very nice :smile.gif: i got a similar room myself just alot smaller. I think the lowest point is right above the bedrock or 1 block higher I can't remember. The size wuld be around 60x60 with the height being a minimum of 2 blocks. Problem is I don't have any monsters spawning in it for some reason, I left the ground the normal standard rock type and a few blocks of dirt and even in absolute darkness nothing spawned. Tried unloading the chunk by moving far out of sight from it, but it didn't have any affect. Wonder what I'm doing wrong. Oh yea, also not on peacefull :tongue.gif:
Do you have a lot of unlit caves in the area near your trap?
well im guessing there mite be a few caves around that i haven't spotted. But I'm not hearing any enemy sounds through any of the walls in my large room or in the caves I made and explored
Well the area you have to consider is rather large. 9x9 chunks means there's a 144x144 area extending from bedrock up to the surface that mobs can spawn in. If there is anything in that area that is getting hit in the spawning algorithm prior to getting to your trap, then you are going to get few to no spawns.
so ur saying i shuld pretty much light the entire surface and find every single tunnel to get something to spawn O-o that wuld take like forever O-o
Not necessarily. On my legit version I've lit up very few caves and I still manage 1750+ items/hr. I think a lot of it has to do with getting lucky with your location. However, lighting up the area around it and nearby cave systems should help.
So I downloaded the save, and it have alot of torches.. how does the mobs spawn then? Should I take out the torches?
There is another version of the trap (without torches) below the one you start in. There is a ladder leading down to it near the access to the trap (the wood "L" coming out from the trap with the single ladder on the end).
So I downloaded the save, and it have alot of torches.. how does the mobs spawn then? Should I take out the torches?
There is another version of the trap (without torches) below the one you start in. There is a ladder leading down to it near the access to the trap (the wood "L" coming out from the trap with the single ladder on the end).
Oh, didn't noticed that. Kay thanks, a question, what's at the top (the land)?
I just have one question though: I read some talk about zombies and monsters being able to break glass windows... With the coming halloween patch. This would mess up the glass window, wouldn't it? If there is only a slit of view without glass, would the mobs still be drawn to the player location and drown while trying to get to him?
I am making it on bedrock, as the halloween patch notes also state that there will be new scarier monsters at deeper levels, and i want their loot.
I just have one question though: I read some talk about zombies and monsters being able to break glass windows... With the coming halloween patch. This would mess up the glass window, wouldn't it? If there is only a slit of view without glass, would the mobs still be drawn to the player location and drown while trying to get to him?
I am making it on bedrock, as the halloween patch notes also state that there will be new scarier monsters at deeper levels, and i want their loot.
Cheers,
Andrew
i didn't see that in the update notes, are you sure notch has confirmed that? if so, all the more reason to build the trap asap and get as many drops as you can, while you can.
if they end up being able to break glass then it's possible that it could be modified to keep it safe but you'd have to know the exact mechanics of when and how mobs are able to do that. i wouldn't bother with trying to pre-plan for it because it will needlessly complicate an already large and time-consuming design.
Rollback Post to RevisionRollBack
For as long as the grass grows
For as long as the stream flows
And the sun shines down unto us
Only they who walk the clouds know
For how long the winds blow
And the sky is blue above us
To the OP nice build. Also i got slime while standing in inner most chamber (2nd trap). I have not gone through all the post but to all those or any who suggested the idea of clearing and lighting up all caves, i have question. Tell me if this would work, say if you were to build about same structure (may be smaller in size) in mid-air at reasonable height from the ground (same level as sand/sea), would it work to spawn the mobs?
For example:
Where, is where the whole mob trap set-up happens. This way one would not have to bother finding and lighting up caves.
Picture above might be bit misleading, main idea is would the same trap being build in mid air help in avoiding having to find caves and make sure they are not dark so as to have mobs spawn outside. I am aware that the mob trap here is in itself so huge that irrespective of the caves below (for anyone else trying to replicate it in his/her world) the mobs would spawn, but how about a smaller setup will it work.
To the OP nice build. Also i got slime while standing in inner most chamber (2nd trap). I have not gone through all the post but to all those or any who suggested the idea of clearing and lighting up all caves, i have question. Tell me if this would work, say if you were to build about same structure (may be smaller in size) in mid-air at reasonable height from the ground (same level as sand/sea), would it work to spawn the mobs?
For example:
<snip>
Where, is where the whole mob trap set-up happens. This way one would not have to bother finding and lighting up caves.
Picture above might be bit misleading, main idea is would the same trap being build in mid air help in avoiding having to find caves and make sure they are not dark so as to have mobs spawn outside. I am aware that the mob trap here is in itself so huge that irrespective of the caves below (for anyone else trying to replicate it in his/her world) the mobs would spawn, but how about a smaller setup will it work.
It doesn't matter since the algorithm will always check the same area/volume regardless of the location of your trap/room or it's size. From your location, the algorithm will check a 144x144 area (4 chunks in either direction from the chunk you occupy) from bedrock (0) to the sky limit (127); So, regardless of your trap being in the air, the algorithm will still look underground and hit caves. The only way to increase the number of mobs spawning in your room is to eliminate as much of the available spawning area in the 81 chunk area around your trap as possible.
Ever thought of making the canal walls one block higher, so the mobs can't jump out after falling in?
I'm currently creating something similar, but with my own canal layout and a lava killing zone. Much faster than drowning.
The problem with that is, the mobs won't jump down 2 blocks I think. I could be wrong, but I thought their pathing limiting to just 1 block up or down.
As for lava, how do you stop it from eating the items? I haven't really toyed with lava that much.
Ever thought of making the canal walls one block higher, so the mobs can't jump out after falling in?
I'm currently creating something similar, but with my own canal layout and a lava killing zone. Much faster than drowning.
The problem with that is, the mobs won't jump down 2 blocks I think. I could be wrong, but I thought their pathing limiting to just 1 block up or down.
As for lava, how do you stop it from eating the items? I haven't really toyed with lava that much.
I used lava once in one of my earlier, outdoor trap. I never observed it much with it's interaction with items, but it seemed to do ok. It was nice in that it killed mobs instantly instead of having to wait on cactus damage or drowning. It involves setting up the lava in such a way that it is "suspended" in the air using ladders at the end of the stream to hold the lava up. You then have the water stream feed into the tiles going under the suspended lava which leaves a ~1 block space for items/mobs to pass through. Anything passing through this space will always hit the lava and die. Items then fall into the water stream under the lava and into the safe room. Mine had a simple drowning room after it fed out of the lava part to make sure no mobs got through and killed me.
I've been watching the mobs, they do jump down. I think because the ground to the surface of the water is only one block, but they can't jump out because the bottom of the water to the lip is 2.
Bucyruss: I've been using the lava trap as you've described, works really well.
Bucyruss: I've been using the lava trap as you've described, works really well.
Lava is the one major change to the design that I have considered looking into just to expedite how quickly the mobs die in an attempt to speed up the entire process and remove that bottleneck. Not a lot I can do about the time it takes the canals to carry them to the trap so how quickly they die is about the only thing I can change.
I recently went through and tried to find as many tunnels and caves as I could above and below me. Went through 200 torches or so, but I saw a MASSIVE increase in drops. The zombies all spawn a little more evenly through the trap as well.
I've been watching the mobs, they do jump down. I think because the ground to the surface of the water is only one block, but they can't jump out because the bottom of the water to the lip is 2.
Bucyruss: I've been using the lava trap as you've described, works really well.
Can you put some screenshots of your trap, curious to how you set it up.
I've been watching the mobs, they do jump down. I think because the ground to the surface of the water is only one block, but they can't jump out because the bottom of the water to the lip is 2.
Bucyruss: I've been using the lava trap as you've described, works really well.
Can you put some screenshots of your trap, curious to how you set it up.
Well the area you have to consider is rather large. 9x9 chunks means there's a 144x144 area extending from bedrock up to the surface that mobs can spawn in. If there is anything in that area that is getting hit in the spawning algorithm prior to getting to your trap, then you are going to get few to no spawns.
Not necessarily. On my legit version I've lit up very few caves and I still manage 1750+ items/hr. I think a lot of it has to do with getting lucky with your location. However, lighting up the area around it and nearby cave systems should help.
There is another version of the trap (without torches) below the one you start in. There is a ladder leading down to it near the access to the trap (the wood "L" coming out from the trap with the single ladder on the end).
Oh, didn't noticed that. Kay thanks, a question, what's at the top (the land)?
This is great, I'm making my own.
I just have one question though: I read some talk about zombies and monsters being able to break glass windows... With the coming halloween patch. This would mess up the glass window, wouldn't it? If there is only a slit of view without glass, would the mobs still be drawn to the player location and drown while trying to get to him?
I am making it on bedrock, as the halloween patch notes also state that there will be new scarier monsters at deeper levels, and i want their loot.
Cheers,
Andrew
i didn't see that in the update notes, are you sure notch has confirmed that? if so, all the more reason to build the trap asap and get as many drops as you can, while you can.
if they end up being able to break glass then it's possible that it could be modified to keep it safe but you'd have to know the exact mechanics of when and how mobs are able to do that. i wouldn't bother with trying to pre-plan for it because it will needlessly complicate an already large and time-consuming design.
For as long as the stream flows
And the sun shines down unto us
Only they who walk the clouds know
For how long the winds blow
And the sky is blue above us
For example:
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Where,
Picture above might be bit misleading, main idea is would the same trap being build in mid air help in avoiding having to find caves and make sure they are not dark so as to have mobs spawn outside. I am aware that the mob trap here is in itself so huge that irrespective of the caves below (for anyone else trying to replicate it in his/her world) the mobs would spawn, but how about a smaller setup will it work.
It doesn't matter since the algorithm will always check the same area/volume regardless of the location of your trap/room or it's size. From your location, the algorithm will check a 144x144 area (4 chunks in either direction from the chunk you occupy) from bedrock (0) to the sky limit (127); So, regardless of your trap being in the air, the algorithm will still look underground and hit caves. The only way to increase the number of mobs spawning in your room is to eliminate as much of the available spawning area in the 81 chunk area around your trap as possible.
Read the thread, folks.
I'm currently creating something similar, but with my own canal layout and a lava killing zone. Much faster than drowning.
The problem with that is, the mobs won't jump down 2 blocks I think. I could be wrong, but I thought their pathing limiting to just 1 block up or down.
As for lava, how do you stop it from eating the items? I haven't really toyed with lava that much.
I used lava once in one of my earlier, outdoor trap. I never observed it much with it's interaction with items, but it seemed to do ok. It was nice in that it killed mobs instantly instead of having to wait on cactus damage or drowning. It involves setting up the lava in such a way that it is "suspended" in the air using ladders at the end of the stream to hold the lava up. You then have the water stream feed into the tiles going under the suspended lava which leaves a ~1 block space for items/mobs to pass through. Anything passing through this space will always hit the lava and die. Items then fall into the water stream under the lava and into the safe room. Mine had a simple drowning room after it fed out of the lava part to make sure no mobs got through and killed me.
if you look there is a ladder outside the trap that leads down to a trap that isn't lit up. The spawns are there.
Bucyruss: I've been using the lava trap as you've described, works really well.
Lava is the one major change to the design that I have considered looking into just to expedite how quickly the mobs die in an attempt to speed up the entire process and remove that bottleneck. Not a lot I can do about the time it takes the canals to carry them to the trap so how quickly they die is about the only thing I can change.
Can you put some screenshots of your trap, curious to how you set it up.
http://www.minecraftwiki.net/wiki/Trap#Water_traps
I used the design described in the lava retrieval trap section. The kills are almost instantaneous.
I'll post some pictures or video once I've completed the whole room. Right now I have one quadrant running and 1/3 of the canals complete.