Are all floors being used? Because I thought that mobs couldn't spawn within a certain distance of you? Would it be better to move the collection area so all the floors are being utilised to the full potential?
Anyway, anyone know how to use MCEdit to import the schematic onto my map's 0,0? Very hard to line up.
Incredible. I got a few questions. Your building has to have some sort of roof. So at night monsters can spawn at the top of your building. Have you litten that up or found another solution for that?
In the thread about mobspawns it says that you have to be 24 blocks away before mobs will spawn. But here you are actually in the tower. Why are the monsters still spawning?
Did it take long to make this tower/mobtrap?
The roof sits at the sky limit and mobs won't spawn above that point.
The tower is taller than the minimum spawn distance so they spawn once they are beyond that point.
The first revision (13 floors) took the better part of a whole day during the weekend. I then added the other 10 floors over the next couple of days when I could. I made the MCEdit version of it (for uploading/testing) yesterday over a period of 1 to 2 hours.
Are all floors being used? Because I thought that mobs couldn't spawn within a certain distance of you? Would it be better to move the collection area so all the floors are being utilised to the full potential?
Anyway, anyone know how to use MCEdit to import the schematic onto my map's 0,0? Very hard to line up.
They won't, so the bottom few floors of the MCEdit version likely get no spawns (I wanted to maximize potential spawning area for this one). In the version I built on my main save I left a buffer zone between the bottom tower floor and the trap/collection area. But, yes, moving the collection area may help. I can try testing that later today.
To line it up over the 0 chunk, I use something like NBT Forge to draw a 16x16 square from [0,0] to [15,15] and then use that as a guide for lining up the imported schematic.
I was a bit playing with your save and the amount of drops is huge. However. I think your lava trap could be improved. I noticied that drops are getting lost in the lava. Espcially if they just jump before they get in contact with the lava. The item will drop on top of the lava instead just underneath it. So i changed the trap a bit and i think it is a significant improvement. Sideview:
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In this version, the monsters dont have room to jump.
You need to take into account, though, that sometimes the monsters just don't drop anything.
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I was a bit playing with your save and the amount of drops is huge. However. I think your lava trap could be improved. I noticied that drops are getting lost in the lava. Espcially if they just jump before they get in contact with the lava. The item will drop on top of the lava instead just underneath it. So i changed the trap a bit and i think it is a significant improvement. Sideview:
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In this version, the monsters dont have room to jump.
Good call. I never noticed any items getting lost to the lava so I didn't bother adding anything to prevent it. It certainly doesn't hurt so I am adding the glass to mine. I also noticed that spiders get stuck at the bottom of the shaft sometimes so I am also looking into that. Will also remove the bottom most spawning floor, shift the trap room up, and add a canal system to carry items off in one direction to see if I can get an improvement in item rates by allowing my floors to be used. I'll update later when I've made the changes and had a chance to test them. I'd have it done sooner, but I have a meeting with a (annoying) client in 15 minutes that is likely to run for a good 2 hours :sad.gif:
I made a simmilar version of this. Only that it is 13 floors. I am barely getting any drops. Perhaps 2-3 drops a minute. Does the number of floors really affect spawns this much?
I didnt use the (0,0) chuck, but i dont have a lot of caves in the near...
Off course. But when you see a monsters has a drop, drops fall on top of the lava and you see it disappear, its a lost item that you could have saved with a little modification. I think the OP wants to make the perfect trap, so i only try to help him.
Yes, more items is always better. (This post was when I realized that OP can mean original post(er), and not only over-powered.)
It looks like the layer right before the final drop movement layer has 2 of the water flows reversed (on the bottom): Was this a typo when drawing out the schematic?
I thought mobs couldn't spawn near your spawn? (Which is what I assume [0,0] means)
The (0,0) chunk is not necessarily the chunk you spawn on. In my experience I have seen the origin chunk about a dozen chunks away, at least (I can generate 20 or so maps before finally settling on one that I like, and distance to the origin chunk is one factor I consider).
It looks like the layer right before the final drop movement layer has 2 of the water flows reversed (on the bottom): Was this a typo when drawing out the schematic?
Oops, yeah that was my mistake when making the schematics. I tried to do as much copy and pasting as I could since they are rather large and looks like I missed that mistake. Thanks. It's been corrected.
Quote from DigDouggler »
Just to confirm - this trap will still work if it isn't built around the [0,0] right? The [0,0] just results in the highest spawn production?
Correct. The 0 chunk has an unusual behavior in the spawning algorithm that causes it to always be checked first for spawning. So you can use that to your advantage to ensure a higher spawn rate. You should be able to build this anywhere you want and then light up all the caverns/land in the 144x144x128 surrounding area (the area the spawning algorithm runs in) and get the same or similar results as it would force all spawns to occur in the tower.
Quote from Aramco »
I thought mobs couldn't spawn near your spawn? (Which is what I assume [0,0] means)
The 0 chunk usually will not be your starting/spawn location. The two maps I have this trap on the 0 chunk was quite a ways from my spawn location.
Quote from globster8 »
Very impressive Bucyruss!
I believe we are quickly approaching maximum drop per hour capacity...haha.
Thanks :smile.gif:
I agree. I use to think that we were near maximum drop/hr back when I worked on my first large scale trap. Though, with this trap I really do think there is not a whole lot more that can be done to make major leaps in item drop rates from a farm/trap. I'll definitely tinker with it some more and see what I can squeeze out of it. I'm open to any suggestions from anyone who thinks something may help in increasing the efficiency with this trap or traps in general.
You don't. I tried digging down. The tower is sitting on bedrock.
Anyway, anyone know how to use MCEdit to import the schematic onto my map's 0,0? Very hard to line up.
The roof sits at the sky limit and mobs won't spawn above that point.
The tower is taller than the minimum spawn distance so they spawn once they are beyond that point.
The first revision (13 floors) took the better part of a whole day during the weekend. I then added the other 10 floors over the next couple of days when I could. I made the MCEdit version of it (for uploading/testing) yesterday over a period of 1 to 2 hours.
They won't, so the bottom few floors of the MCEdit version likely get no spawns (I wanted to maximize potential spawning area for this one). In the version I built on my main save I left a buffer zone between the bottom tower floor and the trap/collection area. But, yes, moving the collection area may help. I can try testing that later today.
To line it up over the 0 chunk, I use something like NBT Forge to draw a 16x16 square from [0,0] to [15,15] and then use that as a guide for lining up the imported schematic.
Get the new save. I added a shaft with a ladder in it that reaches from the exterior of the tower (underground) to the surface.
You need to take into account, though, that sometimes the monsters just don't drop anything.
Good call. I never noticed any items getting lost to the lava so I didn't bother adding anything to prevent it. It certainly doesn't hurt so I am adding the glass to mine. I also noticed that spiders get stuck at the bottom of the shaft sometimes so I am also looking into that. Will also remove the bottom most spawning floor, shift the trap room up, and add a canal system to carry items off in one direction to see if I can get an improvement in item rates by allowing my floors to be used. I'll update later when I've made the changes and had a chance to test them. I'd have it done sooner, but I have a meeting with a (annoying) client in 15 minutes that is likely to run for a good 2 hours :sad.gif:
Muahahaha
swastika forever
I didnt use the (0,0) chuck, but i dont have a lot of caves in the near...
Yes, more items is always better. (This post was when I realized that OP can mean original post(er), and not only over-powered.)
I thought mobs couldn't spawn near your spawn? (Which is what I assume [0,0] means)
The (0,0) chunk is not necessarily the chunk you spawn on. In my experience I have seen the origin chunk about a dozen chunks away, at least (I can generate 20 or so maps before finally settling on one that I like, and distance to the origin chunk is one factor I consider).
I believe we are quickly approaching maximum drop per hour capacity...haha.
Oops, yeah that was my mistake when making the schematics. I tried to do as much copy and pasting as I could since they are rather large and looks like I missed that mistake. Thanks. It's been corrected.
Correct. The 0 chunk has an unusual behavior in the spawning algorithm that causes it to always be checked first for spawning. So you can use that to your advantage to ensure a higher spawn rate. You should be able to build this anywhere you want and then light up all the caverns/land in the 144x144x128 surrounding area (the area the spawning algorithm runs in) and get the same or similar results as it would force all spawns to occur in the tower.
The 0 chunk usually will not be your starting/spawn location. The two maps I have this trap on the 0 chunk was quite a ways from my spawn location.
Thanks :smile.gif:
I agree. I use to think that we were near maximum drop/hr back when I worked on my first large scale trap. Though, with this trap I really do think there is not a whole lot more that can be done to make major leaps in item drop rates from a farm/trap. I'll definitely tinker with it some more and see what I can squeeze out of it. I'm open to any suggestions from anyone who thinks something may help in increasing the efficiency with this trap or traps in general.
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or this
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With appropiate height. I would really see someone try :smile.gif:
The point is to make the mobs fall faster, enabling quicker spawns. Since I think we are already hitting the 200 limit fast.
CRAZY RAZER GIVEAWAY!!!