Let's see: You spend 30+ hours on a machine that you have to wait 6+ hours at a time to get a decent amount of TNT. Not quite gamebreaking, but a little OP, considering how hard mob farming with a sword is.
Spiders don't clog it if you have 3-wide channels. Also, since the main shaft is in the center, you can't put cactus in. Squids won't clog it either because they only spawn in water unobstructed vertically by opaque blocks (theory). This reasoning also forms my basis for the squid trap, in case anyone was wondering.
I meant spawning wise, if the spiders dont die, they will fill up the mob limit. Wich will clog the spawns of new Mobs. Depending on your shaft design i think you could change the way the cactus is put. It should work in the original 3x3 shafts.
No, I'm saying they fall more often in 3-wide channels. Contrary to popular belief, spiders don't just sit in the end of the channel and avoid the lava (they DO take longer, on average to die, though, so don't think I'm wrong because of that). One jump and they burn, simple as that. If you are having problems still (with MY trap design and MY grinder design, block for block), tell me so I can add it to my list of fixes to do. I may make a semi-updated version if I get a few hours of spare time, but I don't plan on making a new version since it's likely to need updating very quickly.
If you want a faster item delivery system, line the bottom of the water channels after the grinder with ice, it increases the rate of which things travel, although I'm still working on some tests to see if this is true with mobs or not, but I don't think it will work with the jumping.
You can't get ice without hacking it in. That's kind of like another tower design I had, which produced much more items but was impossible to build without hacking. This thread is based on a universal mob tower, if you have to hack in something to build it, it's no longer universal.
I have a problem, spiders just stay under the lava for ever, and they wont die, they dont clog it up or something but i still want string,
any advice?
If they dont die, they will clog it up in time.
A easy way to adapt the Mob Tower design would be using cacti in the dropping corners.
-pic-
like so.
Spiders will die on the cacti, and the water current take care of the rest. other mobs wont be harmed by it at all.
Spiders don't clog it if you have 3-wide channels. Also, since the main shaft is in the center, you can't put cactus in. Squids won't clog it either because they only spawn in water unobstructed vertically by opaque blocks (theory). This reasoning also forms my basis for the squid trap, in case anyone was wondering.
I've built one of these traps (the Version 2) and the results are inconsistent at best.
Sometimes I have left the game running and collected full stacks of items all night. Some nights I will leave it running and when I come back, I will have collected nothing, or next to nothing. I'm wondering what kind of changes to the spawning algorithm were made in 1.2_01 to make it so random as to whether or not mobs will spawn.
I've gotten the same results, but 1.2_02 is a bit more consistent. I don't have much info though, because I've been playing RS instead of minecraft recently. If I get bored I'll go back and clear up some things relating to my trap, but I'd rather wait until release to make a better one.
I have a mob tower positioned 32 meters from the collection point that works fine. Size = 23x23x128. Not sure what the problem is, but in 1.2 it was only getting what it got in 1.1_02, which isn't much considering that skeletons now drop bones. Now in 1.2_02 it's getting a ton more... This is bugging me out how inconsistent the spawn rates are now. Just walking around my world in 1.2_02 I can tell.
Here is a video link for all those asking about the grinder. We used glass so you could see the mobs dying at the bottom :smile.gif: Still has some optimization needed, but the tower is huge and it does produce.
-vid-
Your grinder is completely wrong. The mobs should never touch the item channel.
Alternatively, you could use MCedit to remove X by 1 by 128 slices from various places in a map and analyze columns to check the rate of death. This would be quicker as well as being able to represent a better average.
Only the holding of notes is a good idea imo. Making interfaces or more blocks kind of take away the fun of making something sound good with a limited range.
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x: -59
y: 81
z: 74
x: -156
y: 66
z: -1
Well varied snow world and a quick trip to other biomes if you get to the place I'm at.
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No, I'm saying they fall more often in 3-wide channels. Contrary to popular belief, spiders don't just sit in the end of the channel and avoid the lava (they DO take longer, on average to die, though, so don't think I'm wrong because of that). One jump and they burn, simple as that. If you are having problems still (with MY trap design and MY grinder design, block for block), tell me so I can add it to my list of fixes to do. I may make a semi-updated version if I get a few hours of spare time, but I don't plan on making a new version since it's likely to need updating very quickly.
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You can't get ice without hacking it in. That's kind of like another tower design I had, which produced much more items but was impossible to build without hacking. This thread is based on a universal mob tower, if you have to hack in something to build it, it's no longer universal.
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Spiders don't clog it if you have 3-wide channels. Also, since the main shaft is in the center, you can't put cactus in. Squids won't clog it either because they only spawn in water unobstructed vertically by opaque blocks (theory). This reasoning also forms my basis for the squid trap, in case anyone was wondering.
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I've gotten the same results, but 1.2_02 is a bit more consistent. I don't have much info though, because I've been playing RS instead of minecraft recently. If I get bored I'll go back and clear up some things relating to my trap, but I'd rather wait until release to make a better one.
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Your grinder is completely wrong. The mobs should never touch the item channel.
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Clay: 3794
Diamond Ore: 42298
Obsidian: 20788
Air: 226685192
Stone: 196259229
Pumpkin: 63
I do believe there's something wrong here.
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Add that to your post, it'll help rid the trolls.
This is an obvious problem, but if your purchase was too recent you might have problems.
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"Packs" consist of up to four mobs of the same type. It's not logical at all.
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