This is one of those posts I have been meaning to get around to for a while now. I have written about this sort of thing in our Minecraft world before. In fact, I actually built one of the automated resource generating machines in our world, the sugar cane harvester I put together quite a while back.
When Xyd joined us he brought with him his own expertise and built his castle with automated resource hauling and sorting.
But it wasn’t until Aaron came along that the automation of resource production really became a thing in our world. He was especially busy over the holidays and I have kept saying, “Oh, I should do a post about that latest thing he built!” over and over until I was far enough behind that now I am going to just try to summarize them in a brief tour. I think I remember them all.
In His Base
Aaron has a few resource farming devices around his home. Next to his livestock and collection of flora, he has an iron golem farm and a charged creeper farm.
The iron golem farm is the smaller pool in the middle of what is essentially a village. It is arranged such that golem spawns in the water and gets washed down to a place where you can harvest him for iron. That has been around for a while.
A more recent addition was the charged creeper farm, which is the large cobblestone platform with the red squares. The red squares are netherrack, and in the middle of each of those is an empty square which contains a glassed in chamber. At night, when things are spawning on the platform, Aaron lured creepers down each of those holes, then put a name tag on them so they would not despawn when he left the area.
Then, once all the holes had a creeper, he hung around the area waiting for a lightning storm to pass by and strike some of the creepers. The lightning would also light the netherrack, so it was easy to tell which creeper had been charged.
Of course, the question is, why would he want a charged creeper?
When a charged creeper blows up… with much greater force than a normal creeper… and kills another creature, that other creature leaves behind a head. So down below that platform his an area where he brings mobs and charged creepers together to collect heads.
Also, down in his mine Aaron has built a zombie farm where, at the flick of a switch, you can stand in a single spot and have zombies delivered to you to slay if you need to level up or require some zombie flesh, though the latter now has a more efficient option.
I have already written about the Guardian Farm, but since I am making a list I thought I have better at least mention it.
The String Farm
As with the zombie farm in his own base, this was built around a monster spawner. In this case, it was a spider spawner. As with the zombie farm, a flick of a switch turns out the lights, starts up the flow of water, and washes spawned spiders towards you. However, in this case some cactus does the killing and you simply collect the resulting string drops.
String has its uses, but four can be combined to create wool. This was his method of automated wool creation.
This is another experience generator built around a Blaze spawner in one of the Nether Fortresses we have discovered. This uses mine carts to shove Blazes down a passage where they can be collected and slain for experience and a bit of loot.
This is, however, more sophisticated than the zombie or string farm. There is a dial to select how many Blazes you wish to collect up to slay.
You then idle while they are collected, being alerted to the requested number being reached by a light being lit. You can then press a button to crush them, reducing their hit points, and which point you can wade in and finished them off, collecting the resulting experience.
Zombie Pigman Farm
This was the one that needed some help from me. The ideal way… or perhaps the only way… to do this is to poke a hole through the bedrock in the roof of the nether and build up there. Aaron tried a couple of the hacks to break through, then asked me to look into it.
I spent a couple weeks looking up ways to do this, many of which were convoluted and required changing server jars or using buggy world editors, all of which was generally impractical. After quite a bit of time passed Aaron finally suggested that I might just turn on creative mode and punch through. He just assumed I knew about that option but that it wouldn’t work for some reason, grossly overestimating my Minecraft knowledge.
So I logged in, switched myself to creative mode, poked a sizable hole in the roof of the nether above our nether roof transportation hub, and that was that. It took all of 30 seconds. Then he took over and built a giant tower farm.
Up at the top there is series of mine carts that pick up spawning zombie pigmen, dropping them to their death. The resulting gold nuggets and zombie flesh are collected and sorted and deposited in a series of chests on the lowest platform. All of this can be observed from the safety of an observation tower where the player may safely idle while it continues to rain pigmen.
This, along with the iron golem farm, unleashed our ability to build long distance rail projects. Aaron used this to build rail lines throughout the nether transportation system while I have used it back in the world.
If I recall right, this was one Aaron did just because he could. I am not even sure exactly how it works, having only visited it once.
But we now have a way to farm redstone, sticks, and the other items that witches drop when they die.
After Aaron and I defeated the End Dragon, we had also opened up free access to The End, the main population of which is Endermen. So it was time to build a farm for them as well.
Another “falling to a collection floor” sort of farm which yields enough ender pearls that Aaron now gets around by throwing them freely.
I think that is all of them.
So, with all that we have no resource constraints, right?
Well, no. The thing about Minecraft is that you have to be logged in and close enough to the automated system for the game to load it up. Nothing happens when nobody is logged in and when you get too far away, the game unloads things in order to manage memory and processor resources. So to get these to run, you have to stand by and let them do their thing, which is why each has a safe room for you to idle, often positioned in an optimum location to encourage spawns just where you want them… or so I am told.
So, as long as we’re willing to log in and idle, we can collects some resources. Our world still retains the friction of hostile mobs, the day/night cycle, and the fact that there are still many resources we simply have to collect ourselves.