Ranking every viable AFK farm on DonutSMP, factoring yield, build cost, reliability, and how much active maintenance they need.
Skeleton Spawner Farm Stack (10+)
- Yield: 2-3M/hr
- Cost to build: 5M coin per spawner stacked
- Maintenance: Zero after setup
- Why S: Linear scaling — 10 spawners = ~1M/hr each. Top-50 players run 50+ spawners.
Guardian Farm (drained monument)
- Yield: 800k-1.2M/hr + XP
- Cost: Time-heavy build, ~12-20 hr drain
- Maintenance: Zero
- Why S: XP printer alongside coin = double dipping.
Tier A — strong holds
Iron Golem Farm (triple stack)
- Yield: 1-1.5M/hr
- Cost: ~2M materials per farm × 3
- Maintenance: Restock villagers if they die
- Why A: Reliable, scales linearly, hard to break.
Trident Drowned Farm
- Yield: 600k-2M/hr (high variance — trident drops are king)
- Cost: Moderate
- Maintenance: Looting III sword durability
- Why A: Trident drops can spike profitability massively.
Enderman Farm (End)
- Yield: 800k-1.5M/hr + XP
- Cost: Travel to End + safety gear
- Maintenance: Player-kill required for drops
- Why A: Pearls have stable demand.
Tier B — solid, niche
Creeper Cat Farm
- Yield: 300k-500k/hr (gunpowder crafted to TNT)
- Cost: Medium build + cat collection
- Maintenance: Cats sometimes wander
- Why B: Useful but yield ceiling lower.
Bee Honey Farm
- Yield: 200k-500k/hr (honey blocks)
- Cost: Low — 4 nests
- Maintenance: Smoker campfires
- Why B: Reliable supplemental income, low setup.
Cave Spider Farm
- Yield: 200k-400k/hr + XP
- Cost: Tiny — found spawner
- Maintenance: Sword durability
- Why B: Best XP/setup-effort ratio in the game.
Tier C — decent, situational
Bamboo + Sugarcane AFK Farms
- Yield: 80k-200k/hr
- Cost: Low
- Why C: Scales horizontally well (many chunks) but ceiling exists.
Zombie Spawner XP Farm
- Yield: 200-400k/hr + ~20k XP/hr
- Cost: Low
- Why C: Drops are low-value but XP is useful for anvil work.
Wither Skull Farm (manual)
- Yield: 500k+/hr but requires active play, not AFK
- Why C: Excluded from S/A because not truly AFK.
Tier D — avoid for serious money
Generic Mob Farm (no cats, no spawner)
- Yield: 60k-100k/hr
- Why D: Too many low-value mobs eating the cap.
Cobblestone Generator
- Yield: 30k-80k/hr
- Why D: Cobble price floor is too low.
Wandering Trader Farm
- Yield: Random, hard to AFK
- Why D: Inconsistent for time invested.
The compound strategy
Top players run:
- 1× Tier S Spawner Stack (main income)
- 1× Tier A Guardian Farm (XP backstop)
- 1× Tier B Cave Spider Farm (anvil XP)
- Daily votes (free 200k+)
Total: 3-5M/hour passive, ~80-120M/day if AFK all day.
Common mistakes
- ❌ Building a generic mob farm without cats (mob cap waste)
- ❌ Not stacking multiple farms (single-farm AFK leaves money on the table)
- ❌ AFK in render of other players' farms (you compete for mob cap)
- ❌ Forgetting Looting III sword for kill-required drops
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Published at
Jun 26, 2026