Well flooding with lava and water is kinda a waste of time, its MUCH easier to light the area up with torches, a few players can do this in an hour or less.
When establishing my endermen farm my first goal is to get as low as I can, i do this by using the old cobblestone pillar formation by placing lava first and letting it stream down one side of the island then 1 space away placing water, in which cobble will form between the two, once the cobblestone pillar has finished forming i suck up the lava and water, and place a water stream on the outside of the cobble, swim down and set a block where the last cobblestone appears. Its dangerous but after a few times one can do this in thier sleep. You can place ladders while swimming up to enable you to get back down after you reach the top and remove the water source.
With this done, I climb down, and build a bridge all the way out away from the island till I can no longer place blocks, this is usually way more then 32 blocks from the island, establish a platform, and begin construction of your farm.
Point is endermen can't teleport more the 32 blocks along each axis, so you only really need to remove all possible teleport locations within 32 blocks of your farm, anything more is just a waste. I personally prefer to use the end for other projects. One just needs to take care to ensure its well lit to prevent endermen spawns.
All of my End is lit up, endermen spawns aren't the problem, the problem was endermen teleporting out of the farm. Flooding the End and mainly the area around said farm is a neccessity, since enderman die on water.
I believe that Endermen shouldn't teleport unless they are engaged, meaning they touch water, lava, or if the farm doesn't put them at one-hit-kill and you hit one without killing it. That would teleport it away. Now that's how I think the teleporting mechanics work which is true in my world except every once in a while I will hear the teleporting sound effect.
I have water within all blocks in a 32 area, but they still spawn out of the area. I increased it to 45, and still it happened.So, I am planning to put water all over the End with an old trick that will only take 3 source water blocks to cover it all. I don't see how it's so hard, it takes less than 5 minutes to cover the whole End with water... I have a pretty large End, too.
I believe that Endermen shouldn't teleport unless they are engaged, meaning they touch water, lava, or if the farm doesn't put them at one-hit-kill and you hit one without killing it. That would teleport it away. Now that's how I think the teleporting mechanics work which is true in my world except every once in a while I will hear the teleporting sound effect.
The farm makes the Enderman one-hit-kill. They still teleport out, which is why I am covering the End with water. It takes less than 5 minutes and 3 buckets with this trick I do.
Endermen will only teleport 32 blocks max, provided there is a valid landing zone, anything that is not water/lava is considered a valid landing zone and provided that there is at least a 3 block height.
I've done alot of testing on this and worked it out perfectly, your more then welcome to have a look at any of my endermen farms which clearly show that they can't teleport more then 32 blocks along either axis.
It takes so little work to make a highly efficient endermen farm, its probably the easiest of all hostile mob farms to prepare for, just ensure that the farm is at least 32 blocks from the main island by bridging out, and then down, one goes down to create as many spawn platforms as possible.
But this is the beauty of minecraft everyone has different ways of doing things.
Here is a real challenge. Make a sand generator that works on TU15.
I had one working in TU14 that worked in a specific orientation and certain chunks, unfortunately when TU15 landed it broke. Odd that TU15 was just a bug fix, whatever it fixed it broke nearly every sand generator out there that should have worked in 3.1+ versions. I've tested so many different sand generators in TU15 with just about every type of timing setting, and none of them work, sadly I think were out of luck here. Luckily for me I stock piled ahead of time, however that don't do me any good in future versions.
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All of my End is lit up, endermen spawns aren't the problem, the problem was endermen teleporting out of the farm. Flooding the End and mainly the area around said farm is a neccessity, since enderman die on water.
The farm makes the Enderman one-hit-kill. They still teleport out, which is why I am covering the End with water. It takes less than 5 minutes and 3 buckets with this trick I do.
I've done alot of testing on this and worked it out perfectly, your more then welcome to have a look at any of my endermen farms which clearly show that they can't teleport more then 32 blocks along either axis.
It takes so little work to make a highly efficient endermen farm, its probably the easiest of all hostile mob farms to prepare for, just ensure that the farm is at least 32 blocks from the main island by bridging out, and then down, one goes down to create as many spawn platforms as possible.
But this is the beauty of minecraft everyone has different ways of doing things.
I had one working in TU14 that worked in a specific orientation and certain chunks, unfortunately when TU15 landed it broke. Odd that TU15 was just a bug fix, whatever it fixed it broke nearly every sand generator out there that should have worked in 3.1+ versions. I've tested so many different sand generators in TU15 with just about every type of timing setting, and none of them work, sadly I think were out of luck here. Luckily for me I stock piled ahead of time, however that don't do me any good in future versions.