Minecraft - £8 Very well spent

Minecraft - £8 Very well spent

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Discussion

callmedave

2,686 posts

146 months

Friday 7th March 2014
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All that jazz said:
I don't know and it's a question that I want answering too. I'm pretty sure that the design built should be a lot faster than what it is though.
A while back i had a look at the top 'cells' and a iron golem had spawned inside one of the villager pens! i got rid of him but couldnt think of a way to stop it happening again. this will affect the spawn rate.

Also, there is a skele spawner near (that doesnt work very well) would the mobs spawning in here affect the rate of the iron farm?

Schmeeky

4,192 posts

218 months

Friday 7th March 2014
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Aye, it might be an idea to illuminate the skelly spawner to see if that speedsup the golem farm...

callmedave

2,686 posts

146 months

Friday 7th March 2014
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The other day i was having some graphical issues and it made all the blocks transparant (except for water, lava mobs and signs)

with this i was able to see the skele spawner in action, mobs are getting stuck at the end of the trap/start of the lift. i will need to revise this. i have an idea for a switchable spawner, along with a new water lift system.

But im STILL building the slime farm so may take me a while. If anyone wants to go in and disable the skele farm (torches on spawner) then please do so.

dondan

245 posts

146 months

Friday 7th March 2014
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I've watched a few videos on YouTube of auto collect iron golem farms and fancy trying to build one... I'll do it miles out the way so I don't interrupt anyone's plans smile

Any objections?

callmedave

2,686 posts

146 months

Friday 7th March 2014
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dondan said:
I've watched a few videos on YouTube of auto collect iron golem farms and fancy trying to build one... I'll do it miles out the way so I don't interrupt anyone's plans smile

Any objections?
Not at all. Do you know how to link portals from nether to overworld? That will make it easier to travel too. If u need cobble I have plenty from the slime farm

Schmeeky

4,192 posts

218 months

Friday 7th March 2014
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callmedave said:
The other day i was having some graphical issues and it made all the blocks transparant (except for water, lava mobs and signs)

with this i was able to see the skele spawner in action, mobs are getting stuck at the end of the trap/start of the lift. i will need to revise this. i have an idea for a switchable spawner, along with a new water lift system.

But im STILL building the slime farm so may take me a while. If anyone wants to go in and disable the skele farm (torches on spawner) then please do so.
I'm going to dive in right now and disable it - will also try to see what the problem is with the lift - if it's an easy fix I'll sort it! wink

callmedave

2,686 posts

146 months

Friday 7th March 2014
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Awesome! I'm working tonight so won't be on

Schmeeky

4,192 posts

218 months

Friday 7th March 2014
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Have shut down the spawner and sorted out the lift. It needed a stload of illumination to stop them spawning, torches didn't do the job so there's glowstone in there which is holding. There's a gantry over to the spawner so it should be easy to get it going again.

This ain't a scientific experiment as I couldn't be arsed to do a timed control on the slow golem rate, but it seems to be going a bit quicker...but that's purely subjective. smile

dondan

245 posts

146 months

Friday 7th March 2014
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callmedave said:
Not at all. Do you know how to link portals from nether to overworld? That will make it easier to travel too. If u need cobble I have plenty from the slime farm
Nope, I know how to make a portal but not dictate where it will take me. I'd like to have a nether path leading from my WIP castle tbh.

Gonna sneak an hour in now, wife's asleep and i'm wide awake

callmedave

2,686 posts

146 months

Friday 7th March 2014
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dondan said:
Nope, I know how to make a portal but not dictate where it will take me. I'd like to have a nether path leading from my WIP castle tbh.

Gonna sneak an hour in now, wife's asleep and i'm wide awake
Dan, basically, you take the x and z co-ord of one of the bottom blocks of obsidian. Divide these two numbers by 8. This will give you a new x and z co ord. build a portal in the nether at this location. They will be linked. smile

dondan

245 posts

146 months

Saturday 8th March 2014
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I think I follow, we'll see if I can get it put into practice tonight!


callmedave

2,686 posts

146 months

Saturday 8th March 2014
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dondan said:
I think I follow, we'll see if I can get it put into practice tonight!
Have a go in creative mode. It's easier to get rid of the obsidian if u get it wrong! smile

All that jazz

7,632 posts

147 months

Saturday 8th March 2014
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callmedave said:
Dan, basically, you take the x and z co-ord of one of the bottom blocks of obsidian. Divide these two numbers by 8. This will give you a new x and z co ord. build a portal in the nether at this location. They will be linked.smile
Probably but not always.

You have to factor in the Y vertical co-ord as well. If the X and Z in the overworld correspond with the X and Z/8 in the nether, but there is a vast difference between the Y co-ords then if there is an existing portal nearby that has a closer Y match but an offset X and Z it will link to that one instead.

You can get yourself in a real mess with them if you're not careful, and you have to manually remove every one that doesn't link up correctly, which is a pain in the arse as obviously once you remove it you can't get back to the other world until you find another portal already in existence. If you intend creating any new ones within ~1500 blocks of the current overworld I would like supervise wink the operation or do it for you as it will be a time-consuming task to sort out the mess if it goes wrong.

dondan

245 posts

146 months

Saturday 8th March 2014
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Doing it for me with a talk/walk through would be ideal bud. I'm gonna give it a whirl in creative but don't wanna affect anything on PH WORLD as it all works!!!

callmedave

2,686 posts

146 months

Saturday 8th March 2014
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I never thought about the Y co-ord but I understand. If u want to let us know where the build is we can arrange to meet u online and help make the portals.

dondan

245 posts

146 months

Saturday 8th March 2014
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Cool beans, linking it to the current network of tunnels and builds would make sense :-). I will get cracking tomorrow, had a few too many John Smiths tonight to do anything productive.

Schmeeky

4,192 posts

218 months

Sunday 9th March 2014
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Have spent many hours today building a new mob farm/item generator, the 'X' design that's supposed to be so damn good..

It works, as in mobs do occasionally spawn in it, but the rate is pathetically slow. The thing that's bugging me is I absolutely cannot think of any reason why it's being so crap... It's built above the y=128 level, so any mobs at ground level should have no influence whatsoever, and the mobs it does generate are expelled rapidly freeing up the spawn pads to generate more (in theory...). I know distance makes a difference, but however close or far away I am (and believe me I've tried 'em all) nothing induces a decent spawn rate....

If any of you guys fancy heading over to my ranch with your thinking caps in tow, please be my guest!

ETA - my gold farm apparatus, which was working so well the other day, has suddenly decided to stop working as well.... i think I've suddenly turned into a MC noob, gone senile, or just totally lost the plot... or all three... frown

Edited by Schmeeky on Sunday 9th March 22:42

All that jazz

7,632 posts

147 months

Monday 10th March 2014
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Mob systems above Y128 don't work well at all. I forget the exact reason but it's something to do with how the game chunks work and anything above Y128 creates like a second map tier and thus halves your potentional spawns as the spawn algorithm has to check twice as much space. You should keep them as high as possible (if you don't intend clearing/lighting up terrain) but under the Y128 limit (your LC value in debug mode needs to reflect this) and then build a tower next to it in an adjacent chunk and AFK as high as possible there to unload ground level chunks but stay within spawning range of your mob trap. It's complicated stuff...

Btw the nether works differently (hence why the ZPM spawn pads work) but that's because you're exploiting the world/biome and building in a normally unchecked area (ie. above the bedrock roof) as far as the spawn algorithm goes.

dondan

245 posts

146 months

Monday 10th March 2014
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Whilst hooking up my minecart network I've stumbled across some blocks I can't destroy- very strange! If one of you guys are on tonight pop over so I can get a second opinion :-).

All that jazz

7,632 posts

147 months

Monday 10th March 2014
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dondan said:
Whilst hooking up my minecart network I've stumbled across some blocks I can't destroy- very strange! If one of you guys are on tonight pop over so I can get a second opinion :-).
Sounds like bedrock. You can't destroy them as they mark the boundaries of the world map.