- [Skip the Tutorial] 31 Ways to Mob Proof Your "Minecraft" Base. Playing in survival mode
can be a ton of fun, but when night falls, chances are you'll have to
deal with more than a few mobs. So to keep you and your valuables
safe in those four walls, let's look at every way
that we could think of to mob proof a base. And hey, the YouTube gods bet me that you can't subscribe to the channel before this creeper hits the ground. So, to prove them wrong, explode that red sub button down below. It's free, and it helps out a ton. Starting off, everyone knows that if you
want to keep the mobs at bay, then torches are the reliable solution. Plus, they make the spawning system incredibly straightforward. If you see a dark patch, just light it up with a torch, and there you have it. The job's done. Now, sure, you could get more technical and space them out precisely using a mod like "Light Overlay." But honestly, just eyeballing it is enough to keep 99.9% of baddies out of your base. But maybe that's still
not enough light for you. Well, in that case, we can go one step further and
not just light up our house, but build a lighthouse. And by that, I mean a house out of lights. Using blocks like sea lanterns, glowstone, and redstone lamps, it is possible, albeit a bit ugly, to make a fully brightened base, which, at this point,
you might call overkill. Though this does also
give the added opportunity to turn your house into a
very convincing infinity room using white maps, for whatever that's worth. But really, this solution's
like light mode Discord. It's functional, but a pain to look at. So if instead, you're looking to cause
damage to your foes and not exactly your retinas, then let's go full Darth Vader about it and surround your house with lava. Not only does a lava blanket
give off plenty of light to stop potential spawns, but mobs over here can't
spawn in the magma anyway, nor will they want to
go near it, might I add. And while I'll fully admit that this would look a
lot better in the Nether, over there, the lava isn't
as much of a deterrent. So it's best to keep your boiling base over here in the Overworld for now. Or if you're not interested in living in or around
a literal lava lounge, then let's grab a water
bucket and cool off, and then another to make
an infinite water pool. Because at this point, it's time to make a
fully-functional water floor for your base. Normally, flooding your house would be something that we'd try to avoid, but here, all we need
is a knee-high puddle, and that'll keep all the
mobs from coming for us. And hey, get yourself
some depth strider boots and a dolphin for Grace, and this might actually help
speed you up around the base. Or if you're looking for a speedy solution that doesn't devalue your property, then maybe let's just stick to slabs. Here, you can still tuck
soul sand underneath for a Soul Speed boost, but no mobs will be able to
spawn on top of the half-steps. And also, it'd be hard
to talk about this option without mentioning the potential savings. It's simple math, folks. By cutting our blocks in half, we literally double the
return on our floors, and then we don't even have
to worry about the mobs. If you ask me, that's a win-win. But maybe you're the type that
doesn't want to just decide between a full block and a half-slab. Rather, you're looking
for some more variation. Well, in that case, snow layers can definitely
fill in those gaps. As we said, this will give you a much wider spectrum for designing a multi-layered floor, but I do have one warning. You see, snow layers will only
prevent mobs from spawning when they have a
thickness of two to seven. Just a single layer isn't gonna cut it. Otherwise, the snowy
tundras that you'd see would have no mobs in sight. It just doesn't make sense. But even after heeding that warning, maybe turning your base
into a winter wonderland is just a bit too soft for you. Well, then I bet you'll find
this to be a bit more metal. By tossing together some iron and sticks in a crafting table, then you can not only have the components for a roller coaster, but also a fully-functional base defense. No joke, since rails occupy the block, no mobs of any other
type will spawn on them. And you can thank 1.9
for that little change. Which means if you have the leftovers from an abandoned mine shaft, these rail trails might just keep you on the right side of the tracks. But really, all that mining and smelting just sounds a bit too complex. So why don't we take a step
back and go back to our roots, or rather our beetroots? That's right. These crops can offer up a
whole other form of protection as soon as night falls. So if city life has been getting you down, then it might just be the
time to move in on the farm. Literally. And look, while sleeping
on a bed of carrots might not be the most comfortable, at least you'll be able to sleep when there's no monsters nearby. But I get it. Not everyone's trying to spend
the night like a scarecrow. So in that case, let's get a bit more fancy
and switch out the wheatgrass for some feet glass. While initially, this might
seem as dumb as that segue, it's hard to argue with the results. Since glass is a transparent block, no mobs will want to spawn
on your desert decoration, giving you free reign for a cozy stay. And hey, with so many different
colors to choose from, there's plenty of variety here if you're willing to give it a shot. But carving a desert empty is something only the most dedicated
of us are willing to do. So why don't we set our shovel to the side and instead look to
nature's transparent block? While, sure, the underside
of these tree canopies definitely give way for
plenty of nighttime mobs, the top of the trunks is a lot safer. So if you're ever wanted to
recreate your own version of the Hoenn region's Fortree City, this might be your perfect opportunity. Because really, while
building a treehouse is cool, keepin' it safe is all the better. But who knows? Maybe while building
up in that dark forest, you grow more accustomed to the mushrooms than the trees themselves. Well, in that case, you'd be hard-pressed
to find more mushrooms than in a mushroom fields biome. Oh, yeah, and not only is there plenty
of fungus among us here, but we're also completely safe from the hostile mobs as well. Over here, no creepers,
skeletons, or zombies will come to ruin your day. Truly, if you're lucky
enough to find the spot, then you're rewarded with some
unmatched levels of safety, which is nice, considering that it's
probably gonna take you a few hours and a boat just to find this. So if after all that exploring trying to find the mushroom fields biome, you just have to give up, then don't sweat it. Because actually, if you hop out of your
boat and into the sea, that might also be a candidate for safety. As mentioned, water and
hostile mobs don't tend to mix, and while drowned should
be the exception for that, if we set up camp in a warm ocean biome, then they're out of the equation as well. So if you've got the stuff on
hand to set up some conduits, then we can make this work. Or, actually, while you gather up the prismarine
needed for your conduits, maybe let's hang around
that ocean monument. Now, I know, it doesn't seem the safest with all the guardians swimming about, but if you dry out the insides, then it actually becomes
a fully mob-free zone. Truly, the way that it's coded in, only guardians should be able
to spawn in the premises. But once we get rid of that
water through sand or sponges, then it'll just be our domain. If you're willing to put in the time, then it's hard to say
this work doesn't pay off. Or maybe that's still not
enough hard work for you. After all, draining an ocean monument
is a pretty common concept, so how do we get a bit more
exclusive in our methods? Well, for you truly crazy homeowners, might I suggest a void base instead? You heard me right. Through the help of chickens,
boats, and chest mine carts, it's actually possible
to make a livable base right at the bottom of the world. Now, there are some obvious
downsides that come with this, but to its credit, hostile
mobs aren't one of them. But at this point, we've gotta start asking ourselves if we're adding more
danger through the cure than the problem itself. Though if that's the question, then nothing speaks to that
more than a hostile mob switch. Whether you build one of these using withers, shulkers,
or zombie villagers, the fact of the matter is, there could be a lot of unmitigated
risk if things go south. And, lemme speak from experience, that doesn't end too pretty. But much like a nuclear reactor, while it's up and running,
the benefits are clear to see. Though as you go through the trouble of zombifying every villager
necessary for the mob switch, that's sure to send a few
red flags to the golems. So, as an alternative, why don't we change from
adversaries to allies and actually use them instead? Funnily enough, to get the army
of iron golems that we need, we might just need to sacrifice
more than a few of them to an iron farm. But the results that we get out of it could just be strong enough
for a castle in the sky, though unfortunately, these things do not hold their own when it comes to creepers. So to get those kind of
creepy-crawlies out of your base, let's switch from ferrum
to feline instead. By using these, these cats will actually
keep both creepers and phantoms at bay, letting you get some rest and peace without having to rest in peace. And hey, to beef up this solution, why not also enlist the help of dogs so that we can fill in the gaps
not covered by the calicos? That way, these wolves will deal with the skeletons and
zombies that wander in while the cats make sure that
the others don't even try. And while that sounds nice, maybe the mobs that you have on hand aren't as good at defending, but more so diverting. Well, if you're a person
with plenty of villagers and/or turtle eggs to your name, then it is possible to make a bait-and-switch defense system. Simply have the zombies pathfind over to these helpless creatures, and you'll be able to
keep them off your scent. And, look, while it might seem cruel to use turtle eggs to save your hide, it is probably one of the safest outcomes for the baby turtles. I mean, at the very least, it's better than being an item in a chest. But maybe I'm completely off course and you don't want to work
with mobs of any kind. Well, shoot, we've got a solution. As Grian and many others have pointed out, bamboo can make for a very
solid defense against dark mobs because, as you can see, while Steve and Alex can make it through these gaps just fine, the monsters have a bit more trouble. And hey, at the very least, I think your pandas will
much prefer this option. Plus, since bamboo grows
so tall so quickly, it is easy to get a full-scale
bamboo base barricade in very little time. But if all that new height that we created is just ruining your sight lines, then there might be an alternative
with a smaller footprint. Just as we're able to walk between the tricky hitboxes of bamboo, if we place a Nether brick fence next to a regular fence post, we get a gap wide enough
for us to walk through, but the mobs will see
it as a complete wall. So whenever you want to work in your base, it's just a simple course correction and you can leave the creepers and the skeletons in the dust. But, much like their hitboxes, the Nether and the plank
colors don't exactly mix. So if you want something a little bit more visually consistent, then the new 1.17
update's got you covered. Here, lightning rods are
actually our new candidate in the wonky hitbox technology. Just stack a few of these copper columns as tall as you'd like, and you'll be able to stroll on by while leaving your worries behind. Though, I mean, for obvious reasons, you wouldn't want to go near
this during a lightning storm, and hopefully you don't
supercharge any of the creepers that you're trying to avoid. But if you keep this in a
desert with clear weather, you might be just fine. Although getting all the
copper for that system definitely sounds like a chore. So for us lazy folk, maybe let's choose a wall
that's easy to farm instead. And for that case, I think a carpet-wall combo
is a definite classic. Not only can you grab all
the wool that you need from your local sheep, but the cobblestone wood that
you need for the foundation are not hard to come by, either. And hey, it's hard to
complain about this solution when there are so many
different color choices to choose from, proving that even mob
proofing looks better in red. And speaking of that, if you just want to see one
of those 16 carpet colors and nothing else, then we've also got something
right up your alley. Or actually, it's underneath your alley. You see, by digging a pit six blocks deep and then filling up with string, then we can cover up the top with carpets and walk along just fine. All the while, any mobs
coming close just see the pit, and they'll stop dead in their tracks. So if you're looking to give yourself the red carpet treatment and leave the bums at the door, then you're gonna need this floor. Truly, the carpet trick is a great option for stopping mobs from
walking into your property. But give them the opportunity and they'll also try to jump
into your base unsolicited. So to defend against that outcome, we'll just need to put
them in a sticky situation. After ransacking any and all beehives that you have in the local area, simply place the honey blocks
along the base's perimeter, and they'll be sticky enough to keep the mobs from jumping in. We've already used these in the past to keep villagers in place for trading, so it's only fair to use them to defend those very villagers. Or if you really want to flex on the mobs' inability to jump, then vines are your ideal contender. But not like this. Rather, we need the vines
to be free-standing. Because even though the
mobs might stand a chance at climbing these when they're
pushed up against a tree, when we take that away,
we're able to climb it, and they're stuck at the floor. It's definitely an effective strategy to get out of Dodge and escape. But just remember to be careful. After all, if one of the skeletons that
you left below shoots you off, then you're in for a bad time. So if heights are a bit too risky for you for obvious reasons, then let's play it a bit safe
and go to a crawl space base. After you flip down a trapdoor, mobs will find a very tough time trying to chase you down there, especially if you happen to
use snow layers in the area to give the base an even tighter squeeze. And, to its credit, you're still able to do plenty of the regular base functions down there, whether that's crafting,
mining, or even fish farming. Sure, it's not the most roomy, but considering that more space
normally leads to more mobs, this could be a nice trade-off. But if that claustrophobic chamber just really isn't for you, then we can cut down on our crawl time by just making a crawl door instead. To any mobs strolling up,
they'll just see a wall. But as soon as we press this button, we get just enough time to
crawl through the mail slot and into the other side. And, after we're done, it even closes back up
like nothing ever happened, making this definitely a solid way to sneak back into your village base. And since it uses buttons, only us players will have
the brainpower to use it. Which, on that note, if we're gonna show off
our redstone knowledge, I have just the idea. While, sure, there are plenty of different redstone-powered Mumbo Jumbo
style safehouses out there, they're all pretty complex. And folks, while this
might look complicated, it's all for show. You see, we're not as interested
in what the machine does as we are in the machine itself. Since mobs can't spawn
on redstone circuitry, we can make a safe base just by living in the inner workings of a redstone build. It turns out that
redstone this complicated is even enough to confuse
the game's spawning engine. But while that's all well and good, it might be unnecessary. After all, why would you
go through all the effort to build a fully-functioning
redstone calculator to keep your villagers safe if just inverting the doors
would do the same trick? No joke, by flipping the doors like such, when they're closed, the mobs see them as open
and try to walk right in. Even if you're on the hardest difficulty, zombies won't even try
to bust these doors down. And why should they? To them, it's an open invitation. But lucky for us, our house party's got a
pretty strict bouncer, and to that point, if you really want to hire a
bouncer for Steve's safety, then there might be a
real-world option just for you. Now, there is an argument to be made that if you play in a multiplayer server, you could always just hire
a bunch of pro players to keep you and your stuff safe, because in the end, it doesn't matter how
the mobs get disposed of just as long as your health
bar stays clean and pristine. So to any Bill Gates or
Elon Musk-types out there, this does prove that money
solves a lot of problems. But if after all of that, the
mobs are still coming for you, then I think we might need
to kick it up a notch. This time, we're gonna try a kill switch. By setting up a couple of these pufferfish
player detectors nearby and then rigging them
up with stacks of TNT, we can essentially create
a self-destruct sequence for the base. I mean, they won't be able
to mess with your house if there's no house left to mess with. So get them in range, let them puff up, and get ready for a light show. And if that doesn't work, just try peaceful mode or something. I don't know. And with that, folks, safeguard that sub button down below, and have a good one, all right?