I didn't read the fine print when I bought the Alpha version back in september last year, but I expect that the only difference between an Alpha and Beta account is the possibility to get expansions for free. Patches and updates will be free for both as far as I can tell.
I kind of hope that if Minecraft II is released some time in the future, that Mojang have the proper legal rights to take payment for it from Alpha owners as well. I think they deserve it.
The bed is a mob spawner of sort. Mobs crawl out from under it. The spawning condition is that there is at least one dark block somewhere close. Maybe on the other side of the wall? Walls are ignored by the small spawning alogrithm that check for spawnable surface around the bed.
When you look at the f3 coordinates you should see that the int values 63, 64 and so on is actually the thin layer between blocks and that blocks are placed between those layers. In most computer languages we start counting from 0. This means that block layer number 0 is between coordinates 0 and 1, block layer 1 is between coordinate 1 and 2 and so on. The topmost water block is block layer number 63, placed between y coordinate 63 and 64.
If you want to count as a human you will need to round up to the closest whole number. This gives us 64 as the topmost water block for natural sea water. If you look horizontally straight into a block and the coordinate say 32,6, then you are looking at block layer 33 (or 32 if you are a machine.)
The coordinates you see when pressing f3 is actually the coordinates used by the camera. If you use third person view (f5) you should see the coordinates changing when you wave the camera around.
PS. I haven't really been testing this out so I'm not 100% sure if I know what I'm talking about. Please test yourself :smile.gif:
There are 4 ways to place a door as there are 4 sides of a block. You can also control hinge placement and default door state, but I'm not sure if that is just a result of the 4 different sides of the block or if they are seperate placements.
Etho was able to make a mob sorter. With that in mind it could be interesting to make something that would seperate skeletons from the rest and then let the skeletons shoot the other mobs while using yourself as bait. That should shear sheep and produce music records.
The module is massive compared to the spawning surface it has. Is the floor design and killing speed really so effective that a single module can compete with traditional dark rooms and grinders? I wonder if I can add a lava grinder instead of using gravity and then make up the potencial loss by having more spawnable surface in the massive shaft.
I already have a room under ground, that have a base that are about 40x30 and a hight of 30 blocks. It took me ages clearing it out and I would like to use it as effeciently as possible. About half of the room already have a tower trap. I have never actually tested the output, but I have a problem seeing how the design presented here can be noticably more effective.
Just to add a little context. I still haven't and I probably won't go and light up all cave systems in the areas around my traps. More and more caves will be lit as I expand my mining business, but I'm not actively seeking caves in order to light them up.
What you have made should work, but a mob need to fall a little bit or they will not be grabbed by the water. If they just walk out on the water they will continue to bounce on the surface. They need to fall a block or more.
Remove all the glass above ground and add your water sources to the second block in the actual shaft.
do eggs disappear? I was thinking about having the eggs drop into a pressure pad which lights up multiple redstone torches around my house. also, how far do I have to be until the chickens despawn?
The moment you move away more than 30-35 blocks, there will be a chance that the mobs despawn. When you move around in the world I'm sure you have seen it happen yourself. Mobs of any kind just disapearing.
I'm sorry to derail your guy's discussion.. but why are you all saying 272x272? In every documentation of mob spawning algorithms and behaviors I've ever read, it always says spawning takes place in a 144x144 area AROUND the player.. not a 144 block radius...
144x144 is the old numbers being derivied from the time where mobs spawned in 81 chunks around the player. This changed in 1.2 or something. It went from 9x9 chunks to being 17x17. 17 chunks are 272 blocks long. You can read more about it in the latest analysis. viewtopic.php?f=1020&t=147976
It's not a hard cap, it is a soft cap. If the spawning conditions are good you can get 30-40 mobs, but the spawning algoritm will take a break untill the mob count is down below 16 again.
So if you break a lot of eggs and get about 20 chickens you will stop getting cows, pigs and sheep. It's also important to know that this is a limit built into the spawning algorithm. Throwing eggs will still make chickens long past the cap, but large numbers will force the spawning algorithm to take a longer break.
Squid is actually on a different counter and the soft cap is 4. Or at least it was. All these numbers might have changed with new releases of the game. They are taken from an analysis done on the 1.2_01 version of the game.
If you have played for a while I'm sure you have seen that mobs in the distance sometimes just disappear. I think that is what happening to most of the mobs in your trap. There are probably plenty of mobs spawning in your room, but very few of them will get killed before they are removed again.
Try to have smaller sections. 12x12 is probably too large. A part of the reason for that is that while hostile mobs can spawn in large numbers. 79 if you are alone on the surver. The maximum number of neutral/passive mobs is only 16.
Other things that influence the number of actuall spawns is the time of day, how much lit grass you have in the base above ground and of course where you are in relation to the spawning room. Don't be to close, but not too far away either. In this case you can even be inside the room. Its big enough for both you and the mobs.
I'm now starting to learn it doesn't need to be necessarily that large. Instead, the surface area outside where you want things to spawn, (bedrock to sky) needs to be "unspawnable" however. Which it has to be in any case to be effective really..
Yeah, there are 3 options for trap building.
1. Make the dark rooms so massive and and/or many that you cover the entire spawnable surface
2. Make a smaller trap, but make sure mobs is unable to spawn else where.
3. Ignore the size and span issue altogether and just make a cool little trap that give closer to 100 items an hour and visit it from time to time and collect whatever have been gathered :biggrin.gif:
Mobs will not jump down on their own if the drop is too long. If it's more than 2-3 blocks high, the mobs will stay or move away from the ledge. Some mobs will still fall if pushed by others and netural mobs are particulary stupid, but it's very ineffective. Traditionally we have solved this issue by pushing mobs off the ledge with the help of water, but we are now seeing the dawn of a new method.
In the thread about a major mob trap we are now discussing the effect of signs and that they can fool mobs into jumping on their own. Add signs to the side of all ledge blocks. Mobs will try to walk out on them and fall into your grinding system.
There are other very interesting bits of information in the thread btw. An example is that you don't need a lot of surface in your trap as long as your trap have the only spawnable surface. It's incredible how many mobs that can spawn on a single block if it's the only one. Kill mobs fast enough and you'll have a good supply of items. The challenge (an impossible one imo) is making it so that your trap is the only option.
It just crossed my mind a while ago that Minecraft only has 2 categories of blocks. Whilst mobs cannot spawn on the "transparent" blocks (glass, half-steps, and indeed signs), they have no trouble walking on them. So i figure if they think signs are solid blocks, that's just too bad for them. I actually made a trap which did spawn spiders, and yet it gave over 25k/hour...
The trap we have here actually do use water to push the mobs down into the grinder, but I'm interested in knowing how you designed your trap to function without that. It would be awsome if we could fool the mobs to jump on their own.
I think mobs will jump down ledges that are up to 3 blocks high, but not higher unless blinded by a craving for a juzy player. Creepers will occationally even stop in their tracks if there is a hole between him and the player. 3 blocks isn't much, but it could be enough if we have a grinder for each floor.
Remove the redstone dust on top of the block and move the blocks further apart like in the last picture that Shpaget posted. The way you have currently set it up it's impossible to isolate the input and output lines. Trying to rest the latch will also power the output line, corrupting it.
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I kind of hope that if Minecraft II is released some time in the future, that Mojang have the proper legal rights to take payment for it from Alpha owners as well. I think they deserve it.
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If you want to count as a human you will need to round up to the closest whole number. This gives us 64 as the topmost water block for natural sea water. If you look horizontally straight into a block and the coordinate say 32,6, then you are looking at block layer 33 (or 32 if you are a machine.)
The coordinates you see when pressing f3 is actually the coordinates used by the camera. If you use third person view (f5) you should see the coordinates changing when you wave the camera around.
PS. I haven't really been testing this out so I'm not 100% sure if I know what I'm talking about. Please test yourself :smile.gif:
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I already have a room under ground, that have a base that are about 40x30 and a hight of 30 blocks. It took me ages clearing it out and I would like to use it as effeciently as possible. About half of the room already have a tower trap. I have never actually tested the output, but I have a problem seeing how the design presented here can be noticably more effective.
Just to add a little context. I still haven't and I probably won't go and light up all cave systems in the areas around my traps. More and more caves will be lit as I expand my mining business, but I'm not actively seeking caves in order to light them up.
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Remove all the glass above ground and add your water sources to the second block in the actual shaft.
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The moment you move away more than 30-35 blocks, there will be a chance that the mobs despawn. When you move around in the world I'm sure you have seen it happen yourself. Mobs of any kind just disapearing.
0
144x144 is the old numbers being derivied from the time where mobs spawned in 81 chunks around the player. This changed in 1.2 or something. It went from 9x9 chunks to being 17x17. 17 chunks are 272 blocks long. You can read more about it in the latest analysis. viewtopic.php?f=1020&t=147976
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So if you break a lot of eggs and get about 20 chickens you will stop getting cows, pigs and sheep. It's also important to know that this is a limit built into the spawning algorithm. Throwing eggs will still make chickens long past the cap, but large numbers will force the spawning algorithm to take a longer break.
Squid is actually on a different counter and the soft cap is 4. Or at least it was. All these numbers might have changed with new releases of the game. They are taken from an analysis done on the 1.2_01 version of the game.
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Try to have smaller sections. 12x12 is probably too large. A part of the reason for that is that while hostile mobs can spawn in large numbers. 79 if you are alone on the surver. The maximum number of neutral/passive mobs is only 16.
Other things that influence the number of actuall spawns is the time of day, how much lit grass you have in the base above ground and of course where you are in relation to the spawning room. Don't be to close, but not too far away either. In this case you can even be inside the room. Its big enough for both you and the mobs.
A somewhat newer analysis of the spawning algorithm can be found here: viewtopic.php?f=1020&t=147976
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Yeah, there are 3 options for trap building.
1. Make the dark rooms so massive and and/or many that you cover the entire spawnable surface
2. Make a smaller trap, but make sure mobs is unable to spawn else where.
3. Ignore the size and span issue altogether and just make a cool little trap that give closer to 100 items an hour and visit it from time to time and collect whatever have been gathered :biggrin.gif:
0
In the thread about a major mob trap we are now discussing the effect of signs and that they can fool mobs into jumping on their own. Add signs to the side of all ledge blocks. Mobs will try to walk out on them and fall into your grinding system.
There are other very interesting bits of information in the thread btw. An example is that you don't need a lot of surface in your trap as long as your trap have the only spawnable surface. It's incredible how many mobs that can spawn on a single block if it's the only one. Kill mobs fast enough and you'll have a good supply of items. The challenge (an impossible one imo) is making it so that your trap is the only option.
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The trap we have here actually do use water to push the mobs down into the grinder, but I'm interested in knowing how you designed your trap to function without that. It would be awsome if we could fool the mobs to jump on their own.
I think mobs will jump down ledges that are up to 3 blocks high, but not higher unless blinded by a craving for a juzy player. Creepers will occationally even stop in their tracks if there is a hole between him and the player. 3 blocks isn't much, but it could be enough if we have a grinder for each floor.
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