Assuming a 5x5 Hole in the center the X,Y dimensions would ideally be 121x121. You could also have floating platforms in there to increase the spawning surface. Or even better, nested inverted pyramids.
I'm in the process of building this one...wish me luck.
It's basically just going to be a tile of the main monster spawner in a 25 radius around a central point.
It's a cascading tile of the original monster trap in a 144 area with a 25 radius circle around the player. Do you think I need more than one layer or since I'll be on every chunk in the draw distance, as long as everything else is lit up I should be fine right?
LOL. You'll want to move the mobs toward center, rather than killing them in individual death rooms and moving the drops. Drops move slower, and the far ones might take too long and vanish.
LOL. You'll want to move the mobs toward center, rather than killing them in individual death rooms and moving the drops. Drops move slower, and the far ones might take too long and vanish.
I think the items have a 5 minute lifetime, the channels themseves will only be ~75 blocks long from the collection point so it should be fine.
I have a problem. I've used the way the video told me to find a 0,0 chunk but my map was too large for cartograph so i used a similar program, and then i found more than 1 file in the 0,0 folder (probaly because of the nether) but i deleted the one that matched the video discription one.. and then the problem,It came up with 3 chunks insted of 1. So is there ment to be only one? if not, Then what one is it?
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Does anyone else seem to get about 1/4 as much string as the other drops? Not really a problem, since one full stack of string is probably more than you'll ever need, but it still seems odd. My only thought is that with the current design maybe the spiders are getting up the ladders and under the glass, and drops are burning in the lava?
Does anyone else seem to get about 1/4 as much string as the other drops? Not really a problem, since one full stack of string is probably more than you'll ever need, but it still seems odd. My only thought is that with the current design maybe the spiders are getting up the ladders and under the glass, and drops are burning in the lava?
I saw similar string drop rates both before and after Halloween. Some of my 20-minute test runs yielded 0 string. The trap might be burning some loot, but it also seems like a combo of the spiders just being slightly more rare (skelly/creeper seems most common) and spiders being a bit stingy with their drops in general.
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Thats certainly possible, I just wondered if the fact that spiders are only one space high might mean that they are successfully getting under the glass barrier and back into the lava. If this is the case it should be relatively easy to rectify.
Thats certainly possible, I just wondered if the fact that spiders are only one space high might mean that they are successfully getting under the glass barrier and back into the lava. If this is the case it should be relatively easy to rectify.
If you figure it out be sure to post. I was easily able to add a spider filter to remove their drops - seriously, how much string do you need? - but I wasn't able to come up with one that would consistently preserve the string.
IMO the ladders are the problem. Anything that can get under the barrier can also climb the ladders and burn their drops in the lava. Maybe we should just try to find something better to hold the lava up...
Thats certainly possible, I just wondered if the fact that spiders are only one space high might mean that they are successfully getting under the glass barrier and back into the lava. If this is the case it should be relatively easy to rectify.
If you figure it out be sure to post. I was easily able to add a spider filter to remove their drops - seriously, how much string do you need? - but I wasn't able to come up with one that would consistently preserve the string.
IMO the ladders are the problem. Anything that can get under the barrier can also climb the ladders and burn their drops in the lava. Maybe we should just try to find something better to hold the lava up...
The signs work the same at holding the lava up but can not be climbed. should fix that problem with them climbing up
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Thats certainly possible, I just wondered if the fact that spiders are only one space high might mean that they are successfully getting under the glass barrier and back into the lava. If this is the case it should be relatively easy to rectify.
If you figure it out be sure to post. I was easily able to add a spider filter to remove their drops - seriously, how much string do you need? - but I wasn't able to come up with one that would consistently preserve the string.
IMO the ladders are the problem. Anything that can get under the barrier can also climb the ladders and burn their drops in the lava. Maybe we should just try to find something better to hold the lava up...
The signs work the same at holding the lava up but can not be climbed. should fix that problem with them climbing up
what would happen if you built 2x2 or 3x3 "floating Islands" instead of floors and let gravity do the killing? I for one wouldn't mind running around collecting the loot
what would happen if you built 2x2 or 3x3 "floating Islands" instead of floors and let gravity do the killing? I for one wouldn't mind running around collecting the loot
The point of a 'per hour' trap is that you can sit AFK and get rich.
BTW: Switching to signs instead of ladders worked for me too.
I have something to propose. You know the floors with the flowing water? What if on every floor but the bottem one you got rid of the part of the flow where the mobs would get drifted down? That way instead of them going in the flow of the water and maybe getting out, they would just fall and die. And the items would go on their usual route to you.
what would happen if you built 2x2 or 3x3 "floating Islands" instead of floors and let gravity do the killing? I for one wouldn't mind running around collecting the loot
I believe the reason for the entire spawning floor and waterway is because mobs will not take a drop of over 2 blocks without a reason (i.e. chasing you!).
It's possible with Notch running around changing spawning code this may no longer be true.
I suppose it's worth a try at least.
I believe the reason for the entire spawning floor and waterway is because mobs will not take a drop of over 2 blocks without a reason (i.e. chasing you!).
It's possible with Notch running around changing spawning code this may no longer be true.
I suppose it's worth a try at least.
I'm in the process of building this one...wish me luck.
It's basically just going to be a tile of the main monster spawner in a 25 radius around a central point.
http://tullugeon.imgur.com/
It's a cascading tile of the original monster trap in a 144 area with a 25 radius circle around the player. Do you think I need more than one layer or since I'll be on every chunk in the draw distance, as long as everything else is lit up I should be fine right?
I think the items have a 5 minute lifetime, the channels themseves will only be ~75 blocks long from the collection point so it should be fine.
Anyway, Minecraft's coordinates are actually on lines rather than blocks (check your spawn with a compass), so that might be the cause of that.
I saw similar string drop rates both before and after Halloween. Some of my 20-minute test runs yielded 0 string. The trap might be burning some loot, but it also seems like a combo of the spiders just being slightly more rare (skelly/creeper seems most common) and spiders being a bit stingy with their drops in general.
If you figure it out be sure to post. I was easily able to add a spider filter to remove their drops - seriously, how much string do you need? - but I wasn't able to come up with one that would consistently preserve the string.
IMO the ladders are the problem. Anything that can get under the barrier can also climb the ladders and burn their drops in the lava. Maybe we should just try to find something better to hold the lava up...
The signs work the same at holding the lava up but can not be climbed. should fix that problem with them climbing up
http://tullugeon.imgur.com/
On it.
Edit: confirmed, thanks
Venit, quessit, induravit.
The point of a 'per hour' trap is that you can sit AFK and get rich.
BTW: Switching to signs instead of ladders worked for me too.
I believe the reason for the entire spawning floor and waterway is because mobs will not take a drop of over 2 blocks without a reason (i.e. chasing you!).
It's possible with Notch running around changing spawning code this may no longer be true.
I suppose it's worth a try at least.
Worth taking a look
Choose Your Own Minecraft Adventure: The Series
Oh yeah I forgot about that haha.