Rev.. you're high.
That might work a little bit in SMP, but it's a massive waste of cobble. Mobs more than 32m from a player (but less than 128) will *not* move. They won't fall into the canals, they won't go up the water elevator, they won't fall down, you'll get jack-shit as the grinder slowly fills up with immobile mobs.
If you have a working copy of this on simplicity or any other multiplayer server, I'll bow before your munifiscence and sit on a goddamn cactus naked.
Morl0ck's Castle Project
- RevStoningpot
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Re: Morl0ck's Castle Project
well get on that cactus and start bowing my grinder in the mushroom kingdom works wonders. Don't say it's shit till you've built one. Also it can be made of what ever mine has tons of netherrack.
- LoneSoldier55
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Re: Morl0ck's Castle Project
Your one in the Hive still works just fine, I just stop by sometimes to grab some of the drops.RevStoningpot wrote:well get on that cactus and start bowing my grinder in the mushroom kingdom works wonders. Don't say it's shit till you've built one. Also it can be made of what ever mine has tons of netherrack.
- SilasOfBorg
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Re: Morl0ck's Castle Project
*sigh*
Pass the lube.
So, after my ass has recovered and I can pay attention maybe you guys can explain how it actually works when the mobs shouldn't actually be falling into your canals?
Do you have to race around the thing to activate mobs long enough for them to fall in the canals? Because if you stand still in that thing a lot of the mobs are just going to spawn and sit there (and eventually despawn). You've got the sweet spot between 24-32m covered nicely but the rest of it seems like wasted space.
Pass the lube.
So, after my ass has recovered and I can pay attention maybe you guys can explain how it actually works when the mobs shouldn't actually be falling into your canals?
Do you have to race around the thing to activate mobs long enough for them to fall in the canals? Because if you stand still in that thing a lot of the mobs are just going to spawn and sit there (and eventually despawn). You've got the sweet spot between 24-32m covered nicely but the rest of it seems like wasted space.
- RevStoningpot
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Re: Morl0ck's Castle Project
i don't know how much space is in effective but that's what the minecart is for, stimulating more area. from what i've seen mobs spawn in and jump right in the water. even when just standing at the collection point it still works just fine. I never bothered with looking up the rules on how mobs are supposed to move and spawn and stuff. so i don't know why it works it just does. And the one by the hive is old, and only my second attempt at making an xp grind capable version of this design i've been perfecting since beta 1.4. I realized with that one as a stood 20 blocks below the drop point on the first floor, that there was lots of wasted space all around me. So i started making this new design that puts the collection point right in the middle of the grinder, so whatever the effective range of spawning i have it covered in all directions. And it couldn't get clogged up with too many immobile mobs cuz they will eventually despawn.
Re: Morl0ck's Castle Project
I think it works because of how chunks reach from sky to bedrock so they still move when they're over 32 blocks away if they're in the affected chunk. If that makes sense.
- RevStoningpot
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Re: Morl0ck's Castle Project
ah so no xp. i never could figure out an economical way to get endermen. don't they take like over 50 blocks to fall to death?
- KennyKatsu
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Re: Morl0ck's Castle Project
23 blocks to kill them. More will kill them anyways.
Last edited by KennyKatsu on Fri Jul 12, 2013 12:55 pm, edited 1 time in total.