View distance greater than 10? Most of the caves lit up within 128 blocks? Standing 24 blocks away from the spawning floors?
Chunk distance 16, I'm pretty sure, and I'm standing where the mobs fall, I cant see the spawning room, like you saw in the images.
^^^ I have no clue how to check that.... I have been lighting up caves for EVER (3-4 hours searching caves next to the house) and I think they all are lighted up now.... any clue why?
3-4 hours most likely is not even close enough to get all the caves close enough to the farm.
Either way, water stream traps like that don't really work any more. Mobs over 32 blocks away from a player eventually become idle and stop moving so shortly after they spawn they may get a burst of movement before they become idle, after that they will just get stuck until they despawn or the player move into range.
Two of your water streams are also only 1 wide, meaning spiders will clog the streams if they move over them.
Your afk spot seems way too close. based on the cobble in the middle of the 2nd image, it looks like it's only maybe 15 blocks away.
The farm is also very small and has very little spawning space inside of it. To put the size of yours into perspective, my mob farm has 8 floors which are 12x15 in size, totaling 1440 spawning spaces.
So to be honest, there's a lot of reasons why it's not working. Not seeing any spawns at all means that there is most likely still spawning area outside of the farm, you're too close, or that they actually may be spawning but just aren't falling.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
3-4 hours most likely is not even close enough to get all the caves close enough to the farm.
Either way, water stream traps like that don't really work any more. Mobs over 32 blocks away from a player eventually become idle and stop moving so shortly after they spawn they may get a burst of movement before they become idle, after that they will just get stuck until they despawn or the player move into range.
Two of your water streams are also only 1 wide, meaning spiders will clog the streams if they move over them.
Your afk spot seems way too close. based on the cobble in the middle of the 2nd image, it looks like it's only maybe 15 blocks away.
The farm is also very small and has very little spawning space inside of it. To put the size of yours into perspective, my mob farm has 8 floors which are 12x15 in size, totaling 1440 spawning spaces.
So to be honest, there's a lot of reasons why it's not working. Not seeing any spawns at all means that there is most likely still spawning area outside of the farm, you're too close, or that they actually may be spawning but just aren't falling.
....... So mob grinder isn't what I'm going to build for EXP probably...
....... So mob grinder isn't what I'm going to build for EXP probably...
Is this by any chance on a server? If it is make sure the servers view distance setting is 10 or higher...the setting on your pc client doesn't effect a server. Also on a server you want to use the grinder when server population is low.
You can get a darkroom mob grinder to work, it just takes more work than a lot of people think. To avoid having to light up caves and the surface it's best to build high up over an ocean. I would suggest making your drop hole 3x3 and the water channels 3 wide in all 4 directions. Make sure the water channels are two blocks deep. Then line each side of the channels with trap doors in the open position.
If you have found a skel or zombie dungeon you could turn it into an xp farm, it's slower spawning rate than a darkroom trap but you only get one type of mob which makes it simpler to design.
I have some big mob spawners using trap doors to trick mobs into water streams.
They still work just as well in 1.9 as they did in 1.8 afaict.
Note:
They are designed so that the path to a drop (thru trap door into water stream) is short.
Also they keep the mobs inside 32 distance.
Well yeah it didn't change between 1.8 to 1.9, the change happened way back when when mobs got their idle AI, back in like 1.6 or something like that, can't exactly remember when. It doesn't mean they won't work, but most purposes they are generally extremely inefficient compared to any other method of mob farm.
Even with it being designed to keep mobs inside of a 32 block distance, that only leaves the gap between the 24 block distance that mobs can't spawn in around the player, and the 32 block radius before they become idle. That's not a very large area for spawns., especially since you're most likely not utilizing the entire spawning area within that gap o, the only way to get full utilization is to have a giant sphere mob farm where the player is afk dead center in the farm
That then also relies on a random chance of a mob walking into a water stream. The entire time they have not walked into the stream, is taking away from the mob cap, blocking further spawns while it roams around randomly until it has the misfortune of finding a water stream. You can increase the chances of them falling by adding more water streams, but that just takes away from the spawning area of the farm since you're working in a very limited space.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Yes, water canal mob spawners (no redstone/pistons/etc) aren't the most efficient, but they are easy to design and build. If you are happy with a mob coming down the pipe every couple of seconds or so, getting you from 0-30 in maybe 5-10 minutes, then a water canal spawner is not a bad choice.
But it is true that one can no longer (since 1.6?) rely on the mobs moving onto trapdoors beyond the 32-block limit.
I built a large water canal spawner that had small (3x3) platforms lined with trapdoors - there were platforms extending upwards a good ways beyond the 32-block limit. It didn't work nearly as well as predicted; I believe a peek into the spawner revealed a number of mobs having gone stationary.
Etho's Practical Mob Spawner suffers now from this issue.
That said, you can squeeze a pretty large horizontal surface area into the 24-32 zone - a circle radius 21 at distance 24 = 1385 blocks area. At distance 20, you could make a torus of similar area - about 1400 blocks. And so forth - now I'm wanting to make a spherical mob spawner!
The good news is that it's practical to cut holes (with trapdoors) for the mobs to fall through without losing too many spawns. Even if half your space is not a solid block (your spawning level is half open trapdoors for example) the mob spawning algorithm does a random search and is likely to find spaces for all 4 hostile mobs to spawn.
I suppose the upper limit all considered is going to be about 1 mob/sec - 280 seconds for 1400 exp - under 5 minutes to get from 0-30.
Yes, water canal mob spawners (no redstone/pistons/etc) aren't the most efficient, but they are easy to design and build. If you are happy with a mob coming down the pipe every couple of seconds or so, getting you from 0-30 in maybe 5-10 minutes, then a water canal spawner is not a bad choice.
But it is true that one can no longer (since 1.6?) rely on the mobs moving onto trapdoors beyond the 32-block limit.
I built a large water canal spawner that had small (3x3) platforms lined with trapdoors - there were platforms extending upwards a good ways beyond the 32-block limit. It didn't work nearly as well as predicted; I believe a peek into the spawner revealed a number of mobs having gone stationary.
Etho's Practical Mob Spawner suffers now from this issue.
That said, you can squeeze a pretty large horizontal surface area into the 24-32 zone - a circle radius 21 at distance 24 = 1385 blocks area. At distance 20, you could make a torus of similar area - about 1400 blocks. And so forth - now I'm wanting to make a spherical mob spawner!
The good news is that it's practical to cut holes (with trapdoors) for the mobs to fall through without losing too many spawns. Even if half your space is not a solid block (your spawning level is half open trapdoors for example) the mob spawning algorithm does a random search and is likely to find spaces for all 4 hostile mobs to spawn.
I suppose the upper limit all considered is going to be about 1 mob/sec - 280 seconds for 1400 exp - under 5 minutes to get from 0-30.
If you do it I'd be curious to see how well it works. Could be an early game alternative to a spawner exp grinder until you kill the dragon or have the patience to clear an ocean monument. Although mobs having different health, witches healing, and spiders climbing still seems like it would make it a pain.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Is this by any chance on a server? If it is make sure the servers view distance setting is 10 or higher...the setting on your pc client doesn't effect a server. Also on a server you want to use the grinder when server population is low.
You can get a darkroom mob grinder to work, it just takes more work than a lot of people think. To avoid having to light up caves and the surface it's best to build high up over an ocean. I would suggest making your drop hole 3x3 and the water channels 3 wide in all 4 directions. Make sure the water channels are two blocks deep. Then line each side of the channels with trap doors in the open position.
If you have found a skel or zombie dungeon you could turn it into an xp farm, it's slower spawning rate than a darkroom trap but you only get one type of mob which makes it simpler to design.
I don't really understand the trap doors placement....
If you do it I'd be curious to see how well it works. Could be an early game alternative to a spawner exp grinder until you kill the dragon or have the patience to clear an ocean monument. Although mobs having different health, witches healing, and spiders climbing still seems like it would make it a pain.
The circle is where the grinder is gonna be, and all the lines is to show where the models (3D) are gonna be, I'm gonna make it 23x23 big, tell me what you think...
The circle is where the grinder is gonna be, and all the lines is to show where the models (3D) are gonna be, I'm gonna make it 23x23 big, tell me what you think...
Not quite sure how to understand your lines, but the spot looks good, I would encourage you to still build it up pretty high above the water, minimum of about y=160 for best results. Good luck!
The circle is where the grinder is gonna be, and all the lines is to show where the models (3D) are gonna be, I'm gonna make it 23x23 big, tell me what you think...
23x23 isnt nearly big enough, it would need to be a sphere with a radius of 32 (or 65x65 by how you put it, 32 blocks in either direction with 1 block in the dead center for the player to afk in). If you stood in the very center of the sphere you're planning to build you would never see a spawn because you will always be too close.
The entire point was the player needs to be 24 blocks away from the spawning pads, but within 32 blocks of them so the mob idle AI doesn't kick in.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
23x23 isnt nearly big enough, it would need to be a sphere with a radius of 32 (or 65x65 by how you put it, 32 blocks in either direction with 1 block in the dead center for the player to afk in). If you stood in the very center of the sphere you're planning to build you would never see a spawn because you will always be too close.
The entire point was the player needs to be 24 blocks away from the spawning pads, but within 32 blocks of them so the mob idle AI doesn't kick in.
OK, Ill build it 65x65, the placement for the grinder that I sent is good?
OK, Ill build it 65x65, the placement for the grinder that I sent is good?
Seems fine, the placement doesn't matter as much. It really depends on how much caving you've done to prepare the area. The main idea for a mob grinder is that you need to eliminate all other spawning spaces outside of the farm, around where you plan on AFKing within a 128 block radius. Oceans, like where you have it, are generally a good spot because the water already blocks a lot of spawning spaces and removes some of the caves that would be close to the surface, but there will still be a few caves under the ocean which you will need to take care of if you haven't already.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Seems fine, the placement doesn't matter as much. It really depends on how much caving you've done to prepare the area. The main idea for a mob grinder is that you need to eliminate all other spawning spaces outside of the farm, around where you plan on AFKing within a 128 block radius. Oceans, like where you have it, are generally a good spot because the water already blocks a lot of spawning spaces and removes some of the caves that would be close to the surface, but there will still be a few caves under the ocean which you will need to take care of if you haven't already.
So if Ill make it like 120 blocks higher and above the water, I won't have to mine 100K block searching for caves? will I even have to search for caves if its that high? BTW, I'm makin' it 4 block high, what do you think about it now? suppose to work? After math: where the mobs are standing after the fall will be at Y 176 and the dark box will be at Y 190, sounds good? AND its surrounded with water so I won't have to light up ANY cave.
So if Ill make it like 120 blocks higher and above the water, I won't have to mine 100K block searching for caves? will I even have to search for caves if its that high? BTW, I'm makin' it 4 block high, what do you think about it now? suppose to work? After math: where the mobs are standing after the fall will be at Y 176 and the dark box will be at Y 190, sounds good? AND its surrounded with water so I won't have to light up ANY cave.
If you build it that high then no you will not need to go caving. I'm not exactly sure what you mean in the second sentence though about it being 4 blocks high. For where the dark box is, and where the mobs will land, where will your afk spot be in relation to those two spots?
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
If you build it that high then no you will not need to go caving. I'm not exactly sure what you mean in the second sentence though about it being 4 blocks high. For where the dark box is, and where the mobs will land, where will your afk spot be in relation to those two spots?
Maybe Y 166 (or even ill just build something like 35 blocks from mobs stand, tell me what's better) 10 block under the spot that I hit the mobs. In the last sentence I meant if I'm suppose to search for caves to light up.
I have been standing for hours (2 hours playing some CS:GO) on the F3+P button (it said disabled) and NO mob, then I went up and NO MOB even there...
Here is some screenshots:
Thanks for the help!
doxiMAN_MAN
View distance greater than 10? Most of the caves lit up within 128 blocks? Standing 24 blocks away from the spawning floors?
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Chunk distance 16, I'm pretty sure, and I'm standing where the mobs fall, I cant see the spawning room, like you saw in the images.
^^^ I have no clue how to check that.... I have been lighting up caves for EVER (3-4 hours searching caves next to the house) and I think they all are lighted up now.... any clue why?
3-4 hours most likely is not even close enough to get all the caves close enough to the farm.
Either way, water stream traps like that don't really work any more. Mobs over 32 blocks away from a player eventually become idle and stop moving so shortly after they spawn they may get a burst of movement before they become idle, after that they will just get stuck until they despawn or the player move into range.
Two of your water streams are also only 1 wide, meaning spiders will clog the streams if they move over them.
Your afk spot seems way too close. based on the cobble in the middle of the 2nd image, it looks like it's only maybe 15 blocks away.
The farm is also very small and has very little spawning space inside of it. To put the size of yours into perspective, my mob farm has 8 floors which are 12x15 in size, totaling 1440 spawning spaces.
So to be honest, there's a lot of reasons why it's not working. Not seeing any spawns at all means that there is most likely still spawning area outside of the farm, you're too close, or that they actually may be spawning but just aren't falling.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
....... So mob grinder isn't what I'm going to build for EXP probably...
Is this by any chance on a server? If it is make sure the servers view distance setting is 10 or higher...the setting on your pc client doesn't effect a server. Also on a server you want to use the grinder when server population is low.
You can get a darkroom mob grinder to work, it just takes more work than a lot of people think. To avoid having to light up caves and the surface it's best to build high up over an ocean. I would suggest making your drop hole 3x3 and the water channels 3 wide in all 4 directions. Make sure the water channels are two blocks deep. Then line each side of the channels with trap doors in the open position.
If you have found a skel or zombie dungeon you could turn it into an xp farm, it's slower spawning rate than a darkroom trap but you only get one type of mob which makes it simpler to design.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I have some big mob spawners using trap doors to trick mobs into water streams.
They still work just as well in 1.9 as they did in 1.8 afaict.
Note:
They are designed so that the path to a drop (thru trap door into water stream) is short.
Also they keep the mobs inside 32 distance.
Oh no, it's even worst for exp grinders now due to witches, endermen, and spiders being annoying and climbing on everything.
Well yeah it didn't change between 1.8 to 1.9, the change happened way back when when mobs got their idle AI, back in like 1.6 or something like that, can't exactly remember when. It doesn't mean they won't work, but most purposes they are generally extremely inefficient compared to any other method of mob farm.
Even with it being designed to keep mobs inside of a 32 block distance, that only leaves the gap between the 24 block distance that mobs can't spawn in around the player, and the 32 block radius before they become idle. That's not a very large area for spawns., especially since you're most likely not utilizing the entire spawning area within that gap o, the only way to get full utilization is to have a giant sphere mob farm where the player is afk dead center in the farm
That then also relies on a random chance of a mob walking into a water stream. The entire time they have not walked into the stream, is taking away from the mob cap, blocking further spawns while it roams around randomly until it has the misfortune of finding a water stream. You can increase the chances of them falling by adding more water streams, but that just takes away from the spawning area of the farm since you're working in a very limited space.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Yes, water canal mob spawners (no redstone/pistons/etc) aren't the most efficient, but they are easy to design and build. If you are happy with a mob coming down the pipe every couple of seconds or so, getting you from 0-30 in maybe 5-10 minutes, then a water canal spawner is not a bad choice.
But it is true that one can no longer (since 1.6?) rely on the mobs moving onto trapdoors beyond the 32-block limit.
I built a large water canal spawner that had small (3x3) platforms lined with trapdoors - there were platforms extending upwards a good ways beyond the 32-block limit. It didn't work nearly as well as predicted; I believe a peek into the spawner revealed a number of mobs having gone stationary.
Etho's Practical Mob Spawner suffers now from this issue.
That said, you can squeeze a pretty large horizontal surface area into the 24-32 zone - a circle radius 21 at distance 24 = 1385 blocks area. At distance 20, you could make a torus of similar area - about 1400 blocks. And so forth - now I'm wanting to make a spherical mob spawner!
The good news is that it's practical to cut holes (with trapdoors) for the mobs to fall through without losing too many spawns. Even if half your space is not a solid block (your spawning level is half open trapdoors for example) the mob spawning algorithm does a random search and is likely to find spaces for all 4 hostile mobs to spawn.
I suppose the upper limit all considered is going to be about 1 mob/sec - 280 seconds for 1400 exp - under 5 minutes to get from 0-30.
If you do it I'd be curious to see how well it works. Could be an early game alternative to a spawner exp grinder until you kill the dragon or have the patience to clear an ocean monument. Although mobs having different health, witches healing, and spiders climbing still seems like it would make it a pain.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
I don't really understand the trap doors placement....
https://i.imgur.com/0tRaxlc.jpg
The circle is where the grinder is gonna be, and all the lines is to show where the models (3D) are gonna be, I'm gonna make it 23x23 big, tell me what you think...
Not quite sure how to understand your lines, but the spot looks good, I would encourage you to still build it up pretty high above the water, minimum of about y=160 for best results. Good luck!
Regarding trapdoors, perhaps this image helps:
http://smg.photobucket.com/user/mdrarick/media/2012-10-25_105708.png.html
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
23x23 isnt nearly big enough, it would need to be a sphere with a radius of 32 (or 65x65 by how you put it, 32 blocks in either direction with 1 block in the dead center for the player to afk in). If you stood in the very center of the sphere you're planning to build you would never see a spawn because you will always be too close.
The entire point was the player needs to be 24 blocks away from the spawning pads, but within 32 blocks of them so the mob idle AI doesn't kick in.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
OK, Ill build it 65x65, the placement for the grinder that I sent is good?
Seems fine, the placement doesn't matter as much. It really depends on how much caving you've done to prepare the area. The main idea for a mob grinder is that you need to eliminate all other spawning spaces outside of the farm, around where you plan on AFKing within a 128 block radius. Oceans, like where you have it, are generally a good spot because the water already blocks a lot of spawning spaces and removes some of the caves that would be close to the surface, but there will still be a few caves under the ocean which you will need to take care of if you haven't already.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
So if Ill make it like 120 blocks higher and above the water, I won't have to mine 100K block searching for caves? will I even have to search for caves if its that high? BTW, I'm makin' it 4 block high, what do you think about it now? suppose to work? After math: where the mobs are standing after the fall will be at Y 176 and the dark box will be at Y 190, sounds good? AND its surrounded with water so I won't have to light up ANY cave.
If you build it that high then no you will not need to go caving. I'm not exactly sure what you mean in the second sentence though about it being 4 blocks high. For where the dark box is, and where the mobs will land, where will your afk spot be in relation to those two spots?
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Try and see if your standing far enough sometimes mobs wont spawn when your in a 30 block radius.
Maybe Y 166 (or even ill just build something like 35 blocks from mobs stand, tell me what's better) 10 block under the spot that I hit the mobs. In the last sentence I meant if I'm suppose to search for caves to light up.