Late-Game Minecraft 281 :: Flushing Mechanism Hopper Timer
To control the flushing system of the mob farm, we dig out a small room and install an adjustable hopper clock that operates with the help of some sticky pistons! This clock will ensure that the different floors of the farm switch between being flooded and being dry in a periodic manner!
First, we replace the jack o'lanterns with sea lanterns on the back wall as we realised that the light from the lanterns is leaking into the spawning room, preventing mobs from spawning! The sun is setting so we sleep to skip the night.
Our Shulker box is filling up with blocks that we don't need, so we fly up to the chests to keep them! Flying over to the furnaces, we see that our smooth stone has finished smelting! We collect the stone and also craft some hoppers and sticky pistons.
Across the river, we pick up our Nether quartz to craft a few comparators! We also craft a barrel for storage. After putting some stone in the furnaces, we head back to the mob farm! We start clearing some space for a new room.
While mining, we uncover some smooth stone which indicates the presence of a drop shaft! We accidentally release some water, which flows to the beacon pyramid room. We go into the room to replace the torches that the water would wash away!
Returning to the room for the hopper clock, we decide to move the clock further away to avoid the water-filled shaft! We place down the sticky pistons and the comparators before adding 26 filler blocks to the hoppers.
Next, we fly over to the chests to craft a lever! We sleep for the night before placing it down at the hopper clock. Then, we craft some stone bricks to place below the redstone wires! We connect the clock to the torches that control the farm's flushing mechanism.
Switching off the other levers, we head outside to observe the water flow! Nothing happens though! After a while, we realise that the current coming out from the clock will always be constant. Instead of drawing the current from the hoppers, we should use the redstone block!
We don't want to block off the sea lantern, so we retrieve a block of glass from our chests! Hearing the sounds of zombies, we realise that mobs have begun to spawn in the farm. We stand outside to observe the farm again, but the zombies remain on the spawning floor!
Tracing the redstone circuit, we look for the problem and notice that one lever is still turned on! We switch it off and watch the zombies make their way into the central pit. Finally, the mechanism is working!
Since there are already zombies in the mob farm, we want to see if the drowned conversion system works! We move the lever to a more accessible position before heading down to the collection room where the zombies should end up. We also block the drop shaft to trap them!
After waiting for a while, we fly to the surface to see if any zombies are inside the water stream! Nothing seems to be happening so we head down into the farm. Somehow, we manage to get to the first spawning floor! We place back the missing stone bricks that we had removed yesterday.
Then, we head into the central pit to see where the zombies are. We find them stuck in the sorting mechanism, and remember that there is another clock controlling the pistons that will push the mobs! It has to be turned on as well.
To access this clock, we break the glass of the beacon beam shaft and glide down! After turning the clock on, we turn off the flushing mechanism. We hear some odd noises from the surface, and realise that the zombies had successfully converted into drowned!
Flying up, we catch the glimpse of a drowned just before it falls into the drop shaft! At the collection room, we patiently wait for them to arrive. Since there is a cobweb in the shaft, it will take some time for the drowned to fall!
Slaying the two drowned, we conclude that the mob farm works perfectly! We decide to continue working on the third spawning floor. While placing down smooth stone blocks, the game feels slightly more laggy than usual!
After crafting some fence gates, we sleep for the night! We place down the gates in the centre hole of the third platform, imitating the design of the platforms below. The lag is starting to annoy us so we decide to turn off the clock for the sorting mechanism!
From the flushing mechanism room, we start to dig towards the piston sounds! A permanent way to access the sorting mechanism room would be useful as well. After turning off the clock, we make a passage connecting the two hopper clocks!
Placing down some torches to light up the new passage, we leave the mob farm! We chop down a tall spruce tree for more wood, picking up an extra Shulker box. At our storage area, we keep our items and craft some trapdoors for the third spawning floor! Then, we end the episode standing on the podzol.
Version: Minecraft Java, 1.17.1 Survival (Vanilla)
Difficulty: Normal
Textures: Default + Creative Music
Music (listed in order of first appearance):
Sweden - C418
Haunt Muskie - C418
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