When I made a triple-spawner cave spider farm recently, I put the water streams far enough below the spawners that the spiders were out of the spawner's detection range while they were being pushed. The spawners themselves are at Y=36, with the water in Y=30. The walls where the spiders get pushed into are undercut to prevent the spiders from climbing back up.
Good idea, I'm going to incorporate it asap.
I managed to figure out the water though. Originally I kept all the spiders moving in the same direction, but I incorporated a turn. which allows for multiple spiders to enter 1 block wide stream simultaneously.
I found two cave spider spawners which were literally 7 blocks apart from eachother, so I decided to build a cave spider XP farm with the two spawners joined together in one large, 16x5x9 spawn room. The problem is that so many spiders spawn so fast that my water streams can't filter them into a single 1 block high water stream fast enough before they start to traffic jam and bleed into the spawn area, effectively making the trap worse than a single spawner XP farm.
Any recommendations on how to set up the water streams? I can upload the world if it helps.
I'd suggest trying to work a different color or two into the spires. The shape is good, but they stick out looking so bland compared to everything else.
The issue with mobs not moving 32 blocks away is that (if I'm right) mobs won't wander into water streams to be carried off to a killing machine anymore. It's difficult to test because they now randomly despawn beyond 32 blocks after 20-30 seconds too.
Ironically the piston design in the video is is the exact same design I came up with in my test world; with hoppers at the bottom. It's ridiculously expensive to build though. Pistons seem like the only viable way to kill a mob without requiring them to move, and within seconds of them spawning so that they can't despawn.
I just came back from a long break from minecraft, and I was going to start designing a new trap in my new world.
Couple questions:
I went to the wiki to get up to date on the mechanics, and theres a mechanic that says mobs won't move at all beyond 32 blocks from the player. I don't remember that being the case a while back. Was that a recent change, and how does that affect how traditional mob traps currently work?
Are there any other noteworthy new mechanics/changes over the past year that would concern mob trap design - specifically making certain designs obsolete?
Recommend some recent mob trap design threads/vids that try to push maximum items/hr?
Probably just an error when loading/generating the chunks. In your Singleplayer world list, select that world and click Recreate. You could try setting it back to 1GB of memory and see if that helps when you generate a new one.
Recreating isn't a viable solution, I'm fairly committed to my world. Not only that, but the chunks were out of range of the spawn, the holes are being generated as I'm walking around. I also have to play with 500M, the game is unplayable with 1G.
I was exploring around my new world (made in 1.6.1) and I began stumbling across huge holes in the world, about the size of a chunk. It wasn't bugged, invisible blocks, it was literally a dug out hole. What is causing them? Is it lag while chunks generate?
The only modification I made to my minecraft settings is setting the ram threshold to 500M down from 1G.
I'm not entirely sure how the new launcher works yet, but if you put the mod file in the jar in the versions folder and they are still picking up blocks, it's possible that the launcher overwrote your jar file after you installed the mod.
Try it again, and put the mod file in the jar in the versions/1.6.1 folder, and delete the meta-inf, then after you run the game, check the jar again, and see if the meta-inf is back, if it came back then your jar was overwritten.
Let me know what happens, and if you're still having problems, I'll look into how to fix it.
Edit: Okay, I just tested it myself, and it does indeed re-download the jar if you make any modifications to it. I'll type out some instructions to fix it in my next post, hang on.
Yeah, it was replacing the meta-inf folder for me too.
Jeez that was fast. Thanks for the continued updates as always!
edit: I can't get it to work though. I put the file in minecraft.jar in the bin folder, deleted the meta-inf and Endermen were picking up blocks in a creative test world I spawned them in. I then deleted my minecraft folder entirely and allowed it to reinstall, and theres no bin folder -- but there is a 1.6.1.jar with the same files so I replaced it there, deleted the meta-inf folder, and Endermen were still picking up blocks. What am I doing wrong?
For your information "cracked minecraft" is "illegal minecraft", it's the same as "theft of property" or "retail theft". As said you will need to "purchase" a legal copy of the game if you wish to play using the new launcher, while there may be "illegal alternatives" you will find no help using them here.
And thank god there exist copies of illegal minecraft, or as you call it, "theft of property" or "retail theft." It's the only reason I felt confident enough to buy the game in the first place.
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edit: solved, apparently mobgriefing is case sensitive
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Good idea, I'm going to incorporate it asap.
I managed to figure out the water though. Originally I kept all the spiders moving in the same direction, but I incorporated a turn. which allows for multiple spiders to enter 1 block wide stream simultaneously.
http://imgur.com/y5pSjsf
Gonna go to my survival save and try it out now, hopefully it works out.
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It's an XP farm, the point is not to kill them.
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I found two cave spider spawners which were literally 7 blocks apart from eachother, so I decided to build a cave spider XP farm with the two spawners joined together in one large, 16x5x9 spawn room. The problem is that so many spiders spawn so fast that my water streams can't filter them into a single 1 block high water stream fast enough before they start to traffic jam and bleed into the spawn area, effectively making the trap worse than a single spawner XP farm.
Any recommendations on how to set up the water streams? I can upload the world if it helps.
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Ironically the piston design in the video is is the exact same design I came up with in my test world; with hoppers at the bottom. It's ridiculously expensive to build though. Pistons seem like the only viable way to kill a mob without requiring them to move, and within seconds of them spawning so that they can't despawn.
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Couple questions:
I went to the wiki to get up to date on the mechanics, and theres a mechanic that says mobs won't move at all beyond 32 blocks from the player. I don't remember that being the case a while back. Was that a recent change, and how does that affect how traditional mob traps currently work?
Are there any other noteworthy new mechanics/changes over the past year that would concern mob trap design - specifically making certain designs obsolete?
Recommend some recent mob trap design threads/vids that try to push maximum items/hr?
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Recreating isn't a viable solution, I'm fairly committed to my world. Not only that, but the chunks were out of range of the spawn, the holes are being generated as I'm walking around. I also have to play with 500M, the game is unplayable with 1G.
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The only modification I made to my minecraft settings is setting the ram threshold to 500M down from 1G.
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Yeah, it was replacing the meta-inf folder for me too.
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edit: I can't get it to work though. I put the file in minecraft.jar in the bin folder, deleted the meta-inf and Endermen were picking up blocks in a creative test world I spawned them in. I then deleted my minecraft folder entirely and allowed it to reinstall, and theres no bin folder -- but there is a 1.6.1.jar with the same files so I replaced it there, deleted the meta-inf folder, and Endermen were still picking up blocks. What am I doing wrong?
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And thank god there exist copies of illegal minecraft, or as you call it, "theft of property" or "retail theft." It's the only reason I felt confident enough to buy the game in the first place.