Good News Everyone!
So while it is true that the tower design listed below no longer work with information from the old spawning algorithm, there does seem to be hope for equally ridiculous results from a mob spawner/trap. At someone's request I had taken the tower trap (below) and duplicated it 8 more times to make a 3x3 square of towers all interconnected (they were overlapped and walls removed to make each floor open with canal systems all over them). This yielded, roughly, a 25% increase in the drop rate up to 14216 items/hr (average). This tower was at my work so I couldn't access it over the weekend and did not feel like trying to duplicate it again while at home and out of town. I just ran a short test and got an average rate of 13608 items/hr.
This seems to make me think that a tower trap may still be a good design once the algorithm changes are all nailed down. That or some combination of a tower/flat trap (such as a multilevel flat trap) may become the optimal design.
IMPORTANT! The information used for this trap (from the spawning algorithm) is now obsolete following the Halloween update. DO NOT build this trap with the information below until I can work out the needed changes to make it compatible with the Halloween update and expect it to function as described. Best case is that the trap operates at 20% capacity using the below information and may no longer be the optimal design. Consider the below information to be archival as it is no longer accurate.
(This post is edited as updates occur. Original content is left and new content will be noted with "Edit" and the date/time before the new information. Newest information will have the edit highlighted in red while older edits will be highlighted in orange)
Disclaimer: You are responsible for reading all information and asking questions prior to building this trap. Failure to do so may result in it not functioning properly or at all. Additional note is DO NOT choose a random location and expect this trap to work. Again, read the information in this post (and others) to understand why choosing the right location is very important. Do note that this trap may no longer function as described below following the Halloween update since changes are being made to the spawning algorithm. Take this into consideration prior to building this trap.
A big thanks to everyone who has made suggestions. If I missed you, let me know and I'll add you as the credit for a change I've made due to your suggestion.
After seeing the chunk 0 "exploit" discussed in the Mob Spawning Science thread by fr0stbyte124 and the mob tower/trap built by globster8 I decided to try my hand at making my own.
Test Results Original
As with everything I build I went a bit overboard on size and built the tower to 25x25 with 23 floors (not counting the trap) with each floor 4 blocks in height, 13 blocks between the bottom most floor and the trap, and then another 5 blocks for the actual trap itself (total of 112 blocks in height counting the roof and floor). This tower/trap was built with the spawning area in the tower within the 0 chunk. I ran a couple of tests with this setup and I got a maximum hourly average of 4286 items/hr.
I then made a new map and recreated my trap (on chunk 0), but made it a bit larger (29 floors) so that it stretches from the bedrock to the sky limit (123 blocks in height). I ran three tests with this one and got a maximum average of 6654 items/hr and an average across all tests of 6495 items/hr.
Edit (October 13 2010 @ 2:07PM)
The MCEdit recreation of the tower/trap was edited to make the following changes: 1) One floor removed (reducing the overall total to 28 floors) to make room for shifting the trap room up (4 blocks) to create space for a canal leading away from the tower. 2) A transport canal measuring 32 blocks in length and 1 block in width was added before the trap room extending from the center (original collection point). This canal consists of four 8x1 canals dropping a total of 4 blocks over the entire length (Ending on the bedrock level). Suggested by Wiizz 3) Glass sections measuing 2x3 were placed over the eight areas where the lava overlaps the water to prevent the loss of items to the lava. Suggested by Waster 4) Several pieces of cobblestone were replaced by glass in the corner sections (where the chutes from the tower empty into the water) to prevent mobs from getting stuck as well as increase visibility for observation for these areas.
Test Results (October 13 2010 @ 2:07PM)
I ran a couple of tests with this new setup and the results, as the new title states, are insane. The highest average I got was at the very end of a 30 minute test which resulted in 11510 items/hr (1808 arrows, 1681 feathers, 1576 gunpowder, and 690 string). I switched the difficulty back to peaceful as soon as I hit the 30 minute mark as I wanted to see how many items were in the transport canal. There were 339 items still floating down the canal at the point at which I ended the test.
I took measurements every 5 minutes during this test and kept a rolling average at each of those marks. The results of those measurements are as follows (from 5 minutes up to 30 minutes at 5 minute intervals): 11172, 11370, 11436, 11502, 11450, 11510. Since this was a rolling average, that means that individual 5 minute averages were much higher than the 11510 average at the end of the test (the highest single rate was 11808 items/hr).
Edit (October 14 2010 @ 10:25AM)
The following changes were made to the trap: 1) Changed the block configuration in the corners (under the chutes) to solve spider problem. Issue seems to be resolved. Suggested by Waster 2) The last floor (directly above the trap room) has been reverted to mimic the design of all other floors.
Misc. changes: 1) Spawn point moved on the map to be closer to the trap. 2) Arrow made on the ground at new spawn point that directs you in the direction of the tower.
Test Results (October 14 2010 @ 10:25AM)
I tested stickcult's suggestion of removing half the floors. The item drop rate was cut, roughly, in half by doing so. I terminated the test after 5 minutes with a rate of 5712 items/hr. It seems that having more empty space (air) between floors does not help. Alternately, minimizing the space each floor takes up (to 3 blocks if possible) should increase the drop rate further going off of this result.
Test Results (October 14 2010 @ 1:05PM)
I tested the trap at a location far away from chunk 0 and the spawn point. I moved the entire surrounding area (200x200x128 block) to make sure the number of variables were kept to a minimum. The results were 2460 items/hr and 2376 items/hr. So pretty bad in comparison to what you can get with this trap sitting over chunk 0.
Edit (October 13 2010 @ 2:07PM)
Edit (October 14 2010 @ 10:25AM)
Updated files to reflect the changes in this edit. Note that the schematic does not contain a ladder shaft to the surface or the entire transport canal below the tower. Only the connections for both of these exists so that you can build your collection and trap room access however you want. Here is the save file with the trap in it. This is the MCEdit schematic for the tower/trap.
Edit (October 19 2010 @ 11:51AM)
A number of people have complained and/or been disappointed that an external tool/program had to be used to find chunk 0 to build this trap over in order to get the results that I got. I put some thought into it and arrived at a way to determine the best place to put your trap without the need for any external tools/programs so that a trap like this can be built and get similar item/hr results legitimately.
The method is somewhat time consuming as it involves constructing a grid covering 145x145x2 made of empty "cells" measuring 15x15 in size with walls separating each one (see image below). You need a tower in the middle of this large grid so that you can observe each cell without having to move around much. During the night you stand in the tower and watch the mobs spawning in each cell. You will be able to identify which cells get the most mobs without much trouble (see image below). These cells that get a lot of mob activity represent the (rough) area of chunks that the spawning algorithm hit early on in the 81 chunk list that it transverses. It is in these cells that you want to build your mob tower.
I used this method to identify a location with a lot of mobs and imported the tower schematic into that location. I then made some modifications to transport items back to where I stood during the tests so as to not change the order of the algorithm's chunk list. I ran a 15 minute test and got an average of 7712 items/hr with a max rate of 8592 items/hr. So for anyone wanting to make a trap like this, but don't want to use any external tools to locate chunk 0, then this would be the way to go until some better way is found at identifying high priority chunks in the spawning algorithm.
Daytime view of the grid from the observation tower (nothing fancy and not the most efficient design):
Hotspot of mobs spawning in the grid:
Edit (October 15 2010 @ 2:34PM)
Here's the video!
Edit (October 13 2010 @ 2:07PM)
Screenshot of the (updated) trap room:
Screenshot of items coming down the collection canal from the trap room:
Key:
= Water Source
= Flowing Water
= To collection canal. Go down two blocks and then start the collection canal.
= Lava Source
= Flowing Lava
= Ladder
Each floor in the tower has the following layout (top to bottom):
Edit (October 13 2010 @ 2:07PM)
The lowest floor has a few sections of cobblestone replaced with glass. Significance of this change is unknown, but made in an attempt to prevent mobs from trying to jump back up.
Edit (October 14 2010 @ 10:25AM)
This schematic has been removed as it is no longer used. The above changes did not solve the spider issue.
The trap/collection room has the following layout:
Edit (October 13 2010 @ 2:07PM)
Edit (October 14 2010 @ 10:25AM)
Change made in this edit are reflected in the schematic below (replacing the old one). Do note that the trasportation canal away from the tower is not shown. See the key below for explanation.
(Yes, that's a swastika. No, it's not the version used by the Nazis. It's a geometric shape that was useful in this instance)
Key:
= Water Source
= Flowing Water
= To collection canal. Go down two blocks and then start the collection canal.
= Lava Source
= Flowing Lava
= Ladder
That collection rate is mind blowing. I've been trying to come up with a good layered system for the origin chunk (damn water mechanics!) but it looks like you took the cake.
Do you think you could squeeze more out of such a layered design? Have you noticed any drops get incinerated by the lava? Maybe a more efficient use of the origin chunk's volumetric space by moving the water collection mechanism to an adjacent chunk so you can squeeze in more floors (if that's even possible at this point)? What about ambient light created by the lava itself impeding spawns on the origin chunk floorspace? I'm just throwing out ******** ideas here. What you've done is fantastic beyond words and further enhancements would be totally unnecessary..
.. but seeing how you've come up with increasingly efficient designs I'm sure you're going to milk this thing til it bleeds. Bravo dude. srsly.
...
lolwat?
On topic: Wow, you just broke the record!
yeah why is there a swastika?
it looks as though it's to grab the items from the four corners and bring them to the center
he could have done it any number of ways, but at least it's not a nazi swastika (it's reversed) :tongue.gif:
edit: and amazing work, Bucyruss, you've outdone yourself yet again!
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
That collection rate is mind blowing. I've been trying to come up with a good layered system for the origin chunk (damn water mechanics!) but it looks like you took the cake.
Do you think you could squeeze more out of such a layered design? Have you noticed any drops get incinerated by the lava? Maybe a more efficient use of the origin chunk's volumetric space by moving the water collection mechanism to an adjacent chunk so you can squeeze in more floors (if that's even possible at this point)? What about ambient light created by the lava itself impeding spawns on the origin chunk floorspace? I'm just throwing out ******** ideas here. What you've done is fantastic beyond words and further enhancements would be totally unnecessary..
.. but seeing how you've come up with increasingly efficient designs I'm sure you're going to milk this thing til it bleeds. Bravo dude. srsly.
Thank ya :smile.gif:
I'm not sure how much more can be squeezed out of such a system. I've put some though into adding an additional canal system on the floors that extend out from the center to the outsides, but that means adding another layer to each of the floors (increasing the height of each one by 25%) which will reduce the maximum number of floors from 29 to 23 (21% decrease in spawnable floorspace). You also have to take into account that the minimum size of the canals to go from the middle of the room to the outside requires at least 32 blocks on each floor out of the 301 blocks that can be spawned on (11% decrease). So adding an additional canal system cutting through the 0 chunk spawning space would need to have a significant increase in the item drop rate to offset the reduction in spawnable floorspace. It's something that would have to be tested to see since it's pretty difficult to determine affects on item rates without actual testing.
I have not noticed any items getting incinerated. When the mobs get killed by the lava they fall into the water and sink slightly prior to dropping any items. This seems to prevent items from popping up into the lava.
The water collection system is located in adjacent chunks right now. The empty floorspace in the middle of canals is a 17x17 space covering the 16x16 space of the 0 chunk. At four blocks in height, I really don't think I can decrease the height of each floor any more unless I remove the water system and that is likely to have a significant reduction on the item drop rate.
The light from the lava decreases enough that by the time you reach a floor that is outside of the minimum spawn distance that it no longer has any affect on the spawns. The bottom few floors likely have no spawns, but I placed them there anyways on the MCEdit version. On my version of this trap on my main save I have a buffer zone of ~15 blocks between the trap/collection room and the bottom floor.
I remember back when I thought that being able to fill an entire inventory in under an hour was likely impossible and now I've gotten that down to right at 20 minutes to fill an inventory. I also said that I didn't think that it would be possible to get much more than the 2900 items/hr that my old trap and spawn room got, so I won't put my foot in my mouth and say it's not possible to get much more than 6654 items/hr out of a trap and spawn room :tongue.gif:
...
lolwat?
On topic: Wow, you just broke the record!
yeah why is there a swastika?
it looks as though it's to grab the items from the four corners and bring them to the center
he could have done it any number of ways, but at least it's not a nazi swastika (it's reversed) :tongue.gif:
edit: and amazing work, Bucyruss, you've outdone yourself yet again!
Haha, yeah I figured it wouldn't take long for someone to mention that. I went for the the most obvious, direct routes from the eight corner canals to the center of the room only to notice that I had just made a nazi swastika. I wanted to stick with that method of collection for the canals, but reversed it to remain in good (better?) taste :tongue.gif:
Thanks. A week ago I wouldn't have thought it was possible to get anywhere near this level of collection rate from a mob spawner/trap.
I'd like to test things out but im not fond of using 3rd party tools.
Only suggestion I can offer is to make a copy of your save, delete c.0.0.dat from the WorldX/0/0/ directory and look for the missing chunk. You can use cartographer to help find it if you are fine with using it. Otherwise, you'll just have to wander around and try to find someplace that looks like the chunk has been removed (and regenerated?).
Dam I just got building a trap that gets 2k items per hour... >.>
Very nice job though. Wouldn't mind if it someone went on his save and made a video themselves if he doesn't like making them?
I made a recording of a 5minute run (a little padding since the first few minutes are always the slowest) that come to an average of 6588 items/hr. I want to add some text/arrows to it, but I don't make videos often enough to be able to do it with any kind of speed/efficiency. It's also late so I'll look at it again tomorrow when I get home form work to see if I can't finish it up and post it. Anyone else that wants to make a video of it is more than welcome.
So while it is true that the tower design listed below no longer work with information from the old spawning algorithm, there does seem to be hope for equally ridiculous results from a mob spawner/trap. At someone's request I had taken the tower trap (below) and duplicated it 8 more times to make a 3x3 square of towers all interconnected (they were overlapped and walls removed to make each floor open with canal systems all over them). This yielded, roughly, a 25% increase in the drop rate up to 14216 items/hr (average). This tower was at my work so I couldn't access it over the weekend and did not feel like trying to duplicate it again while at home and out of town. I just ran a short test and got an average rate of 13608 items/hr.
This seems to make me think that a tower trap may still be a good design once the algorithm changes are all nailed down. That or some combination of a tower/flat trap (such as a multilevel flat trap) may become the optimal design.
IMPORTANT!
The information used for this trap (from the spawning algorithm) is now obsolete following the Halloween update. DO NOT build this trap with the information below until I can work out the needed changes to make it compatible with the Halloween update and expect it to function as described. Best case is that the trap operates at 20% capacity using the below information and may no longer be the optimal design. Consider the below information to be archival as it is no longer accurate.
(This post is edited as updates occur. Original content is left and new content will be noted with "Edit" and the date/time before the new information. Newest information will have the edit highlighted in red while older edits will be highlighted in orange)
Disclaimer: You are responsible for reading all information and asking questions prior to building this trap. Failure to do so may result in it not functioning properly or at all. Additional note is DO NOT choose a random location and expect this trap to work. Again, read the information in this post (and others) to understand why choosing the right location is very important. Do note that this trap may no longer function as described below following the Halloween update since changes are being made to the spawning algorithm. Take this into consideration prior to building this trap.
A big thanks to everyone who has made suggestions. If I missed you, let me know and I'll add you as the credit for a change I've made due to your suggestion.
After seeing the chunk 0 "exploit" discussed in the Mob Spawning Science thread by fr0stbyte124 and the mob tower/trap built by globster8 I decided to try my hand at making my own.
Test Results Original
As with everything I build I went a bit overboard on size and built the tower to 25x25 with 23 floors (not counting the trap) with each floor 4 blocks in height, 13 blocks between the bottom most floor and the trap, and then another 5 blocks for the actual trap itself (total of 112 blocks in height counting the roof and floor). This tower/trap was built with the spawning area in the tower within the 0 chunk. I ran a couple of tests with this setup and I got a maximum hourly average of 4286 items/hr.
I then made a new map and recreated my trap (on chunk 0), but made it a bit larger (29 floors) so that it stretches from the bedrock to the sky limit (123 blocks in height). I ran three tests with this one and got a maximum average of 6654 items/hr and an average across all tests of 6495 items/hr.
Edit (October 13 2010 @ 2:07PM)
The MCEdit recreation of the tower/trap was edited to make the following changes:
1) One floor removed (reducing the overall total to 28 floors) to make room for shifting the trap room up (4 blocks) to create space for a canal leading away from the tower.
2) A transport canal measuring 32 blocks in length and 1 block in width was added before the trap room extending from the center (original collection point). This canal consists of four 8x1 canals dropping a total of 4 blocks over the entire length (Ending on the bedrock level). Suggested by Wiizz
3) Glass sections measuing 2x3 were placed over the eight areas where the lava overlaps the water to prevent the loss of items to the lava. Suggested by Waster
4) Several pieces of cobblestone were replaced by glass in the corner sections (where the chutes from the tower empty into the water) to prevent mobs from getting stuck as well as increase visibility for observation for these areas.
Test Results (October 13 2010 @ 2:07PM)
I ran a couple of tests with this new setup and the results, as the new title states, are insane. The highest average I got was at the very end of a 30 minute test which resulted in 11510 items/hr (1808 arrows, 1681 feathers, 1576 gunpowder, and 690 string). I switched the difficulty back to peaceful as soon as I hit the 30 minute mark as I wanted to see how many items were in the transport canal. There were 339 items still floating down the canal at the point at which I ended the test.
I took measurements every 5 minutes during this test and kept a rolling average at each of those marks. The results of those measurements are as follows (from 5 minutes up to 30 minutes at 5 minute intervals): 11172, 11370, 11436, 11502, 11450, 11510. Since this was a rolling average, that means that individual 5 minute averages were much higher than the 11510 average at the end of the test (the highest single rate was 11808 items/hr).
Edit (October 14 2010 @ 10:25AM)
The following changes were made to the trap:
1) Changed the block configuration in the corners (under the chutes) to solve spider problem. Issue seems to be resolved. Suggested by Waster
2) The last floor (directly above the trap room) has been reverted to mimic the design of all other floors.
Misc. changes:
1) Spawn point moved on the map to be closer to the trap.
2) Arrow made on the ground at new spawn point that directs you in the direction of the tower.
Test Results (October 14 2010 @ 10:25AM)
I tested stickcult's suggestion of removing half the floors. The item drop rate was cut, roughly, in half by doing so. I terminated the test after 5 minutes with a rate of 5712 items/hr. It seems that having more empty space (air) between floors does not help. Alternately, minimizing the space each floor takes up (to 3 blocks if possible) should increase the drop rate further going off of this result.
Test Results (October 14 2010 @ 1:05PM)
I tested the trap at a location far away from chunk 0 and the spawn point. I moved the entire surrounding area (200x200x128 block) to make sure the number of variables were kept to a minimum. The results were 2460 items/hr and 2376 items/hr. So pretty bad in comparison to what you can get with this trap sitting over chunk 0.
Edit (October 13 2010 @ 2:07PM)
Edit (October 14 2010 @ 10:25AM)
Updated files to reflect the changes in this edit. Note that the schematic does not contain a ladder shaft to the surface or the entire transport canal below the tower. Only the connections for both of these exists so that you can build your collection and trap room access however you want.
Here is the save file with the trap in it.
This is the MCEdit schematic for the tower/trap.
Edit (October 19 2010 @ 11:51AM)
A number of people have complained and/or been disappointed that an external tool/program had to be used to find chunk 0 to build this trap over in order to get the results that I got. I put some thought into it and arrived at a way to determine the best place to put your trap without the need for any external tools/programs so that a trap like this can be built and get similar item/hr results legitimately.
The method is somewhat time consuming as it involves constructing a grid covering 145x145x2 made of empty "cells" measuring 15x15 in size with walls separating each one (see image below). You need a tower in the middle of this large grid so that you can observe each cell without having to move around much. During the night you stand in the tower and watch the mobs spawning in each cell. You will be able to identify which cells get the most mobs without much trouble (see image below). These cells that get a lot of mob activity represent the (rough) area of chunks that the spawning algorithm hit early on in the 81 chunk list that it transverses. It is in these cells that you want to build your mob tower.
I used this method to identify a location with a lot of mobs and imported the tower schematic into that location. I then made some modifications to transport items back to where I stood during the tests so as to not change the order of the algorithm's chunk list. I ran a 15 minute test and got an average of 7712 items/hr with a max rate of 8592 items/hr. So for anyone wanting to make a trap like this, but don't want to use any external tools to locate chunk 0, then this would be the way to go until some better way is found at identifying high priority chunks in the spawning algorithm.
Daytime view of the grid from the observation tower (nothing fancy and not the most efficient design):
Hotspot of mobs spawning in the grid:
Edit (October 15 2010 @ 2:34PM)
Here's the video!
Edit (October 13 2010 @ 2:07PM)
Screenshot of the (updated) trap room:
Screenshot of items coming down the collection canal from the trap room:
Key:
= Water Source
= Flowing Water
= To collection canal. Go down two blocks and then start the collection canal.
= Lava Source
= Flowing Lava
= Ladder
Each floor in the tower has the following layout (top to bottom):
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
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Edit (October 13 2010 @ 2:07PM)
The lowest floor has a few sections of cobblestone replaced with glass. Significance of this change is unknown, but made in an attempt to prevent mobs from trying to jump back up.
Edit (October 14 2010 @ 10:25AM)
This schematic has been removed as it is no longer used. The above changes did not solve the spider issue.
The trap/collection room has the following layout:
Edit (October 13 2010 @ 2:07PM)
Edit (October 14 2010 @ 10:25AM)
Change made in this edit are reflected in the schematic below (replacing the old one). Do note that the trasportation canal away from the tower is not shown. See the key below for explanation.
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] []
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(Yes, that's a swastika. No, it's not the version used by the Nazis. It's a geometric shape that was useful in this instance)
Key:
= Water Source
= Flowing Water
= To collection canal. Go down two blocks and then start the collection canal.
= Lava Source
= Flowing Lava
= Ladder
vid of items & trap
Edit: NINJAAAAAAA"S!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I don't like making videos, but I'll work on it :tongue.gif:
When someone posts the same thing as you right before you and you don't realize it. I like the trap, though.
The chunk of coordinates [0,0] to [15,15] on the x-z coordinate plane.
Do you think you could squeeze more out of such a layered design? Have you noticed any drops get incinerated by the lava? Maybe a more efficient use of the origin chunk's volumetric space by moving the water collection mechanism to an adjacent chunk so you can squeeze in more floors (if that's even possible at this point)? What about ambient light created by the lava itself impeding spawns on the origin chunk floorspace? I'm just throwing out ******** ideas here. What you've done is fantastic beyond words and further enhancements would be totally unnecessary..
.. but seeing how you've come up with increasingly efficient designs I'm sure you're going to milk this thing til it bleeds. Bravo dude. srsly.
...
lolwat?
On topic: Wow, you just broke the record!
yeah why is there a swastika?
it looks as though it's to grab the items from the four corners and bring them to the center
he could have done it any number of ways, but at least it's not a nazi swastika (it's reversed) :tongue.gif:
edit: and amazing work, Bucyruss, you've outdone yourself yet again!
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
Thank ya :smile.gif:
I'm not sure how much more can be squeezed out of such a system. I've put some though into adding an additional canal system on the floors that extend out from the center to the outsides, but that means adding another layer to each of the floors (increasing the height of each one by 25%) which will reduce the maximum number of floors from 29 to 23 (21% decrease in spawnable floorspace). You also have to take into account that the minimum size of the canals to go from the middle of the room to the outside requires at least 32 blocks on each floor out of the 301 blocks that can be spawned on (11% decrease). So adding an additional canal system cutting through the 0 chunk spawning space would need to have a significant increase in the item drop rate to offset the reduction in spawnable floorspace. It's something that would have to be tested to see since it's pretty difficult to determine affects on item rates without actual testing.
I have not noticed any items getting incinerated. When the mobs get killed by the lava they fall into the water and sink slightly prior to dropping any items. This seems to prevent items from popping up into the lava.
The water collection system is located in adjacent chunks right now. The empty floorspace in the middle of canals is a 17x17 space covering the 16x16 space of the 0 chunk. At four blocks in height, I really don't think I can decrease the height of each floor any more unless I remove the water system and that is likely to have a significant reduction on the item drop rate.
The light from the lava decreases enough that by the time you reach a floor that is outside of the minimum spawn distance that it no longer has any affect on the spawns. The bottom few floors likely have no spawns, but I placed them there anyways on the MCEdit version. On my version of this trap on my main save I have a buffer zone of ~15 blocks between the trap/collection room and the bottom floor.
I remember back when I thought that being able to fill an entire inventory in under an hour was likely impossible and now I've gotten that down to right at 20 minutes to fill an inventory. I also said that I didn't think that it would be possible to get much more than the 2900 items/hr that my old trap and spawn room got, so I won't put my foot in my mouth and say it's not possible to get much more than 6654 items/hr out of a trap and spawn room :tongue.gif:
I'd like to test things out but im not fond of using 3rd party tools.
Haha, yeah I figured it wouldn't take long for someone to mention that. I went for the the most obvious, direct routes from the eight corner canals to the center of the room only to notice that I had just made a nazi swastika. I wanted to stick with that method of collection for the canals, but reversed it to remain in good (better?) taste :tongue.gif:
Thanks. A week ago I wouldn't have thought it was possible to get anywhere near this level of collection rate from a mob spawner/trap.
Only suggestion I can offer is to make a copy of your save, delete c.0.0.dat from the WorldX/0/0/ directory and look for the missing chunk. You can use cartographer to help find it if you are fine with using it. Otherwise, you'll just have to wander around and try to find someplace that looks like the chunk has been removed (and regenerated?).
I made a recording of a 5minute run (a little padding since the first few minutes are always the slowest) that come to an average of 6588 items/hr. I want to add some text/arrows to it, but I don't make videos often enough to be able to do it with any kind of speed/efficiency. It's also late so I'll look at it again tomorrow when I get home form work to see if I can't finish it up and post it. Anyone else that wants to make a video of it is more than welcome.
Wanting to use this save, but build more onto it. How do I get out of this tower?
People see a 4-armed cross with bent limbs, it's automatically a "swastika". Such is shape recognition.