So I created a mob spawner in the air. It isn't close to my house, but it is close enough that you can still see my house. It is something like 35 blocks high. There are two sides both with water that will carry the mob down the path untill it falls and dies. There is one room on the left side that I made really dark so they could spawn there or in the water. The problem is.. Only one monster has spawned, that is it. And it did fall to its death while I saw standing there. Am I doing something wrong?
Monsters can't spawn in water for starters. It also helps to light up all your caves in a 144 block radius (Farthest away a monster can spawn), as if they can spawn somewhere else, they will.
Alot of Youtubers have very effective mob spawners, just look one of them up.
I can vouch for the guy above(mustache_guy) realy don't have to do that he got so many post.
Mustache has been good about sharing correct information. But for future reference, post count =/= intelligence.
@ OP: Just raise your collection platform. I think 24 meters is the height where mobs will die from fall damage, to be sure I would check the Wiki. Whatever it is, make the platform exactly that far under your spawner. If it's only 30 meters above, there will only be maybe 8 blocks they can spawn on since the area is within a radius, not a cubic area.
And as InsaneAnimal had noted, you may want to light up surrounding caves and your ground area to make your mob trap more efficient, for every other place a mob can spawn is less space for them to spawn in your actual trap.
I'll probably blow it up and restart it closer to the ground and have more than one level. Does anyone have any really effective photos or videos of how to make a multilevel mob spawer..?
What I did is build it out over the ocean, as far from land as I could get on all sides. It's 27 blocks up from sea level. I have 2 layers of spawning pads, with some platforms raised a bit higher on 2 sides of the spawner, to triple the spawining area. But I didn't stop there. I also created a crow's nest 25 blocks above the top layer of the spawner, plus a ladder that goes up to the full height of the map. The idea is to get as far away as possible from anywhere else mobs can spawn.
What I do is climb to my crow's nest and wait a minute or 2, then go down to a glass catwalk around the bottom center of my spawner. Any mobs that haven't wandered into the water streams (and gotten flushed down the center death hole) on their own will then try to chase me. They'll fall to their deaths one by one. Then I go all the way down to the sea-level platform, and collect gobs of loot.
I've noticed it works really well this way, but not so well if I just hang around at sea level. My guess is that mobs are spawning somewhere else, and going up 50-some blocks reduces the unwanted spawning places dramatically. Once in a while, I'll go up to the full height of the map (128) and sit there for a minute or 2. Then I'll climb back down to the crow's nest and wait another minute. This seems to help also, probably by randomly despawning far-away mobs.
One last thing. I always keep it in the daytime. When the sun starts to set, I lay out a bed and sleep till dawn. No mobs spawning on land above ground = more mobs in my spawner.
I built mine over the ocean too, well, except that the biggest lake i could find, and I built a gravity powered mob spawner (Uses alot more resources, but in my opinion it's way more effective, hard to get clogged up.)
The top of my mob spawner is at Y=128, so the highest it can go, but that requires you to be pretty high up for the mobs not to despawn.
I'll probably blow it up and restart it closer to the ground and have more than one level. Does anyone have any really effective photos or videos of how to make a multilevel mob spawer..?
I built mine on a map corner over water, above my branch mining operation. Produces very well. Planned on making a multi-level flushing spawner, but the first set of pads work so good that have never got around to adding levels or a clock for the flusher. Here's a couple pics to maybe get some of your creative juices flowing.
Overall view, not very big, just two 8x50 pads. Water channel at the bottom instead of at pad level. I know about making channels with the sign/step method, but planned on making more levels that were higher, this way, if the drop is high enough that the mobs die when hitting the water, the items still travel down the channel and into my collection point. Items get stuck in the sign/step channels. Also, with the water channel outside the spawner, don't have to worry about the water holding light if you open the pads up. Not the most efficient design, but simple and works reliably.
Mobs headed down the channel into the lava blade grinder. Channel is three wide, seems to help keep spiders from clogging it up.
Collection point.
Switch to turn off lava blade, can then kill mobs by hand for experience.
Manual kill hole for when the blades are turned off.
Spawner on/off switch. Turns the spawning pads off by flooding them. This is what a timer would be hooked up to when I turn it into a flushing spawner.
Mobs dieing.
View down the channel towards the grinder. The glowstone sticks out badly in the walls, but the channel gets dark without them.
Top view. Make sure the top of your spawner is lit up.
Inside view, obviously dark, sorry. Channel is lined with open trapdoors on both sides.
I built mine on a map corner over water, above my branch mining operation. Produces very well. Planned on making a multi-level flushing spawner, but the first set of pads work so good that have never got around to adding levels or a clock for the flusher. Here's a couple pics to maybe get some of your creative juices flowing.
Overall view, not very big, just two 8x50 pads. Water channel at the bottom instead of at pad level. I know about making channels with the sign/step method, but planned on making more levels that were higher, this way, if the drop is high enough that the mobs die when hitting the water, the items still travel down the channel and into my collection point. Items get stuck in the sign/step channels. Also, with the water channel outside the spawner, don't have to worry about the water holding light if you open the pads up. Not the most efficient design, but simple and works reliably.
I built mine on a map corner over water, above my branch mining operation. Produces very well. Planned on making a multi-level flushing spawner, but the first set of pads work so good that have never got around to adding levels or a clock for the flusher. Here's a couple pics to maybe get some of your creative juices flowing.
Overall view, not very big, just two 8x50 pads. Water channel at the bottom instead of at pad level. I know about making channels with the sign/step method, but planned on making more levels that were higher, this way, if the drop is high enough that the mobs die when hitting the water, the items still travel down the channel and into my collection point. Items get stuck in the sign/step channels. Also, with the water channel outside the spawner, don't have to worry about the water holding light if you open the pads up. Not the most efficient design, but simple and works reliably.
I really like this idea! That changed everything about my mob killer. I'm gunna have LOTS of questions if I try to build something like this, like how I NEVER tried to do anything with redstone so I won't know what to do there.
I would love to have some help but I don't have a mic right now (it broke) so enless that won't work for you, I'm open for help.
We know they can't spawn in water. That's why building spawners out over the ocean is a good idea. It takes away a lot of unwanted spawning area, forcing the game to spawn the mobs where you want them--in the spawner.
Also, a matched portal pair makes it a breeze to reach a spawner built out in the middle of nowhere, through the nether.
I picked the spot next to the ocean that I will use. Right now I have been gathering glass, cobblestone, and dirt. No Idea what to do with it, but It will be used.
I use a similar design to this but with a couple of differences:
I put half slabs down to stop spiders from spawning.
The water channels I make 2 deep or the mobs can jump out of them.
I only make the water channels 1 wide (as I don't get spiders in my system).
This is what my design looks like:
Dark blue is water source blocks. Yellow is half slabs. The black in the middle is where they fall through. Each layer has a 2 high space for mobs to spawn. You could make it 3 high so they can walk over the half slabs which makes it a bit quicker to get them into the water but in the next update you would then get endermen spawn in there which would be a pain.
If you build from around 24 blocks above sea level to the top build limit you can fit maybe 6 or 7 levels on it. 4 levels though will spawn tons of mobs as long as the nearby caves are well lit. Really simple to build and is also very easy to add a water system to flood it and turn the spawning pads off.
Alot of Youtubers have very effective mob spawners, just look one of them up.
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Retired StaffMustache has been good about sharing correct information. But for future reference, post count =/= intelligence.
@ OP: Just raise your collection platform. I think 24 meters is the height where mobs will die from fall damage, to be sure I would check the Wiki. Whatever it is, make the platform exactly that far under your spawner. If it's only 30 meters above, there will only be maybe 8 blocks they can spawn on since the area is within a radius, not a cubic area.
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Retired StaffWhat I do is climb to my crow's nest and wait a minute or 2, then go down to a glass catwalk around the bottom center of my spawner. Any mobs that haven't wandered into the water streams (and gotten flushed down the center death hole) on their own will then try to chase me. They'll fall to their deaths one by one. Then I go all the way down to the sea-level platform, and collect gobs of loot.
I've noticed it works really well this way, but not so well if I just hang around at sea level. My guess is that mobs are spawning somewhere else, and going up 50-some blocks reduces the unwanted spawning places dramatically. Once in a while, I'll go up to the full height of the map (128) and sit there for a minute or 2. Then I'll climb back down to the crow's nest and wait another minute. This seems to help also, probably by randomly despawning far-away mobs.
One last thing. I always keep it in the daytime. When the sun starts to set, I lay out a bed and sleep till dawn. No mobs spawning on land above ground = more mobs in my spawner.
The top of my mob spawner is at Y=128, so the highest it can go, but that requires you to be pretty high up for the mobs not to despawn.
I know it isn't for xbox 360 but he said in the comments it can still work..
I redid it. I made in in the center of a lake. About 26 or something blocks high. I'm still working on it though. Not even close to being done.
I built mine on a map corner over water, above my branch mining operation. Produces very well. Planned on making a multi-level flushing spawner, but the first set of pads work so good that have never got around to adding levels or a clock for the flusher. Here's a couple pics to maybe get some of your creative juices flowing.
Overall view, not very big, just two 8x50 pads. Water channel at the bottom instead of at pad level. I know about making channels with the sign/step method, but planned on making more levels that were higher, this way, if the drop is high enough that the mobs die when hitting the water, the items still travel down the channel and into my collection point. Items get stuck in the sign/step channels. Also, with the water channel outside the spawner, don't have to worry about the water holding light if you open the pads up. Not the most efficient design, but simple and works reliably.
Mobs headed down the channel into the lava blade grinder. Channel is three wide, seems to help keep spiders from clogging it up.
Collection point.
Switch to turn off lava blade, can then kill mobs by hand for experience.
Manual kill hole for when the blades are turned off.
Spawner on/off switch. Turns the spawning pads off by flooding them. This is what a timer would be hooked up to when I turn it into a flushing spawner.
Mobs dieing.
View down the channel towards the grinder. The glowstone sticks out badly in the walls, but the channel gets dark without them.
Top view. Make sure the top of your spawner is lit up.
Inside view, obviously dark, sorry. Channel is lined with open trapdoors on both sides.
Very nicely done. I'm impressed.
I really like this idea! That changed everything about my mob killer. I'm gunna have LOTS of questions if I try to build something like this, like how I NEVER tried to do anything with redstone so I won't know what to do there.
I would love to have some help but I don't have a mic right now (it broke) so enless that won't work for you, I'm open for help.
Also, a matched portal pair makes it a breeze to reach a spawner built out in the middle of nowhere, through the nether.
just add me GdslstlafMMXII .. send me a message asking that you want to see it.. I am more than happy to let you
Now...is the light grey just normal cobble/stone?