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.

Estimated Output
1,440 / hour
Iron Ingots / hour
Per module: 480 / hour
Double chest fills in: 4h 48m
01,872
per minute
24
per 5 minutes
120
per MC day (~20m)
480
Visual shows rate context at a glance.

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

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.

CraftMC

Your ultimate resource for Minecraft tools and guides.

Professional ToolsExpert GuidesActive Support