Farm Efficiency Simulator
Estimate how many items per hour your farm can produce using simplified in-game logic. Great for planning, optimizing, or sharing results with a link.
Count your spawning platforms or grouped layers.
What it considers
- Farm type presets for Iron, Creeper, and Sugarcane with baseline rates.
- Modules/size scaling and optional efficiency modifiers (mob cap, tick rate, random tick speed).
- Outputs include items/hour, per-module contribution, and chest fill time.
Plan smarter, not grind harder
This calculator gives you a realistic vibe-check for farm output without getting lost in spreadsheets. We use sensible baselines and scale by the settings most servers care about: server TPS (default 20), random tick speed for crops (default 3), and whether your mob cap is effectively full. It’s not “perfect sim” math — it’s the kind of estimate that helps you decide if you need two platforms or ten.
Defaults explained
- TPS (ticks per second) is 20 by default in Minecraft. If your server lags, drop it a bit to see impact.
- Random Tick Speed is 3 by default. Crops like sugarcane/bamboo react strongly to this.
- Mob Cap Factor is a simple slider for how “healthy” your mob cap is (1 = default, lower on busy servers).
- AFK Radius & Sim Distance help sanity‑check that your spawning area stays loaded and ticking.
Quick farm notes (rough ranges)
Iron
Simple villager-based designs often land around ~180–400 ingots/hour per “cell”. Larger/tuned systems can go higher.
Creeper
Per well-lit platform with good flushing and trident/portal kill, ~150–300 gunpowder/hour is a decent planning range.
Gold
Highly design-dependent (donuts, portals, aggro). Treat per‑module output as a building block rather than a promise.
Sugarcane
Rule of thumb: ~0.5 canes per plant per hour at RTS 1. With the default RTS 3, that’s ~1.5/plant/hour before losses.
Tips for more consistent rates
- Keep your AFK spot fixed and within your farm’s ticking area. Avoid drifting outside sim distance.
- Spawnproof caves/caverns near mob farms to reduce competition (or build high/void/Nether when possible).
- Use water streams/rails to prevent item clogs; smelting/crafting throughput can bottleneck “real” output.
- Redstone and hopper load affect TPS. If your server dips below 20, set TPS accordingly to get honest estimates.
Related helpers
- Slime Chunk Finder — plan chunk‑based slime farms.
- Ore Distribution Visualizer — plan mining side projects.
- Redstone Circuit Designer — prototype timings before you build.
Notes
These are approximations, not exact simulators. Real-world output depends on design details (spawn proofing, processing speed, entity cramming, chunk ticking, and server performance). Use this as a planning guide.
Share your build
Got a reliable preset? Send it and we may include it as a built-in template.