narito's Comments

narito's profile

Hello! Yes, it works perfectly.
IRON FARM with Auto-Crafter (1,600/h) on June 5th, 2026 06:01 PM EST
Hi Dumlulabye, I’m really sorry to hear you're having trouble after putting in so much effort to build the farm. Since you've already ruled out caves and nearby villages, the issue likely relates to the "scare cycle" reset. In this design, the zombie jumps in the water to periodically break the line of sight with the villagers, which is essential for triggering iron golem spawns in Java Edition. Please ensure the zombie is jumping consistently and that the villagers are actually losing eye contact for a moment; if they see the zombie 100% of the time without a break, the spawning process will stall. If the mechanics seem fine but it still won't work, I recommend trying a "hard reset" by removing and re-placing the beds, the villagers, and the zombie. I know it’s a big hassle to do, but sometimes the game's internal data for the village gets stuck, and resetting these elements can force it to function correctly. I really hope this helps you get the iron flowing!
IRON FARM with Auto-Crafter (1,600/h) on April 30th, 2026 08:26 AM EST
Hello! That is a wonderful idea, and I honestly love the approach of hiding farms to make them blend into the environment! It’s a great way to improve the look of your world. Just keep in mind that you need to be very careful with "spawn-proofing" while decorating. Iron golems can spawn on any solid block within a certain range of the villagers, so if you build a roof or thick walls, please make sure to use non-spawnable blocks like slabs, glass, or leaves on top so the golems don't end up on your decorations instead of in the trap. Also, try to avoid placing any extra beds or workstations in your new buildings, as those can interfere with the farm's village detection and might cause it to stop working. As long as you watch out for those points, you should be able to create some amazing decorations!
IRON FARM with Auto-Crafter (1,600/h) on April 16th, 2026 08:30 AM EST
Hi! scorp87, Yes, iron farms definitely work on Java Edition! In fact, this specific schematic is designed specifically for Java Edition.
IRON FARM with Auto-Crafter (1,600/h) on April 10th, 2026 12:40 PM EST
Hi! You can use either cobblestone or stone bricks—just choose whichever is more convenient for you! Since it’s purely an aesthetic choice for the structure, it won’t affect the farm's efficiency or the redstone circuits at all.
Mega Mob XP Farm on March 27th, 2026 05:03 AM EST
Thanks for the comment! If the poppy filter isn't working as expected, please check the detailed setup at 15:34 in the YouTube video linked in the description. The item counts (41 poppies and 4 filler items) and the redstone torch placement are very specific for that part to function correctly. Watching that section should help you see exactly how the hoppers need to be configured. Let me know if you still have trouble after double-checking that part!
IRON FARM with Auto-Crafter (1,600/h) on March 14th, 2026 03:09 PM EST
Thanks for the feedback! I'm sorry to hear it's not working for you. Please check these common causes:

- Nearby Beds/Villages:
Are there any other beds, workstations, or villages within 100 blocks? They can interfere with the trap.

- Villagers' Sleep:
Have all villagers slept at least once? They need to sleep to spawn golems.

- Spawnable Spots:
Are there any spots outside the trap (like caves or rooftops) where golems might be spawning instead?

- Zombie Line-of-Sight:
Can the villagers see the zombie? They need to be "scared" by the zombie, but also need to be able to break eye contact occasionally to sleep.


Hope this helps you fix it!
IRON FARM with Auto-Crafter (1,600/h) on March 9th, 2026 03:38 AM EST
You don't need to raise it because the spawning mechanics are already fully controlled in this design.
Are you looking to raise it for aesthetic reasons or to avoid other structures? If so, you can just add any number of blocks to the base.
IRON FARM with Auto-Crafter (1,600/h) on February 26th, 2026 07:36 PM EST
If you have any questions or need help with this build, feel free to leave a comment here or on my YouTube video❗
I’ll do my best to get back to you.
IRON FARM with Auto-Crafter (1,600/h) on February 18th, 2026 09:59 AM EST
Thank you! Glad it's working well!
Mega Mob XP Farm on January 14th, 2026 06:34 AM EST
Not exactly! Doing it that way will actually cause some big problems for your system. If you leave those 4 slots empty, random items will eventually get stuck in them and clog the whole machine. Even worse, it can cause the redstone signal to become too strong, which will break the sorters right next to it!

To make it work perfectly and keep it stable, you need to use the 41+1+1+1+1 layout. I’ve uploaded a screenshot to X (Twitter) to show you exactly how each hopper should look:

https://x.com/naritonarumi/status/2010415240048210004?s=20https://x.com/naritonarumi/status/2010415240048210004?s=20

As you can see in the image, you must put 1 renamed "filler" item in each of the last four slots. This "locks" the hopper so it only picks up the correct item and ensures the redstone power stays at the safe level. Please follow this layout to avoid having to fix a broken system later!
Mega Mob XP Farm on January 11th, 2026 01:18 PM EST
Spot on! If you set it up with Rotten Flesh, that specific hopper will only "catch" Rotten Flesh and drop it into the chest below. Everything else will simply pass over it to the next hopper.

However, there is a very important reason why we use the 41 + 1 + 1 + 1 + 1 distribution instead of putting all 46 in one slot:

1. The "Lock" Mechanism
By putting 1 filler item (like a renamed stick) in each of the last 4 slots, you are "locking" those slots. This ensures that only Rotten Flesh can ever enter the first slot.

2. Why not 46 in the first slot?
If you put 46 in the first slot and leave the other 4 slots empty, another item (like a Bone or String) might accidentally land in those empty slots. If that happens, the hopper will start trying to sort those items too, which will break the entire system and cause a mess in your chests!

3. The Golden Ratio:
- Slot 1: 41 Rotten Flesh
- Slot 2, 3, 4, 5: 1 Filler item each (Total 4)
- Total: 45 items (Signal Strength 2 = Idle)

When the 46th Rotten Flesh enters Slot 1, the power jumps to Level 3, the machine clicks, and it drops exactly one item to the chest to return to the "safe" 45-item state.
Mega Mob XP Farm on January 10th, 2026 04:07 AM EST
Hi there! Welcome to the world of Redstone! To make it easy for you, I’ve uploaded a screenshot to the 'Additional Pictures' section showing the exact hopper setup. Here is the technical breakdown:

1. Why the Redstone?:
The comparator doesn't monitor the chest; it monitors the Hopper above it. It measures the number of items to determine the "Signal Strength" (Power Level).

2. The 45 vs 46 Rule (The Trigger): According to the game mechanics, a hopper's signal strength changes based on the item count:
- 45 items = Power Level 2: This is the "idle" state. The signal is not strong enough to unlock the system, so items stay in the hopper.
- 46 items = Power Level 3: When the 46th item enters, the signal strength jumps to 3. This extra power triggers the redstone circuit to unlock the hopper below, allowing the item to flow into the chest.
- Your "half a stack" (32 items) is technically Power Level 2, but it doesn't leave enough room to reach the "Power Level 3" trigger correctly in this specific overflow-proof design.

3. Hopper Setup:
- First Slot: 41 items of what you want to sort.
- Other 4 Slots: 1 filler item each (Total 4). These must be different from your sorted item.
- Pro-tip: Rename these fillers to "Filter" in an anvil so they don't accidentally mix with other items!

For a full visual guide, I highly recommend searching for 'ImpulseSV Item Sorter' on YouTube. It’s the gold standard for this design!

Hope this helps, and happy building!
Mega Mob XP Farm on January 9th, 2026 01:50 PM EST
Sorry for the late reply! Honestly, I don't think it works on 1.12.2. This was built in a much newer version, and since 1.13 (The Flattening), block IDs and world heights have changed significantly. If you decide to give it a try and it works, I’d love to hear your feedback! Thanks.
Mega Mob XP Farm on January 7th, 2026 01:32 AM EST
By any chance, did you build your AFK spot or storage system at sea level(Y=63)? If you are standing that low, you might be loading the caves below.
Mega Mob XP Farm on December 23rd, 2025 02:25 AM EST
Please check your Simulation Distance! I recommend 10 to 12 chunks. If it's too low (like 8 or less), mobs at the edge of the 128-block radius won't despawn properly. This clogs the mob cap and stops new spawns. Render distance matters less, just set it to 10+ or whatever your PC can handle.
Mega Mob XP Farm on December 22nd, 2025 05:31 PM EST
Thank you! Just be careful with the lag, 481 villagers is a lot lol. Enjoy!
Mega Trading Hall (481 Villagers / All 13 Professions) on December 17th, 2025 02:20 AM EST
Thank you for the feedback. To address the crash you reported (drawContext is null), I have conducted a comprehensive test across all versions from 1.21 to 1.21.10.
Based on the error log, there are two likely causes:

1. Version Mismatch (Highly Likely): The versions of Litematica/MaLiLib may not match your Minecraft version exactly.
2. Conflict with GUI/HUD Mods: Since the error involves rendering (drawContext), mods that modify the inventory, HUD, or display maps (e.g., Inventory Profiles, Minimaps, etc.) often conflict with Litematica.

Please try disabling other GUI mods, and ensure you are using the exact combinations listed below:

Minecraft,Litematica,MaLiLib,Fabric Loader
1.21.10,0.24.3,0.26.6,0.18.1
1.21.9,0.24.3,0.26.6,0.18.1
1.21.8,0.23.3,0.25.4,0.18.1
1.21.7,0.23.3,0.25.4,0.18.1
1.21.6,0.23.3,0.25.4,0.18.1
1.21.5,0.22.2,0.24.2,0.18.1
1.21.4,0.21.4,0.23.4,0.18.1
1.21.3,0.20.6,0.22.7,0.18.1
1.21.2,0.20.6,0.22.7,0.18.1
1.21.1,0.19.59,0.21.9,0.18.1
1.21,0.19.59,0.21.9,0.18.1
Mega Mob XP Farm on December 16th, 2025 03:14 AM EST
True, active flushing is faster, but I prioritized simplicity here. No Redstone needed! I designed this to guide their random walk by manipulating pathfinding targets. Mobs perceive open trapdoors as valid paths, but the staircase walls and the top slabs along the edges are excluded from their pathfinding. This leaves them no choice but to head for the drop.
Mega Mob XP Farm on December 15th, 2025 06:24 AM EST