Hello there internet meme, how are you? Are you still unoriginal and generally the number one indicator someone needs pre written one liners to become "Internet Cool"? Yes, yes you are.
You should post schematics and stuff. It only shows the items dropping, but i'd like to see the spawn rooms unless i just can't find the place.
I don't think this is normal btw.
WOW fantastic trap!! I stood there for a long time collecting items xD
PS: Having Humans+ mod and Mo' creatures mod... does not equal happy times for this trap! Hahah I had creepers blowing up everywhere causing holes. :smile.gif:
BUT, also tried it without the mods, and was super awesome. (no problems at all, all worked fantastic)
Fantastic job :smile.gif:
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[quote=Kasudain]Well, all major religions have a 'Hell' with flying jellyfish that throw fireballs. Duh.
So... It seems this is the best Mob Grinder there is...
Ill delete my current world at onces! and start constructing one of these!
How long will it take... legit? Not baby-size... 17.280 items a hour?
Great design! have a flower!
From what i can see, it will take a long time for a one man legitimate build.
ColorWars - yeah sometimes they still spawn around places without glass, at one point they never did though so I figured I'd finally got the light high enough but I'll probably top off everything with lightstone and glass and reupload the save. (I'll be adding a video when I'm able, showing everything as far as schematics and such.)
It took around 2 days off and on to build with MCEdit, but the actual testing and everything took somewhere around just under a weeks time.
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Quote from Scartail »
also here's a sentence so this isn't a one-word post
I switched a few things along the walkway out with some lightstone and glass, hopefully that fixes it, if not please let me know, thanks for the feedback. http://www.mediafire.com/?twtdl19vbwyn9n4
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Quote from Scartail »
also here's a sentence so this isn't a one-word post
After editing in a few diamond tools and torches, as well as taking advantage of some of the blocks laying around, I believe I see the general ideas behind this trap.
Overall it seems as if the spawning area to non-spawning area ratio is considerably smaller than many mob traps out there. However, the spawning area is also completely horizontal, which seems to be ideal now that the chunk 0 bug has been fixed. Mobs also are killed much faster than in most other traps, which allows spawn rates to be considerably higher than many other traps (assuming both are consistently at the spawn limit).
Interesting ideas, and obviously effective. I wonder how feasible it is to use the same concepts when building one without hacks. I'm fairly certain that this trap can only be scaled down to a certain point effectively. Once the trap is on a scale such that the mob limit is not consistently at the cap within the trap, I suspect the low spawn to non-spawning area ratio will make this trap significantly less effective than those commonly seen.
Nice design. Having "local" lava grinders rather than 1 central one is a good idea because mobs spawn very quickly when below the limit, but despawn more slowly over time. Given your sign placement, the lava could be 2 blocks long instead of 4.
After editing in a few diamond tools and torches, as well as taking advantage of some of the blocks laying around, I believe I see the general ideas behind this trap.
Overall it seems as if the spawning area to non-spawning area ratio is considerably smaller than many mob traps out there. However, the spawning area is also completely horizontal, which seems to be ideal now that the chunk 0 bug has been fixed. Mobs also are killed much faster than in most other traps, which allows spawn rates to be considerably higher than many other traps (assuming both are consistently at the spawn limit).
Interesting ideas, and obviously effective. I wonder how feasible it is to use the same concepts when building one without hacks. I'm fairly certain that this trap can only be scaled down to a certain point effectively. Once the trap is on a scale such that the mob limit is not consistently at the cap within the trap, I suspect the low spawn to non-spawning area ratio will make this trap significantly less effective than those commonly seen.
Yeah I've had the same thoughts, and I honestly think that you need to have it built as low as possible on the map, and you need to light all of the caves within around 80-100 blocks around you, above you. If you can do that then a smaller version should give a good amount still, although as you said it'll be significantly less, seeing as how I did everything possible just to take full advantage of spawn rules.
I was wondering too if you built it as high as possible though, then there would be less area below you to cover as far as lighting goes, even more if it's built on a smaller scale over an ocean.
I hope someone can take the idea behind it though and successfully build something that works nice and can be done fairly easy, legit.
Quote from Alpha_Squad »
What material did you find to have the best spawn rates?
As far as where the mobs spawn? Anything that you'd naturally find underground I just guessed would work. I used stone for the floors with some Iron blocks and cobblestone for the walls. Stone or Iron for the ceiling, anything that light wouldn't 'pass through' pretty much works. As far as items, arrows and bones are killing me, sulfur has a nice income though. The way the lava traps work though is nice in my own opinion because it seems to burn some silk that spiders drop when they die, and I don't want much silk anyways (in a real, legit gameworld - which this will never be in lulz).
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Quote from Scartail »
also here's a sentence so this isn't a one-word post
After editing in a few diamond tools and torches, as well as taking advantage of some of the blocks laying around, I believe I see the general ideas behind this trap.
Overall it seems as if the spawning area to non-spawning area ratio is considerably smaller than many mob traps out there. However, the spawning area is also completely horizontal, which seems to be ideal now that the chunk 0 bug has been fixed. Mobs also are killed much faster than in most other traps, which allows spawn rates to be considerably higher than many other traps (assuming both are consistently at the spawn limit).
Interesting ideas, and obviously effective. I wonder how feasible it is to use the same concepts when building one without hacks. I'm fairly certain that this trap can only be scaled down to a certain point effectively. Once the trap is on a scale such that the mob limit is not consistently at the cap within the trap, I suspect the low spawn to non-spawning area ratio will make this trap significantly less effective than those commonly seen.
This completely revolutionizes the way that people will begin to think about mob traps. It's not about surface area or anything like that, it's how fast you can kill the mobs after they spawn. I had begun to suspect this, but I was so fixated on making 3-wide canals(which excludes the best designs since you can't completely cover a 3x3 hole with signs. Do you think there's a spider problem, since they can easily climb out of your canals and holes? Also, do you think you're usually at the mob cap? Only 3 squares to the nearest canal regardless of spawn point is quite a feat, congrats.
I haven't downloaded it (I might), but from the sounds of it, it's real.
I'm very curious as to how this was designed. From what I collected, it's many lava traps, rather than 1.
Can you please post the designs? Thanks. :biggrin.gif:
I'm working on breaking it down into layers and parts for screenshots, and making a video showing how to build it from smallest version to the large one which is in the savefile. I'll post them when I'm finished (hopefully sometime tonight or tomm) and bump the thread for you if needed.
Quote from Marglyph »
Given your sign placement, the lava could be 2 blocks long instead of 4.
That would save some room for cloning, hopefully someone will do that when using the design to build a smaller/larger one. I might try to remake the whole thing soon with the 4>2 length. I'd just been so fixated on finding how to get the mobs to spawn>walk>die as fast as I could I overlooked that. Awesome find though.
Rollback Post to RevisionRollBack
Quote from Scartail »
also here's a sentence so this isn't a one-word post
I haven't downloaded it (I might), but from the sounds of it, it's real.
I'm very curious as to how this was designed. From what I collected, it's many lava traps, rather than 1.
Can you please post the designs? Thanks. :biggrin.gif:
The most complicated part is actually the series of canals bringing the items to the collection point. As for the rest, it is extremely simple. There are many rooms, each with multiple canals that are three blocks apart. Each canal is two wide, and leads to a small drop into another canal, and then into a grinder. The grinder is also very simple. It is just a lava blade perpendicular to the canal.
There is a little more to it than that, but as far as I can tell all other features are merely there for ease of building, and not important to the overall function of the trap. Sinstrite may need to correct me on that, however.
Sinstrite, are the rooms only there to make duplication with MCEdit simpler? It seems as if there should be a good way to eliminate the rooms entirely, and therefore gain a little more spawning area, without disrupting the ability to move mobs through quickly.
I haven't downloaded it (I might), but from the sounds of it, it's real.
I'm very curious as to how this was designed. From what I collected, it's many lava traps, rather than 1.
Can you please post the designs? Thanks. :biggrin.gif:
The most complicated part is actually the series of canals bringing the items to the collection point. As for the rest, it is extremely simple. There are many rooms, each with multiple canals that are three blocks apart. Each canal is two wide, and leads to a small drop into another canal, and then into a grinder. The grinder is also very simple. It is just a lava blade perpendicular to the canal.
There is a little more to it than that, but as far as I can tell all other features are merely there for ease of building, and not important to the overall function of the trap. Sinstrite may need to correct me on that, however.
Sinstrite, are the rooms only there to make duplication with MCEdit simpler? It seems as if there should be a good way to eliminate the rooms entirely, and therefore gain a little more spawning area, without disrupting the ability to move mobs through quickly.
Ah, I have an image of it in my mind. Getting rid of them quickly... is that because this trap is always at or near the max of 200 mobs? :tongue.gif:
If you don't mind, what are the exact dimensions of the spaces between water canals?
I haven't downloaded it (I might), but from the sounds of it, it's real.
I'm very curious as to how this was designed. From what I collected, it's many lava traps, rather than 1.
Can you please post the designs? Thanks. :biggrin.gif:
It's a pretty simple concept.
Below each of those signs is a long 2x2 tunnel straight down(long in order to keep the lava light from the spawn floor).
at the bottom of each tunnel looks roughly like this:
Floor 2
[] []
[] []
Floor 1
Then the items flow past the signs on level 1, into a collection canal.
Hopefully my diagrams are kinda self explanatory. If not, I can explain them.
NEW - http://www.mediafire.com/?twtdl19vbwyn9n4
OUTDATED - http://www.mediafire.com/?425acobyjwa194i
Updated Build For Practical Use!
I don't think this is normal btw.
PS: Having Humans+ mod and Mo' creatures mod... does not equal happy times for this trap! Hahah I had creepers blowing up everywhere causing holes. :smile.gif:
BUT, also tried it without the mods, and was super awesome. (no problems at all, all worked fantastic)
Fantastic job :smile.gif:
From what i can see, it will take a long time for a one man legitimate build.
It took around 2 days off and on to build with MCEdit, but the actual testing and everything took somewhere around just under a weeks time.
http://www.mediafire.com/?twtdl19vbwyn9n4
Overall it seems as if the spawning area to non-spawning area ratio is considerably smaller than many mob traps out there. However, the spawning area is also completely horizontal, which seems to be ideal now that the chunk 0 bug has been fixed. Mobs also are killed much faster than in most other traps, which allows spawn rates to be considerably higher than many other traps (assuming both are consistently at the spawn limit).
Interesting ideas, and obviously effective. I wonder how feasible it is to use the same concepts when building one without hacks. I'm fairly certain that this trap can only be scaled down to a certain point effectively. Once the trap is on a scale such that the mob limit is not consistently at the cap within the trap, I suspect the low spawn to non-spawning area ratio will make this trap significantly less effective than those commonly seen.
Yeah I've had the same thoughts, and I honestly think that you need to have it built as low as possible on the map, and you need to light all of the caves within around 80-100 blocks around you, above you. If you can do that then a smaller version should give a good amount still, although as you said it'll be significantly less, seeing as how I did everything possible just to take full advantage of spawn rules.
I was wondering too if you built it as high as possible though, then there would be less area below you to cover as far as lighting goes, even more if it's built on a smaller scale over an ocean.
I hope someone can take the idea behind it though and successfully build something that works nice and can be done fairly easy, legit.
As far as where the mobs spawn? Anything that you'd naturally find underground I just guessed would work. I used stone for the floors with some Iron blocks and cobblestone for the walls. Stone or Iron for the ceiling, anything that light wouldn't 'pass through' pretty much works. As far as items, arrows and bones are killing me, sulfur has a nice income though. The way the lava traps work though is nice in my own opinion because it seems to burn some silk that spiders drop when they die, and I don't want much silk anyways (in a real, legit gameworld - which this will never be in lulz).
Any chance for some screenshots?
I'm too lazy
This completely revolutionizes the way that people will begin to think about mob traps. It's not about surface area or anything like that, it's how fast you can kill the mobs after they spawn. I had begun to suspect this, but I was so fixated on making 3-wide canals(which excludes the best designs since you can't completely cover a 3x3 hole with signs. Do you think there's a spider problem, since they can easily climb out of your canals and holes? Also, do you think you're usually at the mob cap? Only 3 squares to the nearest canal regardless of spawn point is quite a feat, congrats.
Like anime? Try Visual Novels.
I'm very curious as to how this was designed. From what I collected, it's many lava traps, rather than 1.
Can you please post the designs? Thanks. :biggrin.gif:
That would save some room for cloning, hopefully someone will do that when using the design to build a smaller/larger one. I might try to remake the whole thing soon with the 4>2 length. I'd just been so fixated on finding how to get the mobs to spawn>walk>die as fast as I could I overlooked that. Awesome find though.
naw, your idea is actually a great one, impressed by your map, but i would have gave you a if you did the room by hands :wink.gif:
The most complicated part is actually the series of canals bringing the items to the collection point. As for the rest, it is extremely simple. There are many rooms, each with multiple canals that are three blocks apart. Each canal is two wide, and leads to a small drop into another canal, and then into a grinder. The grinder is also very simple. It is just a lava blade perpendicular to the canal.
There is a little more to it than that, but as far as I can tell all other features are merely there for ease of building, and not important to the overall function of the trap. Sinstrite may need to correct me on that, however.
Sinstrite, are the rooms only there to make duplication with MCEdit simpler? It seems as if there should be a good way to eliminate the rooms entirely, and therefore gain a little more spawning area, without disrupting the ability to move mobs through quickly.
Ah, I have an image of it in my mind. Getting rid of them quickly... is that because this trap is always at or near the max of 200 mobs? :tongue.gif:
If you don't mind, what are the exact dimensions of the spaces between water canals?
It's a pretty simple concept.
Below each of those signs is a long 2x2 tunnel straight down(long in order to keep the lava light from the spawn floor).
at the bottom of each tunnel looks roughly like this:
Floor 2
[] []
[] []
Floor 1
Then the items flow past the signs on level 1, into a collection canal.
Hopefully my diagrams are kinda self explanatory. If not, I can explain them.
Like anime? Try Visual Novels.