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Wiki / Farms and incubators

Mechanics | specification

Farms and incubators

Wild mobs drop DNA. An incubator on your island hatches an egg from it, eggs merge into stronger ones, and an egg either starts a mob farm or hatches a pet. Farm mobs drop only regular loot.

3incubators per island
5live mobs per farm, at most 15 per island
20 sfarm cycle: at most 1 new mob
1-5egg level, pool from 180 to 30,240 mobs

Overview

  1. Hunting. A wild mob of a given species has a small chance to drop the DNA of its species.
  2. Incubator. The player crafts an incubator from a blueprint and places it on their island (at most 3 per island).
  3. Hatching. The player inserts 1 DNA. After 24 h, 12 h or 6 h (depending on the incubator level) they collect a level 1 egg.
  4. Merging. Two identical eggs merge instantly into one egg one level higher, up to level 5.
  5. Using the egg. An egg either starts a farm (a pool of mobs that spawn at the incubator) or hatches a pet whose rarity depends on the egg level.
  6. Farm. Farm mobs drop regular loot, but give no DNA, keys, XP or skills. So DNA cannot be duplicated with a farm.

An incubator does only one thing at a time: it hatches an egg or runs a farm. Merging eggs, hatching a pet and upgrading are instant and require an idle incubator.

Items

ItemSourceStackDescription
DNA: Deep Zombiedrop from the Deep Zombie mob (1%)yesGenetic sample of the species. Inserted into an incubator, it gives a level 1 egg.
Egg (e.g. "Zombie z Glebin Egg (Level 1)")hatched from DNA or merging two eggsyes, when species and level are the sameHas a species and a level 1-5. Its lore shows the mob pool. It cannot be placed as a block.
Incubator (Level 1-3)blueprint (level 1), then upgradesnoA block similar to a crafter. When broken, it returns as an item with its level preserved.
Nutrient Pasteblueprint (2 x Zombie Heart, 4 x Wheat)yesNutrient for embryos. An ingredient of the incubator and of upgrades up to level 3.
Incubation Coreblueprint (4 x Bio Gel, 2 x Diamond, 8 x Redstone)yesIncubation core. An ingredient of the upgrade to level 3.
Bio Geldrop from the Fire Slime mob (20%)yesAn ingredient of the upgrade to level 2 and of the Incubation Core.

Farm item names are in English. Ingredients made from blueprints (Nutrient Paste, Incubation Core) must have 100% quality to be used in a recipe or an upgrade (Product quality).

DNA

DNA is a regular drop from a mob's drop list, with its own chance. It drops only from wild mobs, never from farm mobs. Every DNA gives a level 1 egg. There are no higher-level DNA.

DNASpeciesDrop chanceKills per 1 DNA (average)Pet from the egg
DNA: Deep ZombieDeep Zombie (level 1)1%100Zombie

DNA does not depend on Looting. The chance is raised by the killer's Magic Find stat, because it applies to every drop with a chance of up to 5%:

chance with Magic Find = min(100%; chance x (1 + Magic Find / 100)) only when chance <= 5%
Example

DNA with a 1% chance, killer has Magic Find 50: chance = 1% x 1.5 = 1.5%. On average 67 kills per DNA instead of 100.

Incubator: placing, access and protection

Where it works

Incubators and farms work only on islands. An incubator cannot be placed in the lobby. A farm runs only while the island is loaded on the server, usually when someone is on it.

Placing

  • The player places the incubator item like a regular block. The item's level carries over to the block.
  • Only a member of the island the block stands on can place it. Otherwise: "You can only place an incubator on your own island."
  • At most 3 incubators can stand on one island, regardless of level and state. The fourth: "An island can have at most 3 incubators."
  • After a successful placement: "Incubator placed." If saving fails, the block disappears and the item returns to the inventory.
  • A regular crafter (without the incubator mark) works as in Minecraft.

Access

The window is opened with right click on the block. Only an island member can open it and break the block. A stranger sees the message "This is not an incubator of your island." Permissions are checked on every click in the window: a player who stopped being an island member has the window closed.

Breaking

  • Only an idle incubator can be broken. While hatching or farming: "Empty the incubator first (hatching or a farm in progress)."
  • A broken incubator returns to the inventory as an item with the same level (with a full inventory it drops at your feet). Upgrades are not lost.

Block protection

The incubator does not react to crafter mechanics:

  • a redstone signal does not trigger crafting;
  • a hopper neither inserts nor removes items;
  • a piston does not move it;
  • explosions (mobs, TNT, beds) do not destroy it;
  • the regular crafter window never opens.

Incubator window

The window has 3 rows. Items in the window cannot be moved. DNA and eggs stay in the player's inventory, and the player selects them by clicking in their own inventory while the window is open.

PositionIdleHatchingFarm
top, middleincubator with level and a hintspecies and "Ready in: 5h 03m" or "Ready!"farm: egg level, remaining pool, "Alive now: 3 / 5"
middle, leftStart farm (after selecting an egg)Collect egg (when the time is up)-
middleHatch pet (after selecting an egg of a species that has a pet)--
middle, rightMerge 2 eggs -> level N+1 (after selecting an egg)--
bottom, middleUpgrade to level N+1 with its cost or "Max level"--

Clicks in the inventory (idle incubator only)

  • Clicking DNA starts hatching immediately. There is no separate confirmation.
  • Clicking an egg selects it. The farm, merge and possibly pet buttons appear. The selection is cleared when the window is closed.

While hatching and farming, clicks in the inventory do nothing.

The window does not refresh on its own. The state (e.g. the end of hatching or the number of live mobs) updates after every action and when the window is reopened.

Rules for every action

  • The input (DNA, egg, upgrade ingredients) is taken from the inventory before saving. If someone else changed the incubator at the same moment (a second window, another player), the input is returned and the player sees "The incubator changed in the meantime - try again."
  • The player receives the result (the egg) only after a successful save. With a full inventory it drops at your feet.
  • Items are taken from the main inventory and the hotbar, not from the off hand.

Hatching an egg from DNA

  1. With an idle incubator, the player clicks DNA in the inventory. 1 DNA is consumed and the incubator switches to hatching: "Hatching started: 24 h."
  2. Time is counted by the server clock. It also passes when the island is not loaded and the player is offline.
  3. When the time is up, the window shows "Ready!" and the Collect egg button. Collecting is manual.
  4. The player receives 1 level 1 egg of that species: "The egg has hatched!" The incubator returns to the idle state.

The time depends on the incubator level at the moment the DNA is inserted. While hatching, the incubator cannot be upgraded or broken. One incubator hatches one DNA at a time.

Incubator levelHatching timeLevel 1 eggs per day16 DNA (level 5 egg): 1 incubator16 DNA: 3 incubators
124 h1384 h (~16 days)144 h (~6 days)
212 h2192 h (~8 days)72 h (~3 days)
36 h496 h (~4 days)36 h

With 3 incubators, 16 hatchings take 6 rounds (5 full rounds of 3 and one with 1 DNA), hence 6 x the hatching time. Merging eggs takes no time.

Eggs and merging

An egg has a species and a level from 1 to 5. DNA always produces a level 1 egg. Higher levels come only from merging.

Merging

  • 2 eggs of the same species and the same level give 1 egg one level higher. Instantly, with no chance of failure and no change to the incubator state.
  • Both eggs must be in the player's inventory. If the second one is missing: "Merging needs 2 identical eggs."
  • Level 5 eggs cannot be merged: "Level 5 eggs can no longer be merged."
  • After merging, the new egg stays selected, so further clicks keep merging upward: "Merged: level 2 egg."
level N egg = 2^(N - 1) level 1 eggs = 2^(N - 1) DNA
Egg levelCost in DNAMob poolMobs per 1 DNAVariantsPet from the eggShortest farm run
11180180Young ... MatureCommon58 min
221,440720Young ... OldUncommon7 h 58 min
344,3201,080Young ... ProviderRare23 h 58 min
4812,9601,620Young ... GuardianEpic71 h 58 min (~3 days)
51630,2401,890Young ... DominantLegendary167 h 58 min (~7 days)

Merging pays off: a level 5 egg made from 16 DNA has a pool of 30,240 mobs, while 16 level 1 eggs together have only 2,880, which is 10.5 times less. A higher egg also gives stronger variants with better loot.

Mob farm

Start

  1. With an idle incubator, the player selects an egg in the inventory and clicks Start farm. The button's lore warns: "The egg cannot be taken back."
  2. The egg disappears and the incubator receives a pool from the level table: "The farm has started: 180 monsters in the pool."
  3. Up to 5 mobs appear immediately.

Farm cycle

Every 20 s, for each incubator running a farm on a loaded island:

if alive < 5 and pool > 0: 1 mob spawns, pool - 1 after the island loads and after the farm starts: immediately up to min(5; pool) alive
  • Alive means mobs from this farm that are still alive, wherever they are. A killed or removed mob frees up a slot.
  • The pool shrinks only for a mob that actually spawned. A lack of room does not use up the pool.
  • Without killing, the farm stands still: 5 live mobs wait and the pool does not change.
  • When the pool drops to 0: the egg is used up and the incubator returns to the idle state. The last mobs stay alive until someone kills them.
  • A farm cannot be stopped and the egg cannot be recovered. An incubator with a farm cannot be broken or upgraded.
shortest pool depletion time = (pool - 5) x 20 s when every mob is killed right away maximum efficiency = 180 mobs per hour per incubator (540 per island)

Spawn location

  • A random point within 2 blocks of the incubator's center (horizontally).
  • In that column, ground is searched first downward, then upward, up to 3 blocks from the incubator's height. The mob needs solid ground and free space above it: at least 2 blocks, more for enlarged mobs. Water and lava are not free space.
  • The mob cannot spawn inside blocks. The game tries a dozen or so times. If there is no room, nobody spawns in that cycle and the pool stays unchanged.
Tip

Leave a free floor within 2 blocks around the incubator. An incubator enclosed in a tight chamber will not release any mob.

Leash

Every 20 s, a farm mob that is farther than 8 blocks from the incubator or in a different world is teleported back to the incubator (together with its name tag). The leash works only while the farm is running.

Offline work and island unloading

  • Farm mobs are not saved together with the island. When the island is unloaded (e.g. nobody is on it) or the server shuts down, live mobs disappear and return to the pool. Nobody loses a mob they did not kill.
  • After the island loads again, the farm immediately has min(5; pool) mobs. That is all the "offline work": with a limit of 5 live mobs, nothing more would have spawned anyway.
  • The pool does not shrink while the island is unloaded.

Mob variants

Every farm mob gets a variant rolled when it spawns. A level N egg gives variants from 1 to N+1. The newest variant has weight 0.5, the previous one 0.75, the others 1. Young always has weight 1.

variant chance = variant weight / sum of weights of available variants

Variant chance by egg level

EggYoungMatureOldProviderGuardianDominant
166.7% (1.00)33.3% (0.50)----
244.4% (1.00)33.3% (0.75)22.2% (0.50)---
330.8% (1.00)30.8% (1.00)23.1% (0.75)15.4% (0.50)--
423.5% (1.00)23.5% (1.00)23.5% (1.00)17.6% (0.75)11.8% (0.50)-
519.0% (1.00)19.0% (1.00)19.0% (1.00)19.0% (1.00)14.3% (0.75)9.5% (0.50)

The weight is in parentheses. Sum of weights: egg 1 = 1.5; 2 = 2.25; 3 = 3.25; 4 = 4.25; 5 = 5.25.

Variant stats

A variant multiplies the species' health, damage and speed. The mob spawns with full health. Armor and other traits stay unchanged. The mob's name does not show the variant.

VariantHealthDamageSpeedDeep Zombie: health / damage / speed
Youngx 1.00x 1.00x 1.0010.0 / 2.0 / 0.230
Maturex 1.40x 1.20x 0.9514.0 / 2.4 / 0.218
Oldx 1.80x 1.40x 0.9518.0 / 2.8 / 0.218
Providerx 2.40x 1.70x 0.9024.0 / 3.4 / 0.207
Guardianx 3.20x 2.00x 0.9032.0 / 4.0 / 0.207
Dominantx 4.20x 2.40x 0.8542.0 / 4.8 / 0.196

Average health of an egg mob

Egg12345
health multiplier (average)x 1.13x 1.31x 1.52x 1.79x 2.11
Deep Zombie11.313.115.217.921.1

Farm mob: what it gives and what it does not

RewardWild mobFarm mob
Regular loot (ingredients)yesyes, with variant multipliers
DNAyesno
Crate keysyesno
Other "wild only" dropsyesno
Minecraft experience (and therefore levels and attribute points)yesno (0 XP)
Combat skills (sword hit, kill)yesno
Pet XP for a killyesno
Taming with baityes (species with a pet)no ("This creature cannot be tamed.")
Kills for banker questsyesno
Loot sharing in a partyyes, loot goes to the inventoryno, loot drops on the ground next to the mob

Farm mobs drop loot even when a player did not kill them (trap, lava, fall). The loot then stays on the ground, and Looting and Magic Find do not apply.

Loot

  1. Skipped are: DNA, keys and every drop marked "wild only". DNA and keys are always excluded, even if a drop is set incorrectly.
  2. Chance = drop chance x the variant's chance multiplier, at most 100%. Then the killer's Magic Find for drops with a chance of up to 5%.
  3. Amount = random from minimum to maximum, plus 0...L items for Looting L (when the drop responds to Looting).
  4. Amount x the variant's amount multiplier, rounded randomly: the fractional part is the chance of an extra item. The result is at least 1.
chance = min(100%; drop chance x variant chance multiplier) amount = (random min...max + Looting) x variant amount multiplier e.g. 1 x 1.7 = 1 item (70%) or 2 (30%)

Every drop has its own multipliers for each variant. A missing multiplier means 1. Wild mobs have no variant, so multipliers do not apply to them.

Deep Zombie

farm loot
ItemChanceAmountLootingFrom farmYoungMatureOldProviderGuardianDominant
Rotten Flesh50%1-2yesyesx 1.0x 1.0x 1.0x 1.0x 1.0x 1.0
Zombie Heart40%1noyesx 1.0x 1.2x 1.4x 1.7x 2.0x 2.5
Copper Key2%1nono------
DNA: Deep Zombie1%1nono------

The variant columns are the amount multiplier. Zombie Heart without Looting, on average:

EggPer killFrom the whole poolPer 1 DNA
10.4277777
20.462666333
30.5052,180545
40.5537,166896
50.61318,5471,159
Example

Level 1 egg: Young variant with a 66.7% chance, Mature with a 33.3% chance. Zombie Heart drops with a 40% chance. Average amount = 66.7% x 1.0 + 33.3% x 1.2 = 1.067. Per kill: 40% x 1.067 = 0.427 items, and from a pool of 180 mobs on average 77 items.

Upgrading the incubator

The incubator level shortens only the hatching time. It does not change the pool, variants or farm loot.

  • An upgrade is done in the window, with the button at the bottom. Only in the idle state.
  • Ingredients are taken from the inventory. The upgrade takes effect instantly, with no chance of failure and no skills involved.
  • Missing ingredients: "Missing ingredients for the upgrade." Profession too low: "Required profession ... (you have ...)."
  • Levels go in order, up to 3 at most: "The incubator is already at the highest level."
LevelHowHatching timeCostRequirement
1blueprint Incubator24 h8 x Iron Ingot, 4 x Glass, 2 x Nutrient PasteEngineer profession (craft success chance), blueprint level 10
2upgrade12 h16 x Iron Ingot, 8 x Redstone, 6 x Bio Gel-
3upgrade6 h32 x Iron Ingot, 4 x Incubation Core, 16 x Nutrient PasteEngineer >= 20
Full raw-material cost of a level 3 incubator

56 x Iron Ingot, 4 x Glass, 36 x Zombie Heart, 72 x Wheat, 40 x Redstone, 22 x Bio Gel, 8 x Diamond. Calculated assuming successful crafts: every failure takes additional ingredients (Craft attempt).

Pets from eggs

An egg of a species that has its own pet can be hatched into a pet instead of starting a farm. Pet details: Pets.

  1. With an idle incubator, the player selects an egg in the inventory. The Hatch pet button shows the pet's rarity and name.
  2. After the click, the egg disappears and the pet goes straight into the player's pet collection: "A pet has hatched: Rare Zombie. Open /pets."
  3. There is no waiting time and no chance of failure. The incubator level does not matter.
Egg levelCost in DNAPet rarity
11Common
22Uncommon
34Rare
48Epic
516Legendary
SpeciesPetDNA in game
Fire SlimeFire Slimeno, no eggs
Deep ZombieZombieyes

Farm blueprints

The incubator and its ingredients are made from blueprints of the Farming book. A successful craft from a book's blueprint has a 2% chance of giving the next blueprint in order. Crafting rules: Blueprints and crafting.

No.BlueprintIngredientsResultProfessionLevel
1Nutrient Paste2 x Zombie Heart, 4 x Wheat1 x Nutrient PasteCook1
2Incubator8 x Iron Ingot, 4 x Glass, 2 x Nutrient Paste1 x Incubator (Level 1)Engineer10
3Incubation Core4 x Bio Gel, 2 x Diamond, 8 x Redstone1 x Incubation CoreEngineer20

The Zombie Heart for Nutrient Paste drops from the Deep Zombie, including from a farm. A farm of this species therefore feeds the production of further incubators.

Messages

Messages are in Polish or English, depending on the player's language. Item names and lore (DNA, egg, incubator) are always in English.

SituationMessage
PlacingIncubator placed.
Placing outside your islandYou can only place an incubator on your own island.
Fourth incubatorAn island can have at most 3 incubators.
Failed save when placingCould not place the incubator (limit 3 per island).
Someone else's incubatorThis is not an incubator of your island.
Breaking a busy oneEmpty the incubator first (hatching or a farm in progress).
Inserting DNAHatching started: 24 h.
Collecting the eggThe egg has hatched!
Farm startThe farm has started: 180 monsters in the pool.
MergingMerged: level 2 egg. / Merging needs 2 identical eggs. / Level 5 eggs can no longer be merged.
PetA pet has hatched: Rare Zombie. Open /pets.
UpgradeIncubator upgraded to level 2. / Missing ingredients for the upgrade. / Required profession ...: 20 (you have 12.50). / The incubator is already at the highest level.
Two-window conflictThe incubator changed in the meantime - try again.

Admin commands

  • /incubator give <level> gives an incubator item of level 1-3.
  • /incubator finish instantly finishes hatching in the incubator the admin is looking at (up to 6 blocks).
  • An admin can also open and break incubators on other players' islands.

To be decided

  • Only one species with DNA. Today only the Deep Zombie has DNA. The Fire Slime has a pet but no DNA, so it has no eggs. A list of species for farms and DNA chances is needed.
  • Name languages. The species is named in Polish ("Zombie z Glebin") and the DNA in English ("DNA: Deep Zombie"). The egg combines both: "Zombie z Glebin Egg (Level 1)". Egg and incubator lore is in English, the window in Polish.
  • The upgrade window shows ingredients and profession in a raw, technical form (lowercase, without the name "Engineer"). The profession message is the same.
  • An incubator from a craft is named "Incubator" without a level and without lore, and after being broken it returns as "Incubator (Level 1)". It also gets a quality from the craft, which changes nothing.
  • Invisible variant. The player cannot see a mob's variant (the name does not show it), even though health and loot depend on it.
  • Better loot for only one drop. Only Zombie Heart has variant multipliers (amount). Chance multipliers are 1 everywhere. The variant's XP multiplier does not work, because farm mobs give 0 XP.
  • Variants of wild mobs. The plan assumed variants for wild mobs too, with the same loot multipliers. Today wild mobs have no variant.
  • A blocked farm. When a species is disabled or there is no room by the incubator, the pool stalls. A farm cannot be stopped and the incubator cannot be broken. The player has no way out other than making room.
  • The last mobs after the pool runs out. After the pool is used up, up to 5 mobs stay alive, but without a leash. If the island is unloaded before someone kills them, they are lost without loot. If a new farm starts in that incubator, they take up its limit of 5 live mobs.
  • A vanished block. The plan provided for recreating the incubator block if it vanished without being broken. Today there is no such repair: an incubator without a block still counts toward the limit of 3.
  • No DNA confirmation. One click on DNA in the inventory starts a 24-hour hatching. To be decided whether a confirmation is needed.
  • Farm loot on the ground. Unlike wild mobs, farm loot does not go to the inventory and is not shared in a party. Convenient for traps, but to be confirmed.
  • Pet vs. farm. A level 5 egg (16 DNA) gives either 30,240 mobs or a Legendary pet. The balance of the two choices needs checking.