So I've been reading through the forums looking for information about hostile mob spawning specifically in relation to mob grinders and player created 'spawn' zones. I've read a lot of good tips, some of which I already knew, some new. Before I get into my problem, here's what I'm already doing:
1) Standing 25 blocks away from nearest spawn pad
2) If the room is high altitude, creating a 20 block high antennae over it
3) Ensuring that there is no light glitch/light leak in the spawning room
4) Not using transparent blocks, no half slabs
Now on to my weird problems... I've created three different styles of mob traps. One of which is your standard high altitude 8x8 pads with 2x2 water streams shuttling mobs to a drop. I have an antennae over it, and it works well enough for me.
The second is the same style mob grinder but underground and uses a lava blade. It's not very efficient because I haven't lit up all the caves around it, plus it's too far away from me and the mobs stop moving.
The third trap I built on a superflat creative mode world to test before I put it in my survival mode. It's a "no-spider" trap, so just a single row of blocks around water streams instead of larger spawn pads. The strange thing is that mobs won't even spawn inside it. Mobs will spawn outside and around it at night time, but not in any part of that structure on blocks that I've placed. Additionally, to test something I made a 10x10 dark room at Y=100 with an antennae, and I was able to get mobs to spawn in that. I don't even know if my mob trap works, because for some reason mobs won't even spawn in it!
The only difference that I can think of that could offer an explanation is that the first two traps were built in my "legacy" world that is many snapshots old, and the third trap is built in a land that was freshly generated with 1.4.5... but even so, I don't think this should cause a problem.
Any ideas? Keeping in mind that I'm 100% certain that all elements 1-4 listed above are true for each mob trap.
IIRC, Dinnerbone made it so mob traps like that won't work anymore, as of the 1.4 update. I could be wrong though..
EDIT: The only comments from Dinnerbone that I found were on twitter implying that XP was nerfed from mobs, but that the spawning wouldn't have been affected. Still searching though... if someone knows more please hop in!
I've heard conflicting reports about that the change to mob grinders by Dinnerbone was reverted, but I'm not totally sure about that either. I'll try to dig up Dinnerbone's comments again and see if he said exactly how they were able to do it. It could be something as simple as mobs will not spawn on player placed blocks. The weird thing is, that the mob grinders are working A-O-K in old worlds running 1.4.5., but not freshly created ones*.
*(at least the two now that I've tried in freshly created worlds)
i had the same problem in my superflat. i think it has to do with the spawn algorithm and a superflat world
I definitely think so too. Last night I decided to bite the bullet and build the whole shebang... 4 levels of a mob grinder in the same way that I built it in my superflat. I was feeling lucky
Lo and behold, it works like a charm! Now I just have to polish off the way that I want to finish them
1) Standing 25 blocks away from nearest spawn pad
2) If the room is high altitude, creating a 20 block high antennae over it
3) Ensuring that there is no light glitch/light leak in the spawning room
4) Not using transparent blocks, no half slabs
Now on to my weird problems... I've created three different styles of mob traps. One of which is your standard high altitude 8x8 pads with 2x2 water streams shuttling mobs to a drop. I have an antennae over it, and it works well enough for me.
The second is the same style mob grinder but underground and uses a lava blade. It's not very efficient because I haven't lit up all the caves around it, plus it's too far away from me and the mobs stop moving.
The third trap I built on a superflat creative mode world to test before I put it in my survival mode. It's a "no-spider" trap, so just a single row of blocks around water streams instead of larger spawn pads. The strange thing is that mobs won't even spawn inside it. Mobs will spawn outside and around it at night time, but not in any part of that structure on blocks that I've placed. Additionally, to test something I made a 10x10 dark room at Y=100 with an antennae, and I was able to get mobs to spawn in that. I don't even know if my mob trap works, because for some reason mobs won't even spawn in it!
The only difference that I can think of that could offer an explanation is that the first two traps were built in my "legacy" world that is many snapshots old, and the third trap is built in a land that was freshly generated with 1.4.5... but even so, I don't think this should cause a problem.
Any ideas? Keeping in mind that I'm 100% certain that all elements 1-4 listed above are true for each mob trap.
Thanks!
EDIT: The only comments from Dinnerbone that I found were on twitter implying that XP was nerfed from mobs, but that the spawning wouldn't have been affected. Still searching though... if someone knows more please hop in!
I've heard conflicting reports about that the change to mob grinders by Dinnerbone was reverted, but I'm not totally sure about that either. I'll try to dig up Dinnerbone's comments again and see if he said exactly how they were able to do it. It could be something as simple as mobs will not spawn on player placed blocks. The weird thing is, that the mob grinders are working A-O-K in old worlds running 1.4.5., but not freshly created ones*.
*(at least the two now that I've tried in freshly created worlds)
I definitely think so too. Last night I decided to bite the bullet and build the whole shebang... 4 levels of a mob grinder in the same way that I built it in my superflat. I was feeling lucky
Lo and behold, it works like a charm! Now I just have to polish off the way that I want to finish them