Drogo is in the process of building a new pig farm and was wondering what sort of efficiency people are getting with their various designs. For anyone interested in comparing, the easiest way would be to empty your chests. Set a stopwatch and then afk at your farm for at least half an hour. Count up all the cooked pork and divide it by the number of minutes you afk’d for. Then divide that number by the number of spawners in your farm. Obviously, if you are running a profit shop, you will have to lock your island while you do this. Once Drogo has finished his new farm he will do the same. It’s a new design not seen before as Drogo only thought of it last night.
all you need to make sure is that no spawning attempts are aborted due to too many pigs in the area of the spawner
Yeah. That’s true. Theres a bit more to it than that. More area to spawn can produce more pigs per spawn attempt.
Wasn't this a vanilla thing only? I've never seen it work like that on the server. You could run an in-game clock, powering a dropper every second. With every firing where the dropper spits an item in a chest, one second has passed. A real world timer does not account for in-game lag, but an in-game counter does.
Only 1 pig spawns per spawners attempt on this server even if you have maximum number of possible spawning spaces
Why do you do this Noobcrew!!! At this point, Drogo's design still appears to be a bit more efficient. Probably because he doesn't pull the blocks out from under the pigs like most farms do, meaning that valid spawning points are not being removed temporarily. Edit. Drogo just found a very similar design on the interweb.
if your method to move the pigs away from the spawner area is slower then these other designs your farm may be less efficient.
It’s slower, but fast enough to prevent failed spawn attempts. I.e before 6 or more mobs are present in the 9x9x9 space about the spawner. Still need to add a second level so will see if that affects things.
You like to disagree don't you ca1eb2k. An efficient farm produces live animals at the greatest rate. How you kill them to produce cooked meat is another thing all together.
Just saying Drogo, since you seem to be interested in moving your mobs away quickly from loading distance, I will suggest this. Putting the pigs into portals counts as moving them out of loading distance, so this is probably a very quick way to do this. However this comes at the cost of rebuilding the nether side monthly, which can be a real pain. Anyways just try using portals and a quick pushing system maybe with toggleable water to push them into portals and that should let them spawn again. Simple Version: Putting mobs into portals counts as moving mobs out of loading distance, and is one of the quickest ways to unload mobs. Though this will cause issues due to part of the farm being in the nether. Anyways with that information you should be able to make the farm more efficient. (Though why must it be a pig farm) Hope this helps with your mob farm.
Pushing them to the nether is a clever idea. Drogo had never thought of that to be honest. My current system is moving them quick enough while allowing a fair bit of space for them to spawn on. Mobs won't spawn if there are 6 or more pigs in a 9x9x9 space about the spawner and I'm clearing fast enough that that rarely happens Drogo does't like the idea of moving pigs with water as they won't spawn in water so it takes away a lot of spawning opportunities.
Hey Drogo, what style pig farm are you using to make your spawner work? If you have video recommendations that'd be great! (I'm a noob at redstone/farm making, so I think it's mainly just user error!)
Just a standard type. Plenty of players have the same design. They spawn on grass, immediately trigger trip wire that activates a piston that pulls the grass from under them and they fall. You will want to reduce piston count by using slime blocks.