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Easy Mob Farm
Rank 349
Rank 240 among mods

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Easy Mob Farm

By KaworruOwner
Overall rating distribution
0.5★ 5★
Gameplay rating distribution
0.5★ 5★
Aesthetics rating distribution
0.5★ 5★
Performance rating distribution
0.5★ 5★

The easy mob farm is a server friendly way to capture different kind of animals and mobs to gather their loot. This mod provides serval catching items and mob farms to make it more entertaining.

Mod Loaders
Minecraft
26.3 26.2

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4.5
JaceMindMage

Reputation ranks

Explorer 0 pts
Contributor 100 pts ←
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 20 hrs MC 1.20
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

For a relatively simple solution to having automated mob farms in a modpack, it lives up to the name of being an easy mob farm. The recipes for each of the different mob farms are generally balanced for what they're used for. A lot of the recipes use different materials from the biomes they're based around or require items you typically wouldn't consider getting otherwise, like glow lichen or sea grass. That's also not to mention that it's pretty easy to upgrade a mob farm since it's just surrounding a mob farm with the next upgrade material. The mob farms themselves are definitely a "place and forget" with them working on their own with little to no need for intervention. While it might not be as efficient as manually farming the mobs you want or creating more traditional mob farm setups, the fact that it only takes up one block of space and works on its own makes them extremely convenient, even if they generate drops slowly.
One of my biggest gripes with this mod, however, is the capture card system. The concept and general execution of it is fantastic, with them even working with modded mobs and bosses as they'd drop more generic-looking capture cards that can generate loot. However, you get so many of them that they become rather annoying inventory clutter. This isn't helped by the fact that you only need one capture card of a mob for each mob farm, meaning that once you get a few capture cards of the mob you want, the rest become redundant. Capture cards aren't that rare of a drop either, so I ended up running into multiple situations where my inventory would be cluttered by a bunch of capture cards I didn't want, with a lot of them not even stacking with each other even if they're the same mob (likely because of certain gear they were wearing that the capture card retains). The card binder fixes this somewhat by letting you store your capture cards in it, but it doesn't help the fact that a lot of the time you'll likely be collecting a bunch of capture cards you probably don't want.
One more thing to keep in mind is that the mob farm that's specifically for rare drops gets extremely cluttered if you have a lot of mods. From what it looks like, this specific mob farm more so generates similar loot to items you'd find in random chests rather than pure mob drops. I really like the idea of that, but it just feels weird to have something specifically meant for rare drops from mobs that basically just generates regular chest loot along with standard mob drops. Not an issue I have against the mod as a whole, but something that could use better wording or implementation.

1
0
4.5
JaceMindMage

Reputation ranks

Explorer 0 pts
Contributor 100 pts ←
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 20 hrs MC 1.20
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

For a relatively simple solution to having automated mob farms in a modpack, it lives up to the name of being an easy mob farm. The recipes for each of the different mob farms are generally balanced for what they're used for. A lot of the recipes use different materials from the biomes they're based around or require items you typically wouldn't consider getting otherwise, like glow lichen or sea grass. That's also not to mention that it's pretty easy to upgrade a mob farm since it's just surrounding a mob farm with the next upgrade material. The mob farms themselves are definitely a "place and forget" with them working on their own with little to no need for intervention. While it might not be as efficient as manually farming the mobs you want or creating more traditional mob farm setups, the fact that it only takes up one block of space and works on its own makes them extremely convenient, even if they generate drops slowly.
One of my biggest gripes with this mod, however, is the capture card system. The concept and general execution of it is fantastic, with them even working with modded mobs and bosses as they'd drop more generic-looking capture cards that can generate loot. However, you get so many of them that they become rather annoying inventory clutter. This isn't helped by the fact that you only need one capture card of a mob for each mob farm, meaning that once you get a few capture cards of the mob you want, the rest become redundant. Capture cards aren't that rare of a drop either, so I ended up running into multiple situations where my inventory would be cluttered by a bunch of capture cards I didn't want, with a lot of them not even stacking with each other even if they're the same mob (likely because of certain gear they were wearing that the capture card retains). The card binder fixes this somewhat by letting you store your capture cards in it, but it doesn't help the fact that a lot of the time you'll likely be collecting a bunch of capture cards you probably don't want.
One more thing to keep in mind is that the mob farm that's specifically for rare drops gets extremely cluttered if you have a lot of mods. From what it looks like, this specific mob farm more so generates similar loot to items you'd find in random chests rather than pure mob drops. I really like the idea of that, but it just feels weird to have something specifically meant for rare drops from mobs that basically just generates regular chest loot along with standard mob drops. Not an issue I have against the mod as a whole, but something that could use better wording or implementation.

1
0
4.5
JaceMindMage

Reputation ranks

Explorer 0 pts
Contributor 100 pts ←
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 20 hrs MC 1.20
1
0