smurfsahoy has a great point. This is a cool concept, but I am interested to see how it performs when scaled up. Maybe you could have multiple drowners and work out a way to route them all to a single collection point (you would have to find a way to get rid of that one block in the middle, but it doesn't look like that is actually possible).
After 10:30 PST, my IQ drops to around that of a shovel, please disregard anything I say after aforementioned time, it will likely not make any sense, and is best ignored.
I would like to see a tutorial of this. While lava may be more efficient or faster, this seems a bit easier to make, and I doubt I'll need it to work that fast anyway.
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Quote from iDexter »
Someone sig this guy, I don't have enough room to..
OK, there's only one way to find out which trap is better.
It's time to MCEdit two 17 chunk by 17 chunk mob tower, and plug in a water trap in one, and a lava trap in the other.
You only need 9 chunks by 9 chunks
At Halloween, Notch changed it to 17 by 17. But I think I'll make the tower 9 by 9, as having a trap too big would make mobs take longer to get to the trap. But all of this happens when I finish screaming at MCEdit.
I'm partial to the sky monster trap that Kiershar made. It takes a while to build, but it has maximum efficiency. Yours is good for simplicity, though, so it's still very useful.
I must have a tutorial. I've been working on a trap for three days now and all I've succeeded in was drowning myself.
Wow, what is it specifically that you are having trouble with?
Quote from Schemer »
I'm partial to the sky monster trap that Kiershar made. It takes a while to build, but it has maximum efficiency. Yours is good for simplicity, though, so it's still very useful.
Yeah, I love that trap, it's profitable, and entertaining at the same time!
I must have a tutorial. I've been working on a trap for three days now and all I've succeeded in was drowning myself.
Wow, what is it specifically that you are having trouble with?
Just getting the right water starting points. I got the framework and the river started.
So it's the river, not the trap itself? Make sure that the river isn't overflowing into the 3 by 3 room. In other words, make sure the final stretch of river is 8 blocks long.
This is not the best trap. Yes, It kills all of the mobs and no drops are lost, but drowning traps are so incredibly slow, that if I hooked one of these up to my 50x50 darkroom, It would just clog up. The standard lava and ladder trap is much faster. While spiders do often jump onto the lava and die and the drops are burned, there isn't much use for string after you have a bow and a few fishing poles. Your design also takes up much more room, which is a problem because most traps are build near bedrock. This would also require canals leading away from the center of the trap BEFORE the killing. Thus, In terms of large scale mob drop farming, a standard lava+ladder configuration beats this.
Wow, what is it specifically that you are having trouble with?
Just getting the right water starting points. I got the framework and the river started.
So it's the river, not the trap itself? Make sure that the river isn't overflowing into the 3 by 3 room. In other words, make sure the final stretch of river is 8 blocks long.
No no, I have the river. Although I may need to change the height of the fall into it...
Just the starting water blocks you were talking about. Maybe a little schematic of where they start would help? Sorry I'm a total noob at traps.
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Quote from awsomjosh »
Have you ever seen thore palls off pollen boken up?
This is not the best trap. Yes, It kills all of the mobs and no drops are lost, but drowning traps are so incredibly slow, that if I hooked one of these up to my 50x50 darkroom, It would just clog up. The standard lava and ladder trap is much faster. While spiders do often jump onto the lava and die and the drops are burned, there isn't much use for string after you have a bow and a few fishing poles. Your design also takes up much more room, which is a problem because most traps are build near bedrock. This would also require canals leading away from the center of the trap BEFORE the killing. Thus, In terms of large scale mob drop farming, a standard lava+ladder configuration beats this.
OK, OK, OK, I've said I'm going to get around to testing this, with a 144x144 tower, so we can see what's best. Until then, we don't know which is better.
Also, clogging up is not an issue. A 50x50 darkroom will never hit the 200 mob limit, so killing speed doesn't matter then. And I don't understand what you said about bedrock, could you rephrase that?
Just the starting water blocks you were talking about. Maybe a little schematic of where they start would help? Sorry I'm a total noob at traps.
Um, I don't remember mentioning water starting points, but I'll try to explain the trap.
It's a 3 by 3 room with a half step in one corner, and a water source block in the other. All of the water should be flowing diagonally to the source block. Like so:
Where is a source block, and is water generated by the source block.
This is not the best trap. Yes, It kills all of the mobs and no drops are lost, but drowning traps are so incredibly slow, that if I hooked one of these up to my 50x50 darkroom, It would just clog up. The standard lava and ladder trap is much faster. While spiders do often jump onto the lava and die and the drops are burned, there isn't much use for string after you have a bow and a few fishing poles. Your design also takes up much more room, which is a problem because most traps are build near bedrock. This would also require canals leading away from the center of the trap BEFORE the killing. Thus, In terms of large scale mob drop farming, a standard lava+ladder configuration beats this.
OK, OK, OK, I've said I'm going to get around to testing this, with a 144x144 tower, so we can see what's best. Until then, we don't know which is better.
Also, clogging up is not an issue. A 50x50 darkroom will never hit the 200 mob limit, so killing speed doesn't matter then. And I don't understand what you said about bedrock, could you rephrase that?
Yes, a 50x50 darkroom would still suffer from this problem. The 200 mob limit will still be hit no matter what (They spawn outside of your trap, too!) If you stop them from spawning anywhere else with torches or glass, then no, but then that would still require a 144x144 building project, making it no longer a "50x50 mob trap"
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Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
This is not the best trap. Yes, It kills all of the mobs and no drops are lost, but drowning traps are so incredibly slow, that if I hooked one of these up to my 50x50 darkroom, It would just clog up. The standard lava and ladder trap is much faster. While spiders do often jump onto the lava and die and the drops are burned, there isn't much use for string after you have a bow and a few fishing poles. Your design also takes up much more room, which is a problem because most traps are build near bedrock. This would also require canals leading away from the center of the trap BEFORE the killing. Thus, In terms of large scale mob drop farming, a standard lava+ladder configuration beats this.
OK, OK, OK, I've said I'm going to get around to testing this, with a 144x144 tower, so we can see what's best. Until then, we don't know which is better.
Also, clogging up is not an issue. A 50x50 darkroom will never hit the 200 mob limit, so killing speed doesn't matter then. And I don't understand what you said about bedrock, could you rephrase that?
Yes, a 50x50 darkroom would still suffer from this problem. The 200 mob limit will still be hit no matter what (They spawn outside of your trap, too!) If you stop them from spawning anywhere else with torches or glass, then no, but then that would still require a 144x144 building project, making it no longer a "50x50 mob trap"
Well my trap is in SMP. I never hit the limit because the other people online render chunks, and monsters spawn in those chunks too. I have no idea if I would hit the limit in SP and if the entire rest of the loaded map was lit up/glass/halfsteps. And killing speed does matter, if I used one of these in my trap it would kill slower than the mobs came in.
About the bedrock. This trap requires lots of vertical space. Most darkrooms are near bedrock, meaning space must be used effectively.
Just the starting water blocks you were talking about. Maybe a little schematic of where they start would help? Sorry I'm a total noob at traps.
Um, I don't remember mentioning water starting points, but I'll try to explain the trap.
It's a 3 by 3 room with a half step in one corner, and a water source block in the other. All of the water should be flowing diagonally to the source block. Like so:
Where is a source block, and is water generated by the source block.
Umm, its still not working. The source block over on the opposite corner, where the mobs drown, just pushes everything away, and I don't see how the current flows upwards, like in your video.
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Quote from awsomjosh »
Have you ever seen thore palls off pollen boken up?
It's time to MCEdit two 17 chunk by 17 chunk mob tower, and plug in a water trap in one, and a lava trap in the other.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
You only need 9 chunks by 9 chunks
At Halloween, Notch changed it to 17 by 17. But I think I'll make the tower 9 by 9, as having a trap too big would make mobs take longer to get to the trap. But all of this happens when I finish screaming at MCEdit.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
Wow, what is it specifically that you are having trouble with?
Yeah, I love that trap, it's profitable, and entertaining at the same time!
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
Just getting the right water starting points. I got the framework and the river started.
So it's the river, not the trap itself? Make sure that the river isn't overflowing into the 3 by 3 room. In other words, make sure the final stretch of river is 8 blocks long.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
No no, I have the river. Although I may need to change the height of the fall into it...
Just the starting water blocks you were talking about. Maybe a little schematic of where they start would help? Sorry I'm a total noob at traps.
OK, OK, OK, I've said I'm going to get around to testing this, with a 144x144 tower, so we can see what's best. Until then, we don't know which is better.
Also, clogging up is not an issue. A 50x50 darkroom will never hit the 200 mob limit, so killing speed doesn't matter then. And I don't understand what you said about bedrock, could you rephrase that?
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
Um, I don't remember mentioning water starting points, but I'll try to explain the trap.
It's a 3 by 3 room with a half step in one corner, and a water source block in the other. All of the water should be flowing diagonally to the source block. Like so:
Where is a source block, and is water generated by the source block.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
This would make it so that instead of drowning, it kills mobs with fire, having a faster spawn rate. What you think?
Yes, a 50x50 darkroom would still suffer from this problem. The 200 mob limit will still be hit no matter what (They spawn outside of your trap, too!) If you stop them from spawning anywhere else with torches or glass, then no, but then that would still require a 144x144 building project, making it no longer a "50x50 mob trap"
Well my trap is in SMP. I never hit the limit because the other people online render chunks, and monsters spawn in those chunks too. I have no idea if I would hit the limit in SP and if the entire rest of the loaded map was lit up/glass/halfsteps. And killing speed does matter, if I used one of these in my trap it would kill slower than the mobs came in.
About the bedrock. This trap requires lots of vertical space. Most darkrooms are near bedrock, meaning space must be used effectively.
Umm, its still not working. The source block over on the opposite corner, where the mobs drown, just pushes everything away, and I don't see how the current flows upwards, like in your video.