I believe this is the best mob trap in minecraft. Other mob traps don't kill all mobs, especially spiders and chickens. And all of the traps that use lava, fire, or cactus to kill mobs will always burn some of the items dropped by the mobs. This trap cannot destroy items, and will kill all mobs (except ghasts).
A couple of notes: Mobs can always swim up in water source blocks, and water enclosed by an opaque block. Falling water, and water encased in glass, leaves, ice, etc. will have a stronger downwards pull, meaning that mobs won't be able to swim up. In the trap shown in the video, the tube of water, and the water in the ceiling, is all composed of source blocks.
Items can be collected through all corners. This is not a SW/NE glitch or anything.
So, this trap:
- Kills all mobs
- Collects all items
Cool trap, but inefficient as it involves the player bating the trap, and if you do that, you had may as well just kill the things yourself.
Surely you can use your imagination? Just plug this into a dark room with canals, and you have a mob grinder. Of you can have a moat around your house leading to this.
Fairly cool trap. I really don't like drowning traps though, because it takes so long for things to die. I have a mob farm with a lava trap, and I do lose a few items but they are largely string which I really don't need. This does get props for interesting use of game mechanics, though.
Is there a reason for forcing/allowing the mobs to swim upwards in the column of source water rather than flooding the glass enclosure with falling water?
que?
If you flood the whole enclosure, the canal leading to it will backflow. Safe item collection becomes near impossible, and half of the time, mobs won't get submerged, and chickens won't die at all.
My mob trap is so simple just a mob spawner (which could be hard for new players to find.. i guess) which carrys the skeletons into a cactus and drops the arrows into an extraction point extremely simple too me about 7 or 8 minutes to make extremely efficient and they way the cactus is placed makes it almost impossible that the arrows will get destroyed by the cactus
nice work. attach this to a spawning structure and you're in business.
drowning may seem slow but if it was being fed a steady stream of mobs the only wait would be for the first ones to enter to die. after that it would be a steady stream of items i would think. (provided your spawn structure was functional)
i may use this on my next save. currently i use a zig zag canal with strategically placed cactus to soften mobs up then feed them into a lava grinder but i know i'm still losing drops. this would help a lot i think.
The lava grinder has 100% rate for important drops. It is possible spiders can die inside the lava destroying the string sometimes. But the drops from creepers, skeletons and zombies are 100% safe from incineration if you build it right.
Here how I made mine. This takes a Huge amount of material.
1. Start by clearing out a big flatarea like 80*80. (This takes forever to do by hand, I went through tons of picks and shovels.)
2. Measure out 16*16 pads starting from one corner
2. At the sides of your first 16*16 pad, dig a 2 wide trench from the sides until they meet.
floor
[] trench
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
repeat this pattern each 16*16 pad shares its neighbor's trench. All water in the trenches so everything flows towards the intersections
Everytime a trench crossing dig down and make underground tunnels that connect all of these to one main pipe that leads to the shredder.
Once you have all the pads you want, put a ceiling on it and build additional floors.
Any particular reason the mobs do swim into and up the canal? Are they forced up or is it a quirk of the current AI? I wouldn't want to spend time building this, only to have it fail the next time Notch tweaks the AI.
Any particular reason the mobs do swim into and up the canal? Are they forced up or is it a quirk of the current AI? I wouldn't want to spend time building this, only to have it fail the next time Notch tweaks the AI.
Are you talking about the pillar of water? If so, mobs always swim up if possible. This is so that when mobs go swimming in the ocean or a lake, they don't sink like a rock. I doubt Notch would do anything to this, or mobs would act even more stupid than they already do.
This means that even if you're getting 100% of items, you might still be getting fewer items / hour than with a lava trap, making this potentially worse. Remember, there is a 200 mob limit! So slower killing = slower spawning.
100% of 2,000 items = 2,000 items
70% of 4,000 items = 2,800 items... which is better, even though you lose some items.
Just something to think about.
Rollback Post to RevisionRollBack
Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
This is a good grinder, but only for traps that can't get near the 200 mob limit. The quick killing of lava traps are more effective since they allow mobs to spawn and die as fast as possible, maximizing how much is made from the trap in the long run. Now, that's only if your trap isn't high enough to kill all mob from a gravity trap, since gravity traps are instant kills and don't lose items. (Except skeleton spiders, since only one of them ends up dieing for me, so I have a cactus at the end of my trap.
This means that even if you're getting 100% of items, you might still be getting fewer items / hour than with a lava trap, making this potentially worse. Remember, there is a 200 mob limit! So slower killing = slower spawning.
100% of 2,000 items = 2,000 items
70% of 4,000 items = 2,800 items... which is better, even though you lose some items.
Just something to think about.
You're right there. Here's something for you to think about. Have you seen any trap, even the insanely broken 0 chunk mob tower, that has 200 mobs in the trap at the same time? Half of the time a mob spends is wandering around on the spawning floors.
If you somehow manage to make a trap that can hit the 200 mob mark, it will reach the sky. Because of that, three quarters of the mobs will dies from the fall, making the trap redundant.
A couple of notes: Mobs can always swim up in water source blocks, and water enclosed by an opaque block. Falling water, and water encased in glass, leaves, ice, etc. will have a stronger downwards pull, meaning that mobs won't be able to swim up. In the trap shown in the video, the tube of water, and the water in the ceiling, is all composed of source blocks.
Items can be collected through all corners. This is not a SW/NE glitch or anything.
So, this trap:
- Kills all mobs
- Collects all items
There's nothing much more to say about it, other than that this mob trap uses the mob elevator concept described here: http://www.minecraftforum.net/viewtopic.php?f=35&t=83117. Thanks TyrannosaurusHax!
Also, I might make a tutorial if demand is great enough.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
That is the community's job. I'm just an inventor. Though I plan to make a mob tower eventually. Eventually :smile.gif:
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
Surely you can use your imagination? Just plug this into a dark room with canals, and you have a mob grinder. Of you can have a moat around your house leading to this.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
If you flood the whole enclosure, the canal leading to it will backflow. Safe item collection becomes near impossible, and half of the time, mobs won't get submerged, and chickens won't die at all.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
drowning may seem slow but if it was being fed a steady stream of mobs the only wait would be for the first ones to enter to die. after that it would be a steady stream of items i would think. (provided your spawn structure was functional)
i may use this on my next save. currently i use a zig zag canal with strategically placed cactus to soften mobs up then feed them into a lava grinder but i know i'm still losing drops. this would help a lot i think.
I have looked but I can't find decent spawning room tutorials after the Halloween update, since I know it all changed after that.
I know many different canals and killing ways, its just the spawning.
So yeah, any recommended tutorials.
Thanks :smile.gif:
Oh and, Love your idea, I might use it. If I can find a good spawning room.
ill definatly be making one in my new save
may notch be merciful on you
1. Start by clearing out a big flatarea like 80*80. (This takes forever to do by hand, I went through tons of picks and shovels.)
2. Measure out 16*16 pads starting from one corner
2. At the sides of your first 16*16 pad, dig a 2 wide trench from the sides until they meet.
floor
[] trench
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
repeat this pattern each 16*16 pad shares its neighbor's trench. All water in the trenches so everything flows towards the intersections
Everytime a trench crossing dig down and make underground tunnels that connect all of these to one main pipe that leads to the shredder.
Once you have all the pads you want, put a ceiling on it and build additional floors.
Are you talking about the pillar of water? If so, mobs always swim up if possible. This is so that when mobs go swimming in the ocean or a lake, they don't sink like a rock. I doubt Notch would do anything to this, or mobs would act even more stupid than they already do.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
This means that even if you're getting 100% of items, you might still be getting fewer items / hour than with a lava trap, making this potentially worse. Remember, there is a 200 mob limit! So slower killing = slower spawning.
100% of 2,000 items = 2,000 items
70% of 4,000 items = 2,800 items... which is better, even though you lose some items.
Just something to think about.
You're right there. Here's something for you to think about. Have you seen any trap, even the insanely broken 0 chunk mob tower, that has 200 mobs in the trap at the same time? Half of the time a mob spends is wandering around on the spawning floors.
If you somehow manage to make a trap that can hit the 200 mob mark, it will reach the sky. Because of that, three quarters of the mobs will dies from the fall, making the trap redundant.
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System