So I've been working on a new mob arena, done several on the PC, but never on the Xbox. To add to the challenge we have no spawn eggs.
So during phase one I constructed a nice arena, which is pretty much functional right now, It still requires a lot of detail work but none the less its fully usable. All red stone i need is in place.
During phase 2 we had to make sure surrounding area was lit up well, then we excavated and created a mob spawn-er that seems to be working quite well, producing about 1 or 2 mobs a second which come from underground via a mob elevator. We lit up or filled all caves in the area we could find to improve efficiency.
Phase 3 which i'm at right now is a bit more complex and where I'm hoping someone may have some ideas to help me out, i need to sort mobs, or should i say ...DE-creeper them. I've already managed to pull the spiders out, that's pretty easy. I could also use a loading system that separates 1 mob per loader but I'm limited on space and this seems rather cumbersome and would mean relocating the arena master near loaders.
Its pretty easy to free myself of zombies and skeletons by exposing the group to sunlight, but creepers are what i want to get rid of, on the PC I'd use a ocelot, but we don't have those yet. The only way i can think of getting rid of them is to channel them past the arena master and let them explode as they pass by. As long as the creeper is in a water channel no damage should take place. Problem with this is as skeletons pass by they would be shooting the arena master as well.
To solve the skeleton shooting the arena master why not put a block between you and the skeleton? Creepers would still explode due to proximity and the block wil prevent arrows from hitting the arena master.
A piston switching setup that the arena master can trigger when a creeper flows by that opens up and drops the creeper onto a lower lever for disposal via, perhaps, lava blade?... and then can be closed again to allow the skeles to pass on into the arena.
A piston switching setup that the arena master can trigger when a creeper flows by that opens up and drops the creeper onto a lower lever for disposal via, perhaps, lava blade?... and then can be closed again to allow the skeles to pass on into the arena.
Yeah, something like that.
The chute the monsters are travelng in should have doors or something you can activate to seperate the monsters.
Isolate the creeper between 2 gates, then use a sticky piston to shove a block of wool into his head. He'll suffocate and drop his gunpowder.
The whole thing can be managed with levers to close the gates/power the piston.
I'm assuming you have a 1 block wide chute that is 2 blocks tall, with running water to guide the monsters to the end.
The gates can be placed at head height, along with the pistons.
I'd rather have redstone wiring away from the arena, with a waterpit underneath, just in case. Creepers add an extra element of danger/fun. Incorporate their block destroying capabilities into a Minecraft version of battlefield's Frostbite enginge?
If you're looking to get rid of creepers altogether, just have a secondary room for holding the mobs, weed out the creepers with arrows, then set them all loose at once?
First thanks for the replies, second i'd rather not have creepers within the arena, and placing water in the arena is not something i want to do as its a pain to fight in water.
Secondly a block preventing skeletons from attacking would prevent the creepers from exploding, The creeper has to be close and 'see' a target to enter its exploding state.
Next and I apologize that I didn't go into detail on how the arena works. basically, as the mobs come up a water elevator they are shunted into a large looping water channel that pushes them in a big loop, but before that happens spiders are pushed out into the spider room which is one of 4 rooms connected to the arena, 1 for players, 1 for spiders, 1 for zombies and 1 for skeletons, or at least that's how i want it.
Now as they are moved along the loop, processing needs to take place, i have experimented with more or less as they move along loaders which are more or less a break in the loop which consists of 1 x 2 break in the wall, 2nd tile being a pressure plate, and first being actually part of the main loop wall, so more or less they are pushed into a 1 title break in the loop, once they step on the pressure plate it triggers a piston to 'close' the section off, at which the mob is trapped, These loaders are a bit difficult and lengthy for the arena master to keep running around and checking on 'what' is trapped within, secondly it really only has 2 places for the mob to go at that point, into the room below, or back into the loop, I'm limited on space,2 or three loading spaces per room max, and that eventually leaves me with nothing but a bunch of creepers going round, so i need to deal with them, i'm going to test out some way of 'spacing them out as well, i think spider webs might be useful here.
I'll try to post some pictures soon so it gives a more complete picture on the space i got to work with.
Have you seen ethos mob sorter from beta 1.2?
it works because creepers cycle right when they're about to explode
From the wiki below
As a Creeper approaches a player, it tends to circle to its right (player's left). This behavior, which is also seen in skeletons, makes them slightly more challenging to kill than many other mobs, particularly if the player is using a sword or other melee distance tool rather than a bow.
I believe i've solved the problem and it was much easier to do once i took a different approach, what I do now is using a water channel system bring the mobs over and above where the arena master is located dropping the mobs down a hole which has a spider web placed so they get separated and gives the arena master a few seconds to make a decision to kill or let the mob go. A simple leaver opens or closes the floor. The open floor drops the mob down into a lava pit, closing the floor allows the mob to be placed into a room. I'm pleased to say it works quite well.
The only problem is that skeletons and zombies are in the same room but for now that's fine, once villagers arrive its a easy fix. I could easily apply the same system to separate the two but i don't want to overburden the arena master with managing two leavers that are a fair distance apart, possibly letting a creeper into the system.
I added a backup leaver allowing the arena master to halt monster movements before they enter the rooms just in case a creeper makes it through, by simply walking by this area the creeper can safely explode and the system can start running again. We have yet not had to use this backup system.
Yes, but behaviors on the Xbox especially for creepers seem quite a bit different then on the PC. 9 times outa 10 if I see a creeper on the PC I can safely kill him without him exploding, knock back seems to stop creepers from exploding. Where as on the xbox creepers will NEVER stop their explode sequence once they start, knock back or not, and roughly works out to be about 4 outa 10. On Xbox i prefer to fight creepers with a bow, especially if im around stuff i don't want blown up.
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So during phase one I constructed a nice arena, which is pretty much functional right now, It still requires a lot of detail work but none the less its fully usable. All red stone i need is in place.
During phase 2 we had to make sure surrounding area was lit up well, then we excavated and created a mob spawn-er that seems to be working quite well, producing about 1 or 2 mobs a second which come from underground via a mob elevator. We lit up or filled all caves in the area we could find to improve efficiency.
Phase 3 which i'm at right now is a bit more complex and where I'm hoping someone may have some ideas to help me out, i need to sort mobs, or should i say ...DE-creeper them. I've already managed to pull the spiders out, that's pretty easy. I could also use a loading system that separates 1 mob per loader but I'm limited on space and this seems rather cumbersome and would mean relocating the arena master near loaders.
Its pretty easy to free myself of zombies and skeletons by exposing the group to sunlight, but creepers are what i want to get rid of, on the PC I'd use a ocelot, but we don't have those yet. The only way i can think of getting rid of them is to channel them past the arena master and let them explode as they pass by. As long as the creeper is in a water channel no damage should take place. Problem with this is as skeletons pass by they would be shooting the arena master as well.
Anyone got any ideas?
Yeah, something like that.
The chute the monsters are travelng in should have doors or something you can activate to seperate the monsters.
Isolate the creeper between 2 gates, then use a sticky piston to shove a block of wool into his head. He'll suffocate and drop his gunpowder.
The whole thing can be managed with levers to close the gates/power the piston.
I'm assuming you have a 1 block wide chute that is 2 blocks tall, with running water to guide the monsters to the end.
The gates can be placed at head height, along with the pistons.
If you're looking to get rid of creepers altogether, just have a secondary room for holding the mobs, weed out the creepers with arrows, then set them all loose at once?
Secondly a block preventing skeletons from attacking would prevent the creepers from exploding, The creeper has to be close and 'see' a target to enter its exploding state.
Next and I apologize that I didn't go into detail on how the arena works. basically, as the mobs come up a water elevator they are shunted into a large looping water channel that pushes them in a big loop, but before that happens spiders are pushed out into the spider room which is one of 4 rooms connected to the arena, 1 for players, 1 for spiders, 1 for zombies and 1 for skeletons, or at least that's how i want it.
Now as they are moved along the loop, processing needs to take place, i have experimented with more or less as they move along loaders which are more or less a break in the loop which consists of 1 x 2 break in the wall, 2nd tile being a pressure plate, and first being actually part of the main loop wall, so more or less they are pushed into a 1 title break in the loop, once they step on the pressure plate it triggers a piston to 'close' the section off, at which the mob is trapped, These loaders are a bit difficult and lengthy for the arena master to keep running around and checking on 'what' is trapped within, secondly it really only has 2 places for the mob to go at that point, into the room below, or back into the loop, I'm limited on space,2 or three loading spaces per room max, and that eventually leaves me with nothing but a bunch of creepers going round, so i need to deal with them, i'm going to test out some way of 'spacing them out as well, i think spider webs might be useful here.
I'll try to post some pictures soon so it gives a more complete picture on the space i got to work with.
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Retired Staffit works because creepers cycle right when they're about to explode
From the wiki below
The only problem is that skeletons and zombies are in the same room but for now that's fine, once villagers arrive its a easy fix. I could easily apply the same system to separate the two but i don't want to overburden the arena master with managing two leavers that are a fair distance apart, possibly letting a creeper into the system.
I added a backup leaver allowing the arena master to halt monster movements before they enter the rooms just in case a creeper makes it through, by simply walking by this area the creeper can safely explode and the system can start running again. We have yet not had to use this backup system.
Yes, but behaviors on the Xbox especially for creepers seem quite a bit different then on the PC. 9 times outa 10 if I see a creeper on the PC I can safely kill him without him exploding, knock back seems to stop creepers from exploding. Where as on the xbox creepers will NEVER stop their explode sequence once they start, knock back or not, and roughly works out to be about 4 outa 10. On Xbox i prefer to fight creepers with a bow, especially if im around stuff i don't want blown up.