Strip mines in Minecraft and strip mines in the real world are two totally different things. In Minecraft, the image you just showed everyone would be called a quarry. No need to be a smart ass.
yay i agree don't be mean but just to clear things up a stripmine in minecraft is where you go inside a cave and mine out all thee ore you can see hence the term stripmine your stripping the mine. sorry if i sounded rood just wanted to clear that up
1.0.0 Release Changes:
- height limit increased to 40
- bounding box check was added. As a result, instant suffocation or trapping techniques don't work anymore. See slime sizes for minimum spawning room.
To sum it up:
The Random Seed of your world determines in which chunks slimes can spawn. In average, slimes can spawn in every 10th chunk. I have written a small java tool to determine these chunks for your world (i.e. its seed). See link above.
Some other facts:
- slimes share mob limits and most of the algorithm with other hostile mobs. So if you want to make a productive farm, light caves and the surface as well as your farm. It should also make a tiny difference to prevent slime spawning in other eligible chunks (see below)
- if the game decides to spawn hostile mobs, it randomly chooses one. Every mob, including slimes, has the same chance. But there is an additional 90% chance for slimes not to spawn (even if inside an eligible chunk). So theoretically it's more like 1:10:10:10:10:1 (slime:(skeleton) spider:creeper:skeleton:zombie:enderman). Also, slime spawns will fail more often due to the height and chunk limit (see below)
- slimes don't need light and spawn only below level 40 (the air block must be 39 or below, so the ground they spawn on must be 38 or below which results in a minimum f3 coordinate of 40.6 while standing on that ground)
Small Slime: 0.6x0.6x0.6 (needs 1x1x2 room to spawn or 1x1x1 if block above is not opaque)
Medium Slime: 1.2x1.2x1.2 (needs 3x3x2 room to spawn)
Big Slime: 2.4x2.4x2.4 (needs 3x3x3 room to spawn)
- every slime size has the same chance to spawn (33%)
- there's no bigger slime ingame (despite what the wiki says). It's easy to mod them in though, as their size is determined by an internal number, which also affects their damage, health, splitting behaviour etc (might be a lazy way for them to add a boss monster )
Slow Spawn / Why you need to mess with your world
The game tries to spawn mobs every tick (0.1s). It completely skips specific mob types (water, hostile, neutral) if the limit has been reached or the game difficulty is on peaceful for hostiles. This is actually the only time that limit is checked, which is the reason why much more mobs can potentially spawn in a single tick (>1000).
Then it consecutively goes through every chunk (17x17 = 289!) around the player(s) in a random order, picks a random mob of that type and a random spot in that chunk. If the spot meets some criteria, the game tries to spawn up to 4 mobs around and possibly on that spot. Just before spawning, there's some additional checks depending on the mob. For slimes, it's the height level and chunk plus an additional 90% of bailing out. For other hostiles, bailout chance depends on light level (100% for 8+).
Assuming you have a one chunk-wide spawning floor (16x16):
Scenario 1, natural world:
There's plenty of spots all around you for hostiles to spawn with low or zero light. Might not even take a tick for the limit to be reached again, meaning your chunk only gets called once after the mob count goes below the limit. There's a chance of 20% that the game decides to spawn slimes. Then there's only a chance of 1/128 = .7% (=> 20% * .7% = .14%) that it picks a spot on your floor. And also, the 90% bailout decreases your chance (less transparent because of the group spawning algorithm, so I can't give numbers).
Because of despawning of hostiles other than slimes, the algorithm kicks in every few seconds, I'd say.
Also, switching to peaceful might only cause some additional calls, so no magic
Scenario 2, world lit up:
Since no other hostiles can spawn, the algorithm gets called every tick until the limit is reached only with slimes.
Note that even the numbers I gave aren't exact, because group spawning can also traverse chunks and height levels to some degree.
Anyway, hope it clarifies why it takes so long and why you need to mess with your world to get a decent spawning rate.
Download the rei's minimap mod , and chose slime chuck apears
do you mind telling me what level/y-number/etc (whatever you want to call it) your successful farms are on? i'm having a tough time finding them on the multiplayer server i'm on and just knowing what someone else had luck with would be great!
well i do take back what i said about the multi layers, once i put in a full layer accross all the chunks it increased quite a bit. I just went down to bedrock, then build the floor one block above that, my layers are 3 high and i have like 5-7 layers all the way up to 40(which is the highest they can spawn) .i put pumpkins in the floors of the layers so it didnt take up a block to increase spawning that much more, multiple double chest full of slime, i havent farmed it ina long time or i would need a full building just for slime
So last year's update 12w25a contained the following change: "Slimes spawning in Superflat world type has reduced". That is linked to a that is heavy on incomprehensible shouting, and light on technical detail.
Does anyone know how exactly superflat slime spawning was nerfed? Is it simply a further reduction in spawning chance? How much? Or does it change the Y-coordinate restrictions, or maybe the light requirements? Or the calculation of valid slime chunks?
(Neither the slime page nor the superflat page on the wiki had any detail about what this change did.)
I'm asking because I am playing a challenge map that was created from a custom superflat (OceanBlock 4.0), I've identified two valid slime chunks (verified using several different slime finders) and created a 3-high spawning room covering both chunks. It is well-lit with Jack-O-Lanterns, one block up from bedrock, with no other valid hostile mob spawning areas on the entire map (this is a custom ocean map, so there are no undiscovered caves or anything). After waiting for hours at the appropriate distance (25+ blocks away), I had a grand total of 2 tiny slimes spawn. So I guess its "working", by some interpretation, but certainly not practical.
Question: Can item hoppers and droppers be used with a slime farm? So.. let's say I want to put water for suffocating them then have the slimeballs fall into the dropper then into the hopper and then I could have it just land in front of me? I'm just curious if it is possible because I kind of get tired of going back down and killing then getting a little hurt by the big and medium ones.