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Minecraft 1.9 Mob Spawning Changes and Perfect Witch Farms

2018-01-19 1 Dailymotion

In this video I explain how natural mob spawning have changed in 1.9, and its effects on all sorts of farms based on natural mob spawning. I also explain the implications of entity collisions bug, that I found, and how it can be used to create a perfect witch farm. In a perfect witch farm all the spawn attempts that happend in it have 100% chance of success. I am also explaining how to design such a farm, showing as an example, a skeleton farm, which while not the fastest, is ually still optimal (especially for a single witch farm settings where there is no need to worry about the mob cap).\r<br>\r<br>Moddeda aspects of the game (in MCP 9.18 (MC1.8.8) and MCP 9.24(MC1.9.0), used when appropriate):\r<br> - chilled monsters (demonstration purposes only)\r<br> - cranked up spawning (2000 ticks per second)\r<br> - carpet mod (mob spawn debug information)\r<br> - collision bug fix for 1.9 ! (hint)\r<br>\r<br>References:\r<br>\r<br>Skeleton-powered witch farm: \r<br>\r<br>Galias sand on a fence trick: \r<br>Ilmangos sand on a fence bug explanation: \r<br>\r<br>Spire max farm extimation for 1.8 using commandblocks: \r<br>\r<br>----------\r<br>\r<br>Minecraft IGN: gnembon\r<br>\r<br>Find me on Twitter: \r<br>\r<br>Resource Pack: Minecraft HD 64 \r<br>\r<br>Music used:\r<br>\r<br>- Holberg Suite

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