Farms Builds
Crop farms, mob farms, XP farms, and automated food production systems.
Separate fenced pens for cows, sheep, pigs, and chickens, with a covered barn area for storage and breeding. Includes hay bale feeding areas and gate access.
A compact automatic bamboo farm using observers and pistons. Bamboo grows fast and is harvested automatically for scaffolding, fuel, and crafting materials.
An automatic kelp farm that grows and harvests kelp for smelting into dried kelp blocks, one of the best renewable fuel sources in the game.
A zero-tick observer-based sugar cane farm. Observers detect sugar cane growth and trigger pistons to break the top blocks, feeding items into hopper collection.
A zero-maintenance cactus farm using the block-breaking mechanic. Cactus breaks when a solid block (fence post) is placed adjacent to it. Items fall onto hoppers below. Used for green dye or XP when smelted.
A semi-automatic crop farm using observers and pistons to detect and harvest grown crops. Water channels flush items into hoppers for collection in chests.
An automatic honey and honeycomb farm using dispensers triggered by comparators. When a bee nest reaches honey level 5, a comparator outputs a signal that activates a dispenser with bottles or shears. Fully AFK-able.
An automatic tree farm that uses dispensers to bone meal saplings, observers to detect growth, and pistons or TNT dupers to break the logs. Produces logs, sticks, and apples continuously. Works with all wood types except jungle and dark oak (2x2 trees).
A simple 9x9 wheat farm with a central water source block. Produces enough wheat for bread and animal breeding. Fully fenced to prevent trampling.
A blaze farm built around a nether fortress blaze spawner. Funnels blazes into a kill chamber using careful placement and water (or alternative methods since water evaporates in the nether).
The most basic farm in Minecraft. Water flows into lava to create cobblestone, which you mine and it regenerates instantly. Essential for skyblock and any situation where you need unlimited building material.
A compact composting station that converts excess crops, seeds, and plant matter into bone meal. Hopper-fed composters automatically output bone meal into collection chests.
A gunpowder farm that uses trapdoors on the ceiling to limit spawn height to 1.5 blocks (allowing only creepers) and cats on the platforms to scare creepers into the water streams below. Produces gunpowder at high rates for firework rockets and TNT.
A river or ocean-based farm that spawns drowned for copper ingots and trident drops. Uses bubble columns for transport and trident killers for looting compatibility. In Java Edition, only naturally spawned drowned (not converted zombies) can drop tridents.
The fastest XP farm in the game, built in the End. Endermen are lured by a named endermite and fall to a collection point where you can one-hit them for massive XP.
A guardian farm built around an ocean monument. Requires draining the monument and funneling guardians to a kill chamber for prismarine, fish, and XP.
A village-mechanic iron farm producing 300-400 iron ingots per hour. Villagers are scared by a zombie, spawning iron golems that are killed by lava for automatic iron collection.
An automatic melon and pumpkin farm using observers to detect fruit growth and pistons to break them. Items fall into hoppers for zero-maintenance harvesting.
Converts a dungeon mob spawner into an efficient XP farm. Mobs spawn, fall through water channels, and collect in a kill chamber where you deal the final blow for XP.
An efficient nether gold farm using zombie pigman aggro mechanics. Pigmen are drawn to turtle eggs, fall through trapdoors, and are killed by magma blocks for gold nuggets and XP.
An endgame farm that triggers raids continuously to produce emeralds, totems of undying, enchanted equipment, and massive XP. Uses a single villager as a raid center and funnels pillagers into kill chambers with water and lava.
A slime chunk farm built below Y=40 that uses iron golems as bait and magma blocks to kill slimes. Produces slimeballs passively. Uses the slime chunk algorithm to identify valid spawn chunks.
A spawner-based spider farm that uses water streams to push spiders into a kill chamber. Produces string, spider eyes, and XP. One of the simplest farms to build around a dungeon spawner.
A compact villager breeder that produces baby villagers automatically. Two parent villagers receive food (bread, carrots, potatoes, or beetroot) and create babies that fall through trapdoors into a collection area below. Babies can then be transported to a trading hall or iron farm.
A fully automatic farm where a farmer villager harvests and replants crops. Hopper minecarts beneath the farmland collect all dropped items into chests.
A villager trading hall with individual cells, workstation cycling, and zombie curing for maximum discounts. Each villager is isolated with their own bed and workstation, allowing you to cycle trades by breaking and replacing the lectern until you get the desired enchanted book.
A perimeter-based witch hut farm that clears the surrounding area to force all spawns onto the witch hut platforms. Produces redstone, glowstone, sugar, gunpowder, sticks, glass bottles, and spider eyes at very high rates.
A nether fortress-based farm that spawns wither skeletons on a cleared platform with wither rose filters. Produces wither skeleton skulls, coal, and bones. The wither roses kill non-wither mobs to keep the spawn cap clear for wither skeletons only.