The Rumbling Cavern in Spellbound Caves has to be one of the coolest environments I've experienced in your maps, Vechs. That was awesome :smile.gif: Can't wait for your dev commentary on this area!
I'm at work so can't listen with sound, but just from watching I would guess you're pushing the posts over and back again with pistons on two ends. This makes the posts become temporarily non-solid making the items pass through? If so that's a pretty clever solution. If that is what's going on, wouldn't any solid block work or only fence posts? And if so, why? Is it due to the new reduced collision box of fence posts?
It will work with normal blocks partially. If an item lands on the edges of the blocks they won't fall through -- only in the center of the block will it work. I was attempting this method before with glass panes which have this bad behavior as well, but I did get it to work by moving the panes both north/south and east/west. A fence post only needs to be move on one axis for all items to fall through.
I setup a fall trap similar to what you are trying to do that works with endermen and washes loot to a collection point. I also had problems with mobs falling into water even with fence posts under the water taking partial or no damage. This solves the problem. You don't need to make it as elaborate as I have it, but just watching the first couple minutes of this video should give you a good idea :wink.gif:
i'm happy about endermen stopping because they used to wander around griefing...
They've been changed in 1.9+ so they can only move sand/gravel/dirt/flowers/mushrooms and maybe a couple of other random blocks noone cares about. There is no reason for them to be forced to stand still. The way they were in 1.8 was just ridiculous allowing them to move any block in the game including bedrock.
A solution to potentially maximize the output would be decreasing the size of the spawning pads to increase the chance that the mobs fall into the water current, which will do the rest of the work for you. You would need to increase the size of the trap as a whole because of the decreased number of spawning spaces, but I really don't think it's crippling.
Care to show a working example? Sounds interesting. Although the mob tower I showed had spawning floors 3x9, mobs were still getting stuck. Granted I only had them able to fall off one side.
Previously this trap had produced around 1200 items per hour. Not the most efficient trap by any means but more than sufficient for any one persons needs. Suffice it to say, I went into my trap expecting to see a stream of mobs, and that it would slow down to nearly nothing. I was surprised though to find that mobs were still fairly consistent and there were no large lulls. I would estimate this trap now produces somewhere around 50-60% less than previously.
As stated in my video in the OP, mobs will move for a very short period of time after spawning and then will no longer move. The only way the mobs that have stopped will get into your trap is by being pushed by other mobs spawning and moving around. If you press F3 and look at your mob tower you'll probably be seeing upwards of 50 entities (E: ##/###, first part) just sitting in there, not moving and taking up mob cap space.
0
0
0
1
0
Ah, thanks guys :wink.gif: I'll learn to spell some day!
0
Hmm, I messed it up?
3
0
It will work with normal blocks partially. If an item lands on the edges of the blocks they won't fall through -- only in the center of the block will it work. I was attempting this method before with glass panes which have this bad behavior as well, but I did get it to work by moving the panes both north/south and east/west. A fence post only needs to be move on one axis for all items to fall through.
0
0
0
0
They've been changed in 1.9+ so they can only move sand/gravel/dirt/flowers/mushrooms and maybe a couple of other random blocks noone cares about. There is no reason for them to be forced to stand still. The way they were in 1.8 was just ridiculous allowing them to move any block in the game including bedrock.
0
Care to show a working example? Sounds interesting. Although the mob tower I showed had spawning floors 3x9, mobs were still getting stuck. Granted I only had them able to fall off one side.
0
0
As stated in my video in the OP, mobs will move for a very short period of time after spawning and then will no longer move. The only way the mobs that have stopped will get into your trap is by being pushed by other mobs spawning and moving around. If you press F3 and look at your mob tower you'll probably be seeing upwards of 50 entities (E: ##/###, first part) just sitting in there, not moving and taking up mob cap space.