Sooo, i build amob trap, it has 25 blocks high, and a build the most simple setup for that ( four spaces and water make a push to a fall).
but,the mobs donst fall,I belive that they dont even spaw up there... I build in the ocean,to make sure that are no mobs around, but i think i make it to high...
First lets get things straight, linger traps/farms are NOT efficient, and there are many reasons why they aren't, i'll list just a few. a) mobs within range of the player (32 blocks) will randomly walk around if they can't track the player, and thus could stick around in the trap for a very long time. Mobs that are 32 blocks or further from the player will not move at all, and thus your limited to only a few layers within this type of trap, there are some exceptions but they don't apply here. With just these two reasons alone, no linger trap can be efficient.
This type of farm is great early game for xp and getting some drops to start the player(s) off with but as time goes and the world develops, this type of farm doesn't meet the xp or drop needs.
That said there are alterations that can be done to linger farms (invented by monekyfarm i believe), which allows the player to 'flush' the floors into the central channel and thus they no longer become 'linger farms', and somewhat efficient.
Below is monkeyfarms tutorial which is xbox 360 safe.
Personally I prefer to use pistons with trip wires, where the mob spawns, triggers the tripwire and is pushed to his death, after which its just a matter of handling a collection system, as I don't use overworld farms for xp, as blaze and endermen farms are highly more efficient for leveling.
However I generally make do without extra automation as the xbox can only handle so much in the way of pistons anyway
This is too vague, it really depends on 'what' your doing with the pistons, and how many your updating and how frequently. My whole world has tons and tons of pistons in many different circuits, and there isn't much lag. In many circuits its not the pistons that cause lag but more so block updates caused by lighting levels triggered by circuits.
First lets get things straight, linger traps/farms are NOT efficient, and there are many reasons why they aren't, i'll list just a few. a) mobs within range of the player (32 blocks) will randomly walk around if they can't track the player, and thus could stick around in the trap for a very long time. Mobs that are 32 blocks or further from the player will not move at all, and thus your limited to only a few layers within this type of trap, there are some exceptions but they don't apply here. With just these two reasons alone, no linger trap can be efficient.
This type of farm is great early game for xp and getting some drops to start the player(s) off with but as time goes and the world develops, this type of farm doesn't meet the xp or drop needs.
That said there are alterations that can be done to linger farms (invented by monekyfarm i believe), which allows the player to 'flush' the floors into the central channel and thus they no longer become 'linger farms', and somewhat efficient.
Below is monkeyfarms tutorial which is xbox 360 safe.
Personally I prefer to use pistons with trip wires, where the mob spawns, triggers the tripwire and is pushed to his death, after which its just a matter of handling a collection system, as I don't use overworld farms for xp, as blaze and endermen farms are highly more efficient for leveling.
Hope this helps.
thas amazing, but i playng in survivor and that is to dificulto to make in that...
If the spawn floor is 25 blocks away from where you stand, then it is not too high. The optimum spawn distance for hostile mobs is between 24 to 32 blocks away from the player. The will also spawn farther away than 32 blocks, but they may not move around or they may despawn on their own.
You say you have a ton of torches on the roof... are you perhaps letting light into the trap itself? The mobs need a dark area in which to spawn... So if, for example, you've accidentally left a torch inside the trap, the mobs won't spawn there. Similarly , if the trap lets in daylight, mobs won't spawn there during the day.
Another thing to check, even though you are over an ocean is to check under the ocean floor for dark caves near your trap that may be allowing mobs to spawn there instead of in your trap.
Another thing to check is whether or not the water channels inside the trap that push the mobs towards the drop area are flowing correctly. For example, if you've built the trap in a snow zone, the water will freeze and the trap won't work right.
If the spawn floor is 25 blocks away from where you stand, then it is not too high. The optimum spawn distance for hostile mobs is between 24 to 32 blocks away from the player. The will also spawn farther away than 32 blocks, but they may not move around or they may despawn on their own.
You say you have a ton of torches on the roof... are you perhaps letting light into the trap itself? The mobs need a dark area in which to spawn... So if, for example, you've accidentally left a torch inside the trap, the mobs won't spawn there. Similarly , if the trap lets in daylight, mobs won't spawn there during the day.
Another thing to check, even though you are over an ocean is to check under the ocean floor for dark caves near your trap that may be allowing mobs to spawn there instead of in your trap.
Another thing to check is whether or not the water channels inside the trap that push the mobs towards the drop area are flowing correctly. For example, if you've built the trap in a snow zone, the water will freeze and the trap won't work right.
i know that you are trying to help,but,if i try make one of these mob-trap,of course that the small details like not let light in the trap and the water currentare ok
I dont think that are small caves unde the ocean ( the botton of ocean is pretty far...) but i dont have totaly sure of this one.
Only thing that i think that is wrong is that is just one floor, and i wanna more things.
Maybe the tip over there about build above 200 will help...
i know that you are trying to help,but,if i try make one of these mob-trap,of course that the small details like not let light in the trap and the water currentare ok
I dont think that are small caves unde the ocean ( the botton of ocean is pretty far...) but i dont have totaly sure of this one.
Only thing that i think that is wrong is that is just one floor, and i wanna more things.
Maybe the tip over there about build above 200 will help...
I'd hate to tell you how many times I've forgotten a single torch inside a mob trap... everyone does it sooner or later so it's always worth checking.
The caves you have to be concerned with are anything up to about 144 blocks away in any direction from your spawn floor, so caves under the ocean right under the trap will count even if they are at bedrock level. Also lighting them may not do the trick if they happen to be caves in slime chunks... since slimes will spawn in any light level.
As others have stated, a better bet (since mobs will now spawn above Y128) is to build the trap very high up or position your collection area above the trap rather than below it (althought that does take a bit more work to get the mobs to flow up to you rather than just falling down to you.)
Other issues with this particular design of trap may be what sort of measures you've put in place for spider control. Some patterns greatly reduce the amount of spawning area in the trap.
I'd hate to tell you how many times I've forgotten a single torch inside a mob trap... everyone does it sooner or later so it's always worth checking.
The caves you have to be concerned with are anything up to about 144 blocks away in any direction from your spawn floor, so caves under the ocean right under the trap will count even if they are at bedrock level. Also lighting them may not do the trick if they happen to be caves in slime chunks... since slimes will spawn in any light level.
As others have stated, a better bet (since mobs will now spawn above Y128) is to build the trap very high up or position your collection area above the trap rather than below it (althought that does take a bit more work to get the mobs to flow up to you rather than just falling down to you.)
Other issues with this particular design of trap may be what sort of measures you've put in place for spider control. Some patterns greatly reduce the amount of spawning area in the trap.
tks man, I will destroy my mob trap and use use the base to go very high and rebuild
another thing that bem make a lot hard to get mobs, its that my friends are playing together, and thats make de spaw a lot worse...]
Sooo, i build amob trap, it has 25 blocks high, and a build the most simple setup for that ( four spaces and water make a push to a fall).
but,the mobs donst fall,I belive that they dont even spaw up there... I build in the ocean,to make sure that are no mobs around, but i think i make it to high...
can someone give advices?
How high above the water did you build?
How much space did you leave blank for the mobs to spawn?
like I said, I build 25 blocks up
yes, there a tons of torchs in the roof
and theres four spaces of 8x8 of coblestone
understood, I make I litle bit high
say, I can make another floor under that one? wiil work?
And you can try adding one above it too.
I usually have multiple levels to my mob traps.
Let me know how it works out.
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumhttp://xkjgx91.blogspot.com/2014/04/simple-sky-xp-and-loot-mob-grinder.html
This type of farm is great early game for xp and getting some drops to start the player(s) off with but as time goes and the world develops, this type of farm doesn't meet the xp or drop needs.
That said there are alterations that can be done to linger farms (invented by monekyfarm i believe), which allows the player to 'flush' the floors into the central channel and thus they no longer become 'linger farms', and somewhat efficient.
Below is monkeyfarms tutorial which is xbox 360 safe.
Personally I prefer to use pistons with trip wires, where the mob spawns, triggers the tripwire and is pushed to his death, after which its just a matter of handling a collection system, as I don't use overworld farms for xp, as blaze and endermen farms are highly more efficient for leveling.
Hope this helps.
This is too vague, it really depends on 'what' your doing with the pistons, and how many your updating and how frequently. My whole world has tons and tons of pistons in many different circuits, and there isn't much lag. In many circuits its not the pistons that cause lag but more so block updates caused by lighting levels triggered by circuits.
thas amazing, but i playng in survivor and that is to dificulto to make in that...
You say you have a ton of torches on the roof... are you perhaps letting light into the trap itself? The mobs need a dark area in which to spawn... So if, for example, you've accidentally left a torch inside the trap, the mobs won't spawn there. Similarly , if the trap lets in daylight, mobs won't spawn there during the day.
Another thing to check, even though you are over an ocean is to check under the ocean floor for dark caves near your trap that may be allowing mobs to spawn there instead of in your trap.
Another thing to check is whether or not the water channels inside the trap that push the mobs towards the drop area are flowing correctly. For example, if you've built the trap in a snow zone, the water will freeze and the trap won't work right.
i know that you are trying to help,but,if i try make one of these mob-trap,of course that the small details like not let light in the trap and the water currentare ok
I dont think that are small caves unde the ocean ( the botton of ocean is pretty far...) but i dont have totaly sure of this one.
Only thing that i think that is wrong is that is just one floor, and i wanna more things.
Maybe the tip over there about build above 200 will help...
The main reason to build above 200 is so that you don't need to go around and light up caves, and ground level.
I'd hate to tell you how many times I've forgotten a single torch inside a mob trap... everyone does it sooner or later so it's always worth checking.
The caves you have to be concerned with are anything up to about 144 blocks away in any direction from your spawn floor, so caves under the ocean right under the trap will count even if they are at bedrock level. Also lighting them may not do the trick if they happen to be caves in slime chunks... since slimes will spawn in any light level.
As others have stated, a better bet (since mobs will now spawn above Y128) is to build the trap very high up or position your collection area above the trap rather than below it (althought that does take a bit more work to get the mobs to flow up to you rather than just falling down to you.)
Other issues with this particular design of trap may be what sort of measures you've put in place for spider control. Some patterns greatly reduce the amount of spawning area in the trap.
tks man, I will destroy my mob trap and use use the base to go very high and rebuild
another thing that bem make a lot hard to get mobs, its that my friends are playing together, and thats make de spaw a lot worse...]
tks to all for the help!!
now Im happy!!!