I disagree. Its good when your desperate or mining and run out of food
No no, I said "crap" not "useless". It's nobody's first choice, so I can't see anyone wanting a way to easily get stacks of it. If mob traps were broken, I doubt people would cry over Rotten Flesh as generally speaking about 6 is enough for those times you're out of food. :smile.gif:
But yeah, I'd love to see it where, if you don't kill the enemy, nothing drops (exception: Music Disc for the skellie/creep combo). Make Saltpeter available in deserts, make chickens more persistent and gravel easier to acquire flint from, and make bones more available some other way (thought: drop from zombies too? They have bones and the flesh rotting off them makes them easy to take. :smile.gif:)
Of course, that's simply my opinion and nothing more.
But yeah, I'd love to see it where, if you don't kill the enemy, nothing drops (exception: Music Disc for the skellie/creep combo). Make Saltpeter available in deserts, make chickens more persistent and gravel easier to acquire flint from, and make bones more available some other way (thought: drop from zombies too? They have bones and the flesh rotting off them makes them easy to take. :smile.gif:)
Why remove a feature from the game? If you don't like it don't build one. Problem solved.
When I bought Minecraft, I bought a unique game about building amazing structures and devices. If I want adventure I'll play xbox. Frankly- and I doubt anybody who's being honest will disagree- minecraft is a shitty fighting game and I don't see that changing without a MASSIVE overhaul. The combat system sucks. Nothing I've seen will change that. The only type of combat I found mildly entertaining was ghast hunting in the nether, and with ghasts now being ultra-rare mobs even that has become tedious.
So you can run around and play the crappy fight game to beat up mobs and get drops. I'd prefer to spend 80+ hours building a massive structure and lighting up surrounding caves or stuffing them with cobble and sit back feeling a sense of accomplishment as my factory does the tedious work for me.
That said, if Notch was to take away rewards for direct combat I wouldn't be happy about that either even though I don't really do much of it myself. I think it's a good thing there is a freedom of choice in play styles. I don't see any benefit at all from taking choices away.
Why remove a feature from the game? If you don't like it don't build one. Problem solved.
When I bought Minecraft, I bought a unique game about building amazing structures and devices. If I want adventure I'll play xbox. Frankly- and I doubt anybody who's being honest will disagree- minecraft is a shitty fighting game and I don't see that changing without a MASSIVE overhaul. The combat system sucks. Nothing I've seen will change that. The only type of combat I found mildly entertaining was ghast hunting in the nether, and with ghasts now being ultra-rare mobs even that has become tedious.
So you can run around and play the crappy fight game to beat up mobs and get drops. I'd prefer to spend 80+ hours building a massive structure and lighting up surrounding caves or stuffing them with cobble and sit back feeling a sense of accomplishment as my factory does the tedious work for me.
That said, if Notch was to take away rewards for direct combat I wouldn't be happy about that either even though I don't really do much of it myself. I think it's a good thing there is a freedom of choice in play styles. I don't see any benefit at all from taking choices away.
I'm being honest, in say combat is simple yet effective.
Anyway, grinder broke, boo hoo. You're still getting something, unlike most of us who have a thing called a "sword".
I'm being honest, in say combat is simple yet effective.
Anyway, grinder broke, boo hoo. You're still getting something, unlike most of us who have a thing called a "sword".
Stop being immature. He made a valid topic asking a question, take your crap elsewhere. Mob grinders are one of the most fun structures to make and are extremely rewarding.
@OP no idea, sorry s: haven't even tried prereleases. Mine is working fine on 1.8.
With 1.9-2, my grinder works great. Switch to 1.9.3 and I get about a minute of good drops (probably just leftovers filtering through the system) followed by 10-20 minutes of anemic drops that peter off to nothing at all. I've switched back and forth 3 times now with the same results.
Since I seem to be the only person having this problem, I'm wondering what it is that could be causing it. My mob grinder consists of a surface dirt/water channel system leading to a fall trap onto water flowing over fences in the center with a backup lava blade for the mobs that survive the 30 block fall. I built this to get both passive and aggressive mobs and it worked OK as it was. I then added on to it a slightly modified version of Kiershar's Practical SMP (google it if you haven't seen it). That addition vastly increased the hostile drops and more than made up for the removal of passive mob spawning in 1.8. I've also spent MANY MANY hours finding tunnels & caves and lighting them up or filling them in with cobblestone to an area of around 300 blocks square and dropped stacks of torches on the outside of my trap on the surface.
I don't know what changed in pre-3, but something did.
Sounds like you have mobs spawning elsewhere and consuming the mob cap.
THIS!!
mine had problems before... made a huge one for arena fights. didn't work. so made it bigger. didn't work. so made it bigger... then found out that it was because they spawned elsewhere, so I moved a few chunks out, then back again... work! a little too good...
moral of story... move away a bit, or set to peaceful then back.
No no, I said "crap" not "useless". It's nobody's first choice, so I can't see anyone wanting a way to easily get stacks of it. If mob traps were broken, I doubt people would cry over Rotten Flesh as generally speaking about 6 is enough for those times you're out of food. :smile.gif:
But yeah, I'd love to see it where, if you don't kill the enemy, nothing drops (exception: Music Disc for the skellie/creep combo). Make Saltpeter available in deserts, make chickens more persistent and gravel easier to acquire flint from, and make bones more available some other way (thought: drop from zombies too? They have bones and the flesh rotting off them makes them easy to take. :smile.gif:)
Of course, that's simply my opinion and nothing more.
I just don't get how people think this is a good idea.
Alot of people play minecraft simply becouse it allows them to make complex things, some build awsome structures out of redstone and pistons, such as clocks, piston elevators, cpus, printers, 3d printers, and some like to make mob systems, mob sorters and massive farms.
I am one of those players who find mob systems amusing, becouse it triggers my scientific interest. It resembles science allmost close to 100%. You create a hypothesis, build a test, see if it works, then tweak it into perfection to make an efficient system with the functions you want it to have (such as mob sorting, killing methods and so forth).
My first question is, what is wrong with that? Going around monster hunting for resources doess not appeal to me, but I like having limited resources, it increases the joy of a finished, working structure, becouse I have had to work hard for it.
It's not like anybody is forcing you to build mob grinders, but what you want to see come true, is for Mojang to force us into playing like you do. Me and you enjoy different aspects of the game, and to be frankly, that should be fine with both of us.
It doesn't seem like people have a problem with people building computers, printers, railroad systems and so forth, and I really wonder why. Why on earth do you care about me having a mob tower on my singleplayer game, or even on my multiplayer server? It doess not concern you in any way.
And again, to see this from an economical point of view; Would you please tell me _why_ it is a good idea to take away a feature that has attracted a huge, huge proportion of your costumer crowd?
Mob systems, and other complex systems attract a large number of costumers to the game. I bought minecraft allmost exclusivly becouse of it's possiblity to make efficient machinery, and practical builds with a logical function. I don't necessesarily need all the drops (exept for the TNT), but it gives alot of satisfaction to make an efficient system for mass production. On PVP players, people even need the resources, and to make an effective war machine, mass production is a key element. Minecraft is unique in gaming history with these features, it introduces a whole new dimention to pvp gameplay, where production efficiency can determin the outcome of a war.
To remove said features would be to cut off that large portion of potential costumers, where minecraft in realitiy have a monopoly in the industry. I can't find one single argument for making mob farms and automated farming absolute from a business perspective, but the opposite. From a business perspective, it is downright stupid to remove unique features who attract large quantities of costumers. It's like shooting yourself in the head.
You can compare it with the new adventure update. I don't fancy it very much to be honest, because it appeals mostly to people who want's to go out adventuring. Not my cup of tea, but it doess not chance the game for me, and therefore, I am glad for those who now get to enjoy the game more. The only thing I'd wish for, was a way to get rid of NPC griefing, and to get back the old food system. The first point I feel is essential, becouse it doesn't add to the game at all (don't take that debate here, but I will respond if you notify me of a post of yours in any ender-related threads), the second, however, even though it annoys me, doess appeal to alot of players for well thought our reasons. I can see that it helps more people than it annoys, and thus I welcome it.
So, if you can, provide a decent answer to a: why it bothers you that I build mob systems, and b: how it is a good idea to effectivly loose a very large portion of your potential costumers?
Oh, and btw: sorry for the off topic, but I feel it is important to adress this issue properly.
I made a copy of my save and converted it to creative mode for these pics.
The first 2 pictures show the surface trap. It's approx 170x170 square. Back when Rei's minimap used to show mobs, I tracked down and filled in with cobble every cave and tunnel underneath. I have since expanded my efforts there- though not 100%- to approx 300x300 square area. There are still some caves left but it never seemed to matter very much as long as the majority were done. This part of the trap also gets chewed up by endermen, but I dont care- it generates some mobs but is not the primary part of the trap anymore. I had gone through earlier today and fixed most of the damage though while trying to figure out what was wrong.
Here is the grinder piece of the main "Kiershar's Practical SMP" mob trap followed by a couple pics of the spawning area. The water channel on the left dumps items into the main killing floor, where they fall into my collection area. As you can see it works great in 1.9-2. In 1.9-3 it's totally deserted.
Last but not least, the old "main" killing floor with backup lava blade and my collection point:
mine had problems before... made a huge one for arena fights. didn't work. so made it bigger. didn't work. so made it bigger... then found out that it was because they spawned elsewhere, so I moved a few chunks out, then back again... work! a little too good...
moral of story... move away a bit, or set to peaceful then back.
I tried that. The only problem I'm having is with 1.9-3 loaded, other than that it spits out items for hours.
This may be against your personal preferences, but try using a x-ray texture pack to see if the caves are sufficiently lit, this happened to me too, but my mob trap didn't completely fail. For me mobs used to rarely spawn in areas that were just under light level 7, but now they spawn just as often as light level 0. When I went back through my caves and spammed even more torches it fixed it.
That's why I cobbled them all- I don't have to ever worry if I used enough torches. Though I may let my grinder choke then explore it in MCedit and look for groups of entities. I won't have time to do that until tomorrow night though. I'll post back here my results.
The less space you have the less mobs are going to spawn. check for unexplored cave systems in the vicinity and light em up,then you'll definitly have more mobs spawning from that spawner. i opened up a huge cave system then i had like 20-30 mobs in one area at once 0.o... sorry if this wasnt helpful. ive made one mob trap the water one.
Its not just you. I'm playing on the hardcore Skyblock and I can't get a single mob to spawn in my trap (version 1.9.3 pre-release).
I have water channels leading to a fall trap as well. My spawning platforms are 8x8x3, 4 platforms. After completing the darkroom, and popping the torches, I ran out quickly (when you only have 1 life, you play it safe!)
Came down the ladder, waited. Nothing. Figured I was too close, so I walked to my base and watched for falling mobs. (main base is just over 30 meters, past the 24 needed to spawn). Nothing dropped. I waited for awhile, waited throughout the night, even though my darkroom has a ceiling and no light sources.
Nothing spawned.
I climbed the ladder, listened at the top for awhile, and didn't hear anything, so I popped the door open and threw in a torch. After creeping in and lighting the place up, I realized the truth.
NOTHING SPAWNED.
Now I'm curious how I'm supposed to collect the things needed for the challenge when nothing spawns there. I sure as hell can't risk meleeing mobs and get unlucky with a creeper.
No no, I said "crap" not "useless". It's nobody's first choice, so I can't see anyone wanting a way to easily get stacks of it. If mob traps were broken, I doubt people would cry over Rotten Flesh as generally speaking about 6 is enough for those times you're out of food. :smile.gif:
But yeah, I'd love to see it where, if you don't kill the enemy, nothing drops (exception: Music Disc for the skellie/creep combo). Make Saltpeter available in deserts, make chickens more persistent and gravel easier to acquire flint from, and make bones more available some other way (thought: drop from zombies too? They have bones and the flesh rotting off them makes them easy to take. :smile.gif:)
Of course, that's simply my opinion and nothing more.
Why remove a feature from the game? If you don't like it don't build one. Problem solved.
When I bought Minecraft, I bought a unique game about building amazing structures and devices. If I want adventure I'll play xbox. Frankly- and I doubt anybody who's being honest will disagree- minecraft is a shitty fighting game and I don't see that changing without a MASSIVE overhaul. The combat system sucks. Nothing I've seen will change that. The only type of combat I found mildly entertaining was ghast hunting in the nether, and with ghasts now being ultra-rare mobs even that has become tedious.
So you can run around and play the crappy fight game to beat up mobs and get drops. I'd prefer to spend 80+ hours building a massive structure and lighting up surrounding caves or stuffing them with cobble and sit back feeling a sense of accomplishment as my factory does the tedious work for me.
That said, if Notch was to take away rewards for direct combat I wouldn't be happy about that either even though I don't really do much of it myself. I think it's a good thing there is a freedom of choice in play styles. I don't see any benefit at all from taking choices away.
I'm being honest, in say combat is simple yet effective.
Anyway, grinder broke, boo hoo. You're still getting something, unlike most of us who have a thing called a "sword".
Stop being immature. He made a valid topic asking a question, take your crap elsewhere. Mob grinders are one of the most fun structures to make and are extremely rewarding.
@OP no idea, sorry s: haven't even tried prereleases. Mine is working fine on 1.8.
With 1.9-2, my grinder works great. Switch to 1.9.3 and I get about a minute of good drops (probably just leftovers filtering through the system) followed by 10-20 minutes of anemic drops that peter off to nothing at all. I've switched back and forth 3 times now with the same results.
Since I seem to be the only person having this problem, I'm wondering what it is that could be causing it. My mob grinder consists of a surface dirt/water channel system leading to a fall trap onto water flowing over fences in the center with a backup lava blade for the mobs that survive the 30 block fall. I built this to get both passive and aggressive mobs and it worked OK as it was. I then added on to it a slightly modified version of Kiershar's Practical SMP (google it if you haven't seen it). That addition vastly increased the hostile drops and more than made up for the removal of passive mob spawning in 1.8. I've also spent MANY MANY hours finding tunnels & caves and lighting them up or filling them in with cobblestone to an area of around 300 blocks square and dropped stacks of torches on the outside of my trap on the surface.
I don't know what changed in pre-3, but something did.
THIS!!
mine had problems before... made a huge one for arena fights. didn't work. so made it bigger. didn't work. so made it bigger... then found out that it was because they spawned elsewhere, so I moved a few chunks out, then back again... work! a little too good...
moral of story... move away a bit, or set to peaceful then back.
Passives are screwed but check this for hostiles:
Latest MC video (forum link): http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/2390805
I just don't get how people think this is a good idea.
Alot of people play minecraft simply becouse it allows them to make complex things, some build awsome structures out of redstone and pistons, such as clocks, piston elevators, cpus, printers, 3d printers, and some like to make mob systems, mob sorters and massive farms.
I am one of those players who find mob systems amusing, becouse it triggers my scientific interest. It resembles science allmost close to 100%. You create a hypothesis, build a test, see if it works, then tweak it into perfection to make an efficient system with the functions you want it to have (such as mob sorting, killing methods and so forth).
My first question is, what is wrong with that? Going around monster hunting for resources doess not appeal to me, but I like having limited resources, it increases the joy of a finished, working structure, becouse I have had to work hard for it.
It's not like anybody is forcing you to build mob grinders, but what you want to see come true, is for Mojang to force us into playing like you do. Me and you enjoy different aspects of the game, and to be frankly, that should be fine with both of us.
It doesn't seem like people have a problem with people building computers, printers, railroad systems and so forth, and I really wonder why. Why on earth do you care about me having a mob tower on my singleplayer game, or even on my multiplayer server? It doess not concern you in any way.
And again, to see this from an economical point of view; Would you please tell me _why_ it is a good idea to take away a feature that has attracted a huge, huge proportion of your costumer crowd?
Mob systems, and other complex systems attract a large number of costumers to the game. I bought minecraft allmost exclusivly becouse of it's possiblity to make efficient machinery, and practical builds with a logical function. I don't necessesarily need all the drops (exept for the TNT), but it gives alot of satisfaction to make an efficient system for mass production. On PVP players, people even need the resources, and to make an effective war machine, mass production is a key element. Minecraft is unique in gaming history with these features, it introduces a whole new dimention to pvp gameplay, where production efficiency can determin the outcome of a war.
To remove said features would be to cut off that large portion of potential costumers, where minecraft in realitiy have a monopoly in the industry. I can't find one single argument for making mob farms and automated farming absolute from a business perspective, but the opposite. From a business perspective, it is downright stupid to remove unique features who attract large quantities of costumers. It's like shooting yourself in the head.
You can compare it with the new adventure update. I don't fancy it very much to be honest, because it appeals mostly to people who want's to go out adventuring. Not my cup of tea, but it doess not chance the game for me, and therefore, I am glad for those who now get to enjoy the game more. The only thing I'd wish for, was a way to get rid of NPC griefing, and to get back the old food system. The first point I feel is essential, becouse it doesn't add to the game at all (don't take that debate here, but I will respond if you notify me of a post of yours in any ender-related threads), the second, however, even though it annoys me, doess appeal to alot of players for well thought our reasons. I can see that it helps more people than it annoys, and thus I welcome it.
So, if you can, provide a decent answer to a: why it bothers you that I build mob systems, and b: how it is a good idea to effectivly loose a very large portion of your potential costumers?
Oh, and btw: sorry for the off topic, but I feel it is important to adress this issue properly.
The first 2 pictures show the surface trap. It's approx 170x170 square. Back when Rei's minimap used to show mobs, I tracked down and filled in with cobble every cave and tunnel underneath. I have since expanded my efforts there- though not 100%- to approx 300x300 square area. There are still some caves left but it never seemed to matter very much as long as the majority were done. This part of the trap also gets chewed up by endermen, but I dont care- it generates some mobs but is not the primary part of the trap anymore. I had gone through earlier today and fixed most of the damage though while trying to figure out what was wrong.
Here is the grinder piece of the main "Kiershar's Practical SMP" mob trap followed by a couple pics of the spawning area. The water channel on the left dumps items into the main killing floor, where they fall into my collection area. As you can see it works great in 1.9-2. In 1.9-3 it's totally deserted.
Last but not least, the old "main" killing floor with backup lava blade and my collection point:
I tried that. The only problem I'm having is with 1.9-3 loaded, other than that it spits out items for hours.
I have water channels leading to a fall trap as well. My spawning platforms are 8x8x3, 4 platforms. After completing the darkroom, and popping the torches, I ran out quickly (when you only have 1 life, you play it safe!)
Came down the ladder, waited. Nothing. Figured I was too close, so I walked to my base and watched for falling mobs. (main base is just over 30 meters, past the 24 needed to spawn). Nothing dropped. I waited for awhile, waited throughout the night, even though my darkroom has a ceiling and no light sources.
Nothing spawned.
I climbed the ladder, listened at the top for awhile, and didn't hear anything, so I popped the door open and threw in a torch. After creeping in and lighting the place up, I realized the truth.
NOTHING SPAWNED.
Now I'm curious how I'm supposed to collect the things needed for the challenge when nothing spawns there. I sure as hell can't risk meleeing mobs and get unlucky with a creeper.