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In Progress - Practical Mob Trap Construction/Ideas


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#1

Sinstrite
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Posted 27 January 2011 - 10:27 PM

17.2K Items/Hour
_wCWQYgYqwg

NEW - http://www.mediafire...twtdl19vbwyn9n4
OUTDATED - http://www.mediafire...425acobyjwa194i

Updated Build For Practical Use!

apocalypse_r said:


CACTUS EXAMPLE GRINDER

As noted earlier, it exemplifies the following:
About 6000 items per hour

Scartail said:

also here's a sentence so this isn't a one-word post

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#2

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Posted 27 January 2011 - 10:57 PM

What difficulty did you have set?

jdturner11 said:

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.

#3

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Posted 27 January 2011 - 11:00 PM

Normal.  I tried Easy and Hard just to make sure, but it's all the same when it comes to lava.

Scartail said:

also here's a sentence so this isn't a one-word post

#4

ColorWars

Posted 27 January 2011 - 11:12 PM

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.
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#5

abra
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Posted 27 January 2011 - 11:13 PM

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!  :RFlower:
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#6

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Posted 27 January 2011 - 11:15 PM

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. :RFlower:

BUT, also tried it without the mods, and was super awesome. (no problems at all, all worked fantastic)

Fantastic job :VV:
StarGlade wuz heer.

Kasudain said:

Well, all major religions have a 'Hell' with flying jellyfish that throw fireballs. Duh.

#7

ColorWars

Posted 27 January 2011 - 11:17 PM

abra said:

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!  :Sheep:
From what i can see, it will take a long time for a one man legitimate build.

#8

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Posted 27 January 2011 - 11:17 PM

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.

Scartail said:

also here's a sentence so this isn't a one-word post

#9

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Posted 27 January 2011 - 11:20 PM

I have it running for some minutes now.
But it seems there is a small flaw in the system. A zombie is walking outside the collection room. So there is a unlit spot somewhere out there, you might get even better results after fixing it.
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#10

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Posted 27 January 2011 - 11:24 PM

abra said:

I have it running for some minutes now.
But it seems there is a small flaw in the system. A zombie is walking outside the collection room. So there is a unlit spot somewhere out there, you might get even better results after fixing it.

ninja'd

Now there is even 3 mobs outside, a creeper and 2 zombies. I would love to know what this Grinder could collect/hour if it woudnt be for those mobs outside!
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#11

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Posted 27 January 2011 - 11:25 PM

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...twtdl19vbwyn9n4

Scartail said:

also here's a sentence so this isn't a one-word post

#12

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Posted 27 January 2011 - 11:31 PM

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.

#13

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Posted 27 January 2011 - 11:35 PM

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.

#14

Alpha_Squad

Posted 27 January 2011 - 11:36 PM

What material did you find to have the best spawn rates?
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#15

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Posted 27 January 2011 - 11:39 PM

Visaoni said:

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.

Alpha_Squad said:

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).

Scartail said:

also here's a sentence so this isn't a one-word post

#16

ColorWars

Posted 27 January 2011 - 11:45 PM

Visaoni said:

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.
Any chance for some screenshots?
I'm too lazy  :SSSS:

#17

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Posted 27 January 2011 - 11:46 PM

Incredible!

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.
http://www.minecraft...36#entry4443336 << 20k items/hour, modular, no signs!
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#18

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Posted 27 January 2011 - 11:47 PM

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. :SSSS:

#19

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Posted 27 January 2011 - 11:49 PM

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.

Marglyph said:

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.

Scartail said:

also here's a sentence so this isn't a one-word post

#20

fuzzywuff

Posted 27 January 2011 - 11:57 PM

I made the room in mcedit but it's legit ?

naw, your idea is actually a great one, impressed by your map, but i would have gave you a  :o  if you did the room by hands :D
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