farms
Farms that use bonemeal to crow crops or saplings, the amount of bonemeal that is used must be given. Examples are tree farms, micro crop farms, flower farms or moss farms.
Examples Bonemeal Usage
Choose one of the following methods:
- Bonemeal Usage
- 2,400 Bonemeal used per hour
For farms that use bonemeal to grow crops or saplings, the bonemeal usage must be used
Just like rates, the amount of Bonemeal is given in total number and per hour
- Bonemeal Usage (Design 1):
- 2,400 Bonemeal used per hour
- Bonemeal Usage (Design 2):
- 2,000 Bonemeal used per hour
You can also have different designs, or “modules” which result in different rates.
- Bonemeal Usage
- ? Bonemeal used per hour
- Note: Missing Bonemeal usage
If Bonemeal usage is unknown, use this note
Bonemeal Profit
- Category:
- MOB FARMING
- BLOCK/ITEM FARMING
- Creation type:
- Fish farms
- Nether tree farm
- Moss farms
- Flower farms
- (Bonemeal farms)
Farms that create someway bonemeal (not bones, but bonemeal), use this instead of 'Rates'. Examples are fish farms, moss farms or flower farms. Each type gives information about the amount of bonemeal that used, produced and the profit from it.
Examples Bonemeal Profit
Choose one of the following methods:
- Bonemeal Profit (1.16.0):
- 2,400 Bonemeal used per hour
- 3,000 Bonemeal produced per hour
- = 600 Bonemeal profit per hour
After “Rates” the version that the farm is tested in must be mentioned
If the version is not provided, the first possible version this farm works in must be specified as versionJust like rates, the amount of Bonemeal is given in total number and per hour
Bonemeal profit can be calculated by:
Bonemeal used - Bonemeal produced = Profit
- Bonemeal Profit (1.16.0,):
- 2,400 Bonemeal used per hour
- 3,000 Bonemeal produced per hour
- = 600 Bonemeal profit per hour
- Bonemeal profit (1.17.0,):
- 3,000 Bonemeal used per hour
- 5,000 Bonemeal produced per hour
- = 2000 Bonemeal profit per hour
In this case, rates are provided from multiple versions
- Bonemeal Profit (Design 1, 1.16.0,):
- 2,400 Bonemeal used per hour
- 3,000 Bonemeal produced per hour
- = 600 Bonemeal profit per hour
- Bonemeal profit (Design 2,1.19.0,):
- 10,000 Bonemeal used per hour
- 12,000 Bonemeal produced per hour
- = 2000 Bonemeal profit per hour
You can also have different designs, or “modules” which result in different rates. The version must also be mentioned.
- Bonemeal Profit (1.16.0):
- 0 Bonemeal used per hour
- 1,000 Bonemeal produced per hour
- = 1,000 Bonemeal profit per hour
For farms that don’t use Bonemeal (e.g. fish farms), this number must still be used
- Bonemeal Profit (1.16.0):
- ? Bonemeal used per hour
- 1000 Bonemeal produced per hour
- = ? Bonemeal profit per hour
- Note: Missing bonemeal usage
If Bonemeal usage is unknown, use this note
- Bonemeal Profit (1.16.0):
- ? Bonemeal used per hour
- ? Bonemeal produced per hour
- = ? Bonemeal profit per hour
- Note: Missing bonemeal usage and production
If both Bonemeal usage and Bonemeal production is unknown, use this note
It's highly unlikely that this note is used for a bonemeal farm
Experiments
- Category:
- MISCELLANEOUS
- MISCELLANEOUS
- Creation type:
- Resource packs
- Behavior packs
Resource packs, behavior packs and add-ons might require certain experiments to be enabled to work. Without those experiments the pack might not work.
Examples Experiments
Choose one of the following methods:
- Experiments
- Beta API
Experiments are required to be added if the pack uses them
Hopper Locking
- Category:
- STORAGE TECH
- STORAGE TECH
- Creation type:
- Item filters
- Item sorters
- Shulker loaders
- Shulker unloaders
- Item halls
- Item silos
Resource packs, behavior packs and add-ons might require certain experiments to be enabled to work. Without those experiments the pack might not work.
Examples Hopper Locking
Choose one of the following methods:
- Hopper Locking
- 15/32 Hoppers locked
The amount of hoppers that are locked, either through a global lock system or automatically. This applies when the system is idle. The amount of hoppers locked while active is irrelevant.
The amount of hoppers locked is required for any storage system that utilizes Hoppers
Important Information
- Hopper Locking
- ? Hoppers locked
- Note: Missing Hoppers locked
If it is unknown how many Hoppers are locked, then this note must be added
It is highly likely this note is necessary as it is easy to see how many hoppers are locked
Features
- Category:
- MISCELLANEOUS
- Creation type:
- Resource pack
- Behavior pack
- Add-On
Resource packs, behavior packs and add-ons have useful features in them that you can use. Under Important Information the most important features are listed.
Examples Features
Choose one of the following methods:
- Features
- Fake players: Players that can spawn mobs and load chunks like regular players
The features are listed in random order, however a description must be added on what they do
Biome
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- All type of mob farms using environmental spawning [?]
Biomes may change how a farm works. Either it improves rates, or it could simply not work (e.g. Snow Golems don't make snow in certain biomes, or simply die)
Examples Biome
Choose one of the following methods:
- Tested in Warped Forest
Rates are depended on the biome it is tested in and therefor must be included
- Tested in any biome
If the farm does not depend on biome, this can be used
- Tested in any biome
- Exception: Frozen Ocean, (Frozen) River, Mushroom Fields
For general mob farms, there are certain biomes this farm doesn't work in. For example these farms.
It's easier to mention the exception, rather than to list in every biome it does work in
- Tested in an unknown biome
- Note: Tested biome is unknown
If it is unknown in which biome the rates are tested, then this note must be used
This does not mean the testing is flawed, it just means that the provided rates may be different in other biomes
Kill Method
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- All type of mob farms using environmental spawning [?]
A farm can kill mobs different ways; using fall damage, lava, arrows, tridents, etc.
Examples Kill Method
Choose one of the following methods (Trident Killer/Fall Damage/Manual Killing/Instapush/Other Cause):
It's possible that there are multiple kill methods. This must be mentioned in the description.
Examples Trident Killer
Trident Killer
A mob can be killed using a trident. The contraption that kills the mob is called a trident killer.
Choose one of the following methods:
- {Mob} killed by [Number] Trident Killer
- [Number] Trident each
- Looting 3
- Impaling [1/2/3/4/5]
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedThe amount of Trident Killers, with the amount of tridents each killer, and level of Impaling must be mentioned.
Looting is mentioned if the farm has to use a Looting sword for extra rewards.
Looting is mentioned with the level 3 as that is the standard that is being used. Lower levels of Looting are not accepted.Impaling is mentioned because some mobs cannot be killed without having the Impaling enchantment on the Tridents
Example:
- Creeper killed by 12 Trident Killer
- 2 Trident each
- Impaling 5
- Looting 3
Example with Creeper, 12 trident killers with 2 tridents each (a total of 24 tridents needed). The tridents have Impaling 5.
The player holds a Sword with Looting 3 to increase the amount of loot with the Looting effect
- Mobs killed by 8 Trident Killer
- 1 Trident each
- Impaling 5
- Looting 3
Instead of mentioning one mob, it mentions 'Mobs', meaning all mobs are killed this way
If one type of mob is killed differently (other type of Trident Killer or other kill method), then this cannot be used.
- Cow killed by 1 Trident Killer
- 1 Trident each
- Impaling 3 or higher
- Looting 3
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedSometimes a lower level Impaling can be used and still kill the mob.
Use then 'or higher' behind the lowest enchantment level that is used.
- Pillager killed by 3 Trident Killer
- 1 Trident each
- No Impaling
- Looting 3
If Impaling is not required, e.g. in a waterless Trident Killer, then this must be mentioned
- Slime killed by 7 Trident Killer
- 2 Trident each
- Impaling 5
- No Looting
If Looting is not required, then this must be mentioned
If Looting is not used, it must be mentioned in the rates, e.g. Rates (1.16.0, No Looting)
This does not apply if Looting does not work on the mob
- Mobs killed by 4 Trident Killer
- 2 Trident each
- Impaling 5
- Note: Able to work without Impaling
- Looting 3
- Note: Able to work without Looting
Farm can work without Looting and Impaling, but this may influence the rates.
The person building this in survival should be aware of this decrease in rates if they decide to not use the two enchantments
- Mobs killed by 1 Trident Killer
- 2 Trident each
- No Impaling
- No Looting
- Uses fall damage
Some trident killers use fall damage to drop the health of the mobs. These mobs can kill mobs faster by first dropping them to 1 hit kill.
The trident killers can have water inside for transporting the items for example.
- Magma killed by 3 Trident Killer
- 1 Trident each
- No Impaling
- Looting 3
- Uses fall damage
- No water
Some trident killers use fall damage to drop the health of the mobs. These mobs can kill mobs faster by first dropping them to 1 hit kill.
The trident killers don't have water, to make them work in the Nether for example.
Transporting items would be more tricky, but could be done by Pistons or Brewing Stands, see [Article: Transporting items in the Nether]
Examples Fall Damage
Fall Damage
If a mob dies from fall damage (and not from instapush), use one of these methods.
Choose one of the following methods:
- {Mob} die from fall damage, items are collected using [Hopper Minecarts/Water/Brewing Stands/Allays]
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedSelect one of the item collection methods
- {Mob} die from fall damage, items are collected using Command Blocks
- Note: A proper collection system must be build
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedIf there is no item collection provided, then you can assume it uses Command Blocks to collect the items.
Examples Manual Killing
Manual Killing
Mobs can also be manually killed by a player. Sometimes it is due to the lack of any automatic way of killing the mobs, or because inconvenience (Skyblock)
Choose one of the following methods:
- Killed using <Tool>
Tool can be any kind of weapon, Sword, Axe, Bow, Crossbow or Hand
Include enchantments (Looting, Sharpness, Smite, Piercing, Multishow, Power) if they influence the rates
Example:
- Killed using Netherite Sword with Looting 3 and Sharpness 5
The type of tool that is mentioned must also include what type (Iron/Diamond/Netherrite) as that will influence whether you can kill the mob
- Killed using Iron Sword with Looting 3
Example with Iron
- Killed using Bow with Power 5
Example with Bow
- Killed using Bow with Power 4 or higher
If a lower Enchantment is good enough to kill a mob, you can use 'or higher'
- Killed using Crossbow with Multishot 3
Example with Crossbow
- Killed using Crossbow with Multishot 3 or Bow with Power 4 or higher
If there are multiple tools possible, separate them with a comma or with the word 'or'
- Killed using Hand
Example with killed by Hand (do note that Looting does not apply)
Examples Instapush
Instapush
Instapush is the mechanic where the mob spawns with their head inside a “instapushable” block. This causes the mob to spawn a block to the side from where they spawn, allowing to get transported/fall towards their death faster.
Since 1.21.0 this is now locational meaning it will not work in every direction, depending on where the farm is build. See the [Article: Instapush]
Choose one of the following methods:
- Mobs gets instapushed, die from fall damage and items are collected using [Hopper Minecarts/Water/Brewing Stands/Allays]
Select one of the collection systems
- Mobs gets instapushed, die from fall damage and items are collected using Command Blocks
- Note: A proper collection system must be build
If there is no item collection provided, then you can assume it uses Command Blocks to collect the items.
- Mobs get instapushed, [killed by (lava/fire/drowning/suffocation/trident killer/suffocation/{Mob}/{reason})]
If a trident killer is used, another note about the trident killer must be used
Select one of the kill methods. The kill reasons can be also found in Other Causes (see below)
Examples Other Causes
Other Causes
There are many other ways a Mob can be killed, like with fire, drowning or by another entity.
Choose one of the following methods:
- {Mob} killed by [Lava/Fire/Campfire/Magma]
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedSelect the kill method from fire. The items should still be collected, even though the bodies die from fire damage
- {Mob} die due to suffocation
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedWithers die from suffocation in most Wither Killers
- {Mob} die due to drowning
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedSome mobs die due to drowning damage
- {Mob} killed by {Another Mob}
If another mob kills the mob, use this. Mention both mobs.
For example:
Chicken killed by Vindicator named Johnny
Chicken killed by Wither (Wither Rose farm)
- {Mob} die due to {reason}
or
- {Mob} killed by {reason}
Select the mob
If all mobs are killed in the same way, then 'Mobs' can be usedIf a mob dies in another way that is not described, use this or the one above
For example: Ravager killed by TNT
Loot Delivery
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- All type of mob farms using environmental spawning [?]
If a farm generates loot (items), then a storage method must be included. If the loot gets destroyed, then the destroy method must be mentioned
If the loot doesn't get collected or destroyed, then it is a bad farm.
Examples Loot Delivery
Choose one of the following methods:
- Loot delivery, storage included
The loot gets transported and stored in a 'proper' storage that sorts the items in categories and in chests or shulker boxes
- Loot delivery, no storage included
- Note: No proper storage
The note about no proper storage must be added
The loot gets stored in a random pile of chests, without properly being sorted and stored
Experience Delivery
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- All type of mob farms using environmental spawning [?]
If a farm generates experience (XP), then a method of delivery must be mentioned. If the XP gets destroyed, then the destroy method must be mentioned.
If no XP is created (fall damage, Lava, suffocation, etc.), this does not have to be included
If the XP doesn't get collected or destroyed, then it is a bad farm.
Examples Experience Delivery
Choose one of the following methods:
- XP delivery
Experience is getting delivered to the player
- No XP delivery: XP destroyed using [Sculk Catalyst/Lava/Cactus]
The method of destroying XP must be mentioned
Extra Information
- No XP delivery
- XP destroyed using Campfire
- ..
- ..
- Note: Due to Campfires no longer burning XP in 1.19.60+, the farm breaks
- Source: Minecraft 1.19.60 Bedrock, MCPE-98931
- Possible fix: Use a Sculk Catalyst or Lava to remove XP
If the farm uses Campfires to destroy XP, those will no longer work in 1.19.60+, therefor the farm has to be redesigned to destroy the XP a different way
The note is Extra Other Information and should be below all other information (indicated with the ..)
Extra Information
- No XP delivery
- XP destroyed using [Command Block/Void]
- Note: No proper XP destroying method
The XP is destroyed using 'strange' methods, making it not viable for survival. The note below it must be added to it.
Relog Proof
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Cage, Wither Killer
If you log out and back into your world, the Wither might escape. If you use a Wither Cage, this does not apply if you are actively pushing blocks into the Wither. The Wither will in that case always escape and cannot be blamed on the creator of the Wither Cage.
Examples Relog Proof
Choose one of the following methods:
- Relog Proof
Relog proof means that if you leave the wither cage alone, it wouldn’t break
Note: if you actively push blocks into the Wither, it might be able to escape if you leave the area
- Not relog proof
- Note: Wither might be able to escape
The note must be added when the Wither cage is not relog proof
Wither Skull proof
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Cage, Wither Killer
The Wither is able to shoot out black and blue wither skulls randomly. The blue skulls can even blow up Obsidian, making it not safe to build a cage out of Obsidian. A good designed Wither Cage or Wither Killer prevents skulls from escaping, however it can not be guaranteed by every design.
Examples Wither Skull Proof
Choose one of the following methods:
- Wither Skulls cannot escape
Wither Skulls that can escape might be able to break the terrain (and buildings) around the cage, which is not wanted
- Wither Skulls can escape
- Note: Add extra protection around the Wither Cage
The note must be added when the Wither cage is not Wither Skull-proof
Wither Killer Modules
- Category:
- MOB FARMING
- MOB FARMING
- Creation type:
- Wither Killer
A Wither Killer can be stacked multiple times. In some Wither Killers you can place multiple Withers at once and some Wither Killers are stuck based on the Bedrock that is generated (e.g. Bedrock floor, Bedrock ceiling or the End Gateways in The End)
Examples Wither Killer Modules
Choose one of the following methods:
- 1 module used with max 1 Wither each
The amount of modules with the amount of Withers can say something about the speed, as well as if it can be stacked or not
- 1 module used with max 1 Wither each
- Uses End exit portal, only one module is possible
The End exit portal can only hold up to 1 Wither reliably
Same goes for End Gateway
- 1 module used with max 10 Wither each
Some modules can hold up to more Withers reliably before breaking
- 12 modules used with max 1 Wither each
Some Wither killers use already multiple modules to increase speed. Usually these modules cannot be simplified due to the redstone being used to run between modules
- 1 module used with no limit on Wither
Some Wither killers can hold any amount of Wither (or kill them fast enough that they never reach a certain limit)
Village Count
- Category:
- VILLAGER FARMING
- VILLAGER FARMING
- Creation type:
- Iron Farm
- Raid Farm
- Villager Breeder
- Trading Hall
A Villager type farm uses different amount of villages and Villagers. If you stack Iron Farms or Raid Farms you can have different amount of villages. However with Iron Farms and Trading Halls you can also the amount of Villagers.
Examples Village Count
Choose one of the following methods:
- [Number] village, [Number] Villager each
Select the amount of villages
For a single village, choose 1
For stacked villages, choose the amount of villages stackedSelect the amount of Villagers per village
For a raid farm, 1 Villager per village
For Iron Farm, it can be in multiples of 10 (10/20/30/40/50)
For a Trading Hall, it can be the amount of cells the current design holds (in the world download/tutorial)
For a Villager Breeder, it should be at least 2 Villagers
Example single village Raid farm
- 1 village, 1 Villager each
Example 24 stacked village Raid farm
- 24 villages, 1 Villager each
Example single village Iron farm with 20 Villagers each
- 1 village, 20 Villagers each
Example 12 stacked village Iron farm with 10 Villagers each
- 12 villages, 10 Villagers each
Example Trading Hall with 30 cells
- 1 village, 30 Villagers each
Example Villager Breeder
- 1 village, 2 Villagers each
Instakill
- Category:
- VILLAGER FARMING
- VILLAGER FARMING
- Creation type:
- Raid Farm
Raid farms can use this mechanic where the raid bar is instantly completed, which allows more waves to spawn in a shorter timeframe.
Examples Instakill
Choose one of the following methods:
- Uses instakill
- Doesn't use instakill
Some farms work without instakill (e.g. simulation distance 4)
Automation
- Category:
- MOB FARMING, BLOCK/ITEM FARMING,
- MOB FARMING, BLOCK/ITEM FARMING,
- Creation type:
- Tree farm
- Ice farm
Some creations can be run without any player interaction, while some require the player to use an auto-clicker to make it run. Example of an ice farm where the player has to mine, or a playerless tree farm.
Examples Automation
Choose one of the following methods:
- Manual automation: Player {performs action}
Give an explanation what the player does
For example: breaking/placing blocks or crafting (no longer needed in 1.21+ with the Crafter)Manual automation means that a player needs to move the camera and perform an action for the farm to work.
Example: with a Cube maker in a tree farm.
Extra Information
- Semi-automatic automation: Player {performs action}
Give an explanation what the player does
For example: breaking/placing blocks or crafting (no longer needed in 1.21+ with the Crafter)Semi-automatic automation means the player has to perform an action, but it can be automated using an external script or program (an autoclicker). The player does not have to move the camera to make the farm work.
Example: Ice farm, Player crop farm
Extra Information
- Player-less: Uses a {bug}
Player-less is used in farms where it is normally not possible to make it playerless, but a bug makes it possible
Explain what bug is used, if possible with a bugreport or video below
Example with playerless tree farm
- Player-less: Uses a bug that makes the sapling regenerate if all leaves are blocks with dirt
- Self-sustaining
If a farm is self-sustaining, it works 'automatically' without a player interfering
Example: Huge fungus farm, Shroomlight farm, Moss farm, Flower farm, Nether Plants farm
- Not self-sustaining: {reason}
A farm that requires repairing after uses (dispensers refilling, collecting items, repair something broken)
Explain what makes it not self-sustaining
Example:
- Refilling Dispensers in a Gold Farm that uses Flint and Steel
- Collecting items in a Simdistance-based Gravity Block Duper
- Waiting for Sheep to grow Wool back in Simdistance-based Wool Farm
- Replacing Snow Golem in a Simdistance-based Pumpkin Farm
- Replacing Mooshroom/Bogged in a Simdistance-based Mushroom Farm
Example with Gold Farm that uses Dispensers
- Not self-sustaining: Dispenser need to be refilled from time to time
Width & Tileability
- Category:
- STORAGE TECH
- STORAGE TECH
- Creation type:
- Item Sorter
- Item Filter
- Shulker Loader
- Shulker Unloader
A creation can be a certain amount of blocks wide. This is good to know for creations that you want multiple of like Item Sorters, Shulker Loaders or Storage Halls.
This article needs images to give a better understanding of the concept width and tileability
Examples Width & Tileability
Choose one of the following methods:
- [Number] wide
For things that can be placed next to each other, it is good to mention how wide a build is
Select the correct width for the farm/contraption
Width is always the shortest side of the build
If a creation is wider than 16 blocks, then it is not worth to mention this.
- [Number] wide tileable
Select the correct width for the farm/contraption
Tileabilty means whether you can copy+paste the design/module right next to it and not have trouble running it.
- AB tileable
AB Tileable means that you need to have 2 similar builds (but a very small variation) in order to build them next to each other without breaking over time
Expandability
- Category:
- STORAGE TECH, CIRCUITRY
- Creation type:
- Storage Hall
- Piston Door
A creation can also be expanded a certain amount of blocks before you have to extend a certain redstone signal or a water stream
Examples Expandability
Choose one of the following methods:
- Expandable horizontally up to [Number] blocks
Expandability means how many you can place next to each other and still have it work. Usually this happens if you have things like water streams or redstone signals that cannot stretch forever
Select the amount of blocks it can be extended
Example
- Expandable horizontally up to 10 blocks
- Expandable vertically up to [Number] blocks
It can also be expanded vertically
Select the amount of blocks it can be extended
Example
- Expandable vertically up to 32 blocks
- Expandable horizontally up to infinite blocks
A lot of contraptions can be infinitely expanded and still works. Infinite implies that there is no limit, rather than being actually infinite
This can also be done vertically, not only horizontally
Break Method
- Category:
- BLOCK/ITEM FARMING
- BLOCK/ITEM FARMING
- Creation type:
- All types of block farms
- All types of block farms
Block/items farms require the blocks to be broken to get items. This can be done with blocks like Pistons, Water or TNT, but also with entities like Wither, Creeper, Ghast or Ravager.
Examples Break Method
Choose one of the following methods:
- Wither uses [Wither Skull/blockbreaking attack] to break the blocks
A Wither has two attacks, select the attack that it uses to break the blocks
Both attacks from the Wither have a 100% droprate (but be aware that items don't get destroyed)
- [TNT/Ghast/Creeper/Ravager/Piston/Water/Lava] breaks the blocks
Select the corresponding mob/block that breaks the block
Ghast, Ravager and Piston have a 100% droprate (unless the block itself doesn't have that)
Be aware that the items can get destroyed by the GhastTNT has only a 100% droprate with the gamerule
tntExplosionDropDecay
set tofalse
(default) in 1.21.0+
Be aware that the items can get destroyed by the explosion from the TNTCreeper doesn't have a 100% droprate
Example
- TNT breaks the blocks
Creation Date
- Category:
- All
- All
- Creation type:
- All
- All
The date the submission is create, not when the creation was posted in the Discord
Examples Creation Date
Choose one of the following methods:
- Creation Date: 10th of October 2024
Format must be: Day + Month + Year
The Day number is mentioned as ordinal number and depends on 'rank': 1st, 2nd, 3rd, 4th, 5th, etc.
- Creation Date: 1Unknown
- Note: Unknown creation date
If the creation date is unknown, use this format
Archived Date
- Category:
- All
- All
- Creation type:
- All
- All
The date the submission is archived in the TBA discord
Examples Archived Date
Choose one of the following methods:
- Archived Date: 10th of October 2024
Format must be: Day + Month + Year
The Day number is mentioned as ordinal number and depends on 'rank': 1st, 2nd, 3rd, 4th, 5th, etc.
- Archived Date: Unknown
- Note: Unknown archived date
If the archived date is unknown, use this format
Dimension
- Category:
- All
- All
- Creation type:
- All
Sometimes a creation uses Nether portals or End portals to transport items or mobs to the other dimensions to kill/process them.
If no Nether or End portals are being used, this does not have to be included
Examples Dimension
Choose one of the following methods:
- Dimension: Overworld → Nether, uses 2 players
Direction (from which dimension to which dimension) must be mentioned using the → symbol (U+2192)
Amount of players needed must be mentioned
This must only be included if the farm uses more than 1 dimension (E.g. Overworld ⇄ Nether)
Applies for 3 dimensions as well
Example: Overworld → Nether → End
- Dimension: Overworld → End, uses 1 player and a tickingarea
This must only be included if the farm uses more than 1 dimension.
Applies to 3 dimensions as well
A ticking area may despawn mobs if no player is nearby. In mob farms that don’t have persistent mobs, this cannot be used.For these types of dimension travel, End Portals are used. End portals are not obtainable, which will be mentioned under the Information-Type Notes
- Dimension: Overworld → Nether, uses 1 player and dimension switcher (Overworld ↔ Nether)
If a dimension switcher (a device that automatically switches the player between dimensions) double arrows are used ↔ (U+2194)
This must only be included if the farm uses more than 1 dimension.
Applies to 3 dimensions as well
Gamerule
- Category:
- All
- All
- Creation type:
- All
Some creations require certain gamerules to be set true or false in order to work
If there are no gamerules required for the creation to function, this does not have to be included
Examples Gamerule
Choose one of the following methods:
- Gamerule
[gamerule]
must be set to[true/false]
The gamerule must be mentioned using codeblocks
In the case of Portal Based gold farms, some require the gamerule
dofiretick
set totrue
Notes
- Category:
- All
- All
- Creation type:
- All
Some creations have things broken, which require the player to make a workaround for it. Notes cover the following things:
- Bugs, and possible workarounds
- Mechanic changes, and possible workarounds
- Mechanics, and possible workarounds (intended mechanics and how they can be avoided)
Examples Notes
- Note: Due to
[a bugfix or change of a mechanic]
in[version]
,[the farm breaks/the rates changed/usage changed]
- Source: [link bugreport/changelog/wiki]
- Possible fix: [possible workaround]
If no version is provided or the version is just simply unknown, use
an unknown version
For source, use:
- Source: UnknownIf there is an intended mechanic, a version does not have to be provided
A bugreport, changelog or wiki link must be linked to show when the problem was introduced or where it comes from (as reference)
Preferably both bugreport and changelogIf no fix is possible, use:
- Possible fix: None
To provide more context how this works look at the provided examples, see below:
Worked-out Examples Notes
- Note: Due to Campfires no longer burning XP in 1.19.60+, the farm breaks
- Source: Minecraft 1.19.60 Bedrock, MCPE-98931
- Possible fix: Use a Sculk Catalyst or Lava to remove XP
If you over the links you can see more information (e.g. the bugreport link shows the title of the bug)
- Note: Due to changes to pistons in 1.19.50+, the TNT transport system breaks
- Source: Minecraft 1.19.50 Bedrock, MCPE-146597
- Possible fix: Use a different transport system
- Note: Due to a change in mob spawning in 1.16.0+, the roof needs to be replaced
- Source: Unknown
- Possible fix: Use a different roof, check the article [Surface spawns in mob farms]
The possible fix can be found in an article explaining what to do
The given article is not made yet
- Note: Due to a Signs not being able to be placed on Scaffolding in 1.16.100+, a different block needs to be used to hold the water
- Source: MCPE-107011
- Possible fix: Use open Fence Gates instead
This changed is not mentioned in a changelog, but the bugreport provides the information (the mechanic is being reported as 'Work as intended' meaning it works like Mojang intended it)
- Note: Due to mobs no longer spawning inside campfires in 1.18.30+, the farm breaks
- Source: Minecraft 1.18.30 Bedrock, MCPE-152770
- Possible fix: Use a different design
The bugreport is set to private, meaning it cannot be seen
- Note: Due to the trident killer breaking in an unknown version, the farm breaks
- Source: Unknown
- Possible fix: Use a different trident killer
- Note: Due to changes to pistons in an unknown version, the mob transport system breaks
- Source: Unknown
- Possible fix: Use a different transport system
The version is unknown
Multiple notes can be added to the same submission
- Note: Due to changes to fish spawning in 1.18.0+, the farm can only be build between y=54 and y=64
- Source: Vanilla resources 1.18.0
- Possible fix: Build the farm between y=54 and y=64
The vanilla resources is also a valid source for the behavior if no changelog or bugreport mentions this
- Note: Due to changes to big mobs fitting in Boats in 1.19.80+, Hoglins cannot fit inside boats
- Source: Minecraft 1.19.80 Bedrock, MCPE-161197
- Possible fix: Use a different trident killer
- Note: Due to changes to big mobs fitting in Boats in 1.19.80+, Ghasts cannot fit inside boats
- Source: Minecraft 1.19.80 Bedrock, MCPE-161197
- Possible fix: Use a different trident killer
Here again, a different design is recommended and thus be provided in the submission. Otherwise a different build can be used.
- Note: Due to Campfires no longer burning mobs in 1.19.60+, the farm will only drop Raw Porkchop
- Source: Minecraft 1.19.60 Bedrock, MCPE-98931
- Possible fix: Burn the mobs using Lava
In this case a possible fix is provided in the form of a text and not necessarily a different design
- Note: Due to Ghasts no longer spawning in spaces smaller than 4x5x4 in 1.17.30+, the farm breaks
- Source: Minecraft 1.17.30 Bedrock, MCPE-133687
- Possible fix: Have at least 5 blocks between spawning platforms
- Note: Due to XP not able to go through the small gaps of the pistons in 1.16.100+, the XP gets stuck in the trident killer
- Source: MCPE-64039
- Possible fix: Stand nearby the farm to collect the XP or use a Sculk Catalyst in version 1.19.0+
- Note: Due to XP not able to go through the small gaps of the slabs in 1.16.100+, the XP gets stuck in the trident killer
- Source: MCPE-64039
- Possible fix: Use a Trapdoor (But, small mobs can escape the farm)
- Note: Due to End Portal blocks being no longer obtainable in 1.16.100+, the farm can no longer be made (but can still be used)
- Source: Minecraft 1.16.100 Bedrock, MCPE-68229
- Possible fix: None
It's possible that there is no possible fix. The farm may work in later versions but it can no longer be build if started from the version the item is no longer obtainable from
- Note: Due to End Crystals no longer breaking blocks in 1.19.70+, the farm breaks due to the Obsidian platform staying
- Source: Minecraft 1.19.70 Bedrock
- Possible fix: None
- Note: Due to Blazes floating up in trident killers, try to AFK below the farm
- Source: Minecraft 1.19.70 Bedrock
- Possible fix: None
Example how an intended mechanic could possible break the farm
- Note: Due to chunk borders interfering with observers, try to use a different design
- Source: MCPE-105821
- Possible fix: Use the “Chunk Border”-design if it crosses a chunk border. See third image
Example how chunk borders can influence the build and a different design must be used
No Comments