Drowned Trident Farm in a River or Ocean
This guide builds a simple drowned farm that can produce tridents and other drops by spawning drowned naturally in a river or ocean and funneling them into a kill/collection point. Edition note: Trident drops differ: in Java Edition, drowned only drop a trident if they spawned holding one; in Bedrock Edition, drowned can drop a trident as a random drop, so rates are typically higher. Mechanics can vary by version, so double-check your current release notes if behavior seems different.
This guide builds a simple drowned farm that can produce tridents and other drops by spawning drowned naturally in a river or ocean and funneling them into a kill/collection point. Edition note: Trident drops differ: in Java Edition, drowned only drop a trident if they spawned holding one; in Bedrock Edition, drowned can drop a trident as a random drop, so rates are typically higher. Mechanics can vary by version, so double-check your current release notes if behavior seems different.
Quick steps
Step 1: Find a river or open ocean area with room to build and good visibility. Light up nearby land and caves where hostile mobs could spawn to reduce competition and improve drowned spawns.
Step 2: Create a large, dark spawning platform at water level or just below it (for example, a wide slab of solid blocks with water above). Keep it within the river/ocean biome so drowned spawning remains consistent.
Step 3: Add water currents to push spawned drowned toward a central channel. Use solid walls to prevent escapes and guide the flow into a contained kill chamber.
Step 4: Build a kill system: safe option is manual killing (sword) in both editions. If you use automation, confirm it matches your edition (some trident-killer style setups are Bedrock-specific, while Java often relies on player kills for certain outcomes).
Step 5: Place hoppers (or hopper minecarts) under the collection point, feeding into chests. Add an easy access point so you can clear jammed mobs and grab loot quickly.
Tip: Stand at an efficient distance from the spawning area (not too close) and keep the surrounding area spawn-proofed—most “bad rates” are caused by nearby caves or land mobs taking the hostile mob cap.
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