How to Make a Mob Spawner in Minecraft Bedrock
This article is virtually farms which spawn mobs in natural weather. For unmarried-species farms built around a spawner, see Tutorials/Spawner traps.
Mob farms are structures built to acquire mob drops more easily and in larger numbers. They commonly consist of ii components: a large, dark room to spawn mobs which are funneled into a primal location, and a mob grinder to kill them quickly and efficiently.
Contents
- 1 Locations
- ii Drops
- three Designs
- iii.1 Spawning tower
- iii.1.1 Using observer blocks
- three.two Sinkhole
- 3.iii Canal-style
- 3.3.1 Compact canal blueprint
- 3.iii.2 Minimal culvert blueprint
- iii.3.three Large chamber fully automatic design
- 3.3.4 Water pans
- 3.four Agile mob displacement
- iii.5 Other designs
- iii.1 Spawning tower
- 4 Transporting mobs
- 4.ane Horizontal transportation
- 4.ii Downward transportation
- 4.3 Upward transportation
- 5 Grinding
- 6 Video
- 7 Performance concerns
The purpose for the farm is to provide a large area that is a viable spawn position for the intended targets, and to kill the mobs apace. Due to the rules Minecraft applies to spawning mobs, this makes the option of a location for the mob subcontract a hard problem.
Farms placed on the surface tin provide good driblet rates during the day, when it is one of the few spots of night ground, but has a sharp drop in effectiveness during nighttime, when the entire surface is dark plenty to support mob spawning.
Farms built underground have a time-contained drop rate, and remain inside your personal spawn range for hostiles when you get mining, but their effectiveness depends on the amount of unlit caverns in your vicinity, which provide culling places for mobs to spawn.
Farms floating loftier in the sky tin can attain the best spawn rates during the day and night and yous are far away from caves, as they represent the but feasible spawn ground. However, building ane in survival is rather dangerous, and due to their height they stop working completely when you descend hush-hush to mine resources. To produce loot, you must stay at the summit of the farm.
Farms constructed under an ocean tin provide the best during day and night, as the bounding main limits the viable spawn locations to open areas underground except for drowned which spawn within the body of water h2o. Y'all can also locate your base beneath information technology to ensure that you are always close enough to spawn monsters.
Superflat worlds provide college spawn rates than other worlds, as the missing air pockets secret reduce the corporeality of dark places.
The Under is hard to farm, as water evaporates and most mobs are immune to fire. This reduces the amount of functioning farm designs considerably. One could endeavour to funnel the mobs through Nether Portals to circumvent the restrictions.
What a mob farm produces depends on location and the type of grinder used to kill the mobs. Automatic killing prevents certain drops and experience, merely is safer as the player is not required to be near the mobs. The following is a table of mobs that can be finer farmed and their usual and player-acquired drops. Thespian-caused drops and experience tin be obtained only when the monster is killed directly by the player or a tamed wolf.
Note that zombie, skeleton, and creeper heads drop only if killed by a charged creeper. Wither skeletons, however, have a small hazard to drop theirs no matter the crusade of death, only still e'er drib them when killed via charged creeper.
Mob | Normal drops | Player-acquired drops | Spawn | Notes |
---|---|---|---|---|
Blaze | None | Blaze Rod | Spawns in Nether fortresses and at spawners. | |
Cave Spider | String | Spider Eye | Spawns at spawners in Mineshafts. | Wall climbing may clog passages. Tin fit through spaces 0.5 blocks alpine. |
Creeper | Gunpowder Music Discs Creeper Head | None | Spawns in the Overworld when night. | Music Discs drop but when a skeleton or stray kills the creepers, requiring special setup beforehand. |
Drowned | Rotten Flesh | Copper Ingot Nautilus Crush Fishing Rod | Spawn in rivers and most ocean biomes. | Drowned drop tridents and nautilus shells only if they spawned with these. |
Enderman | Ender Pearl Block they hold | None | Spawns in the Overworld when dark, in the End and sometimes in the Under. | Does not work with near water based farms as it teleports out upon taking harm. Can break farms with randomly taken or placed blocks. Best farmed in the End or Warped Wood. |
Ender Dragon | None | None | Spawns in the end when the actor first enters the terminate, and can be respawned using end crystals. | At 500 xp per respawned dragon, the Ender Dragon is the largest renewable source of experience in the game. By using an unload chunk and TNT duplication problems, it is possible to subcontract this on a large calibration in certain Minecraft versions. |
Endermite | None | None | Have 5% take chances to spawn when ender pearl lands. | Endermen attempt to kill endermites that spawn from ender pearls. |
Evoker | Totem of Undying Ominous Banner | Emerald | Spawns during raids or in woodland mansions. | Evoker can summon evoker fangs or vexes. |
Ghast | Gunpowder Ghast Tear | None | Spawns in the Nether. | |
Guardian | Prismarine Shard Prismarine Crystals | None | Spawns in Sea monuments. | |
Husk | Rotten Mankind | Iron Shovel Iron Sword | Spawns in desert biomes. | Husks exercise not burn in sunlight. A husk that is submerged in water for 30 seconds converts to a normal zombie. |
Hoglin | Leather Porkchop Cooked Porkchop if the hoglin is killed by fire. | None | Spawns in Crimson Forest biome. | Hoglins avoid warped fungi (including in a flower pot), nether portals, and respawn anchors. |
Magma Cube | Magma Foam | None | Spawns in the Nether. | Magma cubes cannot be hurt past fall harm or burning. |
Phantom | None | Phantom Membrane | Spawns in the night, rain, or thunderstorm when the player didn´t sleep. | Phantom is undead mob. |
Pillager | Ominous Imprint Items that drops during raids: [ Bedrock Edition merely ] Emerald | Crossbow Arrow [ Bedrock Edition only ] | Spawns in patrols, around pillager outposts and during raids. | If the player kills a pillager wearing a banner on its head, the player receives the Bad Omen status consequence. |
Ravager | Saddle [ Java Edition only ] | Saddle [ Bedrock Edition merely ] | Spawns during raids. | |
Silverfish | None | None | Tin exist farmed at stronghold spawners. | The ability to hide in blocks could potentially damage the farm if it is made of stone. They can fit through spaces 0.5 blocks tall. |
Skeleton | Arrow Os Bow Skeleton Skull | Bow Random Armor Carved Pumpkin [ Java Edition just ] Jack o'Lantern [ Java Edition only ] | Spawns in the Overworld when dark, Skeleton Dungeon spawner, Soul Sand Valley, and sometimes in the nether fortress. | |
Slime | Slimeball | None | Spawns in Swamp biomes or in slime chunks below y level 40. | Large slimes could clog smaller passages. |
Spider | Cord | Spider Eye | Spawns in the overworld when dark or from spawners in Dungeons. | Wall-climbing can clog up passages. |
Stray | Bone Arrow | Arrow of Slowness Bow | Spawns under the sky in Snowy Tundra, Snowy Mountains, Ice Spikes, Frozen River, Frozen Sea,[ Exist but ] Deep Frozen Ocean[ Exist only ] and Legacy Frozen Ocean[ Exist just ]. | |
Vex | None | None | Can be summoned past evoker | They are capable of flying through the air, and can freely pass through any block, including water and lava, without taking damage. |
Vindicator | Ominous Banner Items that drops during raids: [ Bedrock Edition only ] Emerald | Axe | Spawns in woodland mansions, during raid or in patrols [ Bedrock Edition only ]. | A vindicator named Johnny is hostile to every mob except ghasts and illagers. |
Wither Skeleton | Coal Bone Wither Skeleton Skull | Wither Skeleton Skull Stone Sword Carved Pumpkin [ Coffee Edition simply ] Jack o'Lantern [ Java Edition simply ] | Spawns in Nether fortresses. On normal or hard difficulties, the wither spawns 4 wither skeletons when below half health [ Bedrock Edition simply ]. | When wither skeleton attacks an entity, the entity is inflicted with the wither effect for 10 seconds. |
Witch | Glass Bottle Glowstone Dust Redstone Dust Spider Center Stick Sugar Gunpowder | Potion of Healing Potion of Burn Resistance Potion of Swiftness Potion of H2o Breathing | Spawns in Swamp huts, anywhere in the Overworld when dark, during raids or when villager struck by lightning. | Witches cannot open doors or utilise cauldrons. |
Zoglin | Rotten Mankind | None | Spawns when a hoglin has been in the Overworld or the End for 300 game ticks (fifteen seconds). | Zoglins assail every player, armor stand and every mob except creepers, charged creepers and other zoglins. |
Zombie | Rotten Mankind Zombie Head | Fe Ingot Carrot Potato Iron Shovel Fe Sword Random Armor Carved Pumpkin [ Coffee Edition only ] Jack o'Lantern [ Java Edition only ] | Spawns in the Overworld when dark, from Zombie Dungeon spawner, during siege, or converted from husk | Babe zombie variant is twice as fast and 1 block tall; a zombie farm should account for this to prevent escapes. When converted drowned, they can also drop nautilus shells. |
Zombified Piglin | Rotten Flesh Aureate Nugget | Gilded Ingot Gold Sword Carved Pumpkin [ Coffee Edition merely ] Jack o'Lantern [ Coffee Edition just ] | Spawns in the Nether and in the Overworld near Nether Portals, when a Piglin is in the overworld for xv seconds, or when pig struck past lightning. | Babe pigman are twice as fast and 1 cake alpine, similar to babe zombies. If a Zombie Pigman dies while targeting the player, it drops experience. This mechanic has been used to create xp farms. |
When planning a mob subcontract, one should consider the size of the spawnable area. The maximum spawnable area depends on where one plans to exist in relation to the farm. If y'all programme to be direct beneath the center of the farm, waiting for the items, then the radius in which mobs tin spawn can be used to summate the maximum size of the spawnable area:
floor( sqrt(Spawn Radius^2 - (Spawn Floor Height - Collection Floor Superlative)^ii )) = Spawnable Expanse
In Java Edition the spawn radius is 128 blocks. In Bedrock Edition the spawn radius is roughly 96 blocks for simulation distances > four. For simulation distance 4 in Bedrock Edition the spawn radius is 44 blocks.
In practice, however, it is rarely worthwhile to fill the maximum spawnable surface area with a single farm that delivers mobs to central location. For example, if you plan to spend your fourth dimension in a less defined position, information technology might be easier to repeat a simple blueprint several times, ensuring that at to the lowest degree some areas are in the spawn range while limiting complication. Moreover, transporting mobs long distances for killing makes a farm less efficient because of caps that limit spawning based on the number of mobs already in the loaded areas effectually the player. The impact of caps is particularly important in Bedrock Edition, which has caps that limit population densities as well equally a global cap that counts mobs around every player loaded in the world.
If y'all are making a room that relies on darkness to spawn mobs, cave sounds and bats are skillful signs that your spawner is dark enough to let hostile mobs spawn.
Spawning belfry
1 of the nearly pop overworld designs for a full general mob farm is based on a tower of spawning pads that are periodically flushed with h2o to push button the mobs off so that they dice from fall harm. The water comes from a key colonnade of dispensers and observers that cascade a clock signal betwixt platforms. This type of farm is known for its high product rates, simplicity, reliability, and ease of build. Examples are provided in the videos below for Java and work in i.16.
Using observer blocks
The designs shown in the YouTube videos higher up are somewhat resource intensive, but this design requires only the following materials:
- i dispenser (per layer)
- one water bucket (per layer)
- i observer (per layer)
- 112 opaque blocks of choice (per layer)
- 1 clock (eastward.g. an Ethonian hopper clock: two hoppers, ii glutinous pistons, 2 comparators)
- A capture layer (merely several dozen hoppers leading into a chest)
In add-on to being inexpensive, information technology is also easier to build.
The design uses three different layers that are repeated with a redstone clock added to the top layer. The layers are as follows:
- Peak layer: An observer cake, facing up observing the dispenser it; the rest of this layer is air.
- Middle layer: This layer is completely air (one time the dispenser is triggered, information technology becomes filled with h2o taking the block to a higher place the dispenser at its center).
- Bottom layer: The dispenser (facing up, surrounded by opaque blocks (e.g. cobblestone) to hold the water. Fill the dispensers are filled with a saucepan of water.
For layer one, the blocks must concord all of the h2o, and so go out seven blocks in each direction, then fill in diagonally. Optionally, you tin surround these blocks with signs to prevent spiders from climbing up. Even so, this would be a large amount of work for little benefit.
This machinery can cascade downward through quasi-connectivity. When the meridian dispenser is triggered the observer come across the state alter and signals downwards to the air gap above the dispenser below, activating information technology through quasi-connectivity.
This cascades downward through all of the layers (make equally many as you like, but anywhere betwixt 3 and 10 should be plenty). To start this pour, the topmost dispenser needs to be activated. Information technology is recommended to do so using an Ethonian hopper clock with about ten items in information technology. You can trigger the topmost observer using the redstone output from 1 of the emplacement the redstone block could exist in the clock. It is also recommended to make the layer on which y'all identify the clock bigger than the other the hide the layers under from the sunday, and to place torchs on it to forestall mob spawn.
Sinkhole
The easiest possible design consists of a large, empty area of unproblematic shape, with one or more holes in the ground for the mobs to drop through. The edge of each hole has to be lined with opened trapdoors or gates to play a trick on the Mob AI into believing the hole to exist solid footing. Trapdoors tin can too be controlled with redstone, so ane could shut off the farm by endmost the holes remotely.
The whole room is airtight by a roof to create a minimal calorie-free level. A roof height of 3 allows Endermen to spawn, while a roof acme of ane would restrict the farm to spiders.
Sinkhole farms have express effectiveness, as the take a chance for a mob to wander into a hole is small, and zippo when the histrion is so far away that the mobs freeze.[ Coffee Edition simply ] But they can be built quickly and cheaply, and works in the Under (unlike other designs requiring h2o considering you can't place water in the Nether).
Culvert-fashion
To meliorate the chances of a mob falling into the holes, 1 tin add channels filled with flowing water, leading to the central hole. The channels are lined with open trapdoors to fob the mobs into falling in, and the water transports them into the grinders. Such a design requires a bit of planning to ensure that at that place is no stationary water in which the mobs might get stuck, reducing effectiveness.Because the system uses h2o to transport mobs, information technology cannot capture Endermen, which teleport away when touching h2o. Therefore, the roof of the cavern should exist ii blocks in a higher place the basis to prevent griefing of your subcontract by Endermen taking blocks.
Compact canal design
An easily-built pattern can be made in a 20×20 area, using eight water source blocks to fill the channels, which are exactly eight blocks long so that the h2o stops exactly at the edges of the central pigsty. The pattern tin can be easily stacked or placed next to each other to increase the effectiveness. This design can be made even smaller as shown in the video (14×xiv area). Shrinking the design tin can be done by using signs to cut off the water catamenia at the edge of the sinkhole, forcing the mobs to fall into the key hole.Minimal canal design
If there is not enough infinite for larger designs, this might exist used. Its small size of 10x10 or 20x20 (inner area) makes it able to be incorporated into larger structure projects without problem. It uses iv water source blocks, one in each corner, with the water flowing effectually 3x3 squares of building material to the key hole. The parts of the water between the wall and the blocks is airtight over to provide more than spawning surface area.Big chamber fully automatic pattern
This is a large farm that requires significant resources. It has half dozen spawn chambers in each building, and redstone controlling it. Information technology outputs 4 waves of average ten-15 mobs every 16 or and then seconds.Water pans
If you take mobs coming in from multiple sources, you may need a water pan (a.k.a. water tray) to collect mobs from a large area to a primal dropshaft.
A bones 9×9 (not counting the walls) h2o tray works well for zombie or skeleton spawners, or when gathering together the output of several dark areas. Simply put water sources at the corners of the square, and they menstruum to drop the mobs into a pigsty in the fundamental square. For spiders or iron golems, yous must expand this to 10×10, which allows for a two×2 hole in the middle (for spiders, y'all must besides line the chute with glass).
For a few cases (notably Overworld gold farms), a 27×27 h2o tray (counting the walls!), with two levels, may be needed. Start with a classic 9x9 pan surrounding the drop chute. Move up a level to surround it with the balance of the big pan — slabs or blocks suffice for virtually of it (put real blocks at the boundary, so you can place water on them), but the outer ring should be a 25×25 foursquare of fences on the aforementioned level (that is, you'd have a half-step upwards from the outer pan to the fences). Surround this with the 27×27 outer wall. The inner pan gets a water source at each corner, which should transport the flow in to environs the pigsty. For the outer pan, water sources go every other cake on superlative of the fences (identify them confronting the outer wall), but not in a complete ring. Place the sources every other space along two contrary walls; the h2o should menstruation exactly to the edge of the inner pan. Now, if you make full in the entirety of the other walls, you go extra water sources forming from the corners, and your current becomes a sheet of mostly-still h2o. For the other two walls, put just five sources each covering the middle — that is, one at the midpoint, and two on each side (still every other infinite). This sends the water flow to the other edges of the inner pan.
The large pan could also be expanded to 28×28 with a ten×10 inner pan, only this requires some experimentation.
Agile mob displacement
The Culvert-Style System still suffers from the mobs freezing when outside a certain range around your graphic symbol in Java Edition, and from the limitations of low population density caps in Bedrock Edition. Active Systems can correct that problem. One example is using Redstone and Dispensers filled with a Water bucket to flood the spawning grounds repeatedly, flushing all mobs into the channels to exist transported to the grinders. Thus, the farm provides area for the mobs to spawn in, but does not rely on mob movement to get them into the grinder. Using this, one can omit the trapdoors needed for the other, passive designs.
In Bedrock Edition placing water on height of scaffolding provides an efficient means of active transport. Land mobs spawn with their anxiety inside of the scaffolding and their heads inside of the flowing water. The mobs are and then immediately transported to a drop chute or other killing expanse. Spiders and baby mobs present a challenge for water-on-scaffolding designs because they spawn entirely inside of the scaffolding and cannot be moved by the water until they randomly climb/jump. Several methods accept been invented to deal with this: buttons placed every-other block in every-other row prevents spiders from spawning at all; villagers can be used to lure baby zombies (see below); snow golems tin can be used to knock mobs upward and into the flowing water; or cascading water down a funnel-shaped spawn floor tin be used to pull babies and spiders into the water flow at every block.
Other designs
Instead of using water to send mobs, there are various other methods to make them movement toward the grinder, each of which may work better with certain mobs only with other tradeoffs.
- Sunlight mob farm: Undead mobs seek protection from sunlight. A roof iii blocks above the footing can provide a shady expanse to lure undead mobs into a pit lined with open trap doors, leading into a grinder. The disadvantate of the farm is that information technology attracts only zombies and skeletons.
- Villager: Only zombies and drowned are attracted to villagers. This method works by having one or more villagers trapped (merely protected from actual set on). Any nearby zombies become toward the villagers. You can make a maze that the zombies have to go through and so that y'all demand simply ane trap. However, in that location should be some sort of trap that the zombies fall into to get to the villagers (e.g. a ton of soul sand in water or in air, fall impairment, etc.).
- Turtle eggs: This method works on zombies, drowned and zombified piglins. Turtle eggs attract all variations of zombies, which want to bruise them. Turtle eggs tin be used in combination with open trapdoors in a higher place a drop to lure any zombie-variant mobs into a killing chamber. It is a popular pick for zombified piglin farms in the nether, and tin can exist used equally a method to lure zombies away from other mobs in a standard mob farm.
- 1-way doors: Relying on the random movement of mobs, 1-Way Door Designs use doors or pistons to prevent the mobs from wandering astern. Making several sets of doors tin can increase the speed with which the mobs move toward the hole.
- The easiest configuration consists of a wall of iron doors or fencegates (you can use wooden doors if you're not on Hard difficulty) with a row of pressure plates in front of them. When the mobs walk onto the pressure plates, the door opens, letting them through, but in one case on the other side, they can't open the door since at that place is no switch.
- With pistons, the arrangement is reversed, with the pressure level plates on the desired side, and the pistons pointing upwards, so that they block the path of the mobs when extended. This design works only with a 2-block high roof to preclude the mobs from jumping, and even then might fail on spiders. Nevertheless, it requires considerably more common ingredients than the iron door variant.
- Such systems can also exist used to "shop" mobs subsequently gathering them from the farm, and so that they later can exist killed for the rare drops and experience
- Slime: This farm blueprint uses large slimes to push button mobs off ledges. The simplest way to get these slimes are through a slime farm. As for the rates, information technology gets over 20,000 items per hour, equally said in the video title.
- Cats: Creepers abscond from cats. This can be used to redirect the creepers away from other mobs, and/or to their own killing chamber.
After collecting the mobs from the farm, it might exist beneficial to transport them to a dissimilar location before grinding them, and so that you tin can access the items more easily while remaining at a close-to optimal position for the spawning of your farms.
Horizontal transportation
Horizontal Transportation tin be done easily using flowing water, with a drop of 1 cake vertically for every viii block traveled horizontally. Build a tunnel with a pinnacle of 3 blocks and a width equal to the size of your gathering holes (ordinarily 2). Mine frontward to a length of 8 Blocks, so that h2o placed at the start ends exactly at the drib. Echo, but one block lower, so that the mobs fall from one funnel part to the next. Mine out the roof at the college level for 2 or 3 more blocks to foreclose spider clinging to the walls from bottleneck upward the funnel.
Alternatively, one tin can use a cactus to grind the spiders immediately. To do this, make the kickoff funnel part merely seven blocks long and place one water source cake instead of two. Place a sand block and a cactus on top on the same side as the source cake. To place the cactus, you have to mine out the cake next to it. To ensure the h2o flow on the adjacent part, mine out the wall block adjacent to the sand and add the water sources in that location and side by side to the sand, where there would usually be one.Downward transportation
Transporting mobs and items downwards is picayune, simply allow them drop down a chute with a water restriction at the bottom. Or omit the water brake when y'all want the mobs to die from fall damage.
Up transportation
Upward transportation uses the fact that well-nigh all mobs attempt to swim in water, moving upwardly. Therefore, to get the mobs moving upward, one must provide a cavalcade of h2o with enough air holes to prevent them from drowning. This can be done by arranging signs or ladders and h2o source blocks in the following vertical configuration:
This can be repeated indefinitely in any direction for a mob elevator. When arriving at the correct height, flowing water on top of the topmost ladder is enough to dislodge them.
Slimes do non swim in versions prior to Coffee Edition i.8, which can be used to split up them from other mobs.
Equally of Java Edition 1.xiii and Boulder Edition 1.5.0, a block of soul sand tin can be placed at the bottom of a column of water source blocks to force entities quickly upward, while also supplying air for long distances. If soul sand is not used, undead mobs can be separated from the others because they practice not swim upward.
The concluding part of a mob farm is to kill the gathered mobs and collect their items. This tin can exist done in different ways, using the variety of damage available in Minecraft, similar falling, suffocating, drowning, called-for, sunlight (for undead), touching cacti, simply player-practical impairment from weapons or lava.
Passive systems exercise not change to kill the mobs, they rely on constantly available damage sources. Traditional mob grinders used "Lava Blades" and "Drowning Traps" while newer models use magma blocks to kill mobs above the minecart/hopper retrieval system.
Active systems have to change configuration to actually kill mobs, usually in the form of redstone devices. The most known might exist the "Piston Grinder", which applies suffocation damage by pushing an opaque block into the head of the mob. While possibly faster than passive systems in killing, active systems usually have a limited capacity, and college amounts of mobs might clog or even jam the system. The "Minecart Grinder" uses Minecarts to deport the mobs into one block high space, suffocating them. This method can jam up too, but is fairly amusing. You could also use lava at the above the hoppers so you get the loot before the loot burns automatically.
EXP farms are systems that capture and soften upwardly the mobs, but rely on the actor to deliver the killing blow, and then that the rare drops and experience can be gathered. An example would exist a nearly-lethal falling superlative which would reduce the bulk of mobs to half a heart, hands killed even without a weapon. However, such systems are just every bit adept equally the player using them, and in constant danger of being destroyed by creepers if not built out of obsidian, or if the histrion is out of sight of the creeper, in which example it does not explode. Also on bedrock edition ane can make a piston button a trident back and forth for AFK xp.
hopper make it like shooting fish in a barrel to collect the dropped items, even without actor involvement. This makes fully automated mob farms possible where the loot is deposited into a chest for piece of cake accessibility.
- You should clear out the entire chunk where the mob subcontract is by placing torches. The game has a limit on the number of hostile mobs based on the number of loaded chunks, so information technology's a good idea to make sure all of them spawn in the farm.
- Y'all may need a somewhat beefy computer to operate the subcontract, since mob AI can exist taxing on the server component of the game programme. Check the TPS indication if you are on singleplayer, or ask almost the server host for rules on multiplayer servers. The quicker mobs are killed, the less likely AI is going to exist a problem.
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How to Make a Mob Spawner in Minecraft Bedrock TUTORIAL
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