Farming

This page contains information about server settings that impact farms and some tips on how to build them.

## Basic technical info

### Mob Caps

Generally try to spread out your farms as these values might change depending on the server load. The following values are for spawning and as a 3x3 chunk cap. Animals: 25; Mobs: 30; Villagers: 60

Note: Mob spawning speed on the server is 5-15% of singleplayer (measured by building the same farm in the exactly same place and full spawnproofing in singleplayer) due to mob caps being lowered and presence of other players on the server.

### Redstone component cap

Similar to mob caps, any type of entity or red-stone is capped per 3x3 chunk area. This is to avoid any overly laggy contraption or build. Settings are unknown.

### View/rendering-distance

* chunk render distance: 8
* simulation: 6
* mobs: 5

Note:

* TNT (ignited) and items are processed up to 6 chunks from a player (chunk that player stands in doesn't count).
* All entites that are within ranges mentioned above are processed by the server, but if they are far enough, player won't see them.

### Despawn ranges

soft: 32, hard: 80 (doesn't apply to Wither)

### Breaking bedrock

This is disabled for now together with the ability of breaking end-portal frames (it was enabled in the past).

## Tips for building farms

Farms mentioned below are mainly ones that use mobs and villagers to work. If farm is based on random tick speed (plant, lava, dripstone etc.) it won't be put here as it will work just fine like in singleplayer minecraft.

### Iron farm

There are no extra limitations for iron farms. Consider 6 chunk simulation distance and 80 block despawn range (for zombie, if you build your farm high in the sky). You can always nametag your villagers just in case.

### Villager trading hall

Remember about 60 villager cap per 3x3 chunk area. You can go above that using nametags, but think about other players and your PC :). Just space out villagers a bit or devide your trading hall into separated parts. It is recommended to nametag every important villager even if trading hall is small, becuase villager cap can be changed is the future or there might be error that will vanish all villagers in loaded chunks (Netherwhal once accidently set villager cap to 10🥴)

### Gunpowder farm

There are 4 types of gunpowder farms:

* **Raid farm** (automatic) - the best gunpowder farm you can build at the begining. It isn't affected by mob spawning speed so it is as efficient as in singleplayer. Gives enough gunpowder for fireworks and some TNT and lots of other useful items. You should go with this design as ianxofour one has many problems. Unless you have a modified working design :).
* **Creeper farm** is tough to make becuase of slow mob spawning speed. It definietly should have a lot of spawning platforms and be located in perimeter. Don't add too many cats as they count towards the mob cap or use other pushing method.
* **Ghast farm** is better than creeper farm if you don't worry about basehunters and you have 2 accounts to load chunks in both dimensions (one account kills ghasts with looting). Make your spawning platforms as wide and long as possible. Don't build designs other than portal one, they just give horrible rates here.
* **Witch hut** will be trash here no matter what you do. Just ignore it!

**REMEMBER ABOUT MOB DESPAWN RANGE OF 80!**

### Raid farm

There are two designs of raid farms:

* Not stacking - slower, but less problematic, as it doesn't shift raid center and has simpler collection system. Good example design here
* Stacking - waaay more efficient if you know how to make it work. Server plugins change villager workstation pairing time, so you have to slow down raid center shifting a lot (you can add hopper clock for it). Also you should replace armor stand with minecart as it may break due to server lag.

### Gold farm

There are two types of zombiefied piglin farms; ones that use spawning platforms in the nether and overworld portal based.

* First type is garbage here becuase it needs huge amount of spawning spaces to get any rates (result of server mob spawning speed) and is easy to find for basehunters
* Second one seems to be more expensive but that is the reliable way to go.

You have to consider two factors; spawning speed and lifetime of zombiefied piglins. Server has a plugin that deletes all pigmens that are above cap of 50?, so you want to kill piglins as quickly as possible to not decrease you rates. Usually the oldest piglins despawn, so when they are about to get killed, they disappear, what has huge impact on rates. That is why you shouldn't build 24 portal modules becuase you will get less loot than from 4. Unless you are planning to wait for piglin plugin to mess up in future server updates ( ͡° ͜ʖ ͡° ).

Note: The only factors that affect gold farms are zombiefied piglin despawn plugin and mob despawn range (80). Keep that in mind when designing/picking a farm.

>
>
>
>
>
>
>

```
**26.02.2023 page by Edeq (Edeq79)**

```