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.

Configuration

Villager-based iron farms

01.02.0
Production Results
540
Iron Ingots per hour
Per module: 180
9
per minute
45
per 5 min
180
per MC day
Output Scale540
0810
Storage
12h 48m
Double chest fill time
About Iron Golem

Base Rate

180 iron ingots per hour per module

Category

mob

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.

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