So I'm hoping someone can help. I want to find slime chunks, specifically I was looking for two or more adjacent slime chunks near by where I am setup in my world. I found this slime chunk finder on this website chunkbase. It says I have two slime chunks right next to each other less than 50 blocks from my storage setup...great luck. So I mined out a 16x16x3 room starting at y=34 that straddles the two chunks. After waiting a whole minecraft day about 35 blocks away I go back and find nothing spawned.
Does anyone else have a tool they can recommend for me to check for slime chunks, or am I doing something wrong?
--In 1.14, you cannot have anything but air above your farm as any such blocks will reduce spawn rates (I believe this may be a bug stemming from changes to glass that deals with letting redstone signal via dust travel unbroken beneath it, as it also prevents light from going through glass...or in other words, glass blocks are now like top slabs.)
--in 1.13, you cannot have any block that catches spawns above your farms. Blocks that do not catch spawns are completely ignored, so the effective height of the world in the chunks your farm resides in is the y-level of the highest-placed spawnable block (which would be the roof/topmost blocks of the walls).
--in 1.12 and earlier, it's essentially the same as in 1.13, except that the non-spawnable blocks still extend the height of your world. The game will not ignore the non-spawnable blocks, but the rate in which these are failed is so fast that they effectively have no impact on spawns.
Does anyone else have a tool they can recommend for me to check for slime chunks, or am I doing something wrong?
Amidst or Chunkbase are probably your only out-of-game options, but if this is a 1.12 world there are mods that specifically alert you in some way that you're in a slime chunk. Some will just tell you in F3/chat (not only that you're in a slime chunk, but whether you are too high for slime), others allow you to find/create an item that you hold that will do something when in a slime chunk.
If you're going the vanilla route, dig out a few chunks and fence them off so that slimes cannot wander out of the chunk they spawned in (other than via pack spawning placing them in other chunks). You will have to hang out in this area or otherwise check on it very frequently, as slimes will regularly despawn if far enough away from you.
You don't mention the edition/version being played, assumed to be java (this is a java section), and one of the 'recent' release versions (snapshots including 'prereleases' often have bugs).
A mob that has had no player within 32 blocks of it for more than 30 seconds has a 1 in 800 chance of despawning on each game tick (1/20th of a second), which is a 2.47% chance per second. Therefore, the half-life of monsters not within 32 blocks of a player is 27.73 seconds (after the initial 30 seconds have elapsed).
https://chunkbase.com/apps/slime-finder is considered accurate for vanilla MC (the code controlling which chunks are slime chunks has remained the same for several versions), but make sure you select 'Java Edition' in the box to the right below the map area.
Slimes also spawn quite slowly and a 16x16 room represents but a small fraction of the number of valid spawning spaces within range unless one has made extensive efforts to spawnproof the volume (a 128 radius sphere from the player location.)
If you feel the need to confirm these are slime chunks, adding some form of killing collection mechanism and waiting (which may take several MC days) would allow the confirmation of you found slime balls. (Iron golem over cactus surrounded byhoppers is a low efficiency but easy to build temporary mechanism.)
Running a fence/wall down the chunk boundary and building two such would allow confirmation of both chunks.
(I'd not be inclined to consider confirmation necessary, but YMMV… particularly as you may well get confirmation during the process of building the farm…)
--In 1.14, you cannot have anything but air above your farm as any such blocks will reduce spawn rates (I believe this may be a bug stemming from changes to glass that deals with letting redstone signal via dust travel unbroken beneath it, as it also prevents light from going through glass...or in other words, glass blocks are now like top slabs.)
--in 1.13, you cannot have any block that catches spawns above your farms. Blocks that do not catch spawns are completely ignored, so the effective height of the world in the chunks your farm resides in is the y-level of the highest-placed spawnable block (which would be the roof/topmost blocks of the walls).
--in 1.12 and earlier, it's essentially the same as in 1.13, except that the non-spawnable blocks still extend the height of your world. The game will not ignore the non-spawnable blocks, but the rate in which these are failed is so fast that they effectively have no impact on spawns.
Amidst or Chunkbase are probably your only out-of-game options, but if this is a 1.12 world there are mods that specifically alert you in some way that you're in a slime chunk. Some will just tell you in F3/chat (not only that you're in a slime chunk, but whether you are too high for slime), others allow you to find/create an item that you hold that will do something when in a slime chunk.
If you're going the vanilla route, dig out a few chunks and fence them off so that slimes cannot wander out of the chunk they spawned in (other than via pack spawning placing them in other chunks). You will have to hang out in this area or otherwise check on it very frequently, as slimes will regularly despawn if far enough away from you.
Yes I am on 1.14. I was not aware that it had to be uncovered. That is going to be a pain to mine out as ground level is at y=70 at this part of my world.
You don't mention the edition/version being played, assumed to be java (this is a java section), and one of the 'recent' release versions (snapshots including 'prereleases' often have bugs).
A mob that has had no player within 32 blocks of it for more than 30 seconds has a 1 in 800 chance of despawning on each game tick (1/20th of a second), which is a 2.47% chance per second. Therefore, the half-life of monsters not within 32 blocks of a player is 27.73 seconds (after the initial 30 seconds have elapsed).
https://chunkbase.com/apps/slime-finder is considered accurate for vanilla MC (the code controlling which chunks are slime chunks has remained the same for several versions), but make sure you select 'Java Edition' in the box to the right below the map area.
Slimes also spawn quite slowly and a 16x16 room represents but a small fraction of the number of valid spawning spaces within range unless one has made extensive efforts to spawnproof the volume (a 128 radius sphere from the player location.)
If you feel the need to confirm these are slime chunks, adding some form of killing collection mechanism and waiting (which may take several MC days) would allow the confirmation of you found slime balls. (Iron golem over cactus surrounded byhoppers is a low efficiency but easy to build temporary mechanism.)
Running a fence/wall down the chunk boundary and building two such would allow confirmation of both chunks.
(I'd not be inclined to consider confirmation necessary, but YMMV… particularly as you may well get confirmation during the process of building the farm…)
Thanks for the info about despawning, that will help as I build out the whole thing. I obviously will be clearing out a much bigger area, I just was hoping to catch a slime or two and kill them manually so I could make a few sticky pistons for another project I wanted to get to first.
I wasn't so much worried about confirming as I was just concerned I did not even see one slime spawn allbeit in a limited scope of time. I just wanted to make sure chunk base would be considered accurate, which it sounds like you are saying it is.
As far as I know the latest release of Amidst (v4.3 Beta 6) will work with any Vanilla profile from 1.2 through 1.14.
and maps slime chunks accurately.
Download link is in my sig.
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There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
An alternative with less work but more other mobs to deal with would be finding a swamp, slimes also spawn at surface level at night, light dependent so maybe they'd spawn in the daytime in a dark box?.
Swamp spawn rates are dependent on the phase of the moon, greatest at full moon and none to next to none when the moon is new.
Back when I looked into swamp biome slime farms the ideal circumstance would have been to use a 'standard' in a slime chunk that was also swamp with the darkroom extension (layers 50-70) acting as an occasional booster…
The difficulty with this approach is that the darkroom needed between 50-70 spawns other mobs which requires active mob removal (to avoid filling the cap with static mobs) & complicates the transport/harvest phases unless one either built two farms using different mechanics or sorted the mobs before passing the slime to the bottom slime-only farm.
The new undead mobs sinking in water offers a comparatively simple way to remove these, but spiders are more difficult to sort. (With a carefully designed harvester/kill room creepers are not at issue as they can be killed withou allowing the line of sight needed for them to activate.)
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Back when I looked into swamp biome slime farms the ideal circumstance would have been to use a 'standard' in a slime chunk that was also swamp with the darkroom extension (layers 50-70) acting as an occasional booster…
The difficulty with this approach is that the darkroom needed between 50-70 spawns other mobs which requires active mob removal (to avoid filling the cap with static mobs) & complicates the transport/harvest phases unless one either built two farms using different mechanics or sorted the mobs before passing the slime to the bottom slime-only farm.
The new undead mobs sinking in water offers a comparatively simple way to remove these, but spiders are more difficult to sort. (With a carefully designed harvester/kill room creepers are not at issue as they can be killed withou allowing the line of sight needed for them to activate.)
My approach was just to have a mob farm that included slimes. The bigger slimes ground themselves against a cactus producing small slimes which would take the Long Fall (tm). Spiders likewise would grind against the cactus. Skeletons, creepers, zombies, etc would just drop into the middle and be sluiced into the fall zone.
If you're only after a couple slime blocks it'll be easiest to find a swamp. Build a small tower in the middle with water all around and sit up top during a full moon. Shoot any mobs/slimes you see during the night with your bow.... Jump down into the water at first light or if it's clear and collect XP orbs and your slime balls and call it a night. Much easier than digging massive chunks out of the earth with giant pits exposed to the sky...
If you're only after a couple slime blocks it'll be easiest to find a swamp. Build a small tower in the middle with water all around and sit up top during a full moon. Shoot any mobs/slimes you see during the night with your bow.... Jump down into the water at first light or if it's clear and collect XP orbs and your slime balls and call it a night. Much easier than digging massive chunks out of the earth with giant pits exposed to the sky...
Why in the water?
The mobs are going to be spawning on land.
I could see having water right next to your position to slow down the mobs except that in a tower you're protected, unless it's too low.
Unless I really only wanted a few slime balls I'd put some effort into chopping down trees, flattening the ground and maybe even filling in the water.
So I'm hoping someone can help. I want to find slime chunks, specifically I was looking for two or more adjacent slime chunks near by where I am setup in my world. I found this slime chunk finder on this website chunkbase. It says I have two slime chunks right next to each other less than 50 blocks from my storage setup...great luck. So I mined out a 16x16x3 room starting at y=34 that straddles the two chunks. After waiting a whole minecraft day about 35 blocks away I go back and find nothing spawned.
Does anyone else have a tool they can recommend for me to check for slime chunks, or am I doing something wrong?
Is this a 1.14 world or a 1.13/earlier one?
--In 1.14, you cannot have anything but air above your farm as any such blocks will reduce spawn rates (I believe this may be a bug stemming from changes to glass that deals with letting redstone signal via dust travel unbroken beneath it, as it also prevents light from going through glass...or in other words, glass blocks are now like top slabs.)
--in 1.13, you cannot have any block that catches spawns above your farms. Blocks that do not catch spawns are completely ignored, so the effective height of the world in the chunks your farm resides in is the y-level of the highest-placed spawnable block (which would be the roof/topmost blocks of the walls).
--in 1.12 and earlier, it's essentially the same as in 1.13, except that the non-spawnable blocks still extend the height of your world. The game will not ignore the non-spawnable blocks, but the rate in which these are failed is so fast that they effectively have no impact on spawns.
Amidst or Chunkbase are probably your only out-of-game options, but if this is a 1.12 world there are mods that specifically alert you in some way that you're in a slime chunk. Some will just tell you in F3/chat (not only that you're in a slime chunk, but whether you are too high for slime), others allow you to find/create an item that you hold that will do something when in a slime chunk.
If you're going the vanilla route, dig out a few chunks and fence them off so that slimes cannot wander out of the chunk they spawned in (other than via pack spawning placing them in other chunks). You will have to hang out in this area or otherwise check on it very frequently, as slimes will regularly despawn if far enough away from you.
You don't mention the edition/version being played, assumed to be java (this is a java section), and one of the 'recent' release versions (snapshots including 'prereleases' often have bugs).
This https://minecraft.gamepedia.com/Slime may be of help…
particularly note that slimes "will despawn over time if no player is within 32 blocks" so only those that had spawned recently
qv. https://minecraft.gamepedia.com/Spawn#Despawning
A mob that has had no player within 32 blocks of it for more than 30 seconds has a 1 in 800 chance of despawning on each game tick (1/20th of a second), which is a 2.47% chance per second. Therefore, the half-life of monsters not within 32 blocks of a player is 27.73 seconds (after the initial 30 seconds have elapsed).
https://chunkbase.com/apps/slime-finder is considered accurate for vanilla MC (the code controlling which chunks are slime chunks has remained the same for several versions), but make sure you select 'Java Edition' in the box to the right below the map area.
Slimes also spawn quite slowly and a 16x16 room represents but a small fraction of the number of valid spawning spaces within range unless one has made extensive efforts to spawnproof the volume (a 128 radius sphere from the player location.)
If you feel the need to confirm these are slime chunks, adding some form of killing collection mechanism and waiting (which may take several MC days) would allow the confirmation of you found slime balls. (Iron golem over cactus surrounded byhoppers is a low efficiency but easy to build temporary mechanism.)
Running a fence/wall down the chunk boundary and building two such would allow confirmation of both chunks.
(I'd not be inclined to consider confirmation necessary, but YMMV… particularly as you may well get confirmation during the process of building the farm…)
If you would be more comfortable with another slime finder confirming the location Amidst qv https://github.com/toolbox4minecraft/amidst/releases also has this feature.
Yes I am on 1.14. I was not aware that it had to be uncovered. That is going to be a pain to mine out as ground level is at y=70 at this part of my world.
Thanks for the info about despawning, that will help as I build out the whole thing. I obviously will be clearing out a much bigger area, I just was hoping to catch a slime or two and kill them manually so I could make a few sticky pistons for another project I wanted to get to first.
I wasn't so much worried about confirming as I was just concerned I did not even see one slime spawn allbeit in a limited scope of time. I just wanted to make sure chunk base would be considered accurate, which it sounds like you are saying it is.
As far as I know the latest release of Amidst (v4.3 Beta 6) will work with any Vanilla profile from 1.2 through 1.14.
and maps slime chunks accurately.
Download link is in my sig.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
An alternative with less work but more other mobs to deal with would be finding a swamp, slimes also spawn at surface level at night, light dependent so maybe they'd spawn in the daytime in a dark box?.
Swamp spawn rates are dependent on the phase of the moon, greatest at full moon and none to next to none when the moon is new.
Just testing.
If you build a darkroom mob spawner in a swamp near the surface* you very definitely get a lot of slimes**!
*Between layers 50-70
** Depending on the phase of the moon
Back when I looked into swamp biome slime farms the ideal circumstance would have been to use a 'standard' in a slime chunk that was also swamp with the darkroom extension (layers 50-70) acting as an occasional booster…
The difficulty with this approach is that the darkroom needed between 50-70 spawns other mobs which requires active mob removal (to avoid filling the cap with static mobs) & complicates the transport/harvest phases unless one either built two farms using different mechanics or sorted the mobs before passing the slime to the bottom slime-only farm.
The new undead mobs sinking in water offers a comparatively simple way to remove these, but spiders are more difficult to sort. (With a carefully designed harvester/kill room creepers are not at issue as they can be killed withou allowing the line of sight needed for them to activate.)
They changed the spawn location to y50 - y70
My approach was just to have a mob farm that included slimes. The bigger slimes ground themselves against a cactus producing small slimes which would take the Long Fall (tm). Spiders likewise would grind against the cactus. Skeletons, creepers, zombies, etc would just drop into the middle and be sluiced into the fall zone.
If you're only after a couple slime blocks it'll be easiest to find a swamp. Build a small tower in the middle with water all around and sit up top during a full moon. Shoot any mobs/slimes you see during the night with your bow.... Jump down into the water at first light or if it's clear and collect XP orbs and your slime balls and call it a night. Much easier than digging massive chunks out of the earth with giant pits exposed to the sky...
Why in the water?
The mobs are going to be spawning on land.
I could see having water right next to your position to slow down the mobs except that in a tower you're protected, unless it's too low.
Unless I really only wanted a few slime balls I'd put some effort into chopping down trees, flattening the ground and maybe even filling in the water.
Just testing.