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Farms & automation

Seed page — to be expanded.

First farms, in order

  1. Crop farm — 9×9 plot, water in the center hydrates the whole plot. Wheat + carrots + potatoes; bonemeal from a composter eating the excess.
  2. Sugar cane — plant on sand/dirt next to water; only the bottom block needs to stay. Manual at first, observer-piston later.
  3. Cactus/bamboo smelter fuel — both grow unattended; bamboo is also the classic furnace-XP afk farm.
  4. Mob XP farm — dark room spawner (or a found dungeon spawner) with a water stream to a one-hit kill chamber. Skeleton spawners double as arrow + bone meal sources.
  5. Iron farm — 3+ villagers + beds + a zombie scare → golems spawn into a kill chamber. Trivializes hoppers, rails, buckets, anvils.

Notes

  • Hostile mobs spawn at light level 0 (1.18+) — torching to light 1+ fully spawn-proofs an area.
  • Mob farms only work when players are 24–128 blocks from the spawning spaces — build kill chambers with that band in mind.
  • gamerule mobGriefing false breaks some farms (villager crop replanting still works, but creeper/wither-based designs don't).