Hello all,
As you may have guessed from the title, this post is concerning (Hostile) mob traps in Survival Multiplayer Servers. I have a few questions about it before I even attempt to create one.
Spawning: In Singleplayer, monsters wont spawn within (i believe) 25 blocks or so from you, and they wont spawn a certain number of blocks away from you. Does this apply to multiplayer? If this is true, to make an effective mob trap work, would you have to have everyone on the server in the same area?
General: I've heard that you need to make mob traps under sea level, is this true as well? Also, what do you think is a good mob trap design, not necessarily the most productive, but one that is efficient in regard to time spent working on it and material usage.
If anyone knows any answers to my question, or has a link to a post or website that will help me find a solution to my problems, please post below. Thanks for reading.
They don't spawn within 24 blocks of you.
You don't need everyone in the same place.
Making mob traps underground with water above is a good way to force more mobs to spawn in your trap, rather than on the surface. It's good to also explore for near-by caves and fill them with torches.
Kiershar's SSP mob trap design works fine in SMP. I just made a 90x90x2 room, ran some water currents into a hole, and made the trap down that hole.
Material usage? Uh, a diamond pick, a water bucket or two, a lava bucket or two (depending on trap design) and some signs (depending on water current style and/or trap design)... And lots of torches to keep the room lit 'til you're ready.
That should help.
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Wondercraft SMP! wondercraft.ca! All are welcome.
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Runs Runecraft, Llama, hMod and many plugins.
Ok thanks, but is the 24 blocks away rule only horizontally, or is it vertically or diagonally. In that case, is it 24 blocks from you in a radius (like a sphere) or like a cube. I'm sorry I'm very thorough in my research.
It's hard to say, I haven't really found a decent way to test what that 24-block rule entails, sorry. :x
Our trap can yield nearly a full inventory of gunpowder in about 8 hours, so we don't really complain.
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Wondercraft SMP! wondercraft.ca! All are welcome.
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
Alright well thanks. One last question; Where is your collection room? Is it right underneath the spawning room or off to the side (outside the area underneath the spawning room)? Also is yours underwater?
The hole leading from dark room to trap is directly in the middle of the dark room. The trap is basically right under the hole. Mobs get forced to the edge of the hole with water (have it spaced so the flow stops at edge without flowing over). They fall in, hit another stream that moves them 3-4 blocks into the trap. They die there, the loot collection flows another 5-6 blocks away from the trap. So ultimately I end up AFK about 10-11 blocks away from the hole. Plenty of mobs spawn, if that's what you're worrying about.
And yes, mine is mostly underwater. The parts that have land above them are mostly used up by other people so they're fairly well lit.
If you run into any troubles with it just PM me, since I'll probably lose track of this thread overnight.
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Wondercraft SMP! wondercraft.ca! All are welcome.
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
I'm making a mobtrap in SMP aswell, but was wondering how long "dropped" items will stay their untill they disappear.
Last I checked it was five minutes. That timer only applies while the chunk is loaded (by any player).
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Wondercraft SMP! wondercraft.ca! All are welcome.
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
Also, when making a trap, more then 500 items in a chunk will cause massive chunk lag. This is client based, and can be fized by a quick Disconnect, but I would avoid leaving a mob trap for long. Also, when designing something, accomodate for spiders. Learn from my mistake: They accumulate quite fast, and having 30-odd mobs jump at you when trying to determine the cause of the lag can be a great way to die efficiently.
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Current Crush: G-Man
As you may have guessed from the title, this post is concerning (Hostile) mob traps in Survival Multiplayer Servers. I have a few questions about it before I even attempt to create one.
Spawning: In Singleplayer, monsters wont spawn within (i believe) 25 blocks or so from you, and they wont spawn a certain number of blocks away from you. Does this apply to multiplayer? If this is true, to make an effective mob trap work, would you have to have everyone on the server in the same area?
General: I've heard that you need to make mob traps under sea level, is this true as well? Also, what do you think is a good mob trap design, not necessarily the most productive, but one that is efficient in regard to time spent working on it and material usage.
If anyone knows any answers to my question, or has a link to a post or website that will help me find a solution to my problems, please post below. Thanks for reading.
You don't need everyone in the same place.
Making mob traps underground with water above is a good way to force more mobs to spawn in your trap, rather than on the surface. It's good to also explore for near-by caves and fill them with torches.
Kiershar's SSP mob trap design works fine in SMP. I just made a 90x90x2 room, ran some water currents into a hole, and made the trap down that hole.
Material usage? Uh, a diamond pick, a water bucket or two, a lava bucket or two (depending on trap design) and some signs (depending on water current style and/or trap design)... And lots of torches to keep the room lit 'til you're ready.
That should help.
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
Our trap can yield nearly a full inventory of gunpowder in about 8 hours, so we don't really complain.
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
Thanks for your help.
And yes, mine is mostly underwater. The parts that have land above them are mostly used up by other people so they're fairly well lit.
If you run into any troubles with it just PM me, since I'll probably lose track of this thread overnight.
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
Last I checked it was five minutes. That timer only applies while the chunk is loaded (by any player).
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
Current Crush: G-Man