Didn't see this mentioned yet - in SMP, the THX hotkeys work even while you're chatting. So for instance if you try to chat any words with M or R the weapons will fire unexpectedly. (v016 beta w/ no other mods)
Main thing is that being on chunk 0 makes no difference now, no matter what your trap design.
Quote from Reedus »
will this theortetically work if I place it anywhere on the map (and not the 0,0 block)? mobs spawn in darkness anywhere, right? I certainly wouldn't expect to get the same droprate as the 0,0 block would, but it should still work, right?
Absolutely. It works anywhere (and always did).
Quote from Reedus »
would any modifications be recommended since it's not at the 0,0 block? for instance, should the dimensions still be the same or does it even matter?
Bigger is better now. This trap design was specifically made to be efficient with small floor space, but now you're better off with larger spawning floors even if that means using fewer of them.
Ideally you're better off building far out in the sea so that nothing else can spawn around your trap, but that was actually true for the original as well. The original designer spammed torches around the trap instead.
If you've the time and energy sometime, just a basic "furniture building" tutorial might be nice. I think I've worked out how most of them are put together though. If I make something inspired by you, would you be interested in seeing it?
Posting earlier apparently unfixably subscribed me to this thread-that-will-not-go-away, so I might as well mention that I would probably watch a furniture making video.
Does anyone know if those of us that built our traps to this specification, need to modify the lava killing part to be 2 levels off the water like on the other big trap thread?
Lava 2 levels up will prevent thread from being burned up, but there's no other benefit and it kills more slowly because the mobs only take damage when they jump (mind you, this is very fun to watch but we're talking efficiency). My observations have been that all the loot drops from the bottom half of the mob anyway so you don't need the lava any higher than 1 level up.
It also looks to me like that other thread's design of using a cactus at the bottom level to kill spiders will cause a place where loot can get stuck in the corner and possibly even destroyed by the cactus... I didn't load his world to check that though.
... and can you really carry 2000 cubic meters of rock on your back? We're talking quality of life here in terms of gameplay. As the game stands realism is not a factor.
Thats certainly possible, I just wondered if the fact that spiders are only one space high might mean that they are successfully getting under the glass barrier and back into the lava. If this is the case it should be relatively easy to rectify.
If you figure it out be sure to post. I was easily able to add a spider filter to remove their drops - seriously, how much string do you need? - but I wasn't able to come up with one that would consistently preserve the string.
IMO the ladders are the problem. Anything that can get under the barrier can also climb the ladders and burn their drops in the lava. Maybe we should just try to find something better to hold the lava up...
The signs work the same at holding the lava up but can not be climbed. should fix that problem with them climbing up
Why not if taking tools of varying remaining durability compare it...
For example, Say I have 20 picks with 20% left each, and stack them all in one stack, I get 4 picks with 100% health, and if I split the stack, use one down to 50%, and the other stack down to 75%, then recombine the stacks, the combined (2 tools each stack, one full one in each of the stacks, one @ 50% and one @ 75%, when combined, it becomes 3 @ 100% and 1 @ 25%.)
Since tools do not have any quality modifiers (a la Dwarf Fortress).
Is that "realistic"? No. Not at all. *but* it does fit the concept (being able to stack tools), without making stacking too annoying.
Meh, confusing. Killerblonde's idea to not stack items with a health bar is far easier to manage.
Thats certainly possible, I just wondered if the fact that spiders are only one space high might mean that they are successfully getting under the glass barrier and back into the lava. If this is the case it should be relatively easy to rectify.
If you figure it out be sure to post. I was easily able to add a spider filter to remove their drops - seriously, how much string do you need? - but I wasn't able to come up with one that would consistently preserve the string.
IMO the ladders are the problem. Anything that can get under the barrier can also climb the ladders and burn their drops in the lava. Maybe we should just try to find something better to hold the lava up...
I would also suggest a balancing mechanic to keep the same risks in combat and ensure miners are still aware when tools tick over: when expending a tool it only auto-replaces after a 0.5 second delay whilst the mouse button is not held down - if you keep holding the button after a tool breaks then you paw ineffectually with your hand as current, but when you stop flailing for a moment the tool is replaced. This way you still have to account for a brief interrupt if you're fending off zombies with a damaged blade, but at least wouldn't have to fumble through your inventory whilst standing still in the midst of an infestation of undead!
(and the reason why I picked a 1/2 second delay is so it would be noticeable, but not so crippling under fire that scrolling between multiple sword slots is the only safe option)
That's a rather good addition. I hadn't even considered how easy it would be to burn through several tools without realizing it if you weren't paying attention.
Agree, that's really very good and I hadn't thought of it either.
Does anyone else seem to get about 1/4 as much string as the other drops? Not really a problem, since one full stack of string is probably more than you'll ever need, but it still seems odd. My only thought is that with the current design maybe the spiders are getting up the ladders and under the glass, and drops are burning in the lava?
I saw similar string drop rates both before and after Halloween. Some of my 20-minute test runs yielded 0 string. The trap might be burning some loot, but it also seems like a combo of the spiders just being slightly more rare (skelly/creeper seems most common) and spiders being a bit stingy with their drops in general.
the roof is low enough over the lava that they could never get on top of it before. But today they can....
When I was switching my trap over from lava to cactus I noticed that spiders can climb the ladders if they happen to jump at just the perfect time. I've no idea if this is new, but it allowed them to get up to my main cactus and avoid the 'spider cactus' I put at the bottom.
Is there a reason why the design on page one uses 3-wide streams instead of 2-wide, and why the swastika design is used (which requires 8 separate mob killers) instead of an H-shaped design with only 2 mob killers in the center? It seems like an unnecessary use of materials and space.
I figured the 3-wide streams were to avoid clogging issues with spiders (or perhaps he intended it to accomodate slimes too). The other design choices strike me as aesthetic; in reality you could channel all the mobs into a single mob killer and use the extra space for spawn floors, but the kill room wouldn't be nearly as dramatic.
Edit: On further thought that's probably not true. The original intention was to stay capped at the spawn limit all the time, so it actually was important to kill the mobs as fast as possible to free up another slot to spawn a replacement mob. In that case channeling mobs to a smaller number of killers would make a difference in efficiency.
But now with Chunk 0 normalized it probably won't make as great of a difference unless you make some ridiculous thing with county-sized spawn floors. For my next trap I'm going to use similar spawn floors as the original trap but with a single killer in front of the collection area. That way I can watch them die. :smile.gif:
I have tried searching for my question in both this forum and the other, but can't find it, so I suppose I will ask. Which light level can mobs spawn on at bedrock level? I've heard a couple of theories stating they can spawn in level 10 light, but not 11, and also that they can spawn on level 11, but not 12. Has anyone verified? Just trying to figure out what will guarantee no mobs in my mine. Diagram....
[] [] []
OR
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Or maybe its some other value?
AFAIK nobody's done the level of research as was in the original "Mob Spawning Science" thread. It's probably better to wait to see if Notch is going to rework the spawning system (or the lighting system for that matter) before anybody goes to that amount of work anyway. I imagine if he's going to do it it'll be in the next update.
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Is there any sound in this? Not sure if I'm installed properly but the chopper makes no sound at all.
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Kinda :smile.gif:
Main thing is that being on chunk 0 makes no difference now, no matter what your trap design.
Absolutely. It works anywhere (and always did).
Bigger is better now. This trap design was specifically made to be efficient with small floor space, but now you're better off with larger spawning floors even if that means using fewer of them.
Ideally you're better off building far out in the sea so that nothing else can spawn around your trap, but that was actually true for the original as well. The original designer spammed torches around the trap instead.
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Posting earlier apparently unfixably subscribed me to this thread-that-will-not-go-away, so I might as well mention that I would probably watch a furniture making video.
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Lava 2 levels up will prevent thread from being burned up, but there's no other benefit and it kills more slowly because the mobs only take damage when they jump (mind you, this is very fun to watch but we're talking efficiency). My observations have been that all the loot drops from the bottom half of the mob anyway so you don't need the lava any higher than 1 level up.
It also looks to me like that other thread's design of using a cactus at the bottom level to kill spiders will cause a place where loot can get stuck in the corner and possibly even destroyed by the cactus... I didn't load his world to check that though.
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If you're confused by update breakage, you're not ready to mod an alpha game.
OK, now lock it.
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On it.
Edit: confirmed, thanks
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Meh, confusing. Killerblonde's idea to not stack items with a health bar is far easier to manage.
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If you figure it out be sure to post. I was easily able to add a spider filter to remove their drops - seriously, how much string do you need? - but I wasn't able to come up with one that would consistently preserve the string.
IMO the ladders are the problem. Anything that can get under the barrier can also climb the ladders and burn their drops in the lava. Maybe we should just try to find something better to hold the lava up...
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Agree, that's really very good and I hadn't thought of it either.
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I saw similar string drop rates both before and after Halloween. Some of my 20-minute test runs yielded 0 string. The trap might be burning some loot, but it also seems like a combo of the spiders just being slightly more rare (skelly/creeper seems most common) and spiders being a bit stingy with their drops in general.
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When I was switching my trap over from lava to cactus I noticed that spiders can climb the ladders if they happen to jump at just the perfect time. I've no idea if this is new, but it allowed them to get up to my main cactus and avoid the 'spider cactus' I put at the bottom.
0
I figured the 3-wide streams were to avoid clogging issues with spiders (or perhaps he intended it to accomodate slimes too). The other design choices strike me as aesthetic; in reality you could channel all the mobs into a single mob killer and use the extra space for spawn floors, but the kill room wouldn't be nearly as dramatic.
Edit: On further thought that's probably not true. The original intention was to stay capped at the spawn limit all the time, so it actually was important to kill the mobs as fast as possible to free up another slot to spawn a replacement mob. In that case channeling mobs to a smaller number of killers would make a difference in efficiency.
But now with Chunk 0 normalized it probably won't make as great of a difference unless you make some ridiculous thing with county-sized spawn floors. For my next trap I'm going to use similar spawn floors as the original trap but with a single killer in front of the collection area. That way I can watch them die. :smile.gif:
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AFAIK nobody's done the level of research as was in the original "Mob Spawning Science" thread. It's probably better to wait to see if Notch is going to rework the spawning system (or the lighting system for that matter) before anybody goes to that amount of work anyway. I imagine if he's going to do it it'll be in the next update.