So i'm thinking about creating a creeper farm that I would use for gunpowder to then be used for fire works in game. I was wondering something.
There is a way to make it so creepers can become "charged", and once they are charged I THINK they drop more gunpowder, exciperence, and they increase the chances for mob heads to spawn in game once they are killed. Which is neat becuase it will let me have a production of mob heads to (and maybe player heads!)
I saw on a youtube video some guy making a charged creeper farm, and basically how he set it up is, he has boats on a top roof to further increase the chances of lightning spawning there. I wanted to know if it was true though.
Here is the video link, its a little outdated but I think its still a thing in Minecraft
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Hey you! Hi
(also rip Pixelized Project, the dream could have came true if the whole team weren't kids :P.)
I think the only thing different about the charged creeper is the strength of their explosion. I've certainly never heard of them having a different loot table from normal creepers and the wiki doesn't say anything about that. As for XP, again I think it's the same as a normal creeper since they are a variant of normal creepers. They certainly aren't listed on the XP page on the wiki, which could be an oversight I suppose.
Internally there are two time windows: raining, and thundering. If they intersect (i.e. its raining and it's thundering) you have a thunder storm. When this happens there is a chance that a lightning bolt will spawn per tick (something like 1 in 100000 if I remember the code correctly). On a single player server the strike will occur nearby the player. On multiplayer it will strike around one of the players.
As the others have said the only difference from a normal creeper and a charged one is that they cause skeletons, zombies, wither skeletons, and other creepers to drop their heads if they kill them with their explosion, as well as their explosion being much more potent (I believe a normal creeper's explosion deals 49 damage whereas a charged creeper deals 97, which is more powerful than TNT).
Here is a much better farm you can use (can be scaled). Keep in mind that all charged creeper farms are pretty damn slow, especially when thunderstorms are rare in the first place.
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About the only control you have that will optimize your chances where lightning will strike is to reduce your render distance so the lightning has a smaller space to strike in.
This will not work because the chance of lighting striking is per chunk - fewer chunks loaded will actually decrease the number of lighting strikes in a given time interval - but the number per unit area (chunk) remains the same:
For each loaded chunk, every tick there is a 1/100000 chance of an attempted lightning strike during a thunderstorm.
So, for example, with a render distance of 10 you'll have 441 chunks loaded so the chance of a lightning strike is 441/100000 or once every 11.33 seconds (I believe that lightning does not strike in the outermost chunks so this is probably more. In 1.6.4 the active chunk radius is always 7 for 225 active chunks and one strike every 22.2 seconds regardless of view or render distance).
The most important factor is to make sure they are spread out - lightning does not have to directly strike them:
Then if there are any living entities that can see the sky in a 3×3×h region from 3 below the target block up to the world height, one such entity is selected at random and the lightning target is moved to the block the entity is standing in...
...When lightning strikes, all entities within a 6×6×12 region horizontally centered on the northwest corner of the target block with the bottom edge 3 below the target block are struck by lightning.
Basically, spacing them every 6 blocks would ensure that at one will get struck by lightning; with a smaller spacing you can get more at once (since lightning favors hitting entities it will likely strike one and only affect any others within 3 blocks to the north and west or 2 blocks to the south and east of the target block). Also, since lightning can affect entities 3 blocks below a ceiling it is possible to have an indoor farm (this is also why villagers can be turned into witches despite appearing to be safe).
This will not work because the chance of lighting striking is per chunk - fewer chunks loaded will actually decrease the number of lighting strikes in a given time interval - but the number per unit area (chunk) remains the same
Oh ok. A previous discussion on here had left me with a misunderstanding then. Thanks for clearing that up.