I've noticed that the rules have changed in 1.6.2.
I had a skeleton mob-spawner trap that used water to flow the skeltons to me, but they no longer spawn in water. So I now turn water off to allow then time to spawn.
I've had other (non-water) monster spawn traps stop working after a few minutes. The spawn wiki is woefuly out of date. We need to know the "new" rules:
How close should I be to spawn mobs without them despawning?
How close is too close where they no longer spawn?
Are they going to move around, or should I push them towards me preidically with water?
They've never been able to spawn in water. That's why you dig out at least two blocks below the spawner, They can spawn in the first level down, and then the water goes underneath that, so it doesn't interfere. You also want to dig out two blocks above the spawner, since they can spawn in the first layer above, but need the second layer clear for their head to fit.
I've had other (non-water) monster spawn traps stop working after a few minutes. The spawn wiki is woefuly out of date. We need to know the "new" rules:
How close should I be to spawn mobs without them despawning?
How close is too close where they no longer spawn?
Are they going to move around, or should I push them towards me preidically with water?
Mob spawners are active when a player is within sixteen blocks (spherical) of the spawner. You can't be "too close" to a spawner.
Mobs spawning, not from a spawner, will not spawn within 24 blocks of the player. You must stand at least 25 blocks from where you want them to spawn, in the traditional "darkroom-style" traps.
Most mobs will not move when more than 32 blocks from a player (exceptions include ghasts, which wander aimlessly, zombies which track the player from up to 65 blocks away, and slimes and magma cubes which both keep hopping straight forward unless there's a player within 16 blocks, then they'll track the player and hop straight towards him/her.)
A mob that has had no player within 32 blocks for at least 30 seconds has a 1/800 chance of despawning on each game tick (1/20 of a second).
A mob that is more than 128 blocks from the nearest player will despawn immediately.
They've never been able to spawn in water. That's why you dig out at least two blocks below the spawner, They can spawn in the first level down, and then the water goes underneath that, so it doesn't interfere. You also want to dig out two blocks above the spawner, since they can spawn in the first layer above, but need the second layer clear for their head to fit.
First, thanks for your post (especially the numbers). I don't quite understand the part I quoted. If I make:
air
air
spawner
air
air
water
stone
Nothing spawn on the stone because of the water. When I stop the water (via pistons), they spawn on the stone again. This is new to me (as of 1.6.2).
First, thanks for your post (especially the numbers). I don't quite understand the part I quoted. If I make:
air
air
spawner
air
air
water
stone
Nothing spawn on the stone because of the water. When I stop the water (via pistons), they spawn on the stone again. This is new to me (as of 1.6.2).
You shouldn't even need that lowest air layer. It should be:
Air
Air (mobs can spawn with their legs here and their head in the air one layer up)
Spawner (mobs can spawn with their legs here)
Air (mobs can spawn with their legs here)
Water (mobs can't spawn here anyway)
Stone
Unlike traditional darkroom-style traps, mobs from spawners don't need solid blocks to spawn on -- they can spawn in mid-air, above the water, which is above the stone. They can't spawn in the water, but they couldn't spawn that far below the spawner anyway.
The layer where the water is, is too low to spawn mobs from the spawner, whether there's any water there or or not. If any mobs are spawning (from the spawner), they're spawning in the air above and falling down. The water shouldn't affect that at all. The only other thing that should have any impact is how bright it is. When you put the water in, you're not forgetting to take your torches out or anything, right?
If any mobs are actually spawning on the stone, then they are spawning through plain old random "mobs spawn in dark places" spawning, which means you need to be at least 25 blocks away, and they must have a solid block to spawn on, a non-solid, non-liquid block above this to spawn in, and a non-solid block above that for their head. Flooding the floor with water will prevent this type of spawning because, in this case, they do need the solid blocks to spawn on, they can't spawn in mid-air like from the spawner. (They can't spawn inside the water, in either case. At least not with their feet inside the water. If you had water being held up by a sign, for example, I do believe they could spawn with their feet inside the sign and their head inside the water.)
Sorry for posting on an old thread but my question relates. I have dug a hole straight down with a width of 2 all the way down with ladders on 1 side. I took all the torches out as I needed them. Do I need to keep the shaft lit? I have the bottom landing lit up but the shaft is dark. Is there a chance anything can spawn in mid air or is it safe to keep it dark.
I had a skeleton mob-spawner trap that used water to flow the skeltons to me, but they no longer spawn in water. So I now turn water off to allow then time to spawn.
I've had other (non-water) monster spawn traps stop working after a few minutes. The spawn wiki is woefuly out of date. We need to know the "new" rules:
How close should I be to spawn mobs without them despawning?
How close is too close where they no longer spawn?
Are they going to move around, or should I push them towards me preidically with water?
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
First, thanks for your post (especially the numbers). I don't quite understand the part I quoted. If I make:
air
air
spawner
air
air
water
stone
Nothing spawn on the stone because of the water. When I stop the water (via pistons), they spawn on the stone again. This is new to me (as of 1.6.2).
You shouldn't even need that lowest air layer. It should be:
Air
Air (mobs can spawn with their legs here and their head in the air one layer up)
Spawner (mobs can spawn with their legs here)
Air (mobs can spawn with their legs here)
Water (mobs can't spawn here anyway)
Stone
Unlike traditional darkroom-style traps, mobs from spawners don't need solid blocks to spawn on -- they can spawn in mid-air, above the water, which is above the stone. They can't spawn in the water, but they couldn't spawn that far below the spawner anyway.
The layer where the water is, is too low to spawn mobs from the spawner, whether there's any water there or or not. If any mobs are spawning (from the spawner), they're spawning in the air above and falling down. The water shouldn't affect that at all. The only other thing that should have any impact is how bright it is. When you put the water in, you're not forgetting to take your torches out or anything, right?
If any mobs are actually spawning on the stone, then they are spawning through plain old random "mobs spawn in dark places" spawning, which means you need to be at least 25 blocks away, and they must have a solid block to spawn on, a non-solid, non-liquid block above this to spawn in, and a non-solid block above that for their head. Flooding the floor with water will prevent this type of spawning because, in this case, they do need the solid blocks to spawn on, they can't spawn in mid-air like from the spawner. (They can't spawn inside the water, in either case. At least not with their feet inside the water. If you had water being held up by a sign, for example, I do believe they could spawn with their feet inside the sign and their head inside the water.)
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.