If you build this trap then I would suggest making a few changes to it to allow it to consistently kill spiders. I tested the one in the video and it was spotty with ensuring that spiders would be killed even when I changed the lip around the edge to be 2 wide and 2 deep so that spiders would fit into it.
My suggestions on the changes would be to have the interior space be at least 5x3 (I use a 7x7). The ladder access should be near the center and not touching the outer walls of the trap. The reason for this is cacti need to be placed around the wall of the trap to make sure it always kills the spiders.
Yeah, that trap i linked wont kill spiders, but i dont care because i have a spider spawner trap already. It's funny though, each time i idle in the mob killer overnight i end up having about 10 spiders all squeaking and jumping at me around my trap when i go back to the game the next morning. i might put some cacti around it so it kills the spiders so they arent preventing more creepers/zombies/skellies from spawning. does cactus kill all mobs, or only spiders? i wouldnt want to kill the upright mobs before they got to my trap.
If you build this trap then I would suggest making a few changes to it to allow it to consistently kill spiders. I tested the one in the video and it was spotty with ensuring that spiders would be killed even when I changed the lip around the edge to be 2 wide and 2 deep so that spiders would fit into it.
My suggestions on the changes would be to have the interior space be at least 5x3 (I use a 7x7). The ladder access should be near the center and not touching the outer walls of the trap. The reason for this is cacti need to be placed around the wall of the trap to make sure it always kills the spiders.
Yeah, that trap i linked wont kill spiders, but i dont care because i have a spider spawner trap already. It's funny though, each time i idle in the mob killer overnight i end up having about 10 spiders all squeaking and jumping at me around my trap when i go back to the game the next morning. i might put some cacti around it so it kills the spiders so they arent preventing more creepers/zombies/skellies from spawning. does cactus kill all mobs, or only spiders? i wouldnt want to kill the upright mobs before they got to my trap.
When used in the trap it'll only kill spiders. The rest of the mobs will sink to the bottom and drown. Something I did discover when I implemented cacti into my trap is that since there needs to be an empty space between each cacti that it's possible for skeletons to hit you with arrows through those holes sometimes. Easiest solution for me was to just add a floating piece of glass on the inside of my trap to block the hole. Other nice thing, for me anyways, is that since there is that space between cacti it will trap the string rather often. To me the string isn't terribly useful once you get a little bit of it and just fills up inventory space that could be used for other drops.
Bah! Forgot to add that I found a zombie walking around in my room above my mob spawn room/kill machine and it has nothing but a glass floor. There's no openings in the ceilings or walls that would allow one to spawn anywhere else and then walk into or fall into the room. My guess would be there it is possible for a glitch to occur and either a spawn accidentally occurs on a surface that they are not suppose to or it is possible for them to glitch through a floor.
I made my room with an all glass floor so that I could observe mobs in the room and their interaction with my trap so that I could make changes based on my observations. This also provided me with a safe area since the entire floor is glass (no holes, I checked). Seems I cannot assume that it will always be free of mobs and I am lucky that it was only a zombie. Now I have to worry about one exploding on me while I'm up there :sad.gif:
So what is the minimum size of an empty room then to get enough monsters to spawn? I had my trap all ready with waterfalls setup etc and the spawn room was 25x32x2. And... after several hours not 1 spawn at all. It is pitch black inside the room.
I load up MCEdit to make a 32x32x2 room just for testing... 1 skeleton in an hour. Then I make a 64x64x2 and I can barely open a hole in the side and there are already 3 dozen mobs spawning in front of me rapidly. Huh?! Also underneath there was an equal amount of massive spawns since I did not light up the area below it. Either way there must have been at least 50+ mobs. I saw 6 creepers spawn in a small cluster at once even.
Understandably a 64x64x2 room would take a long damn time to complete (as well as several double chests filled with cobblestone) so I'll have to see if there is a compromise in between. I'm trying to build a room with holes in the bottom that leads mobs to their watery death. I don't want to accomplish this with MCEdit as I consider it cheating.
(Is there a good pattern for poking holes in the floor that spawns will fall through?)
So what is the minimum size of an empty room then to get enough monsters to spawn? I had my trap all ready with waterfalls setup etc and the spawn room was 25x32x2. And... after several hours not 1 spawn at all. It is pitch black inside the room.
I load up MCEdit to make a 32x32x2 room just for testing... 1 skeleton in an hour. Then I make a 64x64x2 and I can barely open a hole in the side and there are already 3 dozen mobs spawning in front of me rapidly. Huh?! Also underneath there was an equal amount of massive spawns since I did not light up the area below it. Either way there must have been at least 50+ mobs. I saw 6 creepers spawn in a small cluster at once even.
Understandably a 64x64x2 room would take a long damn time to complete (as well as several double chests filled with cobblestone) so I'll have to see if there is a compromise in between. I'm trying to build a room with holes in the bottom that leads mobs to their watery death. I don't want to accomplish this with MCEdit as I consider it cheating.
(Is there a good pattern for poking holes in the floor that spawns will fall through?)
I don't remember all of the different sized rooms that I tried, but I know 50x50x2 works pretty well. I had tried a smaller one that was 35x35x2 and I rarely, if ever, got any spawns. My current room is a 75x75x2 with a trap in the middle fed by water canals which results me to getting a full inventory in about 2 hours (50ish TNT an hour). Going a bit bigger than my current room would probably lead to more mobs and a faster item drop rate, but it's already fairly absurd so I've not bothered trying to expand the room further.
Observations are that 35x35x2 results in little to no mobs; 50x50x2 results in a lot of mobs; and 75x75x2 results in a massive amount.
Is it possible that there is a higher chance of a mob spawn if you are surrounded by solid objects instead of by air?
I already have a smaller trap built which is (roughly) 30x30, maybe a bit bigger. I found a very large above ground cave (in a mountain instead of below ground) that had two openings, so I leveled off the ground and walled off the two openings. This trap gets a large number of spawns in it. I've never actually counted, but any time I use it I get a consistent flow of spawns and usually have 6-12 mobs wandering around in it waiting to die.
I am now working on a large area about 60 blocks above the water (posted a pic a few posts back). I've gotten a fair amount of the floor done - probably a 40x40 area or so - so I decided to go up there and see if I got any spawns. I spent an entire night and got 1 zombie to spawn just before day break. I tried moving away and coming back - both short distances and far distances, and tried just standing still...nothing would spawn.
My theory is that something in the code cause the spawn sequence to abort faster when it tries to spawn in empty air too many times as opposed to trying to spawn in a solid object. Does this sound accurate?
I can vouch that floating rooms don't inhibit mob spawns. I built a 25x35x4 dark room roughly 32 blocks above sea level, floating over the ocean. The room constantly spawns mobs and there is usually at least one in the drowning tank at any given time. The tank is positioned 40 units away from the closest wall of the room.
Ok, thanks. Part of the problem could have been that I have not covered the top yet - so it had moonlight on it, which should slow down the spawn rate somewhat.
@fr0stbyte124 - I was wondering if your still considering this a WIP or if your nearing completion of what you think you can do or are still working on this project?
Either way, when your done can you compile all of this information (copy and paste all the critical parts would work just fine I'd imagine) back into your first post on this thread? I'd imagine it would be highly beneficial for the community since it seems a lot of people seem to be confused even though you've already stated things like the minimum and maximum spawn distance for mobs.
I readjusted the size of my spawn room, so now its 48x48x2 and full of holes in the floor. Now so many mobs spawn that the trap is getting clogged and/or I'm having difficulty with killing them all! So SIZE is definitely a factor on spawning rates. With my previous test of 32x32 I would make sure I'm still the minimum distance away to factor that out but the 48x48 room they simply spawn quite rapidly.
TL;DR version: 32x32 spawns 1 or 2 mobs an hour, 48x48 spawns dozens in a few minutes.
Also this pattern in the floor seemed to work well for me.
[] []
[]
Where each block represents a 2x2 square of blocks (or gaps) in the floor, and the pattern is repeated across the entire floor. Fits into 48x48 evenly.
@fr0stbyte124 - I was wondering if your still considering this a WIP or if your nearing completion of what you think you can do or are still working on this project?
Either way, when your done can you compile all of this information (copy and paste all the critical parts would work just fine I'd imagine) back into your first post on this thread? I'd imagine it would be highly beneficial for the community since it seems a lot of people seem to be confused even though you've already stated things like the minimum and maximum spawn distance for mobs.
Keep up the good work.
It's certainly nearing its end. I would still like to add a few working examples of efficient spawning rooms and torch layouts before I'd consider it finished, but if I don't get the time, I'll update as-is.
My current room is a 75x75x2 with a trap in the middle fed by water canals which results me to getting a full inventory in about 2 hours (50ish TNT an hour).
I'm currently in the process of digging out a 75x75 room, could you elaborate a little bit on your trap in the middle?
My current room is a 75x75x2 with a trap in the middle fed by water canals which results me to getting a full inventory in about 2 hours (50ish TNT an hour).
I'm currently in the process of digging out a 75x75 room, could you elaborate a little bit on your trap in the middle?
I posted details on my trap in another thread: viewtopic.php?f=35&t=15282&start=150
Scroll down and you'll see a level by level diagram of the entire trap in the middle. Hopefully you can make out the feed system from the pictures, but it's basically four 13x8 (w x l) that go into the sides on the first level with the second level having 32 1x8 (w x l). I added one water source to each corner on the level between the first and second level feed systems to help push mobs away from the edge so they can't hop back up.
That's really interesting. So the myth that easy=more monsters is completely busted.
Not really. It's still unknown whether the method he decompiled gets called at different intervals depending on difficulty. Also, he posted a mob saturation of 200, but never posted any numbers on frequency.
That's really interesting. So the myth that easy=more monsters is completely busted.
Not really. It's still unknown whether the method he decompiled gets called at different intervals depending on difficulty. Also, he posted a mob saturation of 200, but never posted any numbers on frequency.
I might can make some sort of conclusion based on setting the difficulty to different settings and recording how many drops I get per hour out of my trap. There may be an issue with the amount of drops being higher from mobs on a higher difficulty though. If the number of drops per mob average out to be the same over a large number of mobs, then comparing the number of drops that I get over a given period of time on each difficulty should give some clue as to whether the difficulty setting effects the drop rate.
That's really interesting. So the myth that easy=more monsters is completely busted.
Not really. It's still unknown whether the method he decompiled gets called at different intervals depending on difficulty. Also, he posted a mob saturation of 200, but never posted any numbers on frequency.
There is no predetermined frequency. There is only the probability of the spawn function placing a mob and the probability of the spawn function bailing out. Both of these factors are dependent of the environment.
The only factor that affects how often the spawn function is called is the amount of time since it was last called. How much time that is remains a mystery, but the difficulty setting is never referenced. So yeah, difficulty is confirmed invariant to the spawn rate.
Yeah, that trap i linked wont kill spiders, but i dont care because i have a spider spawner trap already. It's funny though, each time i idle in the mob killer overnight i end up having about 10 spiders all squeaking and jumping at me around my trap when i go back to the game the next morning. i might put some cacti around it so it kills the spiders so they arent preventing more creepers/zombies/skellies from spawning. does cactus kill all mobs, or only spiders? i wouldnt want to kill the upright mobs before they got to my trap.
When used in the trap it'll only kill spiders. The rest of the mobs will sink to the bottom and drown. Something I did discover when I implemented cacti into my trap is that since there needs to be an empty space between each cacti that it's possible for skeletons to hit you with arrows through those holes sometimes. Easiest solution for me was to just add a floating piece of glass on the inside of my trap to block the hole. Other nice thing, for me anyways, is that since there is that space between cacti it will trap the string rather often. To me the string isn't terribly useful once you get a little bit of it and just fills up inventory space that could be used for other drops.
I made my room with an all glass floor so that I could observe mobs in the room and their interaction with my trap so that I could make changes based on my observations. This also provided me with a safe area since the entire floor is glass (no holes, I checked). Seems I cannot assume that it will always be free of mobs and I am lucky that it was only a zombie. Now I have to worry about one exploding on me while I'm up there :sad.gif:
I load up MCEdit to make a 32x32x2 room just for testing... 1 skeleton in an hour. Then I make a 64x64x2 and I can barely open a hole in the side and there are already 3 dozen mobs spawning in front of me rapidly. Huh?! Also underneath there was an equal amount of massive spawns since I did not light up the area below it. Either way there must have been at least 50+ mobs. I saw 6 creepers spawn in a small cluster at once even.
Understandably a 64x64x2 room would take a long damn time to complete (as well as several double chests filled with cobblestone) so I'll have to see if there is a compromise in between. I'm trying to build a room with holes in the bottom that leads mobs to their watery death. I don't want to accomplish this with MCEdit as I consider it cheating.
(Is there a good pattern for poking holes in the floor that spawns will fall through?)
I don't remember all of the different sized rooms that I tried, but I know 50x50x2 works pretty well. I had tried a smaller one that was 35x35x2 and I rarely, if ever, got any spawns. My current room is a 75x75x2 with a trap in the middle fed by water canals which results me to getting a full inventory in about 2 hours (50ish TNT an hour). Going a bit bigger than my current room would probably lead to more mobs and a faster item drop rate, but it's already fairly absurd so I've not bothered trying to expand the room further.
Observations are that 35x35x2 results in little to no mobs; 50x50x2 results in a lot of mobs; and 75x75x2 results in a massive amount.
I already have a smaller trap built which is (roughly) 30x30, maybe a bit bigger. I found a very large above ground cave (in a mountain instead of below ground) that had two openings, so I leveled off the ground and walled off the two openings. This trap gets a large number of spawns in it. I've never actually counted, but any time I use it I get a consistent flow of spawns and usually have 6-12 mobs wandering around in it waiting to die.
I am now working on a large area about 60 blocks above the water (posted a pic a few posts back). I've gotten a fair amount of the floor done - probably a 40x40 area or so - so I decided to go up there and see if I got any spawns. I spent an entire night and got 1 zombie to spawn just before day break. I tried moving away and coming back - both short distances and far distances, and tried just standing still...nothing would spawn.
My theory is that something in the code cause the spawn sequence to abort faster when it tries to spawn in empty air too many times as opposed to trying to spawn in a solid object. Does this sound accurate?
Either way, when your done can you compile all of this information (copy and paste all the critical parts would work just fine I'd imagine) back into your first post on this thread? I'd imagine it would be highly beneficial for the community since it seems a lot of people seem to be confused even though you've already stated things like the minimum and maximum spawn distance for mobs.
Keep up the good work.
TL;DR version: 32x32 spawns 1 or 2 mobs an hour, 48x48 spawns dozens in a few minutes.
Also this pattern in the floor seemed to work well for me.
[] []
[]
Where each block represents a 2x2 square of blocks (or gaps) in the floor, and the pattern is repeated across the entire floor. Fits into 48x48 evenly.
It's certainly nearing its end. I would still like to add a few working examples of efficient spawning rooms and torch layouts before I'd consider it finished, but if I don't get the time, I'll update as-is.
I'm currently in the process of digging out a 75x75 room, could you elaborate a little bit on your trap in the middle?
I posted details on my trap in another thread: viewtopic.php?f=35&t=15282&start=150
Scroll down and you'll see a level by level diagram of the entire trap in the middle. Hopefully you can make out the feed system from the pictures, but it's basically four 13x8 (w x l) that go into the sides on the first level with the second level having 32 1x8 (w x l). I added one water source to each corner on the level between the first and second level feed systems to help push mobs away from the edge so they can't hop back up.
Could you find out if they can spawn on mossy cobble? Just curious.
Not really. It's still unknown whether the method he decompiled gets called at different intervals depending on difficulty. Also, he posted a mob saturation of 200, but never posted any numbers on frequency.
[opblock] [Sheep] [opblock]
[opblock] [opblock] [opblock] Fire: A complete guide to not burning down your house
I might can make some sort of conclusion based on setting the difficulty to different settings and recording how many drops I get per hour out of my trap. There may be an issue with the amount of drops being higher from mobs on a higher difficulty though. If the number of drops per mob average out to be the same over a large number of mobs, then comparing the number of drops that I get over a given period of time on each difficulty should give some clue as to whether the difficulty setting effects the drop rate.
There is no predetermined frequency. There is only the probability of the spawn function placing a mob and the probability of the spawn function bailing out. Both of these factors are dependent of the environment.
The only factor that affects how often the spawn function is called is the amount of time since it was last called. How much time that is remains a mystery, but the difficulty setting is never referenced. So yeah, difficulty is confirmed invariant to the spawn rate.
Ok, great. Thanks.
[opblock] [Sheep] [opblock]
[opblock] [opblock] [opblock] Fire: A complete guide to not burning down your house