Here comes the mob trap 'Wheel of Madness™': The mobs inside it turn mad and jump into the water channels because their blocky brains can't understand the wheel's overwhelming roundness. Then they are transported to their doom, a vicious suffocation machine which leaves them alive with minimum health. So they can be smashed easily with bare hands. Alternatively they can be brutally slain with lava
Of course the 'Wheel of Madness™' comes with a shut-off mechanism and an easy to use record farm mode. Order your personal mob trap now - for only 99998 Emeralds!*
*Or use the blueprints and build it yourself for free.
Edit: Never open the fence gates manually, only use the lever (like you can see in the second picture)!
Edit 2: Also have a look at the upgrade post.
Table of contents
2. Material list
3. Building site
5. Operation manual
While I was optimizing my old mob trap in beta 1.8 I tested the 1.9 pre-releases and found out that everything I planned didn't work anymore. My old design could produce 48,000 items/h in beta 1.8 but it went less and less with every pre-release. So I restarted from scratch and after some failures I finally came up with a new design. Unfortunately all my attempts to include spiders and endermen were unsuccessful. Redstone is required but with the blueprints even total redstone noobs should be able to build it.
2. Material list
~ 9200 stone blocks
~ 850 glass blocks
~ 330 redstone dust
~ 160 ladders
~ 100 signs
~ 100 torches
- 31 redstone lamps
- 26 half blocks
- 4 pistons
- 4 sticky pistons
- 2 trap doors
- 2 fence gates
- 2 buckets of water
- 1 bucket of lava (handle with care, keep away from children and do not drink)
3. Building site
The spawn floor (layer 6) must be at least 144 blocks above the ground (surface/ocean floor) and below Y=240. No specific biome is needed but ocean is recommended due to the high risk of falling during the building process. The Nether and the End aren't suitable building places.
Up in the blueprints must be north
Edit: Redstone circuitry might not work properly when up in the blueprints is east or west.
5. Operation manual
There's a safe zone around the player where mobs cannot spawn and mobs don't move when they are too far away. The spawn room of the Wheel of Madness™ perfectly fits in the area between the safe zone and the non-moving zone (as long as the user stands exactly on the collection point). The spawn pads are designed to prevent spider spawning since spiders always cause problems. The mobs fall into the water channels and are transported to the two suffocation shafts. There they get damage until they have only a half heart left. Then they are dropped near the collection point, so the user can safely punch them and collect XP orbs and loot. Sometimes a mob slips through unharmed, so when a mob doesn't die after two hits use a sword.
In 12w30b mobs sometimes seem to fall through but still take suffocation damage or seem out of place. It looks like they are lagging, even when in single player mode.
Mob spawning lever: Controls the light based shut-off mechanism.
Mob grinder lever: Controls the suffocation grinder, must also be on when lava blades are used.
Lava blade lever: Control the lava blades, activate to automatically kill the mobs for loot, no XP can be farmed this way. Edit (1.4.5): Items can no longer be farmed this way since they don't fall fast enough to get through anymore.
Record/XP farm mode lever: Switch to record farm mode and go next to one of the shafts. Stick to the back wall, when you are too close creepers may explode. If you did everything right present skeletons will attempt to shoot at you. Since you can't be hit more than once at a time you shouldn't get hurt too much, at least in an iron armor. Mobs hit by skeleton arrows will die and in case it's a creeper it'll drop a record.
Q.: Why are there so little mobs?
A.: Make sure you stand at the collection point, the trap isn't shut off, the spawn floor is below Y=240 and don't play on peaceful. Maybe you need an antenna. And check for invisible light sources.
Q.: Do I really need that much glass?
A.: No, all the glass that isn't part of a redstone circuit can be replaced by stone, see comments in the blueprints.
Q.: Help, I don't have that many redstone lamps!
A.: The lamps on which levers are attached can be replaced with stone without loss of functionality. Replacing (not removing!) the other lamps is possible, but will disable the shut-off mechanism. You won't need the wires and repeaters at layer 6 and 7 then. Glowstones is also buyable from villagers since 1.3.
Q.: Is there a version without redstone?
A.: It is possible to operate the trap in lowtech mode. Kill mobs with the lava blades to get loot or kill them on your own for XP. Remove the trap doors.
Q.: I have the lava blades on but I don't see any items?
A.: Activate the mob grinder lever, due to the compactness of the circuitry it's impossible to switch off the pistons permanently.
Edit: Added world download and items/h.
Updated the blueprints:
- Layer 6: Added missing blocks to support some redstone wires and repeaters at layer 7 which were hanging in the air before.
- Layer 9-13: Redesigned lava blade control.
- Layer 10: Added missing torch.
Adapted the manual to fit the changes.
Edited by Malacodor, 01 December 2012 - 05:45 PM.