# Submission Information Overview

## Submission Information Overview

Every submission has some information that is required to know, while some other information is good to know, but not necessary. It heavily depends on what type of creation you are looking at. For example, for a mob farm it is important to know what simulation distance the build is for as that will change how effective the farm will be. But for an item filter you don't need to know what simulation distance the game is on, it will work in any.

In the format for every creation-type you'll see which submission information is *Important* and which is *Extra:*

- <span style="text-decoration: underline;">Important Information</span>: information that is used to directly compare different designs with each other 
    - Examples: Rates, size, speed, simulation distance
- <span style="text-decoration: underline;">Extra Information</span>: information about smaller facts of the creations that are less useful or impactful for comparing designs. Extra Information is useful when you actually want to build the farm. 
    - Example: How many tridents there are in every trident killer, biome it is build in, kill method

The order in which information is listed, is irrelevant here. However, under the format for every Creation-Type the order must be kept (e.g. simulation distance goes above rates). See the Creation-Type format pages for more information

Below here is a list of every possible type of information you can read under submissions. There are examples how to do it properly but there are also examples when it isn't done properly (which are usually denoted as **Note:** Something is wrong). These wrong examples might help better understand how to use the format.

See below an overview of all *Submission Information*-types:

### Simulation distance

- Category: 
    - MOB FARMING
    - VILLAGER FARMING
- Creation type: 
    - All type of mob farms using environmental spawning \[?\]
    - Raid farm
    - Stacked Iron Farm

Simulation distance is a setting that changes how many chunks a player can load. It also changes things with mob spawning and iron farming. If you want to know more, read the \[Article: Simulation distance\]. Simulation distance can be abbreviated to *sim*

<details id="bkmrk-examples-simulation-"><summary>Examples Simulation Distance</summary>

Choose **one** of the following methods:

---

> - Simulation distance: 4+
> 
> <p class="callout info">Other possibilities: Simulation distance 6+, Simulation distance 8+, Simulation distance 10+, Simulation distance 12</p>

---

> - Simulation distance: 4+ 
>     - **Note:** Use simulation distance 6+ for full usage
> 
> <p class="callout info">Some farms worked with a spawning sphere of 24-54 blocks (before 1.16.0).  
> This allows the farm to work on simulationmaking it work on sim 4, but even better on sim 6+</p>

---

> - Simulation distance: 4+ 
>     - **Note:** The player must afk below/in between the farm
> 
> <p class="callout info">Some farms use fall damage to kill mobs. In order to have mobs not despawn on simulation distance 4, players must afk between the spawn platform and the kill platform  
> This does not apply for other simulation distances</p>

</details>### Size

- Category: 
    - MOB FARMING
    - VILLAGER FARMING
    - STORAGE TECH
    - CIRCUITRY
    - TRANSPORTATION
    - BLOCK/ITEM FARMING
- Creation type: 
    - Any build

Size will be added in the order: x y z, Or in normal language: length x height x width.  
This is not in order how x y z is defined in math for example, but this is Minecraft and the order of things might be different than you normally use.  
Size should be added to any submission, but only for the website. The size is only required to be added on the Discord as well for some type of creations, like pistons doors.

<details id="bkmrk-examples-size-choose"><summary>Examples Size</summary>

Choose **one** of the following methods:

---

> - Size: 
>     - 12x12x12 = 1728 blocks
> 
> <p class="callout danger">The size must mention how many blocks it is (by multiplying the numbers with each other)</p>

---

> - Size (Design 1): 
>     - 1x5x4 = 20 blocks
> - Size (Design 2): 
>     - 2x3x5 = 30 blocks
> 
> <p class="callout info">If multiple designs are submitted, then it will be mentioned between brackets</p>

---

> - Size: 
>     - ?x?x? = ? blocks
>     - **Note:** Missing size
> 
> <p class="callout danger">If size is not provided, this note is added</p>

</details>

### Rates

- Category: 
    - MOB FARMING
    - VILLAGER FARMING
    - BLOCK/ITEM FARMING
- Creation type: 
    - All type of mob farms
    - Raid farm
    - Iron Farm
    - Block Farms
    - Item Farms

Any farm that makes items must include this. Synonyms for rates are 'loot' or 'drops'. Below there are examples and 'wrong examples' as the wrong examples here help to give a better understanding on how it should be done correctly.

<details id="bkmrk-example-rates-choose"><summary>Example Rates</summary>

Choose **one** of the following methods:

> - Rates (1.16.0): 
>     - 1320 Cooked Chicken per hour
>     - 256 Cooked Beef per hour
>     - 1394 Cooked Pork per hour
> 
> <p class="callout warning">After “Rates” the version that the farm is tested in must be mentioned  
> If the version is not provided, the first possible version this farm works in must be specified as version</p>
> 
> <p class="callout info">Item names must be correctly capitalized</p>

---

> - Rates (1.16.0): 
>     - 1000 Rotten Flesh per hour
>     - 2 Egg per hour
>     - 13,000 Emerald per hour
> - Rates (1.17.0): 
>     - 1100 Rotten Flesh per hour
>     - 20 Egg per hour
>     - 15,000 Emerald per hour
> 
> <p class="callout info">In this case, rates are provided from multiple versions</p>

---

> - Rates (Design 1, 1.16.0): 
>     - 3 TNT per hour
>     - 15,000 Gunpowder per hour
>     - 4593 Bone per hour
> - Rates (Design 2, 1.17.0+): 
>     - 500 TNT per hour
>     - 100 Gunpowder per hour
>     - 12,453 Bone per hour
> 
> <p class="callout info">You can also have different designs, or “modules” which result in different rates. The version must also be mentioned.</p>

---

> - Rates (1.16.0): 
>     - 10,000 Golden Nugget per hour
>     - 100,000 XP per hour
> 
> <p class="callout info">Adding XP gained from the farm is favorable, but not required</p>

---

> - Rates (1.16.0): 
>     - 10,000 Golden Nugget per hour
>     - Level 30 in 5 minutes
> 
> <p class="callout info">Writing the XP gained from a farm in "Level `[x]` after `[y]` time”” is acceptable, but not preferred</p>

---

> - Rates: 
>     - 10,000 Gunpowder per hour
>     - **Note:** Rates may have changed in newer versions
> 
> <p class="callout warning">Rates may change in newer versions in the game.  
> The newer rates are <span style="text-decoration: underline;">always</span> stated on the website, but not always in the Discord  
> </p>
> 
> <p class="callout info">The reason of the change must be mentioned. Example:  
> **Note:** 1.17.40 increased the mobcap, increasing the rates of this farm  
> </p>
> 
> <p class="callout info">The website is not finished so this may change</p>

---

> - Rates: 
>     - 14,500 items per hour (?% Dirt, ?% Arrow, ?% Bone, ?% Spider Eye, ?% TNT)
>     - **Note:** Missing specific rates
> 
> <p class="callout warning">If no specific items are mentioned, the possible obtained items must be noted down with a question mark and a percentage, to account to the percentage that specific item is, from the total rates.   
> Example: (?% Dirt = Unknown percentage of Dirt of the total amount of items)</p>

---

> - Rates: 
>     - ? items per hour (?% Dirt, ?% Arrow, ?% Bone, ?% Spider Eye, ?% TNT)
>     - **Note:** Missing rates
> 
> <p class="callout warning">If no rates are mentioned, the possible obtained items must at least be mentioned and handled in the same way as the above method</p>

---

> - Rates: 
>     - ? Dirt per hour
>     - **Note:** Missing rates
> 
> <p class="callout warning">If the farm produces only 1 or 2 items types, then there doesn't have to be a percentage for the drops.  
> If there are 3 or more item types, the above method is preferred (with the percentages for drops)</p>

---

> - Rates: 
>     - 1,000,000 Dirt per hour
>     - **Note**: Questionable rates
> 
> <p class="callout warning">The rates provided may be questionable, e.g. the farm has not been tested long enough, or there is evidence the rates are incorrect</p>

</details><details id="bkmrk-wrong-examples-rates"><summary>Wrong Examples Rates</summary>

List of wrong examples, to improve the understanding of the good examples. Every wrong example also explains how to 'fix it'.

**Don't choose one of these examples:**

> - Rates (1.16.0): 
>     - 64 stacks Gunpowder per hour
> 
> <p class="callout warning">Rates should be written in total items and not in “stacks”.   
> </p>
> 
> <p class="callout info">Fix:   
> Rates(1.16.0):  
> - 4096 Gunpowder per hour</p>

---

> - Rates (1.16.0): 
>     - 330 Slime Balls per hour
> 
> <p class="callout warning">Item names should written as singular items. **Note:** It is not correct in an English sentence, but in this archive it is correct (and avoids inconsistencies in cases where the plural form is acceptable).  
> </p>
> 
> <p class="callout info">Fix:  
> Rates(1.16.0):  
> - 330 Slime Ball per hour   
> </p>

---

> - Rates (1.16.0): 
>     - 80 Iron Ingot per minute
> 
> <p class="callout warning">Rates should be written “per hour”, **NOT** in minutes, seconds, etc.</p>
> 
> <p class="callout info">Fix:  
> Rates(1.16.0)  
> - 4800 Iron Ingot per hour</p>

---

> - Rates (1.16.0): 
>     - 12 Golden Nugget p/h
>     - 220 Rotten Flesh per h
> 
> <p class="callout warning">Rates should be written “per hour”, **NOT** p/h or per h. </p>
> 
> <p class="callout info">Fix:  
> Rates (1.16.0):  
> - 12 Golden Nugget per hour  
> - 220 Rotten Flesh per hour</p>

---

> - Rates (1.16.0): 
>     - 12,434 drops per hour (?% Iron Ingot, ?% Poppy, ?% String)
> 
> <p class="callout warning">Rates should be written in terms of “items” and not in “drops”. </p>
> 
> <p class="callout success">The nerds might have noticed there is no “**Note:** Missing specific rates” in the message which should be included as well 🤓</p>
> 
> <p class="callout info">Fix:  
> Rates (1.16.0):  
> - 12,434 items per hour (?% Iron Ingot, ?% Poppy, ?% String)  
> - **Note:** Missing specific rates</p>

</details>### TNT Usage

- Category: 
    - MOB FARMING
    - BLOCK/ITEM FARMING
- Creation type: 
    - Dragon Killer
    - Wither Killer
    - Block Breakers

Most Dragon Killers use TNT to accelerate a projectile so it does more damage. The amount of TNT that is used influences how much damage a projectile can deal. This is also used for block breakers, using TNT to break the blocks. Here is then referenced to how many TNT is used *per hour* and not how much is used per kill.

<details id="bkmrk-examples-tnt-usage-e"><summary>Examples TNT Usage</summary>

Choose **one** of the following methods:

---

> - TNT Usage: 
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> TNT used per kill
> 
> <p class="callout info">Specify the amount of TNT that is used per kill</p>

**Example**

> - TNT Usage: 
>     - 243 TNT used per kill

---

> - TNT Usage (Design 1): 
>     - 214 TNT used
> - TNT Usage (Design 2): 
>     - 200 TNT used
> 
> <p class="callout info">If multiple designs are submitted, then it will be mentioned between brackets</p>

---

> - TNT Usage:
>     
>     
>     - ? TNT used per kill
>     - **Note:** Missing TNT usage
> 
> <p class="callout danger">Note must be added if no TNT amount is provided</p>

</details>### Hit Speed

- Category: 
    - MOB FARMING
    - BLOCK/ITEM FARMING
- Creation type: 
    - Dragon Killer
    - Block Breakers

How many times a trident killer is able to hit a mob. Kill speed shouldn't be the only thing you should think about when deciding for which trident killer you want to build.

<details id="bkmrk-examples-hit-speed-e"><summary>Examples Hit Speed</summary>

Choose **one** of the following methods:

---

> - Hit Speed: 
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> gt per hit
> 
> <p class="callout danger">Specify the hitspeed in gameticks</p>
> 
> <p class="callout info">Gt stands for “gametick” and is a way to measure how fast a trident killer can hit a mob. A mob can only be hit every 10 gameticks, but having a trident killer faster than that results in faster kill speed</p>

**Example**

> - Hit Speed: 
>     - 4 gt per hit

---

> - Hit Speed (Design 1): 
>     - 8 gt per hit
> - Hit Speed (Design 2): 
>     - 6 gt per hit
> 
> <p class="callout info">If multiple designs are submitted, then it will be mentioned between brackets</p>

---

> - Hit Speed: 
>     - ? gt per hit
>     - **Note:** Unknown hit speed
> 
> <p class="callout danger">The note must be provided if its unknown how fast the farm is. The discord usually has people that can help explaining or finding the speed of the tk</p>

</details>### Mob Usage

- Category: 
    - MOB FARMING
- Creation type: 
    - Trident Killers

Some trident killers can be used for all 2 block tall mobs, while others can be used for all type of mobs. Also some trident killers are specific for certain mobs like Wither Skeletons, Slimes or Guardians.

<details id="bkmrk-examples-mob-usage-c"><summary>Examples Mob Usage</summary>

Choose **one** of the following methods:

---

> - Used for all types of mobs
> 
> <p class="callout info">Universal trident killer; all mobs can be killed using this Trident Killer</p>
> 
> <p class="callout info">This type of Trident Killer is not useful as it wouldn't be efficient as it should also kill big mobs like Ravagers, Slimes, Magma Cubes, Ghasts and Iron Golems.</p>

---

> - Used for standard mobs
> 
> <p class="callout info">'Standard' mobs are all mobs that are equal or smaller than 2 blocks tall and 2 blocks wide (so including spiders and Ravagers, but not Slimes, Ghasts and Iron Golems)</p>

---

> - Used for <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[1/2/3\]</span> block tall mobs
> 
> <p class="callout danger">Select one number</p>
> 
> <p class="callout info">If a farm can both do 1 and 2, then include 'and';  
> Used for 1 and 2 block tall mobs</p>

---

> - Used for <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span>
> 
> <p class="callout danger">For Trident Killers with specific type of mobs, you can select this one. Possible answers: \[Ghast/Slime/Magma Cube\]  
> </p>
> 
> <p class="callout info">Some mobs have a farm attached to the trident killer, they are not included in this category: <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Witch, Shulker, Iron Golem, Outpost\]</span></p>

</details>
### Breakspots

- Category: 
    - MOB FARMING
- Creation type: 
    - Wither Cage

Breakspots refers to how many blocks the Wither can explode if the breaking area of the Wither (4x6x4 = max 72 spots) is filled with blocks.

<details id="bkmrk-examples-breakspots-"><summary>Examples Breakspots</summary>

Choose **one** of the following methods:

---

> - Breakspots: 
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> breakspots
> 
> <p class="callout danger">Specify the number of breakspots that are used</p>

**Example:**

> - Breakspots: 
>     - 48 breakspots

---

> - Breakspots (Design 1): 
>     - 34 breakspots
> - Breakspots (Design 2): 
>     - 40 breakspots
> 
> <p class="callout info">You can also have different designs, or “modules” which result in different rates. The version does not have to be mentioned</p>

---

> - Breakspots: 
>     - ? breakspots
>     - **Note:** Missing breakspots
> 
> <p class="callout danger">If the kill speed is missing, then this note must be added</p>

</details>### Bedrock usage

- Category: 
    - MOB FARMING
- Creation type: 
    - Wither Cage
    - Wither Killer
    - Wither Rose Farm

Bedrock usage refers to amount of Bedrock blocks you need to build a certain Wither Cage or Killer. There must also be a mention what type of Bedrock is used, naturally generated or obtained from an older version.

<details id="bkmrk-examples-bedrock-usa"><summary>Examples Bedrock Usage</summary>

Choose **one** of the following methods:

---

> - Bedrock Usage: 
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> Bedrock blocks used
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Bedrock Floor/Bedrock Ceiling/End Exit Portal/End Gateway/Obtained Bedrock\]</span>
> 
> <p class="callout danger">Specify how many Bedrock blocks are used</p>
> 
> <p class="callout danger">Select if the Bedrock blocks are naturally generated, or obtained:  
> - Bedrock Floor (? Bedrock Blocks)  
> - Bedrock Ceiling (? Bedrock Blocks)  
> - End Exit Portal (41 Bedrock blocks)  
> - End Gateway (12 Bedrock blocks)  
> - Obtained Bedrock (? Bedrock Blocks)</p>

---

> - Bedrock usage (Design 1): 
>     - 41 Bedrock blocks used
> - Bedrock usage (Design 2): 
>     - 11 Bedrock blocks used
> 
> <p class="callout info">You can also have different designs, or “modules” which result in different rates. The version does not have to be mentioned</p>

---

> - Bedrock Usage: 
>     - ? Bedrock blocks used
>     - **Note**: Missing Bedrock block usage
> 
> <p class="callout danger">It is unlikely that the amount of Bedrock blocks are unknown, but if not provided, this note must be added to it</p>

</details>### Kill Speed

- Category: 
    - MOB FARMING
- Creation type: 
    - Wither Killer

How fast the Wither dies depends on the design. Most Wither Killers use suffocation to kill the Wither, but there are many other ways to kill the Wither, for example with TNT (if TNT is used, TNT Usage must be added as Important Information)

<details id="bkmrk-examples-kill-speed-"><summary>Examples Kill Speed</summary>

Choose **one** of the following methods:

---

> - Kill Speed (<span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Easy/Normal/Hard\]</span> difficulty) 
>     - 1 Wither every <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[gameticks/seconds/minutes\]</span>
> 
> <p class="callout danger">There has to be a mention of the difficulty, as the Wither’s health changes based on difficulty:  
> - Hard = 300 hearts (600 hits)   
> - Normal = 225 hearts (450 hits)   
> - Easy = 150 hearts (300 hits)</p>
> 
> <p class="callout danger">The time it takes for 1 wither to die, this can be provided in gameticks, seconds or minutes</p>

**Example:**

> - Kill Speed (Hard difficulty) 
>     - 1 Wither every 5 minutes
> 
> <p class="callout info">For a standard suffocation design in hard mode, the wither has 300 hearts:  
> The Wither has 300 hearts and requires 600 hits to kill  
> The Wither can be hit every 10 gameticks, or every 0.5 seconds  
> 600 hits needed x 0.5 seconds = 300 seconds = 5 minutes  
>   
> This changes the speed for difficulty:  
> - Hard = 300 hearts = 600 hits = 300 seconds = 5 minutes  
> - Normal = 225 hearts = 450 hits = 225 seconds = 3.75 minutes  
> - Easy = 150 hearts (300 hits) = 150 seconds = 2.5 minutes</p>

---

> - Kill speed (Hard difficulty)
>     
>     
>     - 1 Wither every ? seconds
>     - **Note:** Missing Kill Speed
> 
> <p class="callout danger">If the kill speed is missing, then this note must be added</p>

---

> - Kill speed (Design 1, Normal difficulty): 
>     - 1 Wither every 10 seconds
> - Kill speed (Design 2, Normal difficulty): 
>     - 1 Wither every 5 minutes
> 
> <p class="callout info">If multiple designs are submitted, then it will be mentioned between brackets</p>
> 
> <p class="callout danger">Difficulty must still be mentioned</p>

</details>### Item Filtering

- Category: 
    - STORAGE TECH
- Creation type: 
    - Item Filter

Item sorting refers to filtering/sorting away types of items based on properties multiple items have (in this case 64/16/nonstackable). There is a difference between item *filters* and item *sorters*:

- Filter = Pulls away groups of items with similar properties (stackability) from a mixed group of items (often referred as “seperator”). You can think of an item-filter as a contraption that *filters* item-types.
- Sorter = Pulls away one specific item from a of mixed items (your “average” item sorter with a hopper containing 19-1-1-1-1 items). You can think of an item sorter as a contraption that sorts (individual) items.

This category is used for item *filters*

<details id="bkmrk-examples-item-filter"><summary>Examples Item Filtering</summary>

Choose **one** of the following methods:

---

> - Item Filtering: 
>     - 64 stackable in the top waterstream
>     - Nonstackable in the bottom waterstream
> 
> <p class="callout info">In this case 64 stackable items are separated from nonstackable items.  
> A picture here could help</p>
> 
> <p class="callout danger">Mention the place where the items are coming out of after going through the filter</p>

---

> - Item Filtering: 
>     - 64 stackable in the left waterstream
>     - 16 and 1 stackable in the right hopperstream
> 
> <p class="callout info">Instead of top/bottom and waterstream, left, right and hopperstream can be used</p>

---

> - Item Filtering: 
>     - Nonstackable filtered based on property, end up in their own chest
> 
> <p class="callout info">In the case of nonstackables, they can be sorted based on the interaction with other blocks/entities, however not every non-stackable can be sorted   
> </p>
> 
> <p class="callout info">E.g. A Shulker Box cannot enter another Shulker Box, so you can sort Shulker Boxes based on that</p>

---

> - Item Filtering: 
>     - All items in the top stream
>     - All XP in the bottom stream
> 
> <p class="callout info">XP can also be filtered from the items XP can for example float on top of flowing water while items sink</p>

---

> - Item Filtering: 
>     - 64 in the left waterstream
>     - 16 stackable in the right waterstream
>     - Nonstackable in the bottom waterstream
> 
> <p class="callout info">A contraption can filter out multiple item types at once</p>

---

> - Item Filtering (Design 1): 
>     - 64 in the right waterstream
>     - Nonstackable in the left waterstream
> - Item Filtering (Design 2): 
>     - 64 in the right waterstream
>     - Nonstackable in the left waterstream
> 
> <p class="callout info">If multiple designs are submitted, then it will be mentioned between brackets</p>
> 
> <p class="callout info">Even though design 1 and 2 are structured the same, they might have some difference in size, blocks used or (hopper) speed</p>

</details>### Item Storage

- Category: 
    - STORAGE TECH
- Creation type: 
    - Item Halls
    - Item Caller
    - Bulk Storage
    - Silo Storage

There are very different types of item storages, each with specific names. As the title doesn’t always contain the information about the type of item storage, it is good to mention it. Possible storages:

- - Item hall
    - Item Caller
    - Bulk Storage
    - Silo Storage

<details id="bkmrk-examples-item-storag"><summary>Examples Item Storage</summary>

Choose **one** of the following methods:

---

> - Item Storage: 
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Greek Numeral Prefix}</span> hall
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Chest/Barrel/Shulker Box\]</span>
> 
> <p class="callout danger">Item halls use the [Greek Cardinal Numeral Prefix](https://en.wikipedia.org/wiki/Numeral_prefix "Wikipedia: Numeral Prefix") system hall. The number explains how many storage blocks there are per slice. See below the most common used terms:  
> - Tetra (4) hall  
> - Hexa (6) hall  
> - Octo (8) hall  
> - Deca (10) hall  
> - Dodeca (12) hall  
> - Decatettara (14) hall  
> - Decahex (16) hall</p>
> 
> <p class="callout danger">Item storages can store items in different containers (= Type of block that can store items, such as Chest, Barrel, Shulker Box, Furnace, Dropper/Dispenser, etc.). Possible values:  
> - Chest (Double chest actually, for single chests, use Barrel)  
> - Barrel  
> - Shulker Box</p>

**Example:**

> - Item Storage: 
>     - Hexa (6) hall
>     - Barrel

---

> - Item Storage: 
>     - Hybrid Tetra (4) hall
>     - Chest
> 
> <p class="callout info">A Hybrid item hall stores items first as items in chests. Once the chests are full, the items are being placed in Shulker Boxes (allowing for more storage in a smaller space)</p>

---

> - Item Storage: 
>     - Item Caller
>     - Chest
> 
> <p class="callout info">Item Callers are storage systems that can request an item from a far away storage to a central point</p>
> 
> <p class="callout info">More information is needed here</p>

---

> - Item Storage: 
>     - Bulk Storage (8)
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Self-organizing/Digsort/Hall\]</span>
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Chest/Barrel/Shulker Box\]</span>
> 
> <p class="callout info">Since Bulk Storages can be made real big (and not all containers are always accessible), the number of containers is not mentioned in the Greek Numerical Prefix, but rather just a number</p>
> 
> <p class="callout danger">There are different types of bulk storages. Possible values:  
> - Self-organizing (Bulk storage that can organise itself (using binary code))  
> - Digsort (Bulk storage for digging sites)  
> - Hall (Bulk storage hall)</p>
> 
> <p class="callout danger">Item storages can store items in different containers (= Type of block that can store items, such as Chest, Barrel, Shulker Box, Furnace, Dropper/Dispenser, etc.). Possible values:  
> - Chest (Double chest actually, for single chests, use Barrel)  
> - Barrel  
> - Shulker Box</p>

**Example:**

> - Item Storage: 
>     - Bulk Storage (8)
>     - Hall
>     - Chest
> 
> <p class="callout info">A picture here could better explain than this text </p>

---

> - Item Storage: 
>     - Silo Storage
>     - Chest
> 
> <p class="callout info">A storage silo is a type of storage that is similar to bulk storage, but instead there are indicator lights showing whether a chest is completely full with items, making it in one quick view easier to see if you are low on items  
> A picture here could better explain than this text   
> </p>
> 
> <p class="callout info">These type of creations require to have expandability and tileability added as [extra other information](https://bedrockwiki.com/books/archive-format/page/extra-other-information-overview)</p>

---

> - Item storage (Design 1): 
>     - Bulk storage (6)
>     - Hall
> - Item storage (Design 2): 
>     - Bulk storage (8)
>     - Hall
> 
> <p class="callout info">If multiple designs are submitted, then it will be mentioned between brackets  
> This applies for all types of item storage: item halls, item callers, bulk storage and silo storage</p>

</details>### Hopper Speed

- Category: 
    - STORAGE TECH
- Creation type: 
    - Item filters
    - Item sorters
    - Shulker loaders
    - Shulker unloaders
    - Item halls
    - Item silos

Hopper speed refers to how many items can be moved/processed at a time. Different configurations allow for higher hopper speed:

- A single Hopper can handle 1 item every 8 gameticks (so 9000 items per hours)
- A Dropper can handle 2x hopper speed (2 items every 8 gameticks)
- A Hopper tower, having them all point down, is 2x hopper speed, as the top hopper push 1 item in every 8 gametick, but the bottom one also *pulls* 1 item every 8 gametick. Allowing a hopper to transfer 2 items every 8 gameticks

<p class="callout info">Pictures explaining how the configurations are is helpful</p>

<details id="bkmrk-examples-hopper-spee"><summary>Examples Hopper Speed</summary>

Choose **one** of the following methods:

---

> - Hopper Speed: 
>     - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span>x hopper speed

Example:

> - Hopper Speed: 
>     - 1x hopper speed

---

> - Hopper Speed: 
>     - ?x hopper speed
>     - **Note:** Missing hopper speed
> 
> <p class="callout danger">Note must be added if the hopper speed is missing.</p>

---

> - Hopper Speed (Design 1): 
>     - 16x hopper speed
> - Hopper Speed (Design 2): 
>     - 16x hopper speed
> 
> <p class="callout info">If multiple designs are submitted, then it will be mentioned between brackets</p>
> 
> <p class="callout info">Even though design 1 and 2 are structured the same, they might have some difference in size or blocks used</p>

</details>### Doorframe

- Category: 
    - MOB FARMING
    - BLOCK/ITEM FARMING
- Creation type: 
    - Dragon Killer
    - Block Breakers

The doorframe tells something about how the doorframe should look like. The doorframe defines how the position, orientation and the visibility of the door, but also the position of the redstone

<p class="callout info">Pictures explaining what door frames are is helpful</p>

<details id="bkmrk-examples-doorframe-c"><summary>Examples Doorframe</summary>

Choose **one** of the following methods:

---

> - Doorframe 
>     - Regular
> 
> <p class="callout info">There are many types of door frames. See below the list, or read this \[Article: Doorframe\] for more information:  
> - Regular  
> - Flush regular  
> - Flush full  
> - Hipster floor semi  
> - Hipster floor full  
> - Hipster ceiling semi  
> - Hipster ceiling full  
> - Hipster wall  
> - Deluxe semi  
> - Deluxe full  
> - Trapdoor floor  
> - Trapdoor ceiling  
> - Expandable regular  
> - Expandable infinitely  
> - Stackable regular  
> - Stackable infinitely</p>

</details>### Circuit visibility

- Category: 
    - CIRCUITRY
- Creation type: 
    - Piston Doors

Circuit visibility talks about whether redstone components and/or special blocks (such as immovable blocks, gravity blocks, slime, etc.) are visible inside the doorframe and door hall when the door is either open or closed. Possible values:

- Seamless (no redstone visible)
- Non-seamless (redstone visible) There is also the category “full seamless” and “semi-seamless” category, but those apply to the door patterns (using lamps)

To learn more about seamless and non-seamless, you can find about it in this \[Article: Seamless and Non-Seamless\]

<p class="callout info">Pictures explaining what circuitry visibility is, is helpful</p>

<details id="bkmrk-examples-circuit-vis"><summary>Examples Circuit visibility</summary>

Choose **one** of the following methods:

---

> - Circuit visibility 
>     - <span style="background-color: rgb(0, 0, 0); color: rgb(224, 62, 45);">\[Seamless/Non-seamless\]</span>
> 
> <p class="callout danger"> Choose between Seamless and Non-seamless</p>

</details>### Door Pattern

- Category: 
    - CIRCUITRY
- Creation type: 
    - Piston doors

The doorframe tells something about how the doorframe should look like. The doorframe defines how the position, orientation and the visibility of the door, but also the position of the redstone

<p class="callout info">Pictures explaining what door patterns are is helpful</p>

<details id="bkmrk-examples-door-patter"><summary>Examples Door Pattern</summary>

Examples (Door pattern)

Choose **one** of the following methods:

---

> - Door Pattern 
>     - None
> 
> <p class="callout info">There are many types of wiring restrictions. See below the list, or read this \[Article: Door Patterns\] for more information:  
> - None  
> - Funnel Regular  
> - Funnel TNT  
> - Funnel Lamp Seamless  
> - Funnel Lamp Fully Seamless  
> - Vault  
> - Cave Regular  
> - Cave TNT  
> - Etho  
> - Iris  
> - TNT Regular  
> - TNT Semi  
> - TNT Full  
> - Glass center  
> - Semi-Seamless  
> - Fully-Seamless  
> - Glass  
> - Stargate  
> - Center Stargate  
> - Full Stargate  
> - Lamp Regular  
> - Lamp Always-On  
> - Lamp Full  
> - Circle  
> - Triangle Right  
> - Triangle Regular  
> - Sissy-bar Regular  
> - Sissy-bar Glass  
> - Bar  
> - Carpet  
> - Asdjke  
> - Checkerboard Regular  
> - Checkerboard Full  
> - Gold play button  
> - Rail Single  
> - Rail Double  
> - Vortex Regular  
> - Vortex Deep  
> - Vortex Horizontal  
> - Corner Regular  
> - Corner Dual  
> - Pitch Regular  
> - Pitch Reversed  
> - Pitch Vertical</p>

</details>### Wiring Restrictions

- Category: 
    - CIRCUITRY
- Creation type: 
    - Piston doors

Door record makers usually also restrict which wiring can be used to give an extra challenge for the record.

<p class="callout info">Pictures explaining what wiring restrictions are is helpful</p>

<details id="bkmrk-examples-wiring-rest"><summary>Examples Wiring restrictions</summary>

Choose **one** of the following methods:

---

> - Wiring Restrictions 
>     - None
> 
> <p class="callout info">There are many types of wiring restrictions. See below the list, or read this \[Article: Wiring Restrictions\] for more information:  
> - None  
> - Entityless  
> - Observerless  
> - Observer-only  
> - Redstone Block Only (RBO)  
> - Sandless-semi  
> - Sandless-full  
> - Slimeless  
> - Zomba  
> - Zombi</p>

</details>### Door Speed

- Category: 
    - CIRCUITRY
- Creation type: 
    - Piston doors

When making a fast door for a world record, the door speed must be given. Door records usually about two categories: smallest and fastest + smallest. The first category (only smallest) doesn't care about door speed, the second one door speed is important.

<details id="bkmrk-examples-door-speed-"><summary>Examples Door Speed</summary>

Choose **one** of the following methods:

---

> - Door Speed 
>     - Open = 0,7 s
>     - Close = 0,3 s
> 
> <p class="callout info">Door speed is measured in seconds. The door speed can be measured by recording the door opening/closing. It is possible to calculate how long (redstone) components take to update to calculate the speed from that. (1gt = 0,05 s, 2gt = 0,10 s. 2gt is equal to 1 redstone tick (the time it takes to update a repeater))  
> </p>
> 
> <p class="callout warning">Recording the door speed using a video is not reliable as visuals in Minecraft don't always match what actually happens</p>

---

> - Door Speed 
>     - Open = ? s
>     - Close = 0,3 s
>     - **Note:** Missing opening time
> 
> <p class="callout danger">If the opening time is missing, use this note</p>

---

> - Door Speed 
>     - Open = 1,2 s
>     - Close = ? s
>     - **Note:** Missing closing time
> 
> <p class="callout danger">If the closing time is missing, use this note</p>

---

> - Door Speed 
>     - Open = ? s
>     - Close = ? s
>     - **Note:** Missing door speed
> 
> <p class="callout danger">If both opening and closing time is missing, use this note.   
> This note is probably not used, because this is simply useless information for a door that is being tracked for 'fastest'</p>

</details>### Bonemeal Usage

- Category: 
    - BLOCK/ITEM FARMING
- Creation type: 
    - Tree farms
    - Sugarcane farms
    - Micro crop farms
    - Flower farms
    - Moss farms

Farms that use bonemeal to crow crops or saplings, the amount of bonemeal that is used must be given. Examples are tree farms, micro crop farms, flower farms or moss farms.

<details id="bkmrk-examples-bonemeal-us"><summary>Examples Bonemeal Usage</summary>

Choose **one** of the following methods:

---

> - Bonemeal Usage 
>     - 2,400 Bonemeal used per hour
> 
> <p class="callout info">For farms that use bonemeal to grow crops or saplings, the bonemeal usage must be used</p>
> 
> <p class="callout warning">Just like rates, the amount of Bonemeal is given in total number and *per hour*</p>

---

> - Bonemeal Usage (Design 1): 
>     - 2,400 Bonemeal used per hour
> - Bonemeal Usage (Design 2): 
>     - 2,000 Bonemeal used per hour
> 
> <p class="callout info">You can also have different designs, or “modules” which result in different rates.</p>

---

> - Bonemeal Usage 
>     - ? Bonemeal used per hour
>     - **Note:** Missing Bonemeal usage
> 
> <p class="callout danger">If Bonemeal usage is unknown, use this note</p>

</details>### Bonemeal Profit

- Category: 
    - MOB FARMING
    - BLOCK/ITEM FARMING
- Creation type: 
    - Fish farms
    - Nether tree farm
    - Moss farms
    - Flower farms
    - (Bonemeal farms)

Farms that create someway bonemeal (not bones, but bonemeal), use this instead of 'Rates'. Examples are fish farms, moss farms or flower farms. Each type gives information about the amount of bonemeal that used, produced and the profit from it.

<details id="bkmrk-examples-bonemeal-pr"><summary>Examples Bonemeal Profit</summary>

Choose **one** of the following methods:

---

> - Bonemeal Profit (1.16.0): 
>     - 2,400 Bonemeal used per hour
>     - 3,000 Bonemeal produced per hour
>     - = 600 Bonemeal profit per hour
> 
> <p class="callout danger">After “Rates” the version that the farm is tested in must be mentioned  
> If the version is not provided, the first possible version this farm works in must be specified as version</p>
> 
> <p class="callout warning">Just like rates, the amount of Bonemeal is given in total number and *per hour*</p>
> 
> <p class="callout info">Bonemeal profit can be calculated by:  
> Bonemeal used - Bonemeal produced = Profit</p>

---

> - Bonemeal Profit (1.16.0,): 
>     - 2,400 Bonemeal used per hour
>     - 3,000 Bonemeal produced per hour
>     - = 600 Bonemeal profit per hour
> - Bonemeal profit (1.17.0,): 
>     - 3,000 Bonemeal used per hour
>     - 5,000 Bonemeal produced per hour
>     - = 2000 Bonemeal profit per hour
> 
> <p class="callout info">In this case, rates are provided from multiple versions</p>

---

> - Bonemeal Profit (Design 1, 1.16.0,): 
>     - 2,400 Bonemeal used per hour
>     - 3,000 Bonemeal produced per hour
>     - = 600 Bonemeal profit per hour
> - Bonemeal profit (Design 2,1.19.0,): 
>     - 10,000 Bonemeal used per hour
>     - 12,000 Bonemeal produced per hour
>     - = 2000 Bonemeal profit per hour
> 
> <p class="callout info">You can also have different designs, or “modules” which result in different rates. The version must also be mentioned.</p>

---

> - Bonemeal Profit (1.16.0): 
>     - 0 Bonemeal used per hour
>     - 1,000 Bonemeal produced per hour
>     - = 1,000 Bonemeal profit per hour
> 
> <p class="callout info">For farms that don’t use Bonemeal (e.g. fish farms), this number must still be used</p>

---

> - Bonemeal Profit (1.16.0): 
>     - ? Bonemeal used per hour
>     - 1000 Bonemeal produced per hour
>     - = ? Bonemeal profit per hour
>     - **Note:** Missing bonemeal usage
> 
> <p class="callout danger">If Bonemeal usage is unknown, use this note</p>

---

> - Bonemeal Profit (1.16.0): 
>     - ? Bonemeal used per hour
>     - ? Bonemeal produced per hour
>     - = ? Bonemeal profit per hour
>     - **Note:** Missing bonemeal usage and production
> 
> <p class="callout danger">If both Bonemeal usage and Bonemeal production is unknown, use this note  
> It's highly unlikely that this note is used for a bonemeal farm</p>

</details>### Experiments

- Category: 
    - MISCELLANEOUS
- Creation type: 
    - Resource packs
    - Behavior packs

Resource packs, behavior packs and add-ons might require certain experiments to be enabled to work. Without those experiments the pack might not work.

<details id="bkmrk-examples-experiments"><summary>Examples Experiments</summary>

Choose **one** of the following methods:

---

> - Experiments 
>     - Beta API
> 
> <p class="callout danger">Experiments are required to be added if the pack uses them</p>

</details>### Hopper Locking

- Category: 
    - STORAGE TECH
- Creation type: 
    - Item filters
    - Item sorters
    - Shulker loaders
    - Shulker unloaders
    - Item halls
    - Item silos

Resource packs, behavior packs and add-ons might require certain experiments to be enabled to work. Without those experiments the pack might not work.

<details id="bkmrk-examples-hopper-lock"><summary>Examples Hopper Locking</summary>

Choose **one** of the following methods:

---

> - Hopper Locking 
>     - 15/32 Hoppers locked
> 
> <p class="callout info">The amount of hoppers that are locked, either through a global lock system or automatically. This applies when the system is idle. The amount of hoppers locked while active is irrelevant.</p>
> 
> <p class="callout danger">The amount of hoppers locked is required for any storage system that utilizes Hoppers</p>

---

> **Important Information**
> 
> - Hopper Locking 
>     - ? Hoppers locked
>     - **Note:** Missing Hoppers locked
> 
> <p class="callout danger">If it is unknown how many Hoppers are locked, then this note must be added</p>
> 
> <p class="callout info">It is highly likely this note is necessary as it is easy to see how many hoppers are locked</p>

</details>### Features

- Category: 
    - MISCELLANEOUS
- Creation type: 
    - Resource pack
    - Behavior pack
    - Add-On

Resource packs, behavior packs and add-ons have useful features in them that you can use. Under Important Information the most important features are listed.

<details id="bkmrk-examples-features-ch"><summary>Examples Features</summary>

Choose **one** of the following methods:

---

> - Features 
>     - Fake players: Players that can spawn mobs and load chunks like regular players
> 
> <p class="callout info">The features are listed in random order, however a description must be added on what they do</p>

</details>### Biome

- Category: 
    - MOB FARMING
- Creation type: 
    - All type of mob farms using environmental spawning \[?\]

Biomes may change how a farm works. Either it improves rates, or it could simply not work (e.g. Snow Golems don't make snow in certain biomes, or simply die)

<details id="bkmrk-examples-biome-choos"><summary>Examples Biome</summary>

Choose **one** of the following methods:

---

> - Tested in Warped Forest
> 
> <p class="callout info">Rates are depended on the biome it is tested in and therefor must be included</p>

---

> - Tested in any biome
> 
> <p class="callout info">If the farm does not depend on biome, this can be used</p>

---

> - Tested in any biome 
>     - **Exception:** Frozen Ocean, (Frozen) River, Mushroom Fields
> 
> <p class="callout info">For general mob farms, there are certain biomes this farm doesn't work in. For example these farms.</p>
> 
> <p class="callout info">It's easier to mention the exception, rather than to list in every biome it *does* work in</p>

---

> - Tested in an unknown biome 
>     - **Note:** Tested biome is unknown
> 
> <p class="callout warning">If it is unknown in which biome the rates are tested, then this note must be used  
> This does not mean the testing is flawed, it just means that the provided rates may be different in other biomes</p>

</details>### Kill Method

- Category: 
    - MOB FARMING
- Creation type: 
    - All type of mob farms using environmental spawning \[?\]

A farm can kill mobs different ways; using fall damage, lava, arrows, tridents, etc.

<details id="bkmrk-examples-kill-method"><summary>Examples Kill Method</summary>

Choose **one** of the following methods (Trident Killer/Fall Damage/Manual Killing/Instapush/Other Cause):

<p class="callout info">It's possible that there are multiple kill methods. This must be mentioned in the description.</p>

<details><summary>Examples Trident Killer</summary>

#### Trident Killer

A mob can be killed using a trident. The contraption that kills the mob is called a *trident killer*.

Choose **one** of the following methods:

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> killed by \[<span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">Number\]</span> Trident Killer 
>     - <span style="background-color: rgb(0, 0, 0); color: rgb(224, 62, 45);">\[Number\]</span> Trident each
>     - Looting 3
>     - Impaling <span style="background-color: rgb(0, 0, 0); color: rgb(224, 62, 45);">\[1/2/3/4/5\]</span>
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout danger">The amount of Trident Killers, with the amount of tridents each killer, and level of Impaling must be mentioned. </p>
> 
> <p class="callout info">Looting is mentioned if the farm has to use a Looting sword for extra rewards.   
> Looting is mentioned with the level 3 as that is the standard that is being used. Lower levels of Looting are not accepted.</p>
> 
> <p class="callout info">Impaling is mentioned because some mobs cannot be killed without having the Impaling enchantment on the Tridents</p>

**Example:**

> - Creeper killed by 12 Trident Killer 
>     - 2 Trident each
>     - Impaling 5
>     - Looting 3
> 
> <p class="callout info">Example with Creeper, 12 trident killers with 2 tridents each (a total of 24 tridents needed). The tridents have Impaling 5.   
> The player holds a Sword with Looting 3 to increase the amount of loot with the Looting effect</p>

---

> - Mobs killed by 8 Trident Killer 
>     - 1 Trident each
>     - Impaling 5
>     - Looting 3
> 
> <p class="callout info">Instead of mentioning one mob, it mentions 'Mobs', meaning all mobs are killed this way  
> If one type of mob is killed differently (other type of Trident Killer or other kill method), then this cannot be used.</p>

---

> - Cow killed by 1 Trident Killer 
>     - 1 Trident each
>     - Impaling 3 or higher
>     - Looting 3
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout info">Sometimes a lower level Impaling can be used and still kill the mob.   
> Use then 'or higher' behind the lowest enchantment level that is used.</p>

---

> - Pillager killed by 3 Trident Killer 
>     - 1 Trident each
>     - No Impaling
>     - Looting 3
> 
> <p class="callout info">If Impaling is not required, e.g. in a waterless Trident Killer, then this must be mentioned</p>

---

> - Slime killed by 7 Trident Killer 
>     - 2 Trident each
>     - Impaling 5
>     - No Looting
> 
> <p class="callout info">If Looting is not required, then this must be mentioned  
> </p>
> 
> <p class="callout danger">If Looting is not used, it must be mentioned in the rates, e.g. Rates (1.16.0, No Looting)  
> This does not apply if Looting does not work on the mob</p>

---

> - Mobs killed by 4 Trident Killer 
>     - 2 Trident each
>     - Impaling 5 
>         - **Note:** Able to work without Impaling
>     - Looting 3 
>         - **Note:** Able to work without Looting
> 
> <p class="callout warning">Farm can work without Looting and Impaling, but this may influence the rates.  
> The person building this in survival should be aware of this decrease in rates if they decide to not use the two enchantments</p>

---

> - Mobs killed by 1 Trident Killer 
>     - 2 Trident each
>     - No Impaling
>     - No Looting
>     - Uses fall damage
> 
> <p class="callout info">Some trident killers use fall damage to drop the health of the mobs. These mobs can kill mobs faster by first dropping them to 1 hit kill.   
> </p>
> 
> <p class="callout info">The trident killers *<span class="notion-enable-hover" data-token-index="1">can</span>* have water inside for transporting the items for example.</p>

---

> - Magma killed by 3 Trident Killer 
>     - 1 Trident each
>     - No Impaling
>     - Looting 3
>     - Uses fall damage
>     - No water
> 
> <p class="callout info">Some trident killers use fall damage to drop the health of the mobs. These mobs can kill mobs faster by first dropping them to 1 hit kill.   
> </p>
> 
> <p class="callout info">The trident killers don't have water, to make them work in the Nether for example.  
> Transporting items would be more tricky, but could be done by Pistons or Brewing Stands, see \[Article: Transporting items in the Nether\]</p>

</details><details><summary>Examples Fall Damage</summary>

#### Fall Damage

If a mob dies from fall damage (and not from instapush), use one of these methods.

Choose **one** of the following methods:

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> die from fall damage, items are collected using<span style="color: rgb(224, 62, 45);"> <span style="background-color: rgb(0, 0, 0);"><span class="notion-enable-hover" data-token-index="1" spellcheck="false">\[Hopper Minecarts/Water/Brewing</span><span class="notion-enable-hover" data-token-index="1" spellcheck="false"> Stands/Allays\]</span></span></span>
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout info">Select one of the item collection methods</p>

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> die from fall damage, items are collected using Command Blocks 
>     - **Note:** A proper collection system must be build
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout info">If there is no item collection provided, then you can assume it uses Command Blocks to collect the items.</p>

</details><details><summary>Examples Manual Killing</summary>

#### Manual Killing

Mobs can also be manually killed by a player. Sometimes it is due to the lack of any automatic way of killing the mobs, or because inconvenience (Skyblock)

Choose **one** of the following methods:

---

> - Killed using <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">&lt;Tool&gt;</span>
> 
> <p class="callout info">Tool can be any kind of weapon, Sword, Axe, Bow, Crossbow or Hand</p>
> 
> <p class="callout info">Include enchantments (Looting, Sharpness, Smite, Piercing, Multishow, Power) if they influence the rates</p>

**Example:**

> - Killed using Netherite Sword with Looting 3 and Sharpness 5
> 
> <p class="callout info">The type of tool that is mentioned must also include what type (Iron/Diamond/Netherrite) as that will influence whether you can kill the mob</p>

---

> - Killed using Iron Sword with Looting 3
> 
> <p class="callout info">Example with Iron</p>

---

> - Killed using Bow with Power 5
> 
> <p class="callout info">Example with Bow</p>

---

> - Killed using Bow with Power 4 or higher
> 
> <p class="callout info">If a lower Enchantment is good enough to kill a mob, you can use 'or higher'</p>

---

> - Killed using Crossbow with Multishot 3
> 
> <p class="callout info">Example with Crossbow</p>

---

> - Killed using Crossbow with Multishot 3 or Bow with Power 4 or higher
> 
> <p class="callout info">If there are multiple tools possible, separate them with a comma or with the word 'or'</p>

---

> - Killed using Hand
> 
> <p class="callout info">Example with killed by Hand (do note that Looting does not apply)</p>

</details><details><summary>Examples Instapush</summary>

#### Instapush

Instapush is the mechanic where the mob spawns with their head inside a “instapushable” block. This causes the mob to spawn a block to the side from where they spawn, allowing to get transported/fall towards their death faster.

<p class="callout warning">Since 1.21.0 this is now *locational* meaning it will not work in every direction, depending on where the farm is build. See the \[Article: Instapush\]</p>

Choose **one** of the following methods:

---

> - Mobs gets instapushed, die from fall damage and items are collected using <span class="notion-enable-hover" data-token-index="0" spellcheck="false" style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Hopper Minecarts/Water/Brewing Stands/Allays\]</span>
> 
> <p class="callout info">Select one of the collection systems</p>

---

> - Mobs gets instapushed, die from fall damage and items are collected using Command Blocks 
>     - **Note:** A proper collection system must be build
> 
> <p class="callout info">If there is no item collection provided, then you can assume it uses Command Blocks to collect the items.</p>

---

> - Mobs get instapushed, <span class="notion-enable-hover" data-token-index="1" spellcheck="false" style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[killed by (lava/fire/drowning/suffocation/trident killer/suffocation/{Mob}/{reason})\]</span>
> 
> <p class="callout danger">If a trident killer is used, another note about the trident killer must be used</p>
> 
> <p class="callout info">Select one of the kill methods. The kill reasons can be also found in *Other Causes* (see below)</p>

</details><details><summary>Examples Other Causes</summary>

#### Other Causes

There are many other ways a Mob can be killed, like with fire, drowning or by another entity.

Choose **one** of the following methods:

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> killed by <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Lava/Fire/Campfire/Magma\]</span>
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout info">Select the kill method from fire. The items should still be collected, even though the bodies die from fire damage</p>

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> die due to suffocation
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout info">Withers die from suffocation in most Wither Killers</p>

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> die due to drowning
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout info">Some mobs die due to drowning damage</p>

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> killed by <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Another Mob}</span>
> 
> <p class="callout danger">If another mob kills the mob, use this. Mention both mobs.</p>
> 
> <p class="callout info">For example:   
> Chicken killed by Vindicator named *Johnny* Chicken killed by Wither (Wither Rose farm)</p>

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> die due to <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{reason}</span>

or

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{Mob}</span> killed by <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{reason}</span>
> 
> <p class="callout danger">Select the mob  
> If all mobs are killed in the same way, then 'Mobs' can be used</p>
> 
> <p class="callout danger">If a mob dies in another way that is not described, use this or the one above</p>
> 
> <p class="callout info">For example: Ravager killed by TNT</p>

</details></details>### Loot Delivery

- Category: 
    - MOB FARMING
- Creation type: 
    - All type of mob farms using environmental spawning \[?\]

If a farm generates loot (items), then a storage method must be included. If the loot gets destroyed, then the destroy method must be mentioned

<p class="callout warning">If the loot doesn't get collected or destroyed, then it is a bad farm.</p>

<details id="bkmrk-examples-loot-delive"><summary>Examples Loot Delivery</summary>

Choose **one** of the following methods:

---

> - Loot delivery, storage included
> 
> <p class="callout info">The loot gets transported and stored in a 'proper' storage that sorts the items in categories and in chests or shulker boxes</p>

---

> - Loot delivery, no storage included 
>     - **Note:** No proper storage
> 
> <p class="callout danger">The note about no proper storage must be added</p>
> 
> <p class="callout info">The loot gets stored in a random pile of chests, without properly being sorted and stored</p>

</details>
### Experience Delivery

- Category: 
    - MOB FARMING
- Creation type: 
    - All type of mob farms using environmental spawning \[?\]

If a farm generates experience (XP), then a method of delivery must be mentioned. If the XP gets destroyed, then the destroy method must be mentioned.

<p class="callout info">If no XP is created (fall damage, Lava, suffocation, etc.), this does not have to be included</p>

<p class="callout warning">If the XP doesn't get collected or destroyed, then it is a bad farm.</p>

<details id="bkmrk-examples-experience-"><summary>Examples Experience Delivery</summary>

Choose **one** of the following methods:

---

> - XP delivery
> 
> <p class="callout info">Experience is getting delivered to the player</p>

---

> - No XP delivery: XP destroyed using <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Sculk Catalyst/Lava/Cactus\]</span>
> 
> <p class="callout danger">The method of destroying XP must be mentioned</p>

---

> **Extra Information**
> 
> - No XP delivery 
>     - XP destroyed using Campfire
> - ..
> - ..
> - **Note:** Due to Campfires no longer burning XP in 1.19.60+, the farm breaks 
>     - Source: [Minecraft 1.19.60 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/12708273043341-Minecraft-1-19-60-Bedrock "Minecraft 1.19.60 Bedrock"), [MCPE-98931](https://bugs.mojang.com/browse/MCPE-98931 "Campfires set players/mobs on fire")
>     - Possible fix: Use a Sculk Catalyst or Lava to remove XP
> 
> <p class="callout info">If the farm uses Campfires to destroy XP, those will no longer work in 1.19.60+, therefor the farm has to be redesigned to destroy the XP a different way</p>
> 
> <p class="callout info">The note is *Extra Other Information* and should be below all other information (indicated with the ..)</p>

---

> **Extra Information**
> 
> - No XP delivery 
>     - XP destroyed using <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Command Block/Void\]</span>
>     - **Note:** No proper XP destroying method
> 
> <p class="callout info">The XP is destroyed using 'strange' methods, making it not viable for survival. The note below it must be added to it.</p>

</details>### Relog Proof

- Category: 
    - MOB FARMING
- Creation type: 
    - Wither Cage, Wither Killer

If you log out and back into your world, the Wither might escape. If you use a Wither Cage, this does not apply if you are actively pushing blocks into the Wither. The Wither will in that case *always* escape and cannot be blamed on the creator of the Wither Cage.

<details id="bkmrk-examples-relog-proof"><summary>Examples Relog Proof</summary>

Choose **one** of the following methods:

---

> - Relog Proof
> 
> <p class="callout info">Relog proof means that if you leave the wither cage alone, it wouldn’t break  
> **Note:** if you actively push blocks into the Wither, it might be able to escape if you leave the area</p>

---

> - Not relog proof 
>     - **Note:** Wither might be able to escape
> 
> <p class="callout danger">The note must be added when the Wither cage is not relog proof</p>

</details>### Wither Skull proof

- Category: 
    - MOB FARMING
- Creation type: 
    - Wither Cage, Wither Killer

The Wither is able to shoot out black and blue wither skulls randomly. The blue skulls can even blow up Obsidian, making it not safe to build a cage out of Obsidian. A good designed Wither Cage or Wither Killer prevents skulls from escaping, however it can not be guaranteed by every design.

<details id="bkmrk-examples-wither-skul"><summary>Examples Wither Skull Proof</summary>

Choose **one** of the following methods:

---

> - Wither Skulls cannot escape
> 
> <p class="callout info">Wither Skulls that can escape might be able to break the terrain (and buildings) around the cage, which is not wanted</p>

---

> - Wither Skulls can escape 
>     - **Note:** Add extra protection around the Wither Cage
> 
> <p class="callout danger">The note must be added when the Wither cage is not Wither Skull-proof</p>

</details>### Wither Killer Modules

- Category: 
    - MOB FARMING
- Creation type: 
    - Wither Killer

A Wither Killer can be stacked multiple times. In some Wither Killers you can place multiple Withers at once and some Wither Killers are stuck based on the Bedrock that is generated (e.g. Bedrock floor, Bedrock ceiling or the End Gateways in The End)

<details id="bkmrk-examples-module-usag"><summary>Examples Wither Killer Modules</summary>

Choose **one** of the following methods:

---

> - 1 module used with max 1 Wither each
> 
> <p class="callout info">The amount of modules with the amount of Withers can say something about the speed, as well as if it can be stacked or not</p>

---

> - 1 module used with max 1 Wither each 
>     - Uses End exit portal, only one module is possible
> 
> <p class="callout warning">The End exit portal can only hold up to 1 Wither reliably  
> Same goes for End Gateway</p>

---

> - 1 module used with max 10 Wither each
> 
> <p class="callout info">Some modules can hold up to more Withers reliably before breaking</p>

---

> - 12 modules used with max 1 Wither each
> 
> <p class="callout info">Some Wither killers use already multiple modules to increase speed. Usually these modules cannot be simplified due to the redstone being used to run between modules</p>

---

> - 1 module used with no limit on Wither
> 
> <p class="callout info">Some Wither killers can hold any amount of Wither (or kill them fast enough that they never reach a certain limit)</p>

</details>### Village Count

- Category: 
    - VILLAGER FARMING
- Creation type: 
    - Iron Farm
    - Raid Farm
    - Villager Breeder
    - Trading Hall

A Villager type farm uses different amount of villages and Villagers. If you stack Iron Farms or Raid Farms you can have different amount of *villages*. However with Iron Farms and Trading Halls you can also the amount of *Villagers*.

<details id="bkmrk-examples-village-cou"><summary>Examples Village Count</summary>

Choose **one** of the following methods:

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> village, <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> Villager each
> 
> <p class="callout danger">Select the amount of villages  
> For a single village, choose 1  
> For stacked villages, choose the amount of villages stacked</p>
> 
> <p class="callout danger">Select the amount of Villagers per village  
> For a raid farm, 1 Villager per village  
> For Iron Farm, it can be in multiples of 10 (10/20/30/40/50)  
> For a Trading Hall, it can be the amount of cells the current design holds (in the world download/tutorial)  
> For a Villager Breeder, it should be at least 2 Villagers</p>

**Example single village Raid farm**

> - 1 village, 1 Villager each

**Example 24 stacked village Raid farm**

> - 24 villages, 1 Villager each

**Example single village Iron farm with 20 Villagers each**

> - 1 village, 20 Villagers each

**Example 12 stacked village Iron farm with 10 Villagers each**

> - 12 villages, 10 Villagers each

**Example Trading Hall with 30 cells**

> - 1 village, 30 Villagers each

**Example Villager Breeder**

> - 1 village, 2 Villagers each

</details>### Instakill

- Category: 
    - VILLAGER FARMING
- Creation type: 
    - Raid Farm

Raid farms can use this mechanic where the raid bar is instantly completed, which allows more waves to spawn in a shorter timeframe.

<details id="bkmrk-examples-instakill-c"><summary>Examples Instakill</summary>

Choose **one** of the following methods:

---

> - Uses instakill

---

> - Doesn't use instakill
> 
> <p class="callout info">Some farms work without instakill (e.g. simulation distance 4)</p>

</details>### Automation

- Category: 
    - MOB FARMING, BLOCK/ITEM FARMING,
- Creation type: 
    - Tree farm
    - Ice farm

Some creations can be run without any player interaction, while some require the player to use an auto-clicker to make it run. Example of an ice farm where the player has to mine, or a playerless tree farm.

<details id="bkmrk-examples-automation-"><summary>Examples Automation</summary>

Choose **one** of the following methods:

---

> - Manual automation: Player <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{performs action}</span>
> 
> <p class="callout danger">Give an explanation what the player does  
> For example: breaking/placing blocks or crafting (no longer needed in 1.21+ with the Crafter)</p>
> 
> <p class="callout info">Manual automation means that a player needs to move the camera and perform an action for the farm to work.</p>
> 
> <p class="callout info">Example: with a Cube maker in a tree farm.</p>

---

> **Extra Information**
> 
> - Semi-automatic automation: Player <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{performs action}</span>
> 
> <p class="callout danger">Give an explanation what the player does  
> For example: breaking/placing blocks or crafting (no longer needed in 1.21+ with the Crafter)</p>
> 
> <p class="callout info">Semi-automatic automation means the player has to perform an action, but it can be automated using an external script or program (an autoclicker). The player does not have to move the camera to make the farm work.</p>
> 
> <p class="callout info">Example: Ice farm, Player crop farm</p>

---

> **Extra Information**
> 
> - Player-less: Uses a <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{bug}</span>
> 
> <p class="callout info">Player-less is used in farms where it is normally not possible to make it playerless, but a bug makes it possible </p>
> 
> <p class="callout danger">Explain what bug is used, if possible with a bugreport or video below</p>

**Example with playerless tree farm**

> - Player-less: Uses a bug that makes the sapling regenerate if all leaves are blocks with dirt

---

> - Self-sustaining
> 
> <p class="callout info">If a farm is self-sustaining, it works 'automatically' without a player interfering</p>
> 
> <p class="callout info">Example: Huge fungus farm, Shroomlight farm, Moss farm, Flower farm, Nether Plants farm</p>

---

> - Not self-sustaining: <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">{reason}</span>
> 
> <p class="callout info"> A farm that requires repairing after uses (dispensers refilling, collecting items, repair something broken)</p>
> 
> <p class="callout danger">Explain what makes it not self-sustaining</p>
> 
> <p class="callout info">Example:  
> - Refilling Dispensers in a Gold Farm that uses Flint and Steel  
> - Collecting items in a Simdistance-based Gravity Block Duper  
> - Waiting for Sheep to grow Wool back in Simdistance-based Wool Farm  
> - Replacing Snow Golem in a Simdistance-based Pumpkin Farm  
> - Replacing Mooshroom/Bogged in a Simdistance-based Mushroom Farm</p>

**Example with Gold Farm that uses Dispensers**

> - Not self-sustaining: Dispenser need to be refilled from time to time

</details>### Width &amp; Tileability

- Category: 
    - STORAGE TECH
- Creation type: 
    - Item Sorter
    - Item Filter
    - Shulker Loader
    - Shulker Unloader

A creation can be a certain amount of blocks wide. This is good to know for creations that you want multiple of like Item Sorters, Shulker Loaders or Storage Halls.

<p class="callout info">This article needs images to give a better understanding of the concept width and tileability</p>

<details id="bkmrk-examples-width-%26-til"><summary>Examples Width &amp; Tileability</summary>

Choose **one** of the following methods:

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> wide
> 
> <p class="callout info">For things that can be placed next to each other, it is good to mention how wide a build is  
> </p>
> 
> <p class="callout danger">Select the correct width for the farm/contraption</p>
> 
> <p class="callout info">Width is always the *shortest* side of the build</p>
> 
> <p class="callout info">If a creation is wider than 16 blocks, then it is not worth to mention this. </p>

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> wide tileable
> 
> <p class="callout danger">Select the correct width for the farm/contraption</p>
> 
> <p class="callout info">Tileabilty means whether you can copy+paste the design/module right next to it and not have trouble running it.</p>

---

> - AB tileable
> 
> <p class="callout info">AB Tileable means that you need to have 2 similar builds (but a *very* small variation) in order to build them next to each other without breaking over time</p>

</details>### Expandability

- Category: 
    - STORAGE TECH, CIRCUITRY
- Creation type: 
    - Storage Hall
    - Piston Door

A creation can also be expanded a certain amount of blocks before you have to extend a certain redstone signal or a water stream

<details id="bkmrk-examples-expandabili"><summary>Examples Expandability</summary>

Choose **one** of the following methods:

---

> - Expandable horizontally up to <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> blocks
> 
> <p class="callout info">Expandability means how many you can place next to each other and still have it work. Usually this happens if you have things like water streams or redstone signals that cannot stretch forever</p>
> 
> <p class="callout danger">Select the amount of blocks it can be extended</p>

**Example**

> - Expandable horizontally up to 10 blocks

---

> - Expandable vertically up to <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Number\]</span> blocks
> 
> <p class="callout info">It can also be expanded vertically</p>
> 
> <p class="callout danger">Select the amount of blocks it can be extended</p>

**Example**

> - Expandable vertically up to 32 blocks

---

> - Expandable horizontally up to infinite blocks
> 
> <p class="callout info">A lot of contraptions can be infinitely expanded and still works. *Infinite* implies that there is no limit, rather than being actually *infinite*</p>
> 
> <p class="callout info">This can also be done vertically, not only horizontally</p>

</details>### Break Method

- Category: 
    - BLOCK/ITEM FARMING
- Creation type: 
    - All types of block farms

Block/items farms require the blocks to be broken to get items. This can be done with blocks like Pistons, Water or TNT, but also with entities like Wither, Creeper, Ghast or Ravager.

<details id="bkmrk-examples-break-metho"><summary>Examples Break Method</summary>

Choose **one** of the following methods:

---

> - Wither uses <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[Wither Skull/blockbreaking attack\]</span> to break the blocks
> 
> <p class="callout danger">A Wither has two attacks, select the attack that it uses to break the blocks</p>
> 
> <p class="callout info">Both attacks from the Wither have a 100% droprate (but be aware that items don't get destroyed)</p>

---

> - <span style="color: rgb(224, 62, 45); background-color: rgb(0, 0, 0);">\[TNT/Ghast/Creeper/Ravager/Piston/Water/Lava\]</span> breaks the blocks
> 
> <p class="callout danger">Select the corresponding mob/block that breaks the block</p>
> 
> <p class="callout info">Ghast, Ravager and Piston have a 100% droprate (unless the block itself doesn't have that)  
> Be aware that the items can get destroyed by the Ghast</p>
> 
> <p class="callout warning">TNT has only a 100% droprate with the gamerule `tntExplosionDropDecay` set to `false` (default) in 1.21.0+  
> Be aware that the items can get destroyed by the explosion from the TNT</p>
> 
> <p class="callout warning">Creeper doesn't have a 100% droprate</p>

**Example**

> - TNT breaks the blocks

</details>### Creation Date

- Category: 
    - All
- Creation type: 
    - All

The date the submission is create, not when the creation was posted in the Discord

<details id="bkmrk-examples-creation-da"><summary>Examples Creation Date</summary>

Choose **one** of the following methods:

---

> - Creation Date: 10th of October 2024
> 
> <p class="callout danger">Format must be: Day + Month + Year</p>
> 
> <p class="callout info">The Day number is mentioned as ordinal number and depends on 'rank': 1st, 2nd, 3rd, 4th, 5th, etc.</p>

---

> - Creation Date: 1Unknown 
>     - **Note:** Unknown creation date
> 
> <p class="callout danger">If the creation date is unknown, use this format</p>

</details>### Archived Date

- Category: 
    - All
- Creation type: 
    - All

The date the submission is archived in the TBA discord

<details id="bkmrk-examples-archived-da"><summary>Examples Archived Date</summary>

Choose **one** of the following methods:

---

> - Archived Date: 10th of October 2024
> 
> <p class="callout danger">Format must be: Day + Month + Year</p>
> 
> <p class="callout info">The Day number is mentioned as ordinal number and depends on 'rank': 1st, 2nd, 3rd, 4th, 5th, etc.</p>

---

> - Archived Date: Unknown 
>     - **Note:** Unknown archived date
> 
> <p class="callout danger">If the archived date is unknown, use this format</p>

</details>### Dimension

- Category: 
    - All
- Creation type: 
    - All

Sometimes a creation uses Nether portals or End portals to transport items or mobs to the other dimensions to kill/process them.

<p class="callout info">If no Nether or End portals are being used, this does not have to be included</p>

<details id="bkmrk-examples-dimension-c"><summary>Examples Dimension</summary>

Choose **one** of the following methods:

---

> - Dimension: Overworld → Nether, uses 2 players
> 
> <p class="callout danger">Direction (from which dimension to which dimension) must be mentioned using the → symbol (U+2192)</p>
> 
> <p class="callout danger">Amount of players needed must be mentioned</p>
> 
> <p class="callout warning">This must only be included if the farm uses more than 1 dimension (E.g. Overworld ⇄ Nether)  
> Applies for 3 dimensions as well  
> Example: Overworld → Nether → End</p>

---

> - Dimension: Overworld → End, uses 1 player and a tickingarea
> 
> <p class="callout warning">This must only be included if the farm uses more than 1 dimension.  
> Applies to 3 dimensions as well  
> A ticking area may despawn mobs if no player is nearby. In mob farms that don’t have persistent mobs, this cannot be used.</p>
> 
> <p class="callout info">For these types of dimension travel, End Portals are used. End portals are not obtainable, which will be mentioned under the *Information-Type* Notes</p>

---

> - Dimension: Overworld → Nether, uses 1 player and dimension switcher (Overworld ↔ Nether)
> 
> <p class="callout danger">If a dimension switcher (a device that automatically switches the player between dimensions) double arrows are used ↔ (U+2194)</p>
> 
> <p class="callout warning">This must only be included if the farm uses more than 1 dimension.  
> Applies to 3 dimensions as well  
> </p>

</details>### Gamerule

- Category: 
    - All
- Creation type: 
    - All

Some creations require certain gamerules to be set true or false in order to work

<p class="callout info">If there are no gamerules required for the creation to function, this does not have to be included</p>

<details id="bkmrk-examples-gamerule-ch"><summary>Examples Gamerule</summary>

Choose **one** of the following methods:

---

> - Gamerule `[gamerule]` must be set to `[true/false]`
> 
> <p class="callout danger">The gamerule must be mentioned using codeblocks </p>
> 
> <p class="callout info">In the case of Portal Based gold farms, some require the gamerule `dofiretick` set to `true`</p>

</details>### Notes

- Category: 
    - All
- Creation type: 
    - All

Some creations have things broken, which require the player to make a workaround for it. Notes cover the following things:

- Bugs, and possible workarounds
- Mechanic changes, and possible workarounds
- Mechanics, and possible workarounds (intended mechanics and how they can be avoided)

<details id="bkmrk-examples-notes-note%3A"><summary>Examples Notes</summary>

> - **Note:** Due to `[a bugfix or change of a mechanic]` in `[version]`, `[the farm breaks/the rates changed/usage changed]`
>     - Source: \[link bugreport/changelog/wiki\]
>     - Possible fix: \[possible workaround\]
> 
> <p class="callout info">If no version is provided or the version is just simply unknown, use `an unknown version`For source, use:  
> - Source: Unknown</p>
> 
> <p class="callout info">If there is an intended mechanic, a version does not have to be provided</p>
> 
> <p class="callout info">A bugreport, changelog or wiki link must be linked to show when the problem was introduced or where it comes from (as reference)  
> Preferably both bugreport and changelog</p>
> 
> <p class="callout info">If no fix is possible, use:  
> - Possible fix: None</p>

To provide more context how this works look at the provided examples, see below:

<details id="bkmrk-worked-out-examples-"><summary>Worked-out Examples Notes</summary>

> - **Note:** Due to Campfires no longer burning XP in 1.19.60+, the farm breaks 
>     - Source: [Minecraft 1.19.60 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/12708273043341-Minecraft-1-19-60-Bedrock "Minecraft 1.19.60 Bedrock"), [MCPE-98931](https://bugs.mojang.com/browse/MCPE-98931 "Campfires set players/mobs on fire")
>     - Possible fix: Use a Sculk Catalyst or Lava to remove XP
> 
> <p class="callout info">If you over the links you can see more information (e.g. the bugreport link shows the title of the bug)</p>

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> - **Note:** Due to changes to pistons in 1.19.50+, the TNT transport system breaks 
>     - Source: [Minecraft 1.19.50 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/10833168748557-Minecraft-1-19-50-Bedrock "Minecraft 1.19.50 Bedrock"), [MCPE-146597](https://bugs.mojang.com/browse/MCPE-146597 "Pistons teleport blocks instead of moving them smoothly")
>     - Possible fix: Use a different transport system

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> - **Note:** Due to a change in mob spawning in 1.16.0+, the roof needs to be replaced 
>     - Source: Unknown
>     - Possible fix: Use a different roof, check the article \[Surface spawns in mob farms\]
> 
> <p class="callout info">The possible fix can be found in an article explaining what to do</p>
> 
> <p class="callout warning">The given article is not made *yet*</p>

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> - **Note:** Due to a Signs not being able to be placed on Scaffolding in 1.16.100+, a different block needs to be used to hold the water 
>     - Source: [MCPE-107011](https://bugs.mojang.com/browse/MCPE-107011 "Signs can't be placed on scaffolding")
>     - Possible fix: Use open Fence Gates instead
> 
> <p class="callout info">This changed is not mentioned in a changelog, but the bugreport provides the information (the mechanic is being reported as 'Work as intended' meaning it works like Mojang intended it)</p>

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> - **Note:** Due to mobs no longer spawning inside campfires in 1.18.30+, the farm breaks 
>     - Source: [Minecraft 1.18.30 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/5520890863245-Minecraft-1-18-30-Bedrock "Minecraft 1.18.30 Bedrock"), [MCPE-152770](https://bugs.mojang.com/browse/MCPE-152770 "Private bugreport - Not available")
>     - Possible fix: Use a different design
> 
> <p class="callout info">The bugreport is set to private, meaning it cannot be seen</p>

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> - **Note:** Due to the trident killer breaking in an unknown version, the farm breaks 
>     - Source: Unknown
>     - Possible fix: Use a different trident killer
> - **Note:** Due to changes to pistons in an unknown version, the mob transport system breaks 
>     - Source: Unknown
>     - Possible fix: Use a different transport system
> 
> <p class="callout info">The version is unknown</p>
> 
> <p class="callout info">Multiple notes can be added to the same submission</p>

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> - **Note:** Due to changes to fish spawning in 1.18.0+, the farm can only be build between y=54 and y=64 
>     - Source: Vanilla resources 1.18.0
>     - Possible fix: Build the farm between y=54 and y=64
> 
> <p class="callout info">The vanilla resources is also a valid source for the behavior if no changelog or bugreport mentions this</p>

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> - **Note:** Due to changes to big mobs fitting in Boats in 1.19.80+, Hoglins cannot fit inside boats 
>     - Source: [Minecraft 1.19.80 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/15171804661005-Minecraft-1-19-80-Bedrock "Minecraft 1.19.80 Bedrock"), [MCPE-161197](https://bugs.mojang.com/browse/MCPE-161197 "Large mobs can ride in boats/minecarts")
>     - Possible fix: Use a different trident killer
> - **Note:** Due to changes to big mobs fitting in Boats in 1.19.80+, Ghasts cannot fit inside boats 
>     - Source: [Minecraft 1.19.80 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/15171804661005-Minecraft-1-19-80-Bedrock "Minecraft 1.19.80 Bedrock"), [MCPE-161197](https://bugs.mojang.com/browse/MCPE-161197 "Large mobs can ride in boats/minecarts")
>     - Possible fix: Use a different trident killer
> 
> <p class="callout info">Here again, a different design is recommended and thus be provided in the submission. Otherwise a different build can be used.</p>

---

> - **Note:** Due to Campfires no longer burning mobs in 1.19.60+, the farm will only drop Raw Porkchop 
>     - Source: [Minecraft 1.19.60 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/12708273043341-Minecraft-1-19-60-Bedrock "Minecraft 1.19.60 Bedrock"), [MCPE-98931](https://bugs.mojang.com/browse/MCPE-98931 "Campfires set players/mobs on fire")
>     - Possible fix: Burn the mobs using Lava
> 
> <p class="callout info">In this case a possible fix is provided in the form of a text and not necessarily a different design</p>

---

> - **Note:** Due to Ghasts no longer spawning in spaces smaller than 4x5x4 in 1.17.30+, the farm breaks 
>     - Source: [Minecraft 1.17.30 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/4409292961677-Minecraft-1-17-30-Bedrock "Minecraft 1.17.30 Bedrock"), [MCPE-133687](https://bugs.mojang.com/browse/MCPE-133687 "Ghasts spawn in small spaces")
>     - Possible fix: Have at least 5 blocks between spawning platforms

---

> - **Note:** Due to XP not able to go through the small gaps of the pistons in 1.16.100+, the XP gets stuck in the trident killer 
>     - Source: [MCPE-64039](https://bugs.mojang.com/browse/MCPE-64039 "Experience orbs sink in water")
>     - Possible fix: Stand nearby the farm to collect the XP or use a Sculk Catalyst in version 1.19.0+
> - **Note:** Due to XP not able to go through the small gaps of the slabs in 1.16.100+, the XP gets stuck in the trident killer 
>     - Source: [MCPE-64039](https://bugs.mojang.com/browse/MCPE-64039 "Experience orbs sink in water")
>     - Possible fix: Use a Trapdoor (But, small mobs can escape the farm)

---

> - **Note:** Due to End Portal blocks being no longer obtainable in 1.16.100+, the farm can no longer be made (but can still be used) 
>     - Source: [Minecraft 1.16.100 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/360052592091-Minecraft-1-16-100-Bedrock "Minecraft 1.16.100 Bedrock"), [MCPE-68229](https://bugs.mojang.com/browse/MCPE-68229 "Private bugreport - Not available")
>     - Possible fix: None
> 
> <p class="callout info">It's possible that there is no possible fix. The farm may work in later versions but it can no longer be build if started from the version the item is no longer obtainable from</p>

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> - **Note:** Due to End Crystals no longer breaking blocks in 1.19.70+, the farm breaks due to the Obsidian platform staying 
>     - Source: [Minecraft 1.19.70 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/13857979785613-Minecraft-1-19-70-Bedrock "Minecraft 1.19.70 Bedrock")
>     - Possible fix: None

---

> - **Note:** Due to Blazes floating up in trident killers, try to AFK below the farm  
>     
>     - Source: [Minecraft 1.19.70 Bedrock](https://feedback.minecraft.net/hc/en-us/articles/13857979785613-Minecraft-1-19-70-Bedrock "Minecraft 1.19.70 Bedrock")
>     - Possible fix: None
> 
> <p class="callout info">Example how an intended mechanic could possible break the farm</p>

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> - **Note:** Due to chunk borders interfering with observers, try to use a different design 
>     - Source: [MCPE-105821](https://bugs.mojang.com/browse/MCPE-105821 "Observers are inconsistent on chunk borders")
>     - Possible fix: Use the “Chunk Border”-design if it crosses a chunk border. See third image
> 
> <p class="callout info">Example how chunk borders can influence the build and a different design must be used</p>

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