With limited resources, making huge experience farms isn't always an option, but thankfully there's something for everyone's needs here. This is particularly useful for players, since cave spider spawners are very easy to find due to how common abandoned mine shafts are in the game.
One of the designs made is by mango, who created a machine with so many portals it would essentially deliver the maximum amount of experience points to a single player. This particular design by Rays Works is excellent because it automatically provides gold to the violin by killing off zombie pigment and generates experience points as well as tons of items from the bartering process.
It may not have crossed many players' minds, but villager outposts are actually excellent locations for farming experience. By placing a bed and a few villagers in the middle to attract villagers, they can be guided with water down into a tunnel to kill them easily.
During any regular survival game, a player is very likely to come across a mob dungeon with a spawner at some point. Well, there's actually a way to finally kill a bunch of those pesky zombie pigment, but it does involve some cheesy game breaking strategies, such as entering what's called the Nether roof.
This is basically a wide flat area made of bedrock, a material on which no mob can spawn. RandomGgames constructs a great gold and experience farm with few materials worth copying.
By abusing this game mechanic, players don't even really need a spawner block to create a very basic farm. Once a villager is trapped over a body of water that pushes the zombies down, the player can just whack them with a sword for some experience points.
Although it requires quite a bit of stone and usually a great height to be built on, it can yield a lot of experience points and useful drops. As such, it makes for excellent fuel for a simple experience farm, as shown by Early.
If a player is looking to farm a specific mob, Blazes are an excellent place to start from. There are hundreds of different ways to design Blaze farms, but it's always best to pick a spawner that has a lot of natural cover, so that building around it isn't a chore and potentially doesn't kill the player.
It's no secret that guardians are known to be some of the best mobs to farm in the game due to the decent amount of experience points they drop. Once the player has actually reached the End and defeated the Under Dragon, they might want to consider building an Alderman farm.
The End basically full of free space where Andersen can spawn, and with water as their sole weakness, it's an easy enough farm to make. For the ultra greedy players, who want maximum output and the least amount of materials used, this cactus and bamboo farm is the answer.
All the player needs to do is leave it to do its thing and come back hours later to reap the benefits. Anastasia Maillot (287 Articles Published) Tea lover and video game obsessed writing enthusiast with her very own Overwatch team, Anastasia writes about games that leave an impression on her and make her come back time and time again.
I might make them all into farms, because zombies give rotten flesh, useful for cleric trades, carrots, potatoes, iron, gold, and armor, skeletons give free bones, arrows, bows, and armor, and spiders give string, spider eyes, and with this data pack (Xisumavoid Vanilla Tweaks), spider heads. The purpose of these traps is to create an infinite source of items which can be gathered efficiently from the mobs spawned by the monster spawner.
Two general goals of these traps are to keep the player safe and to allow the mobs to spawn. Dungeons are found when tunneling or exploring caves and mine shafts.
They appear to spawn in random places, but almost always underground, usually at the Y=30 to Y=60 range. Finding dungeons without mods, cheats, or external programs is mostly attributed to luck and some know how.
Gravity blocks like sand and gravel in a neat square may cover a spawner, and is easily visible in deserts if spawned near the surface. Hearing or seeing a group of single-type mobs while caving could mean a spawner is nearby.
One must be well-prepared to contain this type of spawner, lest they might die from heights, lava, the blazes, or even external mobs. Silverfish spawners can be found in the portal room of a stronghold.
You may choose to simply break the spawner, unless you want to create a silverfish trap near an entrance to your base. Silverfish have some advantages: they are the easiest hostile mob to kill.
Normal spider spawners are one of the easiest to trap, as they cannot fit through a 1 wide hole, so you can dig through the side and place a torch on the spawner without fear of getting hurt. Cave spider spawners are hard to trap, and since you will get poisoned on normal or higher difficulty, novice and intermediate players may be better off breaking or disabling these as soon as possible.
Zombie spawners are also a bit tricky, as the spawner may spawn baby zombies, which are a 1×1 mob, making proper containment essential, (particularly on harder difficulties). On that note, however, zombie spawners can prove to be one of the most lucrative to trap, as the variety of items it can drop is extensive, and potentially limitless if you factor in the added option to use it to generate Villagers, which can then, in turn, be traded with, themselves “farmed”, or used to make iron golem farms.
In each case, it's fairly trivial to set them up so that you can attack the monsters without retaliation, forming a simple farm for XP and their drops. Choose and prepare a “front” area for the farm, with a chest and crafting table to supply stone swords.
Make sure you have a clear approach and/or room to back away quickly, in case you come by and find one or more creepers spawned inside, and you need to shoot them. Prepare the spawner area by digging out the entire spawning range.
That's a 9×9x3 area centered on the spawner, and for most mobs you will want another block of headroom on top of that. Digging a second layer down will let tall monsters walk or be washed underneath the spawner, instead of getting stuck behind it.
Close off any extra exits and alcoves, fill stray holes, place fences as needed. Set up any Redstone machinery, including access tunnels and alcoves.
You will always want fence gates, in case you want to dash in between spawns to collect drops, or to fix something up. Most farms will want a flood system, to wash monsters and stray drops toward the front.
This will push monsters forward and bring all drops within reach of the front. If you still have items being stuck in one corner, you might resort to a side tunnel and/or a sticky piston to get at them without exposing yourself.
Proceed as usual, but without worry about creepers or other stray monsters intruding. For spiders, cover the front with pillars of blocks, floor to ceiling, but with 1-block wide slits open between them.
To defend against creepers and other non-spider spawns, you can make these slits two-high, between top and bottom slabs (that is, three blocks total, but with the top and bottom spaces half-blocked by slabs). Iron doors are better, so that you can't accidentally open it while you're attacking the spiders.
Note that cave spider spawners don't come pre-close in a dungeon, so you'll likely need to start by building a room around them. Remember to open up the entire 9×9x3 area so that you don't get snuck up on by spiders spawning in a way that ignores walls.
For the actual killing zone, you want fences/gates at eye level (so they can't shoot you), with an open row below (so you can attack). If you're ambitious, you can build a system to light up the dungeon when you flick a switch.
This will be much easier if you have Redstone lamps, but it can even be done with blocks pulled by pistons to uncover jack-o-lanterns. You can also convert the front to feed monsters into a killing device as discussed below.
However, the purpose of this device is for players who are currently low on materials and can't yet build something larger. A 3-tier lava blade trap, intended to kill mobs of different heights. A lava blade trap consists of using water underneath the spawner and funneling these into a single line.
The mob arrives by water stream through a two block high, one block wide tunnel, and is pushed up against a Nether Brick Fence or Cobblestone Wall). A button is linked to a Redstone timing mechanism that will activate the dispenser twice; once right away when the button is pressed, and then a second time a few seconds later to retract the lava.
Hoppers under the fence post and the block before that in the tunnel can catch all dropped items. In this example, the dungeon is a 5×5 spider spawner, since drowning traps don't work on zombies and skeletons.
Place Glass blocks in the corner to create the drowning chamber. Glass panes and iron bars have a space of air that the mobs can breathe in, rendering the trap useless.
Place a water stream at the top of the chamber to push the items. Please note that the below tutorial is slightly imperfect; the glass panes have air spaces, sometimes letting the mobs survive.
It's effective and safe on all mobs, except blazes, since you need water. Also, make a room to eat and heal in safety, just in case you didn't build the trap thoroughly.
With this trap, you can go for hours in one go, and gain a massive amount of experience levels and items at minimum risk. The trap system is built in a way where you can easily leave when you want, with almost no creepers or non- spawner mobs popping up.
Add iron doors with levers to control mob flooding and possible death. Sunlight based traps are made by placing water below a spawner.
Fifth and last, but not least: Take the lights out, get up, and when you hear the mob noises, push the lever/activate clock/ whatever you used to power it up. Similarly to the Iron Golem trap, have tamed wolves kill mobs for you.
The block between them makes the water flow towards the gap in the cacti, slightly improving the collection rate of string. Fall damage onto hoppers is another option for killing mobs and collecting items automatically.
The zombies will try to get the villagers, they will fall through a hole, and if the room was high enough, kill themselves in doing so! First make a room high above the ground and move at least 2 villagers to it.
This is also a pretty good experience farm since each blaze drops twice as much XP as other mobs with its health. Lava can quickly kill mobs and can be suspended on either a ladder or a sign.
To suspend the lava, create a 3-long channel then put a sign or ladder on the last block. Lava generates light, which can lower the spawn rate in the dungeon unless placed far away; however the increased turnover of mobs may compensate for this.
Since Java Edition 1.11, you can use an anvil, name tag and a vindicator to make a monster spawner trap. First, you need to find a spawner, then you need to make a wall with a door to make no monsters to leave the trap, then lure a vindicator to inside the trap.
Magma blocks can be placed around the spawner as a floor, allowing mobs to spawn and then killing them. Traps that use unusual methods, such as huge pits, fall into this category.
Note : Using a slab of cobble, planks, or sandstone in murder holes will prevent creepers and skeletons from seeing you, then you can retrieve items without breaking blocks, place the slab on top of where the mobs would usually stand. However, this method takes a long time to make and only works for spawners near or above the surface.
For this trap, you need to dig a large pit 22 blocks deep under the dungeon, or make a water elevator taking them upwards, so you can stay near the monster spawner. Go to the bottom of the pit and place water in a fashion so that it should flow towards a wall.
Hopefully, mobs should spawn, fall down the pit and survive with half a heart, get pushed towards you by the water current, and get killed by a single hit. This should provide normal as well as rare mob drops and experience levels, making it quite useful.
Another technique is to leave your player by the dungeon for a couple of hours, overnight is suggested, and there will be at least a hundred monsters waiting to be harvested. However, it is possible to build a similar grinder using soul sand block bubbles to bring mobs to the top of the water column.
This method is an indirect hybrid of the aforementioned traps, utilizing both fall damage and mob control with water. The last water block should be against the wall the furthest away from the mob spawner on the 24th level.
Now that the almost-dead mobs are depositing into your 1×1 hole, simply attack them with any item to gain their loot and experience! You may use TNT + water to do splash damage to kill all mobs at once at the risk of lag spikes.
Splash potions of Healing also work, as they do damage to most hostile mobs. Useful tips on this design by Duck//Marvin: When you make the opening in the spawn chamber for the mobs to exit, make it 3 blocks high and place a sign or slab at the top.
Alternative layout An alternative layout with a smaller footprint takes advantage of the fact that a player must be within 16 blocks of a spawner for it to activate, but that spawners only check 9 blocks vertically for spawned mobs. Build the trap as above, except instead of being off to the side, the killing floor is 4-16 squares directly above the monster spawner.
This requires less material, less x, z space and less precision in construction, though is 3-15 blocks taller. To construct the trap this way, build a 9×5×9 room around the monster spawner with flowing water leading the mobs into a corner.
Build a water ladder in this corner going 26-38 blocks upwards as measured from the top of the monster spawner. Basically you just make a balcony of sorts and wail on the zombies as they approach you while being unable to hit you.
They'll be able to push you, but not hit you at all, so you're free to smack them on the head with your weapon of choice. Naturally the rotten meat they drop will remain inside the chamber, but the experience points will hover toward you.
If for some reason, the points end up too far just walk around the chamber to their nearest corner. First disable the monster spawner and areas around it with Torches, so Mobs do not spawn and disrupt the creation of the trap.
Now dig out the bottom row 1 down everywhere except the center, which should be dug down around 7 blocks. Place a water source block on each end of this dug out area, and it should stop just before the center.
Now place water source blocks at the top so that it should stop before running into the dug out area. Remove the torches so that the mobs start spawning, and go down so that you are at eye level with where the center area was dug down 7 blocks.
This allows good use of both swords And bows (Also, some servers give bonus damage for Headshots). This type of trap allows a one-hit kill on zombies and skeletons; however, the drops and the experience are farther away.
Expand the floor so that there are two blocks of air below the spawner, and the walls so that the room is 9×9. At the north end, dig a shaft, 30 blocks deep, and three pointing west.
To maintain maximum efficiency a trap must take on an increased complexity in keeping mobs separated or moving quickly when dealing with multiple spawners of the same species. It would be a wise idea to work out where these checking zones overlap and ensure that mobs being funneled to the trap do not enter that zone and/or leave the overlapped / checking area as quickly as possible to maintain peak monster spawner output.