Place ladders on the wall in front of the player and climb. Build the ladder all the way to the top. Descend to the bottom again using the ladder. Be careful, because the center of the shaft is not filled in yet, and it's possible to fall to their death. Once at the bottom, stand in the middle of the shaft and fill it with blocks.
Hop upward and place blocks beneath themselves. When they reach the top, leave the central pillar 1 block below the surface see screenshot.
Leaving it 1 block lower allows players to enter the descent shaft simply by walking in. Instead of a 3-block deep water landing pit, if players place two blocks of water at the bottom of the shaft in the ceiling of their utility room at the bottom and "hold it in place" with a sign on the wall below the shaft, it will break their fall as they fall through it and they will land without damage on the bottom of their utility room area.
One of the fastest ways to descend in the game is indeed falling, but climbing ladders is not a fast method of upward transport at all. You may be thinking, having a soul sand bubble column would be fast, but unfortunately you won't get that one block of soul sand without going to the Nether , which you might access by obtaining the very obsidian you gather deep underground.
Luckily, there is a fast method of upward transport that you have access to without much resources at all: sprint swimming and jumping at the same time. Sprint swimming is already fast, and if you hold down forward , sprint and jump at the same time while looking directly upwards, the effects add up, and you can rise at a speed comparable to the bubble elevator, even in a downward flowing column of water. First, dig a 1 by 2 pit in the ground. Second, stand in the pit between the water and the sign, and start digging below the water.
When you reach the limit of your reach, start digging on the other side below the sign. Remember to always keep the hole at least one block deeper below the water than below the sign, so that the water does not flow sideways and push you away from the optimal spot. You can stand slightly towards the side with air, while still touching the water, so that you can breathe.
If you hit a cave, it's okay. Just block the cave off, to make your shaft clean and shielded. If you hit an underground lava lake, the water will turn it into obsidian, but if you are not at your preferred y-level yet, you will have to abandon this shaft and dig a new one.
But hey, you can keep this shaft so that you can grab some obsidian in the future! The bottom of this sprint-swimming vertical shaft. Notice the height where the signs are placed. When you reach the designated y-level, first make sure where you want the floor of your mine to be. Now count 3 blocks up from the floor, and place a sign on the wall in the column with air i. Then, place the third sign next to it on the wall, right in the middle of the water column.
Now the water will be blocked, and will flow sideways over the second sign. When you are finished, you should have 3 blocks of clearance between the floor and the water, and you can see water above both signs. Now you are basically done with the shaft, and can expand your mine however you like.
To go up the shaft, stand below the water column, look straight up and hold jump. Right as you reach the peak of your jump, your head will be slightly touching the water the player is 1. Continue to hold jump, and you will start rising up the water column. After your head is submerged and the air meter the bubbles starts showing up, press sprint , forward and jump at the same time the same three keys you press when you are sprint-jumping over land.
Now you will ascend rapidly in the water column, at a speed much faster than climbing up ladders, and just slightly slower than going up a soul sand bubble column. While you are ascending, you can slightly move sideways and expose your head to the air, so you can replenish your oxygen while keep sprint-swimming. If you fall off the water column, there is no danger, as you will just fall into the flowing water beneath. To go down the shaft, simply walk into the air column under the first sign.
You will drop straight into the flowing water beneath and take no fall damage at all. Horizontal mining is not as dangerous as vertical. But there are some similar suggestions. Carry a water bucket and some blocks of some disposable, non flammable material e. A block can be used to quickly plug the leakage in cases of lava, and water can be poured over source lava to turn it into obsidian, as well as to put out fires. Flowing lava will usually turn to cobblestone, occasionally stone, if the water is a source block.
Efficiency: how many ores the player gets for the amount of effort they put into the mine, or how many ores and cobblestone they dig to find them. Branch-length: how many blocks the player dig their branches out. One recommendation is to measure a length with the durability of a stone pickaxe. Completely Thorough: a mine that reveals 4 new blocks dug, and reveals every block within a chunk, is completely thorough.
Tiering: "stacking" one branch mine on top of another, in order to obtain a much greater degree of thoroughness without sacrificing too much efficiency. Efficiency in Minecraft mining is defined as how many ore blocks the player mines, relative to the time spent reaching them.
Thoroughness is the percentage of the ores a player has extracted from a given chunk. Efficiency is approximated by blocks revealed per blocks mined, while thoroughness is approximated by blocks revealed per blocks in a chunk. Since both include "blocks revealed", they are often confused. Mining three spaces wide, with four blocks between each shaft will be completely thorough. In Minecraft these assumptions are essentially true, though there is some distortion since diamonds only spawn once per chunk.
So we reach the crux of the argument; tunnel spacing. In the traditional "efficient" mining methods, tunnels are spaced close together in order to "observe" the maximum number of blocks possible, therefore removing all of the ore from an area. So, let's consider a spacing of 1; that is one tunnel separated by one block from another tunnel.
During the digging of the first tunnel, several ore bodies are encountered. This tunnel has a high efficiency in fact, the maximum efficiency possible, as we shall see later. The second tunnel has a very low efficiency because almost all of the ore bodies it encounters have already been removed by the first tunnel.
This causes the efficiency of the mining operation to plummet. A spacing of 1 is incredibly inefficient. Now we move to a spacing of 2. However, with a spacing of 2, the second tunnel still encounters several ore bodies that have already been removed, so it is also quite inefficient. We can go on like this; as long as the second tunnel has a chance of encountering ore bodies which have already been removed by the adjacent tunnel, it will have a less than maximum efficiency.
It follows that the most efficient way to mine is to place the second tunnel far enough away from the adjacent tunnel that there is no chance of encountering ores that have already been removed.
The model mines a 1 block wide tunnel through the 2D layer and removes all diamonds it encounters, just like a real player would do. The model is limited to diamonds but the principle applies to all ores. It repeats the mining for different tunnel spacings, from 1 to The model then records how many diamonds were mined for each case, how many blocks were removed, and calculates the efficiency of each spacing. A simple graph is produced:. The results indicate what is expected — that when tunnels are close together they are not efficient because the miner will encounter diamonds which were already removed by the adjacent tunnel s.
A good efficiency is reached at a spacing of around 6 blocks that is, 6 solid blocks left in-between the tunnels. At this spacing, efficiency is about 0. At this spacing, the tunnels effectively become independent of each other and so, statistically speaking, the chance of encountering an ore are maximized because there is no chance the ore has been removed by an adjacent tunnel. Note: in the above graph, efficiency appears to drop-off at a spacing of This is simply a limitation of the size of the level used to model the process, resulting in a large error at high spacings.
If a larger level were used, the line would smoothly approach a maximum efficiency but never quite reach it.
Branch mining consists of mining out side tunnels from an access shaft to expose as many blocks as possible with a minimum of blocks removed. Creating a Branch Mine is simple.
First, dig deep underground until blocks above the bottom level. Upon reaching the desired level, begin to dig at least 20 blocks into a wall to create a shaft. Come out of the shaft, move at least 3 blocks to the left or right, and do the same again, digging 20 blocks into the wall.
Each shaft made will almost always contain a resource block ranging from coal , iron , redstone to even gold and diamond. There is a tradeoff between the spacing chosen between each branch of the mine.
A spacing of 2 blocks per branch means that players will end up exposing almost every block, but at the cost of a lot of work. A spacing of 5 blocks per branch will give them a wider area covered but there is the possibility of missing some blobs, especially diamond or lapis lazuli which can appear in blobs of less than 4 blocks. Using the diagram titled "More compact 3-Space branch mine" open the "Offsetting mine levels" collapsible to see it leaves no ores hidden, however requires them mine more stone.
It is recommended to use this method if they don't mind mining a bit extra and really need the gold, redstone, diamond, iron, and coal. The trade-off for spacing can be minimized by making a branch mine a level above and below the first branch mine that is offset from it. This is a side view For example:.
Another option is the per-chunk branch mine. An effective technique if players want to find rare resources with minimal effort. It is basically mining down to any level, usually to bedrock, and then mining outwards to the sides, much like a tree with a trunk and branches. This method is based on the relatively low probability of desirable blocks being created without any neighbors, so it will occasionally miss small or narrow ore deposits that fall entirely between the branches, but it covers ground faster, so players will usually get more ore for their time.
It is also meant to be done quickly. Each branch can be any length, but about 32 blocks long is a good length to begin with, as it can be measured with the durability of a stone pickaxe. The Pinwheel Mining layout is designed to cover large squares of land, over long periods of time. As always, the player can use any spacing; a spacing of three provides both reasonable efficiency and reasonable thoroughness. This layout can compete with the phoenix mine in terms of efficiency, and is easier to modify if necessary, but it does require a lot of time for each trip.
By utilizing this variant properly, players can uncover all the blocks in quite a large area, and the mineral yields are quite high. Having the stairs 2 blocks wide allows for thorough strip mining as they can be strip mined around. Also, a good length for each tunnel is 20 blocks long. The spacing between the branches 11 blocks - 12 blocks may be preferable, as in this screenshot the center block is obviously viewable from both sides instead of being two distinct blocks. A branch mine with pokeholes is a variation on a traditional branch mine, but designed to have a better blocks-revealed to blocks-mined ratio.
However, they are much further apart than in a branch mine 11 blocks as opposed to 3. This technique used to be called "feather mining", but after xisumavoid's video covering this method, it's more commonly known as "branch mining with poke holes", or simply "pokehole mining".
The mine got its old name from its feather-like shape when viewed in a cave map or with an x-ray resource pack. This setup allows for linear navigation along tunnels by first selecting depth, then choosing an appropriate tunnel at that depth. If the player decide to stack their mineshafts, however, they should use an odd-spacing, or they will get inefficiency and blind spots.
This is a good mine for somewhat crowded multiplayer, where thoroughness is actually worth something. Should the player be willing to sacrifice efficiency in exchange for revealing every last block, players can use a tiering distance of This particular tiering, however, is not only inefficient, but requires one of the access methods shown in the pictures-either an 8 tall, wide tunnel with staircases as shown in the gray picture, or with one access shaft for 2 sets of layers.
This should be used only in ridiculously crowded multiplayer servers, when what matters is finding that one redstone blob that got missed by all the random-miners. However, nearly any spacing and layout can be used with a given tiering distance, as it is fairly thorough, only slightly less efficient than a straight shaft, and it can be transformed into nearly any level of thoroughness without wasting effort.
Nearly any layout, spacing, and branch-length can be combined with any tiering distance, though doing it with a phoenix mine on the compact spacing is not recommend for anyone who gets headaches easily. Note: The player will need a basic understanding of Japanese to watch the video, or translation captions will be needed. This is the start point denoted by the grass block.
Repeat the previous step but while the player are doing so, they will reach the mark they have put before. Now the player have completed the first lap. Turn back, return to the previous mark, then dig a tunnel until they reach the "gold" mark they have previously put.
Repeat the previous step. Now they have completed their second lap. Repeat the entire steps until they are satisfied. Speed mining is a mining technique in which a player randomly mines out a 50 block radius around them. Stone can be instantly broken by using an Efficiency V diamond or netherite pickaxe while under the effects of Haste II from a beacon, allowing the player to quickly clear out a large area.
It is at first expensive, but pays off quickly. It is suggested that the player to do this at diamond level. To save inventory space and avoid having to smelt cobblestone into stone, the player can use a Silk Touch pickaxe to mine and collect ores, then use a Fortune III pick to mine the ores. This technique is to take off the top 6 layers of a mountain completely. Continue until the mountain is entirely flat. TNT is useful for the first 5 layers, since the explosion will destroy grass and dirt for the most part.
Quarry mining is very similar to strip mining, sharing the prospect of taking all resources within an area. These mining methods are used very commonly in Minecraft. The difference between quarrying and strip mining is that the process of quarrying involves a large rectangular or square strip, continually mined downwards with a staircase running along the side. This method got its name by its similarity to real world quarry sites. Quarries are typically ceased when a large cave is discovered This does not directly stop the excavation, it just makes it difficult to continue , the miner abandons the quarry for another project, or bedrock is reached.
A way to deal with large caves is to block the cave with Creeper-resistant materials, like obsidian. One can place a powered rail in a spiral, to allow ease of access.
A recently begun quarry. There is a convenient, easily accessible ledge with chests, furnaces and a crafting table. To put that in perspective, that many cobblestone blocks in a tower would be a whopping , meters tall, or an unrealistic times the height of the Burj Khalifa, which is the tallest building on earth. Although the yielded amount of cobblestone, dirt, sand, coal, iron, and to some extent gold, will be enormous, and the possibility of lava is very high, this is not the best method for mining diamond and lapis lazuli, because they're found only at the bottom of the map.
Note: Diamonds and lapis lazuli can be mined using this method, but due to their rarity, the placement of the quarry along with its size will determine the amount. This type of mining is suggested for getting large amounts of cobblestone, iron and coal. Besides the ability to gain large amounts of resources, this type of mining may expose many caves for further exploration and mining.
Quarries may also offer some non-resource related benefits, such as keeping the area clean and fresh not ruining the nature , as well as serving as a handy trap. Warning: Be extremely careful around this type of mine, as a fall will surely be fatal, unless there are 2 levels of water at the bottom. In order to prevent mobs from spawning, the shaft should also be well-lit. Once a quarry is finished, there will remain a large, deep hole.
There are many ways to utilize a spent quarry, but some choices are as follows:. Due to the open nature of a quarry, many players choose to build an intricate base floating in the quarry, and then fill in the unused space with dirt , gravel , sand and stone. If done correctly, an underground base will be undetectable from the surface, especially when grass grows on the surface above it.
For extra stealth, consider planting trees in the open area. It is one of the easiest model of a mob grinder, requiring resources that are easily obtainable in Minecraft. Lava tends to destroy drops, but this can be avoided by suspending the end of a lava stream on a ladder or forcing mobs to the termination point of a lava stream. Ladders and signs are considered solid blocks by liquids but empty blocks by mobs or players.
Also consider using water to drown mobs to ensure that no drops will be lost. You may use a simple 8X8 area with a mob spawner leading to a water drop that mobs can push each other into, making so the drops come out when mobs spawn, and makes lag a nonoccurrence.
The canals from the mob farm send mobs into this final water channel. The mobs are forced into the chest high lava blade. The same water that drags the mobs into the lava also pushed the drops into a collection point. Combine with a final perpendicular-flow water current to deliver all items to a single tile, on which a wooden pressure plate may be placed and attached to redstone torches or lamps to indicate the availability of items.
Alternately, the stream can empty the items into a hopper connected to a chest, or a further item sorting system for retrieval at the players leisure.
As of the second Pre-release of 1. This dispenses lava for a short period of time to the mobs which catch them on fire and "soften" them so you can kill them with 1 or 2 hits. This trap consists of a piston which pushes a mob under a sticky piston. The sticky piston simultaneously pushes a block on the mob's head to suffocate it. This setup is connected to a repeater to allow new mobs to enter the smashing area.
Water can be used to transport items from the smashing area to a collection point. The trap damages about one heart per second. This setup only works for tall mobs, but the principle can be used for smaller mobs as well.
The downside to this trap is the slow rates of kills, since each mob needs about 10 seconds of suffocation before it dies. This problem can be fixed by having a row of pistons push together at once, suffocating multiple mobs in every smash. Timing is very important for this trap to work efficiently: For single mob smashes, a loop of at least 30 repeaters set at maximum are needed, giving 12 seconds per loop. With this set up, turn on the loop for a little more than 10 seconds to ensure they die and have the loop off for the rest, giving 10 second kills and 2 second load times.
For a full row of 8 pistons, the load time is approximately 6 seconds, meaning the loop needs to have 40 repeaters giving you a 16 second loop.
Load time for a stream of 8 blocks long and 2 blocks wide, with pistons on both sides, is about 8 seconds. This amounts for at least 48 repeaters. Another downside to piston smashers is the inability to handle spiders. You would need another way to sort out spiders such as a cactus choke.
Drowning grinders work by sending mobs into a small area without an air pocket. Items drop in water and can be easily collected from below. This video tutorial shows step by step how to attach a simple drowning trap to a vertical mob elevator.
Build a hopper platform under a mob farm, where mobs will fall to death. Hoppers automatically retrieve the loot and can be connected to chests to store it in several ways. In the following video the hopper platform is connected to an item sorter mechanism:. You can make a mob farm in the air and then set a platform area where mobs will fall to death. To retrieve the resulting loot you can build a railroad system in such a way you will be automatically retrieving all the loot being away from keyboard.
Falling mobs will hit you and could stop your riding, so it's important to have the smashing area covered with powered rail and the curves made out of normal rails should be out of reach from the falling mobs. In the following video you can watch how it works, the mob farm uses water dispensers pushing mobs in cycles of time, the platform is completely covered with powered rails that are powered with redstone torches from below and normal rails outside the falling area.
To make a spider spawner grinder, the fall chamber will need to be at least 2x2. A video tutorial on this is available here So to make this:. It is possible to grind mobs by smashing them with an anvil. The more placed, the more efficient. Then, a player may climb to the top of the tower and drop an anvil into the hole on top of the mobs. If they are dropped from a sufficient height, all mobs will be instantly slaughtered. Players may collect drops by means of a hopper or by going in.
The anvil will, however, need to be manually retrieved. A way to bypass this would be to place a torch or sign at the bottom of your shaft to destroy the anvil straight after killing the mob s. Again using a hopper would bring it back to you along with the loot. Note: This will not work with chickens , ghasts , or blazes due to their flying ability. Ocelots , snow golems and iron golems are also immune to this because they do not take fall damage. Make sure you can see the grinder from the lever , so you know when to pull the lever.
You can make more holes and make this bigger. Just repeat the process. Another tactic is to place water on a higher area so it is flowing.
Put your hole at the end of the water. First of all, you'll have to find a skeleton or zombie spawner. It should be at least above 30 blocks above bedrock in order for it to work.
Dig down two layers of blocks below the spawner on all sides. Then dig in the direction you wish to build the spawner. Dig that way at least two blocks forward in a way that makes the room look more like a rectangle.
Then dig down one block where you just digging at the far end and continue digging until the whole end of that side is down one block. Now it's time to add the water. Collect water using buckets and place them at the opposing end at which you want the hole to be. Place water across the entire wall so that it looks it is flowing towards the hole.
It should stop flowing before reaching the small crevice on the opposing side. Place a sign in the middle of the crevice against the wall and fill the crevice with water so that it appears the water is heading towards the sign. Minecraft Wiki. Minecraft Wiki Explore. Main Page All Pages. Minecraft Minecraft Earth Minecraft Dungeons. Useful pages. Minecraft links. Gamepedia support Report a bad ad Help Wiki Contact us.
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