For the SMP version, would it be possible to swap out the stone with dirt and add torches to spawn passive mobs? Wanting to farm that wool pretty bad.
Friendly Mobs Spawn On Grass Not Dirt, But Yes You Probably Could. Though There Is NOT An Easy Way To Farm Wool From Sheep With A Mob Trap, You Can Farm Wool From Spider String Easily Though.
Rollback Post to RevisionRollBack
I'm Gonna Dance And Have A Champagne Blast! Hmm Maybe I Should Get Dressed First...
Quote from asferot »
The minecraft will be an ever changing piece of evolution...
Quote from sashko138 »
Describing Minecraft is like describing orgasms...
I know u must think that im tarded now, but can some one post
Me some blueprints for one of the units layer by layer? I just cant see how to
Build this somehow...
I have to build this in smp without any mcedit, which
Makes it impossible to me, to build it that big... So will it work, even
If i only build a few of these units?
I have to build this in smp without any mcedit, which
Makes it impossible to me, to build it that big... So will it work, even
If i only build a few of these units?
Thank you for your ask.
The minimum unit for running is one shaft module.
You can plan lower canals depending on the number of built modules.
It's one shaft module enough for practical use.
blueprint of a shaft module
= stone (anything to shield from light)
= stone (anything)
= slab or glass
= spawnable block (anything expect slab or glass)
= wall sign (Mounted direction is free.)
= fence
= source of water
= stream of water
(A). roof cover (spawn rejection)
----
(:cool.gif:. roof (slabs or glass pass through the sunlight.)
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.
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 think what is basically the issue is that spawnable surface isn't really what makes a mob tower effective, it's how fast mobs go from spawn to death. Dropping them the moment they take one step makes sure the game spawns new ones immediately. I made a mob grinder with a HUGE area myself and the biggest issue there was simply that mobs took a long time from spawn to getting killed by the grinder. If your 'small' mob tower is the only dark place close by (you lit up all the caves underneath you) the game will pick those spots continuously.
To further clarify this... if you have a 17x17 floor with no holes... mobs might spawn in the middle and walk around forever before they fall off the sides... with more holes... the mob has a better chance to fall and die then a new one takes it's place. There is a fine balance between floor and holes for best kill rate and that is what is being experimented on here to find the most efficient ratio.
Also, if I understand the mob spawning science correctly, there can be a max of 4 per chunk at any given time. The bigger the trap, the more chunks you have and more mobs can spawn. Simply forcing them to spawn in your small trap may not be enough to achieve the same drop rate.
Mobs can spawn in a 272 by 272 area around the player (numbers could be out of date.) Minus the 24 block radius directly around the player. Would it be possible to make only one of those towers and make the rest of the area unspawnable for mobs. Making them all spawn in the one tower? Or am I missing a spawning rule somewhere.
- For SMP, you recommend a 31*31 shaft module. Why don't you recommend, to do a 19*19 one ?
The first, the factory is required being able to kill completely all mobs because you can't shift difficulty to "Peaceful" on SMP even if some mobs are be stagnant on water.
The second, strings must be kept as possible in consideration of practical use. And spiders sometimes survive with hanging on wall.
< Zombie... Skeleton... Creeper... Spider... All must die.
So I added the complex lava module to the shaft.
The third, I think that a building should have both beauty and good functionality. Especially most of my factories feature point symmetry. :smile.gif:
The size of 31x31 is that result.
-----
In really...
I finished to make new 2 factories what have sizes of 16x16x64 or 16x16x94 although they impaired a little beauty.
Yes, portability is very important, too. :biggrin.gif:
I'll upload the "1 chunk tower" after a few hours.
Thank you.
Rollback Post to RevisionRollBack
Sorry. I cannot check forum on account of being busy.
- For SMP, you recommend a 31*31 shaft module. Why don't you recommend, to do a 19*19 one ?
The first, the factory is required being able to kill completely all mobs because you can't shift difficulty to "Peaceful" on SMP even if some mobs are be stagnant on water.
The second, strings must be kept as possible in consideration of practical use. And spiders sometimes survive with hanging on wall.
< Zombie... Skeleton... Creeper... Spider... All must die.
So I added the complex lava module to the shaft.
The third, I think that a building should have both beauty and good functionality. Especially most of my factories feature point symmetry. :smile.gif:
The size of 31x31 is that result.
-----
In really...
I finished to make new 2 factories what have sizes of 16x16x64 or 16x16x94 although they impaired a little beauty.
Yes, portability is very important, too. :biggrin.gif:
I'll upload the "1 chunk tower" after a few hours.
Thank you.
I really thank you for your explanations.
When you say "I'll upload the 1-chunk tower after a few hours", do you speak about the plans of the tower, layer-by-layer ? I'm building such a tower in my solo game, taking screenshots every morning. I'll make a stop motion as soon as it is finished.
Came up with this no-spider design from this thread and the mob spawning thread. (Someone might have done it already, I have not seen)
Bear with my horrible explanation.
= sign
[] = air
= spawnable block
= fence
=
Design consideration:
1: 1 chunk which is 16x16x128, 1 module.
2: Mob algorithm picks a X,Y,Z spot and attempts 12 times to spawn a group of 4 mob within 20sq of the spot at the same height (Y).
3. Spawnable spots must: be an air block, an air block above, a "spawnable" solid block below, light check, mob check, (for spiders 3x3)
Common mob towers are 30% efficient to spawn vs its floors/height:
[] [] [] <- no spawn
<- spawnable
<- no spawn
Note that the spawning algro does no adjust the height (Y) but tries 20 times on the X,Z (left right) within 20sqs (per chunk is only 16x16) on the same height (Y) to place a spawn. Therefore 60% of the time for common towers the spawning algo will "miss" condition 3.
The design then is to increase number of Y to have spawnable area:
[] <- spawnable
[] <- spawnable
[] <- spawnable
Since it tries 12 times to place 4 mobs in an area (20x20), bigger than a chunk (16x16), the design reduced spawning area per height (Y) by (-30% per floor) in exchange of having spawnable area at every height (Y) (+30% per Y).
[ Specification ]
External dimensions : W16xD16xH64or94 (exclude collection area)
Maximum rate (10F) : All 8,700/hr, String 1,600/hr
Maximum rate (20F) : All 11,200/hr, String 2,000/hr
[ Features ]
* Super light load, very small size and practical performance.
* Non-stuck. You don't need to add any modules.
* Required a lot of woods.
* If you build in accordance with chunks borders, the load will be reduced more.
1: what are the fences for?
2: theres no lava; what if a mob doesnt die after the fall?
3: is 19x19x19 (your posted blueprints now practicable for smp or not?
1: what are the fences for?
2: theres no lava; what if a mob doesnt die after the fall?
3: is 19x19x19 (your posted blueprints now practicable for smp or not?
1. To prevent non-moving water blocks from appearing
2. The mob dies cause of the height of the fall. Spiders could climb the walls, but there are no spiders (spiders don't spawn)
3. Don't know. But why not ?
= stone (anything to shield from light)
= slab or glass
= spawnable block (anything expect slab or glass)
= wall sign (Mounted direction is free.)
= sign(stand) on wall sign
= fence
= ladder
= source of water
= stream of water
= source of lava
= stream of lava
-----
(A). roof cover (spawn rejection)
-----
(:cool.gif:. roof (slabs or glass pass through the sunlight.)
Friendly Mobs Spawn On Grass Not Dirt, But Yes You Probably Could. Though There Is NOT An Easy Way To Farm Wool From Sheep With A Mob Trap, You Can Farm Wool From Spider String Easily Though.
Me some blueprints for one of the units layer by layer? I just cant see how to
Build this somehow...
I have to build this in smp without any mcedit, which
Makes it impossible to me, to build it that big... So will it work, even
If i only build a few of these units?
Thx for help :smile.gif:
Thank you for your ask.
The minimum unit for running is one shaft module.
You can plan lower canals depending on the number of built modules.
It's one shaft module enough for practical use.
blueprint of a shaft module
= stone (anything to shield from light)
= stone (anything)
= slab or glass
= spawnable block (anything expect slab or glass)
= wall sign (Mounted direction is free.)
= fence
= source of water
= stream of water
(A). roof cover (spawn rejection)
----
(:cool.gif:. roof (slabs or glass pass through the sunlight.)
-----
(C). space of spawn layer
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
-----
(D). floor of spawn layer
-----
(E). acceleration space
[] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] []
-----
(F). crash floor (upper)
[]
-----
(G). crash floor (lower)
[]
----
assembly (19x19x(28+spawn floor*n))
(A)
(:cool.gif:
(C) <---
(C) <--- Repeat these three any times.
(D) <---
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(E)
(F)
(G)
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.
To further clarify this... if you have a 17x17 floor with no holes... mobs might spawn in the middle and walk around forever before they fall off the sides... with more holes... the mob has a better chance to fall and die then a new one takes it's place. There is a fine balance between floor and holes for best kill rate and that is what is being experimented on here to find the most efficient ratio.
Also, if I understand the mob spawning science correctly, there can be a max of 4 per chunk at any given time. The bigger the trap, the more chunks you have and more mobs can spawn. Simply forcing them to spawn in your small trap may not be enough to achieve the same drop rate.
The first, the factory is required being able to kill completely all mobs because you can't shift difficulty to "Peaceful" on SMP even if some mobs are be stagnant on water.
The second, strings must be kept as possible in consideration of practical use. And spiders sometimes survive with hanging on wall.
< Zombie... Skeleton... Creeper... Spider... All must die.
So I added the complex lava module to the shaft.
The third, I think that a building should have both beauty and good functionality. Especially most of my factories feature point symmetry. :smile.gif:
The size of 31x31 is that result.
-----
In really...
I finished to make new 2 factories what have sizes of 16x16x64 or 16x16x94 although they impaired a little beauty.
Yes, portability is very important, too. :biggrin.gif:
I'll upload the "1 chunk tower" after a few hours.
Thank you.
I really thank you for your explanations.
When you say "I'll upload the 1-chunk tower after a few hours", do you speak about the plans of the tower, layer-by-layer ? I'm building such a tower in my solo game, taking screenshots every morning. I'll make a stop motion as soon as it is finished.
Came up with this no-spider design from this thread and the mob spawning thread. (Someone might have done it already, I have not seen)
Bear with my horrible explanation.
= sign
[] = air
= spawnable block
= fence
=
Design consideration:
1: 1 chunk which is 16x16x128, 1 module.
2: Mob algorithm picks a X,Y,Z spot and attempts 12 times to spawn a group of 4 mob within 20sq of the spot at the same height (Y).
3. Spawnable spots must: be an air block, an air block above, a "spawnable" solid block below, light check, mob check, (for spiders 3x3)
Common mob towers are 30% efficient to spawn vs its floors/height:
[] [] [] <- no spawn
<- spawnable
<- no spawn
Note that the spawning algro does no adjust the height (Y) but tries 20 times on the X,Z (left right) within 20sqs (per chunk is only 16x16) on the same height (Y) to place a spawn. Therefore 60% of the time for common towers the spawning algo will "miss" condition 3.
The design then is to increase number of Y to have spawnable area:
[] <- spawnable
[] <- spawnable
[] <- spawnable
Since it tries 12 times to place 4 mobs in an area (20x20), bigger than a chunk (16x16), the design reduced spawning area per height (Y) by (-30% per floor) in exchange of having spawnable area at every height (Y) (+30% per Y).
This is the slice/side view:
[] []
[] []
[] []
<-- to the sky -->
[] []
[] []
[] []
[] []
[] []
<--- gravity drop--->
From the other side would be:
[] []
<-- to the sky -->
[] []
<-- gravity drop -->
The above would be 3 slices each between 1sq "drop zone" of signs.
Mob spawn -> 1 step on sign -> death
Essentially per "cell" consist of this, multiply, layer into per slice and expand as required:
[]
[]
[]
The number of spawnable blocks per slice remains almost the same, only displaced.
[] [] []
[] [] []
to
[] []
[] []
[] []
The chances of getting spawn per chunk should increase.
TL;DR
It tries 12 times for XZ, but only once per Y. Have spawnable spots for as many Y.
Hope I didn't forget something important
[ exterior ]
[ savedata ]
10 spawn floors : http://dl.dropbox.com/u/23657130/BioFac ... on_10F.zip
20 spawn floors : http://dl.dropbox.com/u/23657130/BioFac ... on_20F.zip
[ Specification ]
External dimensions : W16xD16xH64or94 (exclude collection area)
Maximum rate (10F) : All 8,700/hr, String 1,600/hr
Maximum rate (20F) : All 11,200/hr, String 2,000/hr
[ Features ]
* Super light load, very small size and practical performance.
* Non-stuck. You don't need to add any modules.
* Required a lot of woods.
* If you build in accordance with chunks borders, the load will be reduced more.
The blueprint is later :biggrin.gif:
-----
* edit
blueprint : viewtopic.php?f=1020&t=225793&start=240#p3556064
I'm sure you are able to write a program that could convert a map in a blueprint, even in a forum post.
1: what are the fences for?
2: theres no lava; what if a mob doesnt die after the fall?
3: is 19x19x19 (your posted blueprints now practicable for smp or not?
1. To prevent non-moving water blocks from appearing
2. The mob dies cause of the height of the fall. Spiders could climb the walls, but there are no spiders (spiders don't spawn)
3. Don't know. But why not ?
now another one; :biggrin.gif: ... how do i place wall signs, when there is nothing to attach them at, e.g.
the one i made red here
savedata : viewtopic.php?f=1020&t=225793&start=210#p3554735
-----
= stone (anything to shield from light)
= slab or glass
= spawnable block (anything expect slab or glass)
= wall sign (Mounted direction is free.)
= sign(stand) on wall sign
= fence
= ladder
= source of water
= stream of water
= source of lava
= stream of lava
-----
(A). roof cover (spawn rejection)
-----
(:cool.gif:. roof (slabs or glass pass through the sunlight.)
-----
(C). space of spawn layer, or acceleration space
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
------
(D). floor of spawn layer
------
(E). crash floor A (upper)
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
-----
(F). crash floor A (lower)
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
-----
(G). cover of lava
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
-----
(H). lava and crash floor B (upper)
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
[] []
-----
(I). lava and crash floor B (lower)
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
[] [] []
-----
(J). lower stream
-----
(K). terminal canal
-----
Assembly 16x16x(33+spawn floor*n)
(A)
(:cool.gif:
(C) <---
(C) <--- Repeat these three any times.
(D) <---
(C) <--- acceleration start
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C)
(C) <- acceleration end (C)x23
(E)
(F)
(G) <--- Be careful !
(G) <--- Layer (G) is repeated 2 times.
(H)
(I)
(J)
(K)
-----