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I agree with most of what you said, Eccentrus. There really are, in my mind, two basic types of mob farms:
- AFK-farms for valuable resources. Iron golems, witches, zombie pigmen, whatever. These give you things that you can obtain elsewhere with a lot more work, and completely negate the other sources of the items since it's a lot easier to go via the farm.
- Farms, AFK or not, for things that you can only get from mobs. Mob farms for XP, gunpowder for TNT, bones for bonemeal. Also farms that allow some automation of milking cows or whatever, or chickens.
There's also non-mob "agricultural" farms that allow some automation of agricultural activities like wheat/carrot/potato growing, mushrooms (side note: i'm still sad that mushroom soup doesn't stack, given that mushrooms are the hardest thing to grow...), cactus, sugarcane, trees. In general, these can't be fully automated, since the user still needs to plant something (and in the case of trees, the user still needs to chop them down, right?)
I think only the first type of mob farm bothers me. Mob farms for mob-only resources don't really bother me, because they're not really feasible to obtain any other way. "Ag" farms don't bother me because you're not really obsoleting other methods of obtaining the resources and there's an effective limit to how useful they are in large quantities--sure, you *could* make a wheat farm that gave you enough wheat to make two double chests of bread in a single pull of a lever, but what do you need that much bread for?
The first type of mob farm, though--mob farming for resources you'd normally have to mine for--is more of the problem, I think.
Even without renewable stone, dirt's a lot less common than stone is!
- AFK-farms for valuable resources. Iron golems, witches, zombie pigmen, whatever. These give you things that you can obtain elsewhere with a lot more work, and completely negate the other sources of the items since it's a lot easier to go via the farm.
- Farms, AFK or not, for things that you can only get from mobs. Mob farms for XP, gunpowder for TNT, bones for bonemeal. Also farms that allow some automation of milking cows or whatever, or chickens.
There's also non-mob "agricultural" farms that allow some automation of agricultural activities like wheat/carrot/potato growing, mushrooms (side note: i'm still sad that mushroom soup doesn't stack, given that mushrooms are the hardest thing to grow...), cactus, sugarcane, trees. In general, these can't be fully automated, since the user still needs to plant something (and in the case of trees, the user still needs to chop them down, right?)
I think only the first type of mob farm bothers me. Mob farms for mob-only resources don't really bother me, because they're not really feasible to obtain any other way. "Ag" farms don't bother me because you're not really obsoleting other methods of obtaining the resources and there's an effective limit to how useful they are in large quantities--sure, you *could* make a wheat farm that gave you enough wheat to make two double chests of bread in a single pull of a lever, but what do you need that much bread for?
The first type of mob farm, though--mob farming for resources you'd normally have to mine for--is more of the problem, I think.
Amusingly, dirt is one of the few remaining nonrenewable resources, so maybe it'll end up being valuable at some point :lol:...cheap as dirt...
Even without renewable stone, dirt's a lot less common than stone is!
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