I heard that its better down where it's wetter, under the sea.
I need to make a Mob Spawning room. I have the idea to put it under the water at the bottom of an Ocean Biome. Couple Questions:
Will this make the spawner room as efficient as having it above ground
How do I start just a small room under water? Even a 5x5x5 room to start is fine.
Probably high in the air above water is the best since that eliminates possible spawning on the surface and causes monsters that do spawn in the lowest level caves to, in all probability, despawn themselves very quickly even if you don't manage to get all of those caves lit up. If you put the mob trap under the water, there is a higher probability that the caves you leave unlit are still going to spawn monsters and these might eat into the numbers of monsters able to spawn in the trap itself.
^^^what he said...plus, building underwater is a pain! You can do some cool stuff when you build underwater, but I don't think it would be worth it for a mob farm.
Grab yourself a few stacks of sand or gravel and go out to your spot in the ocean. Drop the gravel in a 5x5x5 area and cap it with stone or what ever you like. And to make sure you have air to beath, do a column and put a ladder on it. Then dig out the gravel. Throw up some walls after you are done
I don't think there is any benefit building your mob system underwater vs above the ocean. You will still need to light up all the caves in 128 block radius of the spawning area. Choosing to make it in an ocean biome is a smart idea though because it will reduce rate slow downs during the night.
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I don't make YouTube videos. I play minecraft to have fun.
Some of us don't like the way mob grinders look suspended in the air I have been building mine underground, which does require a bit more prep time then the floating versions. I'd go with the sand/gravel suggestion above. The nice thing about doing it on the ocean floor is that you won't have to worry about above or to the side of the grinder as far as monsters spawning and reducing its effectiveness.
Some of us don't like the way mob grinders look suspended in the air I have been building mine underground, which does require a bit more prep time then the floating versions. I'd go with the sand/gravel suggestion above. The nice thing about doing it on the ocean floor is that you won't have to worry about above or to the side of the grinder as far as monsters spawning and reducing its effectiveness.
Mob grinders, however, can be disguised to look like other structures... Egs: air traffic control towers (if the drop type), various aircraft (if not a drop type). On one map, I've turned mine into a huge office tower with the shaft of the drop tower looking like the elevator core of the building.
I don't think there is any benefit building your mob system underwater vs above the ocean. You will still need to light up all the caves in 128 block radius of the spawning area. Choosing to make it in an ocean biome is a smart idea though because it will reduce rate slow downs during the night.
There is a bit of a benefit high in the air vs. on the ground since the 128-block distance is a sphere around the spawn pads themselves and, in the air, the space right next to the spawn pads and above it has nothing and does not have to be concerned with. As you got 128 blocks below the spawn pads vertically, you don't have to worry about the blocks caves 128 blocks away from that base The lower down on the Y axis you put the spawn pads, the greater distance out from the base horizontally at bedrock you have to concern yourself with lighting up..
On my world, I have the first layer of it at water level. It's Etho'slab's design, and I LUV it! Up Up Away is right, if it's a sphere. But you really do need to light up alot of caves. It will be kinda slow at first, but, what you can do is use an X-ray machine
"Sand generators are too cheaty"
"Oh, that's just my X-ray machine"
XD Etho'slab fan here, but anyways, you can easily see any caves that you have either lit up, or dark caves. Also, I have it in the seed aubergine, and it's to the... east, I believe, of the peninsula for the Forest biome that I turned into a paradise island :), and it's close to the edge of the world, so now I almost have only three directions for 128 blocks, and I think I just about have it all lit up, on aubergine, there aren't many HUGE cave systems, but there's a mineshaft that's pretty exstensive. But, one thing about Etho's system that he said, (actually this applies to all mob systems) the last tiny bit of the darks spots REALLY count. It's a bit of work, but it's really cool. I have an XP farm design on mine and it doubles as a record farm. I have EVERY disc (yes, 11 too) LEGIT (woo!!!) I like Cat the best.
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Although my MCForum is SoarvivalistGizor, I usually go by SlabGizor117 or Slab. I made this account back when I was a fan more of Paulsoaresjr, rather then Etho.
I need to make a Mob Spawning room. I have the idea to put it under the water at the bottom of an Ocean Biome. Couple Questions:
Will this make the spawner room as efficient as having it above ground
How do I start just a small room under water? Even a 5x5x5 room to start is fine.
Should I even bother?
Also, it seems I'm one of those guys nobody quotes often.
I'll quote ya cause that's a great idea! Rapture is one of my favorite game worlds. I'd love to see it on mcxbla.
Mob grinders, however, can be disguised to look like other structures... Egs: air traffic control towers (if the drop type), various aircraft (if not a drop type). On one map, I've turned mine into a huge office tower with the shaft of the drop tower looking like the elevator core of the building.
There is a bit of a benefit high in the air vs. on the ground since the 128-block distance is a sphere around the spawn pads themselves and, in the air, the space right next to the spawn pads and above it has nothing and does not have to be concerned with. As you got 128 blocks below the spawn pads vertically, you don't have to worry about the blocks caves 128 blocks away from that base The lower down on the Y axis you put the spawn pads, the greater distance out from the base horizontally at bedrock you have to concern yourself with lighting up..
"Sand generators are too cheaty"
"Oh, that's just my X-ray machine"
XD Etho'slab fan here, but anyways, you can easily see any caves that you have either lit up, or dark caves. Also, I have it in the seed aubergine, and it's to the... east, I believe, of the peninsula for the Forest biome that I turned into a paradise island :), and it's close to the edge of the world, so now I almost have only three directions for 128 blocks, and I think I just about have it all lit up, on aubergine, there aren't many HUGE cave systems, but there's a mineshaft that's pretty exstensive. But, one thing about Etho's system that he said, (actually this applies to all mob systems) the last tiny bit of the darks spots REALLY count. It's a bit of work, but it's really cool. I have an XP farm design on mine and it doubles as a record farm. I have EVERY disc (yes, 11 too) LEGIT (woo!!!) I like Cat the best.
Although my MCForum is SoarvivalistGizor, I usually go by SlabGizor117 or Slab. I made this account back when I was a fan more of Paulsoaresjr, rather then Etho.