Yeah I guess there's no surprise there, I was just surprised when more people weren't discussing the change with mobs not moving 30 blocks away so I made this thread.
They didn't make the change to combat mob traps, they made the change to reduce the amount of processing needed in the game. What I mean is that mobs that don't move don't require additional calculations for the AI or collision detection etc, just a check to see how far they are from the player. Most of the time, mobs that are 30+ blocks away don't need to move anyway since their pathing is unlikely to bring them into contact with the player. It's more a case of the player who wants to build a mob trap to simply ensure they can stay close enough to the trap so the mobs actually move around or build the trap such that it can move them where you want them to go with pistons or something.
The main reason there wasn't a thread on the front page is the subject was discussed when it first went live, and people probably didn't feel like continually talking about it after that.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
They didn't make the change to combat mob traps, they made the change to reduce the amount of processing needed in the game. What I mean is that mobs that don't move don't require additional calculations for the AI or collision detection etc, just a check to see how far they are from the player. Most of the time, mobs that are 30+ blocks away don't need to move anyway since their pathing is unlikely to bring them into contact with the player. It's more a case of the player who wants to build a mob trap to simply ensure they can stay close enough to the trap so the mobs actually move around or build the trap such that it can move them where you want them to go with pistons or something.
The main reason there wasn't a thread on the front page is the subject was discussed when it first went live, and people probably didn't feel like continually talking about it after that.
Can you link me to the place where they discussed why they made the change, or prove that mobs moving 30+ blocks away has implications for people's computers? As far as I know the excuse that the change was made to reduce processing cost is a myth or a cop-out rather than actually discussing why they did it. Sounds ridiculous to me, and your explanation was vague at best. Maybe I'm just oblivious to where someone from Mojang discussed it, but please provide evidence because I can't find any.
I did some quick checks in CSP when they first introduced the mob movement timeout. It didn't appear that snow golems bothered going dormant, and would attack newly spawned mobs as they appeared. The ensuing brawl, while deadly for frosty, did keep the MOB's moving.
So I've been wondering about modifying this design with gallery's on either end to hold snow golems. The idea is that the golems should attack the mobs either causing them knockback into the holes, or they'll try to close the golems, and still fall. (although new AI recognizing signs may negate the latter) At any rate, it should keep the mobs from going dormant. Might just need to add new golems occasionally for those lost to arrows.
So goes the theory. Haven't had much time to test it out.
I don't see the point of a natural spawn mob trap. Waiting for things to spawn is a lot more tedious than just getting out there and killing the mobs yourself.
Why is this important and why was it any different in 1.8?
You've obviously never built a mob spawner before. One of the essential parts is lighting up caves and whatnot so the mobs only spawn in the trap. This means you don't really have to wait for spawns at all if you do a good job. Prior to 1.0.0, I had a legit survival fall trap that took about a month to fully make (mostly lighting caves) that gave me a constant STREAM of items (literally like an unending trickle of mob drops).
I did some quick checks in CSP when they first introduced the mob movement timeout. It didn't appear that snow golems bothered going dormant, and would attack newly spawned mobs as they appeared. The ensuing brawl, while deadly for frosty, did keep the MOB's moving.
So I've been wondering about modifying this design with gallery's on either end to hold snow golems. The idea is that the golems should attack the mobs either causing them knockback into the holes, or they'll try to close the golems, and still fall. (although new AI recognizing signs may negate the latter) At any rate, it should keep the mobs from going dormant. Might just need to add new golems occasionally for those lost to arrows.
So goes the theory. Haven't had much time to test it out.
Yeah, I've messed around with snow golems but haven't been able to keep them alive from skeletons yet, even with weird angles and block types. Let me know if you find anything else out. Also I used the floor design in the link you posted to build my old survival fall trap from a while ago. It worked really well prior to 1.0.0.
derps... I mean snowmen hiding behind a wall with a 1 block high window to throw the snowballs at the mobs, Which then the mobs follow to attack em but with the mobs falling in a water-trap to push em all the way to the grinder.
I am going to try this theroy, thanks.
Please post here with results, I wanna know what happens personally.
They are supported, just not without the use of mods/external programs (MCEdit anyone?). (spawners other then spider, skeleton, zombie, forgot to quote.)
Rollback Post to RevisionRollBack
Users lack the mental capacity to have intelligent discussion, and mods lack the mental capacity to make intellegent decisions... I give up trying to share my intelligence with the world.
Would it be viable to build a normal trap with water channels, and then build a minecart track going around it with a glass wall in between? That way you could do laps around the spawning pads, being more than 24 blocks away from one part of the spawning chamber at any given time so mobs could spawn, and then when you come back to that part, mobs would move around a bit and hopefully fall in the water channel.
Maybe one could even add a water lift and a killing mechanism, and an automatic loot collecting break in the minecart tracks, like a trapdoor that would open at the right time and drop the loot on Steve's head. I don't know if that is even possible, but I'm sure one of the Minecraft gurus could figure out how to do it.
Another idea that would be interesting to test in mob trap design (to address mobs not moving) is to have piston gates that can flood the spawning chambers, sweeping all mobs inside to the grinder portion/water channels. You could potentially have the gates triggered by a switch (which requires you to be present) or just have them open every once and a while on a redstone clock to sweep whatever mobs have spawned out of the system.
Note: I've never made a mob spawner, this is just an idea I had off the top of my head.
Rollback Post to RevisionRollBack
When no one was looking, the Endermen took forty blocks.
They took 40 blocks. That’s as many as four tens. And that’s horrible.
I remember seeing somewhere a trap someone made where the mobs spawn on top of a pressure plate and are instantly pushed off by a piston. I tried to make my own, but I couldn't figure it out.
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SPAAAAAAAAAAAACE!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
I remember seeing somewhere a trap someone made where the mobs spawn on top of a pressure plate and are instantly pushed off by a piston. I tried to make my own, but I couldn't figure it out.
Like on the first page of this thread? :tongue.gif:
Sorry, but I'm gonna have to say "cool story bro" on this one. Like I said (and this should be obvious to anyone who isn't a newbie to minecraft), the mob tower building community is huge, regardless of your personal opinion. I'm talking numbers here.
People could equally say "cool story bro" to the mob tower community. By the way, declining to even state a rough estimate of the "numbers" for that community can mean anything. For all we know, it could be anywhere from a couple to thousands of people.
Personally, I prefer hunting my mobs and cutting them up with my iron or diamond swords. Not that I'm against the people who make mob traps/towers/contraption-that-produces-an-insane-amount-of-items. I feel that they should be commended for the work they put into getting items.
People could equally say "cool story bro" to the mob tower community. By the way, declining to even state a rough estimate of the "numbers" for that community can mean anything. For all we know, it could be anywhere from a couple to thousands of people.
Personally, I prefer hunting my mobs and cutting them up with my iron or diamond swords. Not that I'm against the people who make mob traps/towers/contraption-that-produces-an-insane-amount-of-items. I feel that they should be commended for the work they put into getting items.
People could equally say "cool story bro" to the mob tower community. I feel that they should be commended for the work they put into getting items.
So what's your point? And you can't say "cool story bro" to a large (seriously just look around on Youtube, I suggest docm77, Ethoslab, etc.) group of people whose favorite pasttime in minecraft doesn't affect the rest of the minecraft community. If you don't like mob towers, then don't build one, its so simple. It's not as if the possiblity of building a functioning mob towers bleeds into everyone else's game.
Well, I don't really remember that way. What I remember is that mobs that spawn more than 32 blocks will move a bit THEN stop. I've designed my mob trap around that behavior and it works.
I am looking forward to the height change. If they don't change the other spawning rules you should be able setup dark room traps up at the top of the world and not have to light up the caves below.
With few/no other places to spawn the trap should be really efficient if you deal with the no movement issues.
I'm also very interested in how to use the new height to my advantage.
I remember seeing somewhere a trap someone made where the mobs spawn on top of a pressure plate and are instantly pushed off by a piston. I tried to make my own, but I couldn't figure it out.
Etho made a video. The same process could be applied to two block tall mobs as well as spiders(spiders would need their own system, and it would be more complicated I think.).
They didn't make the change to combat mob traps, they made the change to reduce the amount of processing needed in the game. What I mean is that mobs that don't move don't require additional calculations for the AI or collision detection etc, just a check to see how far they are from the player. Most of the time, mobs that are 30+ blocks away don't need to move anyway since their pathing is unlikely to bring them into contact with the player. It's more a case of the player who wants to build a mob trap to simply ensure they can stay close enough to the trap so the mobs actually move around or build the trap such that it can move them where you want them to go with pistons or something.
The main reason there wasn't a thread on the front page is the subject was discussed when it first went live, and people probably didn't feel like continually talking about it after that.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Can you link me to the place where they discussed why they made the change, or prove that mobs moving 30+ blocks away has implications for people's computers? As far as I know the excuse that the change was made to reduce processing cost is a myth or a cop-out rather than actually discussing why they did it. Sounds ridiculous to me, and your explanation was vague at best. Maybe I'm just oblivious to where someone from Mojang discussed it, but please provide evidence because I can't find any.
So I've been wondering about modifying this design with gallery's on either end to hold snow golems. The idea is that the golems should attack the mobs either causing them knockback into the holes, or they'll try to close the golems, and still fall. (although new AI recognizing signs may negate the latter) At any rate, it should keep the mobs from going dormant. Might just need to add new golems occasionally for those lost to arrows.
So goes the theory. Haven't had much time to test it out.
You've obviously never built a mob spawner before. One of the essential parts is lighting up caves and whatnot so the mobs only spawn in the trap. This means you don't really have to wait for spawns at all if you do a good job. Prior to 1.0.0, I had a legit survival fall trap that took about a month to fully make (mostly lighting caves) that gave me a constant STREAM of items (literally like an unending trickle of mob drops).
Yeah, I've messed around with snow golems but haven't been able to keep them alive from skeletons yet, even with weird angles and block types. Let me know if you find anything else out. Also I used the floor design in the link you posted to build my old survival fall trap from a while ago. It worked really well prior to 1.0.0.
Please post here with results, I wanna know what happens personally.
Another idea that would be interesting to test in mob trap design (to address mobs not moving) is to have piston gates that can flood the spawning chambers, sweeping all mobs inside to the grinder portion/water channels. You could potentially have the gates triggered by a switch (which requires you to be present) or just have them open every once and a while on a redstone clock to sweep whatever mobs have spawned out of the system.
Note: I've never made a mob spawner, this is just an idea I had off the top of my head.
They took 40 blocks. That’s as many as four tens. And that’s horrible.
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Like on the first page of this thread? :tongue.gif:
People could equally say "cool story bro" to the mob tower community. By the way, declining to even state a rough estimate of the "numbers" for that community can mean anything. For all we know, it could be anywhere from a couple to thousands of people.
Personally, I prefer hunting my mobs and cutting them up with my iron or diamond swords. Not that I'm against the people who make mob traps/towers/contraption-that-produces-an-insane-amount-of-items. I feel that they should be commended for the work they put into getting items.
So what's your point? And you can't say "cool story bro" to a large (seriously just look around on Youtube, I suggest docm77, Ethoslab, etc.) group of people whose favorite pasttime in minecraft doesn't affect the rest of the minecraft community. If you don't like mob towers, then don't build one, its so simple. It's not as if the possiblity of building a functioning mob towers bleeds into everyone else's game.
I'm also very interested in how to use the new height to my advantage.
Etho made a video. The same process could be applied to two block tall mobs as well as spiders(spiders would need their own system, and it would be more complicated I think.).
To be honest, I think it's better this way. It makes it more of a challenge, but it's still very doable.