[Minecraft] Triple Dungeon Spawner Build
6 January 2026
Hello everyone, I've been playing a bit more on my Minecraft Realm and I thought I'd share something that's been in the making for a while. Near the beginning of the server's life, I had found a super duper lucky triple-monster-spawner setup down in the caves. I wanted to build a traditional monster spawner, and my partner wanted to help; as someone with much less experience in Minecraft than me, they were interested in learning more about the game's mechanics and how to exploit them. With introductions out of the way, let me introduce the build!
Day 1
We arrived at the location and started with the most logical first step - digging out the dungeons. We wanted a decent volume of uninterrupted space around each spawner, in order to not accidentally diminish any rates.

While the other two dungeons were getting dug out, I started on some design work for the spawners. I wanted each to have an observation window, and operable lights to durn the spawners on or off. I also got to use the relatively new Tinted Glass blocks, which provide transparency without letting light pass through. I can imagine this was the exact use-case the team had in mind when implementing this block
We began with fully designing one spawner chamber, filling it with water and installing the restone lighting. There were a couple problems that had to be fixed after the fact, however. We would end up moving the lever to activate the lights to the other side of the spawner chamber, and the flowing water had to be completely re-oriented in order to make the bubble-elevator connect properly.

Once we got a solid design down (sans ceilings, we elected not to finish the ceilings until the end of construction), we decided to replicate it two more times, for each other spawner left. If we were going to spend so much time down here digging, the least we could do was make the final product end up looking nice.

It was about this time that Chimera had to go eat dinner. It was still a couple hours until mine, and we needed just a bit more andesite to complete the design we wanted to use for these chambers. I decided to take the moment to pop up into a higher level of the cave to locate all the andesite that we might need.

I think we might have enough? I'm not quite sure...

Once Chimera was back and we were able to work together again, she helped in finishing up the building of the final chambers as I got to work on encapsulating any thing functional like canalways and redstone. I've always considered it bad luck to leave water and redstone just out and about on natural blocks. A couple months from now, someone may be digging in the area and might just run into this place, dig in, and break something in a way I don't really know how to fix. I find it much easier to maintain builds if I preventatively encapsulate them from the start.

We wired up and finished constructing each of the chambers by the end of this day. We did start on digging the canal-ways, however I found it hard to get good, meaningful screenshots of that process. When we get back on for the second day of construction, I'll try to get some screenshots of that aspect of the build, including an annoying obstacle to work around at the top of the elevators before the mob-mangling drop...
Days in the future...
But not many days.
Well, the time got away from me. I've been playing a lot, we all have, but documenting changes definitely feel by the wayside. However, I will certainly fill y'all in on the res of the process!
To begin with, this is what I was referring to when I mentioned that "annoying obstacle" before the time-skip: the top of the canal is inside of a small underwater lake!

So, setting up the upper part of the canal was definitely more difficult than it needed to be. It got done, although it was slower than it could have been thanks to all of the manual water removal. but once that was done and the wiring got completed, it was time for the storage system and some beautification!
We experimented a little bit with some different storage system ideas, though in the end we went with the old, classic, canon storage system with a hopper-based item sorter. We have 3 double-chest for bones, 3 double-chests for arrows, and 3 double-chests for other overflow items. Rotten flesh is sorted out and incinerated from near the spawner's kill-chamber, and any items not caught by the item sorter are destroyed by a cactus.


After installing a quick elevator system to the surface, we realized we lucked out! The spawner turned out to be right next to the center of our starting town! I whipped up something real quick that fit the intended theme of the dungeon's aesthetic, though Chimera says that the entrance might get changed at some point.

Chimera and I agreed on a spooky, dimly lit, eerie design for the farm's lobby. Soul fire and soul lanterns, as well as dark blocks like tuff and deepslate, felt especially appropriate. This design went through minor revisions; the fires were added later and the ceiling block changed one time in development, but we built this pretty much in one linear go.


And that's it!
Thank you so much for reading! I have another Minecraft related blog-post idea lined up: a tour of what exists of our starter city after a month of playing! I have some screenshots to compare the progress, and it would be fun to properly document in a way that I can share with others. Be on the lookout. Additionally, I've started a playthrough of Like a Dragon: Ishin! and expect to have something to say about it, if only for its historical setting, though I'm sure I'll find more to talk about by the time I get to finishing it.
