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9500 Item/Hour Mob Grinder. Can be built manually. No String


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#1

Dr_Jackson
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Posted 29 April 2011 - 10:41 PM

This is v2.0. I mainly just copied and pasted from here.

Link to Reddit

This is a cut-away of the spawn chamber:

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The top layer of stone was replaced with red wool and the one below it with green wool so you can more easily see the anatomy of it. As you can see, it has been specially designed not to spawn spiders.

I ran a test to see if mobs would spawn in the doors:

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And apparently, yes, they will. Which is very convenient and definitely will be used in v3.0 to help usher the mobs to the canals.

With only two spawning chambers, I got 8200 IPH; with three, I got 9200 IPH. And with four, I got 9500 IPH.
Field testing with four spawning chambers yielded only 2000 IPH. I have already filled nearly all of the caves with torches and covered most of the surrounding land with torches as well.

My theory: Slimes. Using MCEdit, I can see all of the underground aggressive mobs. Since my cave systems are bright, they must be slimes. I'm not sure how I'm going to deal with them.

Update: I placed my trap in the center of large open body of water in my main world then then lit-up all of the exposed surface along with the caves beneath it and ran the 20 minute test again. This time I got 6000 IPH.

I've changed it to not use pressure plates, with dramatic results.

Here is a side/top view:

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You can see the redstone wiring that turns the lights on and off in the spider spawning area. Unfortunately, the spiders were a near-unmitigated disaster. The damn things kept clogging up the canals and holding up traffic of the other mobs. Solely because of their ability to climb. So I had to disable it and not finish the wiring just yet. I decided to leave the wiring in case you want to see it.

Edit: Some close-ups of the lights:

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I edited the spider wiki page to describe how spiders spawn (under the section titled "Spawning Criteria") based on my research.

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While making and testing other mob traps that I built, I realized that mobs, for some reason, don't throw themselves over high cliffs for no reason. But according to my tests, what they will do instead is walk onto a little floating cube of water and fall right through into the main canal! Insert evil laughter here


This is where they die:

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Click here for more.

I pretty sure that gravity does most of the killing. But just as a back up, there is lava that will finish the job.
I had to re-design the kill-zone to accommodate spiders. But now that spiders won't be killed at this spot, it would make sense to change it back to its more simple design with only one piston. But actually, I like it better this way. When I had to double the width of the canals for spiders, it had a side bonus of clearing up almost all the congestion of the regular mobs.

I have a new design of a kill-zone in my head but I'll wait until v3.0 to build it.

Looking at this pic from the v1.0 you can see that I had to have each canal enter at a different spot because otherwise things would get clogged.
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But not anymore!


I made a clock that has 30 redstone repeaters that activates the pistons which will shove the items into the water.

I made a quick video of it in action:

MFDEpV7K-Nw

Well anyway, I'll go ahead and offer the MCEdit schematic and the save file so you can look at it.

----------->Download.<------- Click There for the schematic!

Register or log in to remove.

#2

vali2109
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Posted 30 April 2011 - 03:47 AM

wow :Skeleton:  :D  :Diamond: ,thats all i can say,it looks difficult dou :SSSS:
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#3

KingCreeper
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Posted 30 April 2011 - 03:54 AM

Holy crap...

Just..wow.

I don't have the patience to build these things... ._.
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#4

bpx95
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Posted 30 April 2011 - 04:42 AM

I don't understand your redstone lighting thing. Redstone torches aren't bright enough, and I don't know what other light source can be controlled by redstone. Explain?
No you didn't, because TNT damage doesn't stack.
See my About Me section for info about me.

#5

DarkMemories
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Posted 30 April 2011 - 04:55 AM

bpx95 said:

I don't understand your redstone lighting thing. Redstone torches aren't bright enough, and I don't know what other light source can be controlled by redstone. Explain?
It appears to use pistons, which would open holes to light sources if used correctly I'm assuming.

~Dark, over-planner extraordinaire, Light Sage of the Society of the Master Sword, a more-than-happy-to-be-one Brony, sees 25.62 times what you see, and currently looking for a life, contact me at 867-5309 for more info!
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#6

bpx95
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Posted 30 April 2011 - 05:02 AM

DarkMemories said:

bpx95 said:

I don't understand your redstone lighting thing. Redstone torches aren't bright enough, and I don't know what other light source can be controlled by redstone. Explain?
It appears to use pistons, which would open holes to light sources if used correctly I'm assuming.
Aw, well, all the more reason to look forward to 1.7 (?).
No you didn't, because TNT damage doesn't stack.
See my About Me section for info about me.

#7

mszegedy
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Posted 30 April 2011 - 05:22 AM

I would kill for the MCEdit schematic of this ('cause I'm a lazy bitch).

#8

e4e5nf3
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Posted 30 April 2011 - 08:13 AM

Wow. The complexity of this design is just amazing (well, too me it's amazing).

And people have only been playing Minecraft for about a year. The inventions people will come up with within 5 years will probably make this look like child's play. I swear, colleges are going to start making courses for this game (hell why not, the Klingon language got one, lol)

#9

the_bidji
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Posted 30 April 2011 - 08:35 AM

nice design. :SSSS:

Bartender said:

Let me get these straight:
[Diamond] Emalards? Emalards were early in the game, Notch changed them into Diamonds.

rmvarunn2 said:

dungeon ddut bu ... is lot [Zombie] !!!
die keep ?? but box is . has [Iron] an [GP] apple gold bu
ALWAYS is [Zombie] ??? ggu make how ??
want box !!! plz help !!!!

#10

Kotoso
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Posted 30 April 2011 - 10:09 AM

You can open up the spawning floors quite a bit. Spiders need a 3x3 (+1 above) area to spawn in, not 2x2.
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#11

David164v8

Posted 30 April 2011 - 10:17 AM

We can has schematic?

:3

#12

Dr_Jackson
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Posted 01 May 2011 - 05:22 AM

First, thanks to everyone for the kind words!  :Diamond:

bpx95 said:

I don't understand your redstone lighting thing. Redstone torches aren't bright enough, and I don't know what other light source can be controlled by redstone. Explain?

Oh, sorry. I'll edit the first post to include close-ups of the light.

mszegedy said:

I would kill for the MCEdit schematic of this ('cause I'm a lazy bitch).

David164v8 said:

We can has schematic?

:3

Well this is your lucky day. Because the save file and schematic can be found by clicking on the big giant word "Download" in the first post. :Diamond:

Kotoso said:

You can open up the spawning floors quite a bit. Spiders need a 3x3 (+1 above) area to spawn in, not 2x2.

Jaw hits floor. I rushed to run some quick tests and I think you're correct!

THIS. CHANGES. EVERYTHING.

Looks like I'm going to be starting from ground up again. :Diamond:

#13

Bump
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Posted 01 May 2011 - 05:48 AM

Dr_Jackson said:


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I dont know why and how, but this image reminded me of a NES game of tanks, oh god I loved that game.

I aprove this thread. :)

#14

Ras122
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Posted 01 May 2011 - 06:38 AM

All I have to say is
:Notch:
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#15

thatsIch

Posted 01 May 2011 - 11:11 AM

- spiders need a space of 3x3 to spawn, so you could put something like fence post in 4x4 squares
- if you want the mobs to fall down, put signs on the edges. The mobs will think its solid ground.
- Dont give them the ability to pathtrack back to the platform
- more water means, longer time to destroy mobs. Try to destroy mobs instantly on spawning (I use fall height)
- the lowest spawning pad has to be 24m apart from you
- if you use the idea of the doors, spiders wont spawn on the 4x4 poles
€€:
- remove all holes beneath you in a Radius of 144m
- reduce the spawning area around you by building the whole thing in 144m radius of water
- you could double (in theory) the spawning rate by building one beneat and one above you ^^

at least good job for providing images of mob spawns
the hint with the doors helped me very much =)

#16

magicferret
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Posted 01 May 2011 - 01:01 PM

Clever layout, I like it. Been considering one of these spider free traps for a while but it tends to eat up whole days at a time designing these things haha.

You'll be pleased to know there's a new piston mod out with sticky pistons! Makes switchable glowstone lights a lot easier :cobblestone:

#17

Dr_Jackson
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Posted 01 May 2011 - 10:15 PM

Badhard said:

- if you want the mobs to fall down, put signs on the edges. The mobs will think its solid ground.
As soon as I read that, I ran some tests and you are correct. This will be very useful, thanks for the tip :Diamond:

Badhard said:

- Dont give them the ability to pathtrack back to the platform
?

Badhard said:

- more water means, longer time to destroy mobs. Try to destroy mobs instantly on spawning (I use fall height)
I know, I'm already working on decreasing the spawn-to-death latency. It's can be a tricky problem!

Badhard said:

- the lowest spawning pad has to be 24m apart from you
v3.0 will definitely have the spawn chambers as low as possible

Badhard said:

- if you use the idea of the doors, spiders wont spawn on the 4x4 poles
I have decided to use doors. In fact, I've already finished the re-design of the spawning platforms. Now they have 33.3% more spawnable tiles then before with the same room while still not spawning spiders somehow (you'll see). The time it takes for them to fall has been decreased to 1/3 or even as much as 1/4 the time it used to. I predict that the IPH will increase by 50-100%.

So thank you and everyone for the tips!  :D

magicferret said:

Clever layout, I like it. Been considering one of these spider free traps for a while but it tends to eat up whole days at a time designing these things haha.

Well it seems I've found my calling because I'm having a blast building these!

magicferret said:

You'll be pleased to know there's a new piston mod out with sticky pistons! Makes switchable glowstone lights a lot easier :Diamond:

Wow, didn't notice... I'll have to check it out!

#18

Abdiel
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Posted 01 May 2011 - 10:20 PM

Dr_Jackson said:

Badhard said:

- if you want the mobs to fall down, put signs on the edges. The mobs will think its solid ground.
As soon as I read that, I ran some tests and you are correct. This will be very useful, thanks for the tip :iapprove:

I'm thinking this will allow for *very* vertically compact traps. You only need the spawning pads stacked on top of each other with two blocks in between and signs around the edges, so that the mobs fall down all the way through the trap, and just a single set of water canals at the very bottom.

If there are no spiders spawning at all, maybe you can even have the gaps only one block wide. Or can mobs get through them then?

#19

Dr_Jackson
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Posted 01 May 2011 - 11:30 PM

Abdiel said:

Dr_Jackson said:

Badhard said:

- if you want the mobs to fall down, put signs on the edges. The mobs will think its solid ground.
As soon as I read that, I ran some tests and you are correct. This will be very useful, thanks for the tip :(

I'm thinking this will allow for *very* vertically compact traps. You only need the spawning pads stacked on top of each other with two blocks in between and signs around the edges, so that the mobs fall down all the way through the trap, and just a single set of water canals at the very bottom.

If there are no spiders spawning at all, maybe you can even have the gaps only one block wide. Or can mobs get through them then?

I just got done building the new spawn zone and what you said is pretty much what I did.