So I have prototyped three mob farm ideas. After making them in creative, I rebuilt them in survival. But my problem is, they never work as well. In creative mode, I get 20-30 mobs per day, but in survival I'm lucky to get five. The only thing that changes is the world and game mode. What is happening?
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Unless you're building the farm in the exact same place in creative as in survival, with all the same lighting in all loaded chunks, I bet it's your location and lighting. The more places mobs can spawn outside your spawner, the fewer will spawn in it. Check the wiki entry on spawning for precise info.
If you are building it in just the same spot, with the same lighting and such in all loaded chunks, then I dunno what else might do it.
I read what you said to on the wiki, and could make no sense of it. If the loaded chunks can be found in the debug screen, thats great. If not, I have no idea. As for the lighting, it is the same as the spawn room and grinder is the same. Location is different because I built them in two separate worlds, entirely different from each other. Thank you for your advise. Any more would be great.
If they aren't on the same worlds then that seems like it would be your problem. There might be a nearby underground cave within a closer block radius to you so the mobs are still spawning down there instead of in your trap. I forget off the top of my head but mobs can only spawn in a certain block radius of you. So on one world you might only have one small tunnel or cave near you where they can spawn, but on your single player there might be a labyrinth of caves that they are all stuck in. Narrow your search down by going exploring. Maybe you can find your problem there.
I both agree and disagree with the cave light issue. The creative world I made the first one on was superflat. No caves. But on my survival world I'm sure there are caves below me. However, I have explored below the surface for weeks (real time), and believe that all caves are adequately lit. In addition to this, the mob farm is elevated 21 blocks above the ground. If it still sounds like a cave issue, tell me. If not, we need the next idea.
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I both agree and disagree with the cave light issue. The creative world I made the first one on was superflat. No caves. But on my survival world I'm sure there are caves below me. However, I have explored below the surface for weeks (real time), and believe that all caves are adequately lit. In addition to this, the mob farm is elevated 21 blocks above the ground. If it still sounds like a cave issue, tell me. If not, we need the next idea.
Mobs can spawn an persist up to 128 blocks from you. If you are on the new world format (heights above 128 available) just take your trap and go up to near the sky limit. Highest spawning floor can be when your y value = 240.
Here is one i put together to try and compete with the enderman xp farms.
Got close to their rates, and it can be built anywhere.
I both agree and disagree with the cave light issue. The creative world I made the first one on was superflat. No caves. But on my survival world I'm sure there are caves below me. However, I have explored below the surface for weeks (real time), and believe that all caves are adequately lit. In addition to this, the mob farm is elevated 21 blocks above the ground. If it still sounds like a cave issue, tell me. If not, we need the next idea.
only 21 blocks above the ground doesn't eliminate any caves - mobs can spawn as far away from you as 144 blocks - and not just in caves, you also have to light up all the surface area in range as well.
- here is a video on the basics of mob spawning -
and here are some other troubleshooting videos of common problems....
light bugs -
high altitude traps -
and slow down problems -
I think that cave light may be the problem. I am currently exploring the area under and around my farm to find caves. Thank you all. Peppe, your farm was incredibly interesting. Is there a tutorial or explanation of it so I can make one? I would appreciate a link or video. Thank you all for your help and support. Any other ideas are welcome, but I think the key one has been found.
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Of course the most efficient way to make an XP grinder is to start with a dungeon. Make a mob elevator in the corner (alternating layers of signs and water blocks) up high enough that you can flush them with water over the top of the dungeon and drop them 23 blocks to about half a heart, where you can finish them off with your fists. Then set up water flow on the dungeon floor to flush them over to the corner with the mob elevator.
Then you can be close enough to the dungeon spawner for them to spawn and have them drop down near you in a weakened condition where you can finish them off. The mob hit box used to be off (too high) where you could not hit them below the waist. But that has been fixed, so you can set up a drop area with a block from their waist up (so skeletons cannot shoot you) and if you are down a block from them, you can whack them in the knees with your fists to save your weapons.
I tried that, efflandt. Unfortunately, it never worked well enough. It was a zombie spawner I found in a desert biome a few blocks below the surface. I built exactly the setup you described, but it would only spawn a single zombie at a time, and would never leave them at half heart. I eventually gave up and built my current farm. Thank you for the idea though. I appreciate it.
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I may do that. The first time I built one I did not connect it correctly to the dungeon, and I think that that is the problem. Thank you for the video idea also. I shall definitely pursue that.
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I was lucky and found two dungeons near eachother. I can get both spawners going at the same time and have it linked to a water elevator that leads to a drop and kill box. strangely i get more skeleton then zombies at the kill point. I think the Skeleton AI has a bit more "wandering" then the zombie.
my blaze piston pit trap is FAR FAR faster in generating mobs, I am in the process of setting up a piston grinder to soften them up and i should be able to do better with XP farming.
I think that cave light may be the problem. I am currently exploring the area under and around my farm to find caves. Thank you all. Peppe, your farm was incredibly interesting. Is there a tutorial or explanation of it so I can make one? I would appreciate a link or video. Thank you all for your help and support. Any other ideas are welcome, but I think the key one has been found.
Docm77 had a good video on the general design of piston sieve/sifters/shifter whatever you want to call it:
The main difference in my design is each floor has its own water stream below it that leads to a central drop with a water break to ensure all the mobs are pretty close to 9.5 hearts health before being dropped for XP or death. They take .5 heart from falling through their spawning floor that can't be avoided. The thread has details on each floor.
Dungeon traps are ok, but they should be 1.5-2 hours to get to lvl 50. Single Blaze spawner farm is about 60 minutes to 50.
The dark room trap i made around shifting floors on a good run is about 8 minutes 30 seconds to 50. On a bad run ~9:00 minutes.
Enderman farm is like 6 minutes, but requires a lot more resources and work to get done.
Do you think what I just said was A-MAZING?
If so, click that pretty little arrow right over there.
If you are building it in just the same spot, with the same lighting and such in all loaded chunks, then I dunno what else might do it.
Do you think what I just said was A-MAZING?
If so, click that pretty little arrow right over there.
Do you think what I just said was A-MAZING?
If so, click that pretty little arrow right over there.
Mobs can spawn an persist up to 128 blocks from you. If you are on the new world format (heights above 128 available) just take your trap and go up to near the sky limit. Highest spawning floor can be when your y value = 240.
Here is one i put together to try and compete with the enderman xp farms.
Got close to their rates, and it can be built anywhere.
only 21 blocks above the ground doesn't eliminate any caves - mobs can spawn as far away from you as 144 blocks - and not just in caves, you also have to light up all the surface area in range as well.
- here is a video on the basics of mob spawning -
and here are some other troubleshooting videos of common problems....
light bugs -
high altitude traps -
and slow down problems -
My Island Adventure - http://www.minecraft...brief-tutorial/
me(red) playing UT2K4 - http://www.youtube.c...h?v=Wz0DnP7wXnU
Do you think what I just said was A-MAZING?
If so, click that pretty little arrow right over there.
Then you can be close enough to the dungeon spawner for them to spawn and have them drop down near you in a weakened condition where you can finish them off. The mob hit box used to be off (too high) where you could not hit them below the waist. But that has been fixed, so you can set up a drop area with a block from their waist up (so skeletons cannot shoot you) and if you are down a block from them, you can whack them in the knees with your fists to save your weapons.
Do you think what I just said was A-MAZING?
If so, click that pretty little arrow right over there.
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my blaze piston pit trap is FAR FAR faster in generating mobs, I am in the process of setting up a piston grinder to soften them up and i should be able to do better with XP farming.
I have given up on Dark room farming
I did not make a tutorial for my version of piston sieve/sifter xp grinder. Here is a thread I made on the design though with screenshots and more details:
http://www.minecraftforum.net/topic/1171035-high-efficiency-xp-farm-creeper-skeleton-zombie-level-50-8-min-30-seconds-11k-items-an-hour/
Docm77 had a good video on the general design of piston sieve/sifters/shifter whatever you want to call it:
The main difference in my design is each floor has its own water stream below it that leads to a central drop with a water break to ensure all the mobs are pretty close to 9.5 hearts health before being dropped for XP or death. They take .5 heart from falling through their spawning floor that can't be avoided. The thread has details on each floor.
Dungeon traps are ok, but they should be 1.5-2 hours to get to lvl 50. Single Blaze spawner farm is about 60 minutes to 50.
The dark room trap i made around shifting floors on a good run is about 8 minutes 30 seconds to 50. On a bad run ~9:00 minutes.
Enderman farm is like 6 minutes, but requires a lot more resources and work to get done.