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Minecraft 1.9 – Classic Witch Farm Competition (Fun Farms Ep. 2) | Information on Shrimp Farms
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Minecraft 1.9 – Classic Witch Farm Competition (Fun Farms Ep. 2)

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Fun Farms Ep. 2 – Witch farms for 1.9. Evaluation of 4 different designs comparing to 1.8 shifting floor.\r
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This is secondin my- Fun Farms, where I am taking one mob at a time and showing unique farms based around some interesting game mechanics. They might not always be super efficient, or extra fast, but what they should do, is make you think: Wow, thats interesting, thats cool.\r
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We took 4 designs of the witch farms that do not rely on any glitches in the game, so they should work in any future versions of minecraft, providing rules dont change that much. We compared them to a generic shifting floor design.\r
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NOTE: flush based farm (Xisumas and Jaws), since 15w51b are affected with spiders being able to spawn on retring pistons that hold the water, when they are triggered by the witch, which clogs the farm until they despawn. They can only be there for a few ticks, until water floods the pison, but this seems to be enough, especially if you perfected the environment\r
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Commands used in evaluation:\r
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Create a counter: scoreboard objectives add items_collected dummy\r
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Increase the counter: scoreboard players add @p items_collected 1\r
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Display a counter (eager (in place) evaluation of the counter): tellraw @a [items collected: ,{score:{name:*, objective: items_collected}}]\r
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Give a player book with the counter (notice, the quoted code to retrieve the score indicates lazy evaluation of the expression, rather than eager: give @p written_book 1 0 { title:ic, author:g, pages: [{score:{name:*, objective: items_collected}}]}\r
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Resetting and removing of the counter: scoreboard objectives remove items_collected\r
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Disclaimer. The area around the hut is not 100% spawn proof. I realized about it when I was preparing world downloads. I wanted to keep the ravine, and it happened, there was a handful of spawning spaces in it, however it shouldnt have any imp on the efficiency of the farms. Only a few mobs can spawn in there, and together with the witches spawning in the hut, it is still far below the hostile mob cap, meaning, they should not influence each other. It would only matter if the mobs outside the hut could fill up the mob cap, preventing witches from spawning.\r
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When loading the world downloads, change view distance to 12. Under 12, the mobs spawning is kind of crooked. View distance of 12 gives the usual hostile mob cat in the range of 70s. \r
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References (+world downloads for each design):\r
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Empty farm (good for evaluating your own design):\r
– world download: \r
Full shifting floor, incompatible with 1.9:\r
– world download: \r
– shifting floor concept (Snocrash): \r
Fixed shifting floor using open fence gates:\r
– world download: \r
– open fencegates in Wither Skeletron farm: \r
Water flush design by Xisuma:\r
– world download: \r
– tutorial (Xisuma): \r
– improved design (Xisuma): \r
Jaws design:\r
– world download: \r
Swiper design:\r
– world download: \r
– swiper concept (Alonofer) from: \r
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———-\r
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Minecraft IGN: gnembon\r
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Find me on Twitter: \r
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Resource Pack: Minecraft HD 64 \r
(With modified bedrock texture)\r
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Music used:\r
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- Holberg Suite

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