It would be really cool if somebody found a way to dress it up to make it look decorative somehow, or if they built it into a castle or something.
I'm doing something along those lines. I'm sacrificing a few levels off the top in order to have a pyramid of lava, making the tower into a massive lighthouse.
This design still works perfectly fine for me. You may not get 10,000+ items/hr, but if you leave it set for a couple hours you can rack up a few decent stacks of items, which is good enough for me. How many mob items do you really need, anyway?
I've read the previous posts but just wanted to confirm one thing. Will using soil as the floor for each story in the tower affect it at all?
Soil has a stuffed up lighting system. It's light level is equal to the highest light level of any adjacent block. Hence, one mistake, and the whole floor is considered lit, even though it appears dark. It will save you a lot of grief to use cobble.
i built 1 floor of this over last few days, perfect, blok by block! and zero zombies spawn on it! but i built it near my spawn! i edited my spawn with NBTedit and still nothing?
does editing your spawn auto edit the no go spawn zone for mobs around your spawn? or does it just say as original?
(i died on purpose a few times to check the new spawn worked, and it did go to the new location so thats not the issue here!)
any ideas? any program that can see where mobs can and cannot spawn?
regards
If you used an editor to move your spawn point then the no-spawn zone should move with it. Your spawn point is dynamic; even in-game there are methods of invalidating the spawn point and forcing the game itiself to relocate it a short distance away. That said, maybe you didn't move the spawn point far enough away from the mob tower? Or you could be suffering from the same problems that many do: mobs spawning in nearby caves, you being too close to the tower, it only being 1 floor high, etc.
With the work that has already gone into mine, I hope it produces. I finally worked out my water flow problems on the killing floor, then polished it up with a small access tunnel. Now I just need to start building up! This is my first actual sctructure and I have definitely learned to think things out more before diving in. I think I've removed more cobble than I currently have placed.
Any ideas how to build some mob filters? Spider and zombie drops are kinda useless, feathers and strings.
Well, we know we can remove spiders by allowing only narrow mobs access to the kill point we collect from, killing short mobs somewhere else. We've seen discussion of removing both skeletons and zombies, together, by exposure to sunlight (won't kill creepers), but removal of zombies while passing skeletons seems to be impossible.
Best way to get only what you want, short of hacking in skeleton and creeper spawners, is to seed your inventory by placing one item in every slot so you just can't pick up the feathers and string.
I've had good success with this for the monster mobs, and am curious if anyone has tried anything similar for the farm type mobs? Same setup, but with dirt floors (grass), and no walls (fences).
I've read the previous posts but just wanted to confirm one thing. Will using soil as the floor for each story in the tower affect it at all?
Soil has a stuffed up lighting system. It's light level is equal to the highest light level of any adjacent block. Hence, one mistake, and the whole floor is considered lit, even though it appears dark. It will save you a lot of grief to use cobble.
Is that really true? Actually if it is it's kind of a nice feature. If you make the whole floor out of dirt (and don't make any mistakes) it should work fine. If you want to go in and work on it to make changes without being monster bait, all you'd have to do is light one torch to turn off all monster spawning. Of course you could do the same thing by setting it to peaceful, but not as cheesy.
Giving that more thought, it clearly can't be true, right? Or else all I'd have to do is stick one torch in the ground outside, and no monsters would ever spawn.
I'm doing something along those lines. I'm sacrificing a few levels off the top in order to have a pyramid of lava, making the tower into a massive lighthouse.
I built mine from the bedrock layer up to the water level. It's only 11 levels at this point, but I "hid" the top layer to look like an island.
It does work, but not as good as before the Halloween Update.
You do not have to build it in the 0 area. Because of the update, all areas are the same.
You could, but only 20 friendly mobs can be spawned at once, so it will be way less effective.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
Banner by Vilborg.
Click here for a vertical mob grinder!
Soil has a stuffed up lighting system. It's light level is equal to the highest light level of any adjacent block. Hence, one mistake, and the whole floor is considered lit, even though it appears dark. It will save you a lot of grief to use cobble.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
If you used an editor to move your spawn point then the no-spawn zone should move with it. Your spawn point is dynamic; even in-game there are methods of invalidating the spawn point and forcing the game itiself to relocate it a short distance away. That said, maybe you didn't move the spawn point far enough away from the mob tower? Or you could be suffering from the same problems that many do: mobs spawning in nearby caves, you being too close to the tower, it only being 1 floor high, etc.
Well, we know we can remove spiders by allowing only narrow mobs access to the kill point we collect from, killing short mobs somewhere else. We've seen discussion of removing both skeletons and zombies, together, by exposure to sunlight (won't kill creepers), but removal of zombies while passing skeletons seems to be impossible.
Best way to get only what you want, short of hacking in skeleton and creeper spawners, is to seed your inventory by placing one item in every slot so you just can't pick up the feathers and string.
That's because you probably did it properly. I'm just saying that dirt is more touchy with light, and this is from the mob spawning science thread.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
In the case here, it's reverse to how the Nazis used the symbol.
http://en.wikipedia.org/wiki/Swastika
I've had good success with this for the monster mobs, and am curious if anyone has tried anything similar for the farm type mobs? Same setup, but with dirt floors (grass), and no walls (fences).
Because it's the original. Not the flipped one that earns you a kick in the head.
Venit, quessit, induravit.
Is that really true? Actually if it is it's kind of a nice feature. If you make the whole floor out of dirt (and don't make any mistakes) it should work fine. If you want to go in and work on it to make changes without being monster bait, all you'd have to do is light one torch to turn off all monster spawning. Of course you could do the same thing by setting it to peaceful, but not as cheesy.
Giving that more thought, it clearly can't be true, right? Or else all I'd have to do is stick one torch in the ground outside, and no monsters would ever spawn.