This trap has great potential, but its wise NEVER to rely on exploits as Notch will eventually go to correct them which will render traps like these to become useless.
A) It is not necessarily an exploit... (see 60 or whatever pages of debate about that in general, not to be talked about ehre)
:cool.gif: More importantly for this thread, it takes like 10 minutes to build a new killing device. Most of the work in a mob grinder is in the large earthworks to get mobs to the killer. So if signs suddenly start getting burned or allow water to pass or whatever, only that tiny section needs to be changed.
c) You don't have to download new updates until you are ready to.
Rollback Post to RevisionRollBack
Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
My next trap will probably be a large scale drown trap just to get a feel for the mechanic and how it compares drop rate wise to a lava or gravity trap. I'm thinking the slower speed of kill won't compensate for the 100% item collection, however if passive mobs are integrated into the trap they might actually make it closer than I think due to the separate spawn cap from aggressive mobs.
While I think best is subjective, I will concede that for a person who wants a trap that can collect items from the widest range of mob types (especially passive ones), this type is the one. I find lava grinders destroy most of the one block high mobs drops and if they are constructed so as to avoid that they become inefficient.
If you can fix the chicken problem, that also solves the problem for the other important (effective) 1x1x1 mob relevant to water - squid.
They have 2x1x1 geometry, but can turn sideways or headlong and fall through a 1x1x1 gap.
There's always a chance that squid will spawn in any water-based mob trap. We've all seen them there before - why not collect from it?
But you need an additional cull blade for that, as squid do not drown AND if they don't die, they can foul up your trap as well.
I suggest a 2x2 runoff chute. On top of the 2x2 chute is a lava blade. To one side is a cactus blade, that will allow all items to pass the chute, but kills spiders. You will lose half of your string this way, but half is better than none at all.
All other surviving mobs except chickens and squid will be culled by the lava.
At the end of this chute introduce a 1x1x2 drop, then a second lava blade off to the side. This will kill squid and chickens. The chute then continues horizontally for as many blocks as you like, to a collection area.
When done on a small scale, it looks like this from the side:
[]
[]
Behind (out of the plane of the profile) the upper AIR block, you place a cactus block. This kills the spiders. THe second lava is to kill 1x1 mobs that aren't touched by the first lava blade.
This trap has great potential, but its wise NEVER to rely on exploits as Notch will eventually go to correct them which will render traps like these to become useless.
A) It is not necessarily an exploit... (see 60 or whatever pages of debate about that in general, not to be talked about ehre)
:cool.gif: More importantly for this thread, it takes like 10 minutes to build a new killing device. Most of the work in a mob grinder is in the large earthworks to get mobs to the killer. So if signs suddenly start getting burned or allow water to pass or whatever, only that tiny section needs to be changed.
c) You don't have to download new updates until you are ready to.
The exploit I'm talking about is the use of signs and other small things that can attach to walls. They weren't intended to be used like that, and I'm sure Notch will eventually come to fixing it. Thats I mean when I'm talking about exploits.
I'd get too OCD about it being asymmetrical, otherwise this design is quite nice. Drowning is inefficient compared to lava, though...
It takes a little more time for mobs to die, but the number of items you get is identical. If your dark room or mob spawner give a 100 mobs, then you will get 100 items regardless of how you kill them. (Numbers not accurate.)
There is one problem with a drowner and that is the size and profile. A drowner use a lot of vertical space that could have been used for an additional floor in a tower. This elevator design is fixing that to some degree.
my mob trap is a 50 x 50 dark room with canals ect, but uses drowning to kil;. However, in the center is a chute that all the mobs fall down, the chute is so long the mobs actually drown along the way and just the items reach the botto. wouldnt this prevent any backlog of the drowning being to slow?
I just use a 2x2 glass... thing filled with water. It's attached to my 75x75 sky mob trap and it's large enough to where mobs drown by the time they get to the last 5 blocks to the ground. It does the job and collects 100% of their drops, although it only kills the aggressive mobs. It does the job fairly well. And I get to watch them as the slowly sink down and drown! >:smile.gif:
You know, if you're worried about killing speed / item drops, why not just do a falling trap? Have the canals funnel them into a hole, and they fall 30 blocks to their death. This works well because monsters spawn a minimum of 24 blocks from you, so you can be at the bottom and collect the loot. They're dead on impact, and if you build the collection point right you'll never have to worry about getting hurt. I built such a trap underground on my 2nd day of a brand new survival server, so it's not like it takes a ton of resources to build. Just time. Spiders, zombies, creepers, skeletons, you name it. This trap kills it.
I used OP's trap next to a spider dungeon in 1.5, works like a charm. The only issue is once in a while, string will get stuck on the half block nearest the collection point that I can't get, but it's rare enough to not be an issue.
Thank you to the guy on page 3 who posted each level individually. You're a lifesaver.
A) It is not necessarily an exploit... (see 60 or whatever pages of debate about that in general, not to be talked about ehre)
:cool.gif: More importantly for this thread, it takes like 10 minutes to build a new killing device. Most of the work in a mob grinder is in the large earthworks to get mobs to the killer. So if signs suddenly start getting burned or allow water to pass or whatever, only that tiny section needs to be changed.
c) You don't have to download new updates until you are ready to.
While I think best is subjective, I will concede that for a person who wants a trap that can collect items from the widest range of mob types (especially passive ones), this type is the one. I find lava grinders destroy most of the one block high mobs drops and if they are constructed so as to avoid that they become inefficient.
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..
They have 2x1x1 geometry, but can turn sideways or headlong and fall through a 1x1x1 gap.
There's always a chance that squid will spawn in any water-based mob trap. We've all seen them there before - why not collect from it?
But you need an additional cull blade for that, as squid do not drown AND if they don't die, they can foul up your trap as well.
I suggest a 2x2 runoff chute. On top of the 2x2 chute is a lava blade. To one side is a cactus blade, that will allow all items to pass the chute, but kills spiders. You will lose half of your string this way, but half is better than none at all.
All other surviving mobs except chickens and squid will be culled by the lava.
At the end of this chute introduce a 1x1x2 drop, then a second lava blade off to the side. This will kill squid and chickens. The chute then continues horizontally for as many blocks as you like, to a collection area.
When done on a small scale, it looks like this from the side:
[]
[]
Behind (out of the plane of the profile) the upper AIR block, you place a cactus block. This kills the spiders. THe second lava is to kill 1x1 mobs that aren't touched by the first lava blade.
The exploit I'm talking about is the use of signs and other small things that can attach to walls. They weren't intended to be used like that, and I'm sure Notch will eventually come to fixing it. Thats I mean when I'm talking about exploits.
Yeah, Mobs can't spawn on halfsteps.
Steam: RobotDeathParty
yay, now I can know what I'm doing xD
Banner by Vilborg.
Click here for a vertical mob grinder!
It takes a little more time for mobs to die, but the number of items you get is identical. If your dark room or mob spawner give a 100 mobs, then you will get 100 items regardless of how you kill them. (Numbers not accurate.)
There is one problem with a drowner and that is the size and profile. A drowner use a lot of vertical space that could have been used for an additional floor in a tower. This elevator design is fixing that to some degree.
Gravity works better than a water chute.
I've done those,but I keep losing items.
Plus,I'd like to make one of these and turn it into a schematic file for MCEdit
Add me and we can play pc
SLIMES! (Correct me if I'm wrong.)
"theres never not not nuttin" - supersonicLBP4999 2011
Thank you to the guy on page 3 who posted each level individually. You're a lifesaver.