re:3. ah yea, the name of the program is Vespucci, made by Ryan Dean. A friend of mine sent it to me, so im not to entirely sure how to go about getting it.
re:4. The trap itself should be around 144x144. The center box is 16x16, and the extensions are 64 blocks long... and now i have a question... how well do lava blades work? are they really worth the risk of the items possibly being destroyed?
re:5. minecraft can take screenshots?? o______________o
re:6. lmao, im laughing because im having the very same problem xD i dont go digging up my beaches because they look really nice, and finding pits of sand inland doesn't produce enough. *sigh*
re:7. To bad the big boats you make out of wood that you place on water can't be driven around like the lil one you craft, but that would be a hassle to put into the game...
re:8. Me neither :biggrin.gif:
anywho, i'll report back here after i've found a location for my new trap and started the build. =]
re:3. ah yea, the name of the program is Vespucci, made by Ryan Dean. A friend of mine sent it to me, so im not to entirely sure how to go about getting it.
re:4. The trap itself should be around 144x144. The center box is 16x16, and the extensions are 64 blocks long... and now i have a question... how well do lava blades work? are they really worth the risk of the items possibly being destroyed?
re:5. minecraft can take screenshots?? o______________o
re:6. lmao, im laughing because im having the very same problem xD i dont go digging up my beaches because they look really nice, and finding pits of sand inland doesn't produce enough. *sigh*
re:7. To bad the big boats you make out of wood that you place on water can't be driven around like the lil one you craft, but that would be a hassle to put into the game...
re:8. Me neither :biggrin.gif:
anywho, i'll report back here after i've found a location for my new trap and started the build. =]
4. Lava blades work freaking awesome imo: in my entire trap, I've got 2 buckets of lava worth, (2 blades) and like I posted am getting 3650 items /hr (approx, give or take 20 ish) HOWEVER!!!! if it is string you are looking for, then Lava blades are not optimal, spiders seem to be the only mob that kinda... chucks their items outward when they die, so the netherrack fire glitch trap may be the best to get their string. imo: just make a dirt bridge out to sea, let grass grow, put a fence around it, destroy the dirt bridge and just hunt sheep and other animals with the all the arrows you get. I didn't take a super close look when I let myself get a full inventory, but after the 40:40 timer mark, I had 1 stack off string vs about 6 sulfur, 7 feathers, 6 bones, 7 arrows (give or take a stack)
so yeah, Lava blades are my favourite for small, and medium traps. only fall damage kills faster. and unless your hitting the cap of monsters at any given time *(said 112?) then lava kills fast enough.
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I have been experiencing the exact same problem.
Been busy building a mobgrinder using the mobtower design. But it will have multiple towers in the end.
My first spawning floor starts at layer 17 (so no slimes would spawn)
So far i havent even completed a single tower (mobs dont even die to fall damage yet)
Now... Its no where near finished, but it already got me alot of drops.
Had it running for 5 minutes and gathered 24 Sulphur. wich is enough to create more spawning floors.
But whenever i let it run for more then half a hour, it stops working.
I could hear the sounds of alot of spiders, so i figured that would be the problem.
I then changed the way it deals with spiders. Resulting in: Alot more string, and it would run for a little longer.
Also no spiders hissing!
Somehow mobs still stop spawning after roughly half a hour. Using a x-ray texture pack, i cant seem to find any cave with mobs in it though. To fix the mob spawning, i have to walk around inside my 15*15 grinder room. It's like mobs lose intrest in the player if your standing in one spot for too long.
What is stopping the mobs from spawning? There do not seem to be any caves that have any mobs in it!
First, Props for the awesome name :biggrin.gif:
2nd Slimes no longer exist. they are an Alpha phase myth :biggrin.gif:
If you've read all the comments, I managed to get my trap to be pumping out constantly after lighting a cave that had a sole zombie in it.
whether it is what has fixed my problem or not I don't know, but If I'm to assume so, then 1 small cave in that 150x150x128 box can mess with the spawning in your trap.
i'd recomend making tunnels through the 'box' about every 20 blocks, and listen for ANY sound of monsters, and then go find the cave, running water also dictates an underground cave.
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Well, the 30 min of working is mob spawns that happened before you walked by...
sorry, as chezz pointed out i didn't specify EXACTLY what my trap was,
my area is 150x150x128, with everywhere but my boxes lit up (to my knowledge)
I don't care if the furthest ones dont 'notice' me, since they fall into a water canal that they cant get out of (excluding spiders) and they will fall into a lava trap which kills them.
perhaps having a 75 block radii rectangular cube isnt big enough?
If you looked at the mob-spawning thread that was linked to on the previous page you could see that mobs now, since Beta, can spawn up to 128 blocks/8 chunks away (in a 17x17 chunk area), so yes they certainly can spawn outside your trap area. Especially nice to study are the spawn-maps done by xfs on the 2nd page of that thread.
LOL now i gotta repost this.
I went to this thread you posted, and found something
Here is some "despawning" algorithms for why some mobs disappear after spawning:
Proximity check of living entities happens once every tick. If any living entities are more than 128 meters away (Euclidean distance) from any players, they are set as dead.
This discludes your claim that them spawning outside of the 150x150x128 box causing problems with our spawning in our traps for OUR case. I can very much see that this may cause issues in multiplayer, but can also help traps in multiplayer as mobs spawning for others can fill your trap from another local.
since unlike some others, you actully seem to read up on information, I shall ask this;
What is your opinion on a single cave under a trap, messing with the spawning of everywhere else in the 'spawning' box. hostile and passive.
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1. I saw someone post some coding that suggests that living mobs stop spawning in a single chunk if there are already at least 4 up in that chunk. So even a tiny cave can hit 4 spiders/creepers given enough time which would explain to me why sulpher and silk seems to stop for me.
2. Normally I walk about 150 blocks away and back to my monster trap and it "ussually" picks up again. However one time especially I noted fixing it very well when I went straight above my mob trap to the ocean surrounding it, and found 6-7 squids swimming around, after killing them I went back to my mob trap and viola items started dumping full speed again. So maybe it was coincidence, but maybe it might help someone since squids are very new. This was on a SMP server fyi.
* one quick edit. The bottom floor of my mob spawning tower actually came across a zombie dungeon, so I left the spawner in the tower to add to drop rates. I've noted it doesn't seem to work like it used to and itself seems to stop spawning also. When I first went to take the torches out to let mobs spawn instantly 3 zombies spawned, after they died another one spawned, then it took around 3-5 minutes before another one spawned. When item rates drop to nil I go in and check and the dungeon doesnt seem to spew zombies anymore. Pretty weird stuff imo.
First, Props for the awesome name :biggrin.gif:
2nd Slimes no longer exist. they are an Alpha phase myth :biggrin.gif:
If you've read all the comments, I managed to get my trap to be pumping out constantly after lighting a cave that had a sole zombie in it.
whether it is what has fixed my problem or not I don't know, but If I'm to assume so, then 1 small cave in that 150x150x128 box can mess with the spawning in your trap.
i'd recomend making tunnels through the 'box' about every 20 blocks, and listen for ANY sound of monsters, and then go find the cave, running water also dictates an underground cave.
Thanks alot, but your probably thinking of the pokemon! I'm not that guy!
I decided i would try something else to find caves. Using a X-ray mod i found out that there was a cave nearby with mobs spawning in it. Placed torches all over it. And now my trap managed to produce 728 items in 50 minutes, after that it slowed down again. I found out that most floor were filled with spiders just sitting there (X-ray Eyes Ftw) As soon as i started walking, they also become active again, and died because of my spider protection. Not sure if it is the passive spiders filling up the mob limit, or some other cave i havent discovered yet.
Do spiders become more passive if you dont walk around? I should try to hook up a minecart to my collection point, so i move while being afk.
Spiders building up would explain a lot. Also Abra, in you cartograph map you posted. I don't see any torches on some of the closer sandy areas around your trap on the surface. Try that and I'm sure you will see some improvement.
First, Props for the awesome name :biggrin.gif:
2nd Slimes no longer exist. they are an Alpha phase myth :biggrin.gif:
If you've read all the comments, I managed to get my trap to be pumping out constantly after lighting a cave that had a sole zombie in it.
whether it is what has fixed my problem or not I don't know, but If I'm to assume so, then 1 small cave in that 150x150x128 box can mess with the spawning in your trap.
i'd recomend making tunnels through the 'box' about every 20 blocks, and listen for ANY sound of monsters, and then go find the cave, running water also dictates an underground cave.
Thanks alot, but your probably thinking of the pokemon! I'm not that guy!
I decided i would try something else to find caves. Using a X-ray mod i found out that there was a cave nearby with mobs spawning in it. Placed torches all over it. And now my trap managed to produce 728 items in 50 minutes, after that it slowed down again. I found out that most floor were filled with spiders just sitting there (X-ray Eyes Ftw) As soon as i started walking, they also become active again, and died because of my spider protection. Not sure if it is the passive spiders filling up the mob limit, or some other cave i havent discovered yet.
Do spiders become more passive if you dont walk around? I should try to hook up a minecart to my collection point, so i move while being afk.
lol well whatever suits your fancy to find caves, I prefer not to use mods/texturepacks/item edits, stuff ilke that.
spiders do NOT become active if you move around. They DO become active if you move into their 'aggro' range. Spiders are the only hostile mob that can 'see through walls' if you get close enough, regardless if they can 'see' you, they will come for you, and you can lead them into the trap.
I tried a mine cart system in order to test out being afk was messing with spawning, it doesn't.
unless by some awesome mathematiical calculations, you find the perfect cart system that will move you out of cave ranges to despawn them and keep you near your trap enough to make them spawn and die, I doubt tracks will help your cause :sad.gif: but test it out if you want and report back with your findings. Tests need to be done under different circumstances before we can just disclude something as coincidental.
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I was just about to make the same post. My mob grinder was amazing, and now it fails completely. This seems to have happened after the 1.2 update? The spawning is low everywhere, even outside. I dunno what was changed, but it is pretty big. I'm just surprized not many others have noticed this...
Spiders building up would explain a lot. Also Abra, in you cartograph map you posted. I don't see any torches on some of the closer sandy areas around your trap on the surface. Try that and I'm sure you will see some improvement.
I actually havent posted a carthograph of my map, But what you are saying is still true, since i just found out that during the night mobs spawn above me, and since there is a forest above my tower, they dont die during the day. (trees block the sun) Wich probably kills my mob spawner as soon as it turns night. I will cut down the forest, and either make a lake (but that might spawn squids) or just put torches there. Thanks
Also, does anyone know a way to eliminate spiders completely? I dont really care for string, and my cacti protection only seems to work if i move around a little.
Squids are passive mobs. they do not affect the 112 hostile cap, but they do affect the 20 passive mob cap.
dood. If mobs are spawning within the 150x150x128 box, and not dieing, (surface under trees, in caves etc) then that will severaly hamper your trap >.<
and a lava knife is the best imo for killing everything. just make sure there is a 2x2x2+ tunnel leading to the trap, so that spiders that get there cant get out.
if your having issues with spiders not dying, perhaps there is a slight alteration to your canal system your gonna need to do in order to makesure spiders get pulled into the lava trap.
lava kills faster than cacti and drowning. hell, even cacti + drowning, lava beats them :tongue.gif: only thing (speed wise) lava doesn't beat, is fall damage which is instantly :biggrin.gif:
you only need 1 bucket of lava to make a lava knife that will kill mobs.
side view:
[]
the blank is ladders/signs to hold the lava in place. the height prevents escape or jumping onto lava, the normal mobs get cleaved, and the spiders get jammed into the knife.
you dont get nearly as much string as everything else, cause string kinda flies off the spiders, but this kills everything. but you need a good canal system to get teh mobs to the 'grinder' lava knife.
but the biggest issue imo: is to make sure mobs CANNOT spawn ANYWHERE other than your trap.
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HELLO!
I'm new!
If this is not the right place to post this please direct me to where I need to go.
*(search isn't working for me either, so just telling me to search it isn't gonna help me :sad.gif: )
I have been making monster traps for awhile, and had quite a bit of success. however, the problem I kep having is the output drops to 0 after a short while, (1h ish).
This makes going AFK not helpful :sad.gif:
I origninally thought it was my trap.
items getting to me ? yes
monsters that spawn gettting dead? yes
monsters spawning anywhere in sight? no (low res creates misty back drop to see silouhettes of monsters in my wide trap)
this problem persisted after my wide trap, into my tower trap, into my massive sky trap, and now my compact trap. (most roughly based on similar stuff to keirshar's designs.)
Now, I thought it had to do with my trap, and maybe It does, but even passive mobs are not spawning.
I ran blindly across my world for 2 day cycles (non-stop) before I finally found a chicken.
My sky trap is based on a lake/ocean. with a desert to the west, animals spawn on the few patches of grass i got there, yet, after being afk, NO animals, and NO monsters, and most importantly, NO ITEMS await me when I get back.
BEFORE you just say my trap is ****, I need to say that I got 500 items in 30 minutes, compared to about 40 items in the proceeding 3 hours. then nothing for another few hours.
TL;DR - MY TRAP WORKS!!!! for about 30 minutes. then NOTHING!! ABSOLUTELY NOTHING!!!!
Why is this?
Does anyone else suffer this same problem?
Does anyone have a solution?
Or am I just as alone here as I am in my world waiting at the base of my Sky trap? :sad.gif:
EDIT:
I am still curious as to any solutions to this issue, however by some odd occurence, my trap has been working for the last hour and a half!
I've been tossing out all the crap (feathers, arrows, bones) and keeping only the sulfur and string,
after approximately 1.5 hours, i've gotten around 18 stacks of sulfur, and 2.5 stacks of string.
(all figures roughly rounded)
Is this fixed? I don't know, I'll have to test this out more!
Go into your options and set it to hard/normal mode instead of peacful. If it's not on peaceful mode than I don't know what the problem is.
I have been experiencing the exact same problem.
Been busy building a mobgrinder using the mobtower design. But it will have multiple towers in the end.
My first spawning floor starts at layer 17 (so no slimes would spawn)
So far i havent even completed a single tower (mobs dont even die to fall damage yet)
Now... Its no where near finished, but it already got me alot of drops.
Had it running for 5 minutes and gathered 24 Sulphur. wich is enough to create more spawning floors.
But whenever i let it run for more then half a hour, it stops working.
I could hear the sounds of alot of spiders, so i figured that would be the problem.
I then changed the way it deals with spiders. Resulting in: Alot more string, and it would run for a little longer.
Also no spiders hissing!
Somehow mobs still stop spawning after roughly half a hour. Using a x-ray texture pack, i cant seem to find any cave with mobs in it though. To fix the mob spawning, i have to walk around inside my 15*15 grinder room. It's like mobs lose intrest in the player if your standing in one spot for too long.
What is stopping the mobs from spawning? There do not seem to be any caves that have any mobs in it!
First, Props for the awesome name :biggrin.gif:
2nd Slimes no longer exist. they are an Alpha phase myth :biggrin.gif:
If you've read all the comments, I managed to get my trap to be pumping out constantly after lighting a cave that had a sole zombie in it.
whether it is what has fixed my problem or not I don't know, but If I'm to assume so, then 1 small cave in that 150x150x128 box can mess with the spawning in your trap.
i'd recomend making tunnels through the 'box' about every 20 blocks, and listen for ANY sound of monsters, and then go find the cave, running water also dictates an underground cave.
Slimes do exist, to quote from Minecraft Update Centre:
Slimes are back, but very rare.
It seems MUC only shows very recent patches, but it definitely is talking about the Beta too.
Tell me if you find one, I'll tell you if I find one, but I still think the info I read that they were removed before Beta is accurate.
Posting crap that it's just RARE, is no better than fooling people with crap like the HEROBRINE.
Hoax's pull the wool over peoples eyes who wish to believe them.
now, If I actually run into a Slime and put my foot into my mouth. I'll come back here and apologize.
but if your not playing with mods/ multiplayer with the operator ****ing with you. and you find a RARE Slime. sure ok w/e.
But believing a post that something exists just because they say it's RARE. is just BS. ****ING GIANTS EXIST! I TOTALLY SAW 1 IN THE NETHER! BUT THEY ARE RARE!!!!!
just bs. lol
though tell me if you find one of these rare slimes on an unmodded beta server k? :smile.gif:
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I like making walls of Text.
You have now been Officially been warned!
HELLO!
I'm new!
If this is not the right place to post this please direct me to where I need to go.
*(search isn't working for me either, so just telling me to search it isn't gonna help me :sad.gif: )
I have been making monster traps for awhile, and had quite a bit of success. however, the problem I kep having is the output drops to 0 after a short while, (1h ish).
This makes going AFK not helpful :sad.gif:
I origninally thought it was my trap.
items getting to me ? yes
monsters that spawn gettting dead? yes
monsters spawning anywhere in sight? no (low res creates misty back drop to see silouhettes of monsters in my wide trap)
this problem persisted after my wide trap, into my tower trap, into my massive sky trap, and now my compact trap. (most roughly based on similar stuff to keirshar's designs.)
Now, I thought it had to do with my trap, and maybe It does, but even passive mobs are not spawning.
I ran blindly across my world for 2 day cycles (non-stop) before I finally found a chicken.
My sky trap is based on a lake/ocean. with a desert to the west, animals spawn on the few patches of grass i got there, yet, after being afk, NO animals, and NO monsters, and most importantly, NO ITEMS await me when I get back.
BEFORE you just say my trap is ****, I need to say that I got 500 items in 30 minutes, compared to about 40 items in the proceeding 3 hours. then nothing for another few hours.
TL;DR - MY TRAP WORKS!!!! for about 30 minutes. then NOTHING!! ABSOLUTELY NOTHING!!!!
Why is this?
Does anyone else suffer this same problem?
Does anyone have a solution?
Or am I just as alone here as I am in my world waiting at the base of my Sky trap? :sad.gif:
EDIT:
I am still curious as to any solutions to this issue, however by some odd occurence, my trap has been working for the last hour and a half!
I've been tossing out all the crap (feathers, arrows, bones) and keeping only the sulfur and string,
after approximately 1.5 hours, i've gotten around 18 stacks of sulfur, and 2.5 stacks of string.
(all figures roughly rounded)
Is this fixed? I don't know, I'll have to test this out more!
Go into your options and set it to hard/normal mode instead of peacful. If it's not on peaceful mode than I don't know what the problem is.
WOW wtf?
People have posted here not reading the OP with stupid obvious suggestions,
BUT YOU TAKE THE ****ING CAKE!!
you QUOTED the freaking OP, and still give a stupid suggestion.
So i'll post this again.
monsters cannot STOP spawning, if I was on PEACEFUL because monsters DON'T spawn on Peaceful.
Please, for the love of Minecraft READ THE OP before you post, and don't quote something if your not even going to read it.
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Im trying to be mostly legit too :tongue.gif:, But i had to use it to figure out what was wrong with my tower.
Well, the thing with aggro/non aggro is. Using the x-ray googles some of these spiders seem to be close enough for them to aggro me, but they dont if i havent moved out of my collectors point for a while. To explain what is happening in my mobtower i made this picture to show u my spider filter.
Normally when im just walking around in the grinder room, spiders will climb into it, and then die. But after afking for a while, they will sit near it, but not touch the cacti. Then when i jump out of my collection stream, they will start climbing up the cacti again.
Edit; Im also using lava blades to kill the mobs, but spiders would climb up the wall and not go in the lava. thats why i added the cacti just for the spiders.
my trap uses a 2x2 corridor to funnel spiders into the lava knife. even if they climb the walls, everything else kinda shoves them into the blade anyway.
also, I've had no issues with spiders not dieing, perhaps it is something to do with the cannal tranportation system to the blade? not sure....
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I have noticed the same problem. I sit in my little collection hole, set the difficulty to EASY, and the loot starts flowing in. I get up in the morning and there is hardly anything. I collect 20-30 sulfur in the first 15 minutes, and 6 hours later I might have 100.
I have also not collect a SINGLE squid ink since the little update. After the BIG update I had 10 ink sacks in my trap after the first couple minutes.
If you are AFK on a perpetual mine cart...how will you collect the stuff?
I feel sad, During the making of that picture... Minecraft crashed, and my world was deleted...
Luckily i have a copy of my world from this afternoon when i installed the mod (Was afraid it would do something like this) So now i am set back half a day. and ill have to redo all the cave stuff. This time ill take more torches with me, last time i ran out of torches.
Sorry to hear that. It sounds like you're making progress on identifying issues and resolving them. As for spiders climbing up out of your lava blade, that shouldn't be possible unless you're using a different configuration than I'm used to. My configuration is usually like this:
I have noticed the same problem. I sit in my little collection hole, set the difficulty to EASY, and the loot starts flowing in. I get up in the morning and there is hardly anything. I collect 20-30 sulfur in the first 15 minutes, and 6 hours later I might have 100.
I have also not collect a SINGLE squid ink since the little update. After the BIG update I had 10 ink sacks in my trap after the first couple minutes.
If you are AFK on a perpetual mine cart...how will you collect the stuff?
Welcome to the thread.
I had that same problem, as I posted earlier, and if you've been reading all the discussion, you'll notice my trap has started to produce steadily after lighting up a single cave that I had missed.
I also haven't tried making a squid trap either.
as for your minecart question:
IF you are inside a minecart, and pass over items, you will pick them up.
If the perpetual minecart is moving on its own, (your not in it) it will stop when It hits items on the tracks.
making a perpetual minecart system is easy, just make sure the tracks pass right over the item drop point and it's fine.
however, I've already tested the 'moving while afk' thing with a perpetual minecart, and mobs continued to stop spawning.
but try it anyway if you'd like, and report your findings here :smile.gif:
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I feel sad, During the making of that picture... Minecraft crashed, and my world was deleted...
Luckily i have a copy of my world from this afternoon when i installed the mod (Was afraid it would do something like this) So now i am set back half a day. and ill have to redo all the cave stuff. This time ill take more torches with me, last time i ran out of torches.
Sorry to hear that. It sounds like you're making progress on identifying issues and resolving them. As for spiders climbing up out of your lava blade, that shouldn't be possible unless you're using a different configuration than I'm used to. My configuration is usually like this:
[] []
[]
I posted something like this earlier in the thread, but the difference would be, I dont use 2 buckets of lava to cleave them with the thin part of the (ramp) blade. but I use 1 bucket of lava and put it across the tunnel.
but yeah, this set up slaughters spiders just fine. thanks for backing me up on this :tongue.gif:
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I've got this same issue. I posted about it in the mob tower trap thread a few days ago, but got no replies.
In both an old world with an older-version mob-trap, and a brand new world with the "version 2" trap (which has a central mob channel rather than 4 channels, one at each corner), I get the same problem where if I am running around doing tasks, and then approach the mob trap collection point, I will start getting lots of items. However, if I let the game sit, sometimes I won't get ANYTHING more in the course of 10+ hours. It's not always the same, though, as one night I left it running and got almost full stacks of everything. I'm not sure what the variation is about, but I'm pretty sure I've cleared most, if not all, caves around the area. Even then, you should still get a trickle of mobs spawning and get SOME items, whereas with this issue it's possible that I will get NOTHING, even over the course of many hours. I've tried making the collection point different distances from the mob trap, seems to make no difference.
I hope this gets sorted out. It's almost like mobs just stop spawning if you are idle.
I've got this same issue. I posted about it in the mob tower trap thread a few days ago, but got no replies.
In both an old world with an older-version mob-trap, and a brand new world with the "version 2" trap (which has a central mob channel rather than 4 channels, one at each corner), I get the same problem where if I am running around doing tasks, and then approach the mob trap collection point, I will start getting lots of items. However, if I let the game sit, sometimes I won't get ANYTHING more in the course of 10+ hours. It's not always the same, though, as one night I left it running and got almost full stacks of everything. I'm not sure what the variation is about, but I'm pretty sure I've cleared most, if not all, caves around the area. Even then, you should still get a trickle of mobs spawning and get SOME items, whereas with this issue it's possible that I will get NOTHING, even over the course of many hours. I've tried making the collection point different distances from the mob trap, seems to make no difference.
I hope this gets sorted out. It's almost like mobs just stop spawning if you are idle.
As others are finding out above, likely you either have a flaw with your trap where mobs are getting hung up and not being killed (spiders are a big cause) or you have some caves or surface areas that are spawnable within a 32 block range of your collection point. Otherwise you're correct you should get a trickle because mobs outside of the 32 block range will eventually despawn and new mobs would spawn and some would likely spawn in your trap. Other things I could suggest would be to make sure your collection point is centered on your trap so that mobs that don't despawn are the ones in your trap.
One idea for those of you who want to observe whats going on in a spawn floor, make an observation level above the top layer of your trap (if you have room). Make the ceiling of the top spawning floor glass, then light the spawning floor liberally with redstone torches which are light level 7 and won't effect spawning so that you can see what is going on in there. Of course cover your observation room to keep sunlight out. If you have room make your observation deck 10 blocks or so above the spawning room floor so that mobs are less likely to detect you and will flow naturally. Look for choke points or mobs that are building up.
Yeah, I just installed one of abra's Spider Filters (TM), and so far it seems to be doing a LOT better. I'll test it over a longer time-frame to be sure, but already it seems more productive.
I've also noticed, though, that after the server has been running for awhile (playing on my own SMP server), friendly mobs seem to get fewer and far between. I logged on today, and never once saw a cow spawn, and only saw maybe a couple of other non-hostile mobs over a large area. I restarted the server and it seems better, but still odd. Are they spawning somewhere random and getting stuck or something?
re:2. will do! *salutes* ^^
re:3. ah yea, the name of the program is Vespucci, made by Ryan Dean. A friend of mine sent it to me, so im not to entirely sure how to go about getting it.
re:4. The trap itself should be around 144x144. The center box is 16x16, and the extensions are 64 blocks long... and now i have a question... how well do lava blades work? are they really worth the risk of the items possibly being destroyed?
re:5. minecraft can take screenshots?? o______________o
re:6. lmao, im laughing because im having the very same problem xD i dont go digging up my beaches because they look really nice, and finding pits of sand inland doesn't produce enough. *sigh*
re:7. To bad the big boats you make out of wood that you place on water can't be driven around like the lil one you craft, but that would be a hassle to put into the game...
re:8. Me neither :biggrin.gif:
anywho, i'll report back here after i've found a location for my new trap and started the build. =]
4. Lava blades work freaking awesome imo: in my entire trap, I've got 2 buckets of lava worth, (2 blades) and like I posted am getting 3650 items /hr (approx, give or take 20 ish) HOWEVER!!!! if it is string you are looking for, then Lava blades are not optimal, spiders seem to be the only mob that kinda... chucks their items outward when they die, so the netherrack fire glitch trap may be the best to get their string. imo: just make a dirt bridge out to sea, let grass grow, put a fence around it, destroy the dirt bridge and just hunt sheep and other animals with the all the arrows you get. I didn't take a super close look when I let myself get a full inventory, but after the 40:40 timer mark, I had 1 stack off string vs about 6 sulfur, 7 feathers, 6 bones, 7 arrows (give or take a stack)
so yeah, Lava blades are my favourite for small, and medium traps. only fall damage kills faster. and unless your hitting the cap of monsters at any given time *(said 112?) then lava kills fast enough.
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First, Props for the awesome name :biggrin.gif:
2nd Slimes no longer exist. they are an Alpha phase myth :biggrin.gif:
If you've read all the comments, I managed to get my trap to be pumping out constantly after lighting a cave that had a sole zombie in it.
whether it is what has fixed my problem or not I don't know, but If I'm to assume so, then 1 small cave in that 150x150x128 box can mess with the spawning in your trap.
i'd recomend making tunnels through the 'box' about every 20 blocks, and listen for ANY sound of monsters, and then go find the cave, running water also dictates an underground cave.
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LOL now i gotta repost this.
I went to this thread you posted, and found something
This discludes your claim that them spawning outside of the 150x150x128 box causing problems with our spawning in our traps for OUR case. I can very much see that this may cause issues in multiplayer, but can also help traps in multiplayer as mobs spawning for others can fill your trap from another local.
since unlike some others, you actully seem to read up on information, I shall ask this;
What is your opinion on a single cave under a trap, messing with the spawning of everywhere else in the 'spawning' box. hostile and passive.
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1. I saw someone post some coding that suggests that living mobs stop spawning in a single chunk if there are already at least 4 up in that chunk. So even a tiny cave can hit 4 spiders/creepers given enough time which would explain to me why sulpher and silk seems to stop for me.
2. Normally I walk about 150 blocks away and back to my monster trap and it "ussually" picks up again. However one time especially I noted fixing it very well when I went straight above my mob trap to the ocean surrounding it, and found 6-7 squids swimming around, after killing them I went back to my mob trap and viola items started dumping full speed again. So maybe it was coincidence, but maybe it might help someone since squids are very new. This was on a SMP server fyi.
* one quick edit. The bottom floor of my mob spawning tower actually came across a zombie dungeon, so I left the spawner in the tower to add to drop rates. I've noted it doesn't seem to work like it used to and itself seems to stop spawning also. When I first went to take the torches out to let mobs spawn instantly 3 zombies spawned, after they died another one spawned, then it took around 3-5 minutes before another one spawned. When item rates drop to nil I go in and check and the dungeon doesnt seem to spew zombies anymore. Pretty weird stuff imo.
Spiders building up would explain a lot. Also Abra, in you cartograph map you posted. I don't see any torches on some of the closer sandy areas around your trap on the surface. Try that and I'm sure you will see some improvement.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
lol well whatever suits your fancy to find caves, I prefer not to use mods/texturepacks/item edits, stuff ilke that.
spiders do NOT become active if you move around. They DO become active if you move into their 'aggro' range. Spiders are the only hostile mob that can 'see through walls' if you get close enough, regardless if they can 'see' you, they will come for you, and you can lead them into the trap.
I tried a mine cart system in order to test out being afk was messing with spawning, it doesn't.
unless by some awesome mathematiical calculations, you find the perfect cart system that will move you out of cave ranges to despawn them and keep you near your trap enough to make them spawn and die, I doubt tracks will help your cause :sad.gif: but test it out if you want and report back with your findings. Tests need to be done under different circumstances before we can just disclude something as coincidental.
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Squids are passive mobs. they do not affect the 112 hostile cap, but they do affect the 20 passive mob cap.
dood. If mobs are spawning within the 150x150x128 box, and not dieing, (surface under trees, in caves etc) then that will severaly hamper your trap >.<
and a lava knife is the best imo for killing everything. just make sure there is a 2x2x2+ tunnel leading to the trap, so that spiders that get there cant get out.
if your having issues with spiders not dying, perhaps there is a slight alteration to your canal system your gonna need to do in order to makesure spiders get pulled into the lava trap.
lava kills faster than cacti and drowning. hell, even cacti + drowning, lava beats them :tongue.gif: only thing (speed wise) lava doesn't beat, is fall damage which is instantly :biggrin.gif:
you only need 1 bucket of lava to make a lava knife that will kill mobs.
side view:
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the blank is ladders/signs to hold the lava in place. the height prevents escape or jumping onto lava, the normal mobs get cleaved, and the spiders get jammed into the knife.
you dont get nearly as much string as everything else, cause string kinda flies off the spiders, but this kills everything. but you need a good canal system to get teh mobs to the 'grinder' lava knife.
but the biggest issue imo: is to make sure mobs CANNOT spawn ANYWHERE other than your trap.
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Go into your options and set it to hard/normal mode instead of peacful. If it's not on peaceful mode than I don't know what the problem is.
Tell me if you find one, I'll tell you if I find one, but I still think the info I read that they were removed before Beta is accurate.
Posting crap that it's just RARE, is no better than fooling people with crap like the HEROBRINE.
Hoax's pull the wool over peoples eyes who wish to believe them.
now, If I actually run into a Slime and put my foot into my mouth. I'll come back here and apologize.
but if your not playing with mods/ multiplayer with the operator ****ing with you. and you find a RARE Slime. sure ok w/e.
But believing a post that something exists just because they say it's RARE. is just BS. ****ING GIANTS EXIST! I TOTALLY SAW 1 IN THE NETHER! BUT THEY ARE RARE!!!!!
just bs. lol
though tell me if you find one of these rare slimes on an unmodded beta server k? :smile.gif:
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WOW wtf?
People have posted here not reading the OP with stupid obvious suggestions,
BUT YOU TAKE THE ****ING CAKE!!
you QUOTED the freaking OP, and still give a stupid suggestion.
So i'll post this again.
monsters cannot STOP spawning, if I was on PEACEFUL because monsters DON'T spawn on Peaceful.
Please, for the love of Minecraft READ THE OP before you post, and don't quote something if your not even going to read it.
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my trap uses a 2x2 corridor to funnel spiders into the lava knife. even if they climb the walls, everything else kinda shoves them into the blade anyway.
also, I've had no issues with spiders not dieing, perhaps it is something to do with the cannal tranportation system to the blade? not sure....
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I have also not collect a SINGLE squid ink since the little update. After the BIG update I had 10 ink sacks in my trap after the first couple minutes.
If you are AFK on a perpetual mine cart...how will you collect the stuff?
Sorry to hear that. It sounds like you're making progress on identifying issues and resolving them. As for spiders climbing up out of your lava blade, that shouldn't be possible unless you're using a different configuration than I'm used to. My configuration is usually like this:
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by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Welcome to the thread.
I had that same problem, as I posted earlier, and if you've been reading all the discussion, you'll notice my trap has started to produce steadily after lighting up a single cave that I had missed.
I also haven't tried making a squid trap either.
as for your minecart question:
IF you are inside a minecart, and pass over items, you will pick them up.
If the perpetual minecart is moving on its own, (your not in it) it will stop when It hits items on the tracks.
making a perpetual minecart system is easy, just make sure the tracks pass right over the item drop point and it's fine.
however, I've already tested the 'moving while afk' thing with a perpetual minecart, and mobs continued to stop spawning.
but try it anyway if you'd like, and report your findings here :smile.gif:
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I posted something like this earlier in the thread, but the difference would be, I dont use 2 buckets of lava to cleave them with the thin part of the (ramp) blade. but I use 1 bucket of lava and put it across the tunnel.
but yeah, this set up slaughters spiders just fine. thanks for backing me up on this :tongue.gif:
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In both an old world with an older-version mob-trap, and a brand new world with the "version 2" trap (which has a central mob channel rather than 4 channels, one at each corner), I get the same problem where if I am running around doing tasks, and then approach the mob trap collection point, I will start getting lots of items. However, if I let the game sit, sometimes I won't get ANYTHING more in the course of 10+ hours. It's not always the same, though, as one night I left it running and got almost full stacks of everything. I'm not sure what the variation is about, but I'm pretty sure I've cleared most, if not all, caves around the area. Even then, you should still get a trickle of mobs spawning and get SOME items, whereas with this issue it's possible that I will get NOTHING, even over the course of many hours. I've tried making the collection point different distances from the mob trap, seems to make no difference.
I hope this gets sorted out. It's almost like mobs just stop spawning if you are idle.
As others are finding out above, likely you either have a flaw with your trap where mobs are getting hung up and not being killed (spiders are a big cause) or you have some caves or surface areas that are spawnable within a 32 block range of your collection point. Otherwise you're correct you should get a trickle because mobs outside of the 32 block range will eventually despawn and new mobs would spawn and some would likely spawn in your trap. Other things I could suggest would be to make sure your collection point is centered on your trap so that mobs that don't despawn are the ones in your trap.
One idea for those of you who want to observe whats going on in a spawn floor, make an observation level above the top layer of your trap (if you have room). Make the ceiling of the top spawning floor glass, then light the spawning floor liberally with redstone torches which are light level 7 and won't effect spawning so that you can see what is going on in there. Of course cover your observation room to keep sunlight out. If you have room make your observation deck 10 blocks or so above the spawning room floor so that mobs are less likely to detect you and will flow naturally. Look for choke points or mobs that are building up.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I've also noticed, though, that after the server has been running for awhile (playing on my own SMP server), friendly mobs seem to get fewer and far between. I logged on today, and never once saw a cow spawn, and only saw maybe a couple of other non-hostile mobs over a large area. I restarted the server and it seems better, but still odd. Are they spawning somewhere random and getting stuck or something?