This is one of those things that you don't think is useful to know till you actually need to know :tongue.gif:
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Put your hand on a hot stove for a minute, and it seems like an hour. Sit with a pretty girl for an hour, and it seems like a minute. THAT'S relativity.
Does anyone know the maximum distance torches can be apart to prevent mobs spawning in between?
I asked this question as one of the first forays into this forum.
The answer is: 8 squares apart if you are laying them in a straight line. Otherwise, I do not know.
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I am a Dragon, writing the tale of the world that has been, will be, and is. Due to the forum having a URL restriction, if you wish to see my full list of work, please refer to my signature in the now-dead TGO forums Here: http://thegoldenorder.forumotion.com/t261-server-downtime
everyone i already know the anwser its 12 blocks apart between i use 12 blocks between whenever im mineing.
Wrong.
Apparently it needs to be brighter as you go further down, with very low layers spawning in daylight-brightness. At ground level ish, just brighter than normal night.
Rollback Post to RevisionRollBack
"I am a floating tree with limbs living in Antarctica. Screw logic."-floatingmagictree
According to Minepedia, light ranges from 0 to 15.
15 = 100% Sunlight, Fire, Lava
14 = 080% Torches, Lit Furnaces
13 = 064%
12 ~ 051%
11 ~ 041%
10 ~ 033%
09 ~ 026% Redstone Ore
08 ~ 021%
07 ~ 017% Redstone Torches
06 ~ 013%
05 ~ 011%
04 ~ 009%
03 ~ 007%
02 ~ 005%
01 ~ 004% Brown Mushrooms
00 ~ 004%
Searching this forum, I've heard that 05 is dark enough for mobs to spawn. This would mean (14-05) = 09 is how far away a mob can spawn from a torch and putting torches 17 tiles apart should keep you safe theoretically.
17 would be optimal,or so it would seem. Unfortunately torch light is not square, it is a diamond shape.
So you need to work out a pattern. Not just place them 17 blocks apart.
And i believe mobs do not spawn on doors.
So much for my experiments. I could not get mobs to spawn in '4' or '5'. I don't know what the secret is - Went far away for long periods of time, rode around in a circular track to make sure I keep 360 degree sweeps if the are directionally loaded. Stood in the dark...everything spawned above me where there was a cave and further up on the surface but not in my dark tunnels. Had a brown mushroom tunnel to see if having an item on the ground would prevent spawn and I knew the light of them would not prevent it and enough light where I could see anything in the tunnel...but considering my current failure...no clue if it was other factors. I'm pretty sure they cant spawn where a plant is though since I'm sure they only spawn in air blocks.
Also not sure if my tunnels were too short, I've read 2 high is all they need to spawn but maybe it is really 3 high.
And yes I'm pretty sure only the floor is checked for "litness".
I have evidence that mobs can and will spawn where there is still light. The conditions I've had it happen to me twice in an enclosed structure that I built and put many lights (meaning there is hardly any areas that are dark.
Conditions:
The structure is high up (directly above the clouds) and is very wide (between 50 to 70 cubes going east and west and about 25 cubes north and south. The height is 5 cubes high.
It has only happened twice. Once it was a spider and I was alerted by the sounds it makes while tunneling directly below. The other was a creeper and I only noticed it because I saw it while I was moving out of my stair case and it was directly in my line of sight.
Both times was in the day time, so I'm unaware if this matters. Well, it is possible it spawned during the night and I only noticed it when it became light out.
When I say it happened twice, I mean it happened once every 12 hours of game play. I'm unsure if it is the game's way of saying, "Hey, you need to go outside and get some sun or something."
I have evidence that mobs can and will spawn where there is still light. The conditions I've had it happen to me twice in an enclosed structure that I built and put many lights (meaning there is hardly any areas that are dark.
Conditions:
The structure is high up (directly above the clouds) and is very wide (between 50 to 70 cubes going east and west and about 25 cubes north and south. The height is 5 cubes high.
It has only happened twice. Once it was a spider and I was alerted by the sounds it makes while tunneling directly below. The other was a creeper and I only noticed it because I saw it while I was moving out of my stair case and it was directly in my line of sight.
Both times was in the day time, so I'm unaware if this matters. Well, it is possible it spawned during the night and I only noticed it when it became light out.
When I say it happened twice, I mean it happened once every 12 hours of game play. I'm unsure if it is the game's way of saying, "Hey, you need to go outside and get some sun or something."
They probably spawned at night and stayed around.
Creeper and Spider don't disappear when day-light appear (they do despawn naturally thou, when they're not doing anything else).
When I did the maths on this for myself I came up with the following layout. My objective was slightly different in that I wanted to ensure that friendly mobs (pigs, cows, etc.) spawned (so my objective was a minimum light level of 9 or higher rather than the 8 or higher required to stop monster spawns).
If you use a diagonal gap of 5 between each torch (instead of the diagonal gap of 4 I used above), that will give you a minimum coverage of 8 light (which is enough to stop spawns, but not enough to spawn friendly mobs at the torch light intersection points. This is assuming you're using torches (light level 14), are at sea level, and are just placing torches on flat ground. If there are changes in height, I'd recommend a diagonal distance of 4.
In summary (at sea level, using torches, on flat ground):
[*:2ie96z22]Diagonal distance of 4 if you want more friendly mobs, or there are height differences.
[*:2ie96z22]Diagonal distance of 5 if you just don't want zombies on your lawn.
Didn't anyone note that how deeper (dimmer) you are, the more light you need so monsters don't spawn?
I think Notch tried to implement that and ended up backing it out. His November 5th blog post has a line about "Reverted mob spawning back to the old code", although I am not sure if that was only temporary.
Didn't anyone note that how deeper (dimmer) you are, the more light you need so monsters don't spawn?
I think Notch tried to implement that and ended up backing it out. His November 5th blog post has a line about "Reverted mob spawning back to the old code", although I am not sure if that was only temporary.
Oh, really? Oh be darned, it was a kind of cool addition.
I'm hoping I don't have to light the walls and roof on large areas.
I asked this question as one of the first forays into this forum.
The answer is: 8 squares apart if you are laying them in a straight line. Otherwise, I do not know.
I am a Dragon, writing the tale of the world that has been, will be, and is. Due to the forum having a URL restriction, if you wish to see my full list of work, please refer to my signature in the now-dead TGO forums Here: http://thegoldenorder.forumotion.com/t261-server-downtime
You cannot deny my logic.
Wrong.
Apparently it needs to be brighter as you go further down, with very low layers spawning in daylight-brightness. At ground level ish, just brighter than normal night.
"I am a floating tree with limbs living in Antarctica. Screw logic."-floatingmagictree
15 = 100% Sunlight, Fire, Lava
14 = 080% Torches, Lit Furnaces
13 = 064%
12 ~ 051%
11 ~ 041%
10 ~ 033%
09 ~ 026% Redstone Ore
08 ~ 021%
07 ~ 017% Redstone Torches
06 ~ 013%
05 ~ 011%
04 ~ 009%
03 ~ 007%
02 ~ 005%
01 ~ 004% Brown Mushrooms
00 ~ 004%
Searching this forum, I've heard that 05 is dark enough for mobs to spawn. This would mean (14-05) = 09 is how far away a mob can spawn from a torch and putting torches 17 tiles apart should keep you safe theoretically.
IRLin-game to see if this is true in practice...So you need to work out a pattern. Not just place them 17 blocks apart.
And i believe mobs do not spawn on doors.
Also not sure if my tunnels were too short, I've read 2 high is all they need to spawn but maybe it is really 3 high.
And yes I'm pretty sure only the floor is checked for "litness".
Conditions:
The structure is high up (directly above the clouds) and is very wide (between 50 to 70 cubes going east and west and about 25 cubes north and south. The height is 5 cubes high.
It has only happened twice. Once it was a spider and I was alerted by the sounds it makes while tunneling directly below. The other was a creeper and I only noticed it because I saw it while I was moving out of my stair case and it was directly in my line of sight.
Both times was in the day time, so I'm unaware if this matters. Well, it is possible it spawned during the night and I only noticed it when it became light out.
When I say it happened twice, I mean it happened once every 12 hours of game play. I'm unsure if it is the game's way of saying, "Hey, you need to go outside and get some sun or something."
They probably spawned at night and stayed around.
Creeper and Spider don't disappear when day-light appear (they do despawn naturally thou, when they're not doing anything else).
When I did the maths on this for myself I came up with the following layout. My objective was slightly different in that I wanted to ensure that friendly mobs (pigs, cows, etc.) spawned (so my objective was a minimum light level of 9 or higher rather than the 8 or higher required to stop monster spawns).
My layout:
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
If you use a diagonal gap of 5 between each torch (instead of the diagonal gap of 4 I used above), that will give you a minimum coverage of 8 light (which is enough to stop spawns, but not enough to spawn friendly mobs at the torch light intersection points. This is assuming you're using torches (light level 14), are at sea level, and are just placing torches on flat ground. If there are changes in height, I'd recommend a diagonal distance of 4.
In summary (at sea level, using torches, on flat ground):
[*:2ie96z22]Diagonal distance of 4 if you want more friendly mobs, or there are height differences.
[*:2ie96z22]Diagonal distance of 5 if you just don't want zombies on your lawn.
AngelCraft 64 Texture Pack v2.0.2 (Beta 1.8.1)
Nerd, geek, server admin, guy wearing a rainbow skin (with an office suit of epicness)? That's me.
I think Notch tried to implement that and ended up backing it out. His November 5th blog post has a line about "Reverted mob spawning back to the old code", although I am not sure if that was only temporary.
- sunperp
Oh, really? Oh be darned, it was a kind of cool addition.
AngelCraft 64 Texture Pack v2.0.2 (Beta 1.8.1)
Nerd, geek, server admin, guy wearing a rainbow skin (with an office suit of epicness)? That's me.
It's 4, if you are using torches. That's assuming straight lines.
Torch, 4 spaces, Torch.
Other light sources will be different.
Anywho, I agree with him. I use the 4 spaces method too. any less and mobs spawn in my caves.