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    posted a message on Castle gate with train tracks going through?

    I was wondering if anyone here knows how to, or has seen a video that would allow for a castle gate that opens automatically and closes automatically as someone approaches with a minecart. I have a basic concept of redstone and redstone tools but I haven't seen anything really solid out there for this kinda concept.

    Posted in: Survival Mode
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    posted a message on Mob spawn rate?

    Killr_Princess,


    You are correct, it is a dark room spawner. So 70 is my cap, that's good information. Based on this then, adding additional rooms to the mix probably wouldnt accomplish much past a certain point since the cap is 70 to begin with. But since the spawning surfaces available are 2 16x16 rooms, I think I need maybe 2-3 more rooms before it's at maximum efficiency.

    Posted in: Survival Mode
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    posted a message on Mob spawn rate?

    I am looking to get some insight on a fairly specific scenario. So I have a mob spawner built in the friends server I am part of. It's up in the air, so no spawns occur anywhere else but in my mob spawner while I am online and up in the air with it. It has two levels currently (can be expanded if I want it to), both of which are equipped with a flushing system to move the mobs off the main floor into the flushing tube which drops them on the killing platform at about 1 hit so I can collect the XP.


    Because the height of the BOTTOM floor is less than 24 blocks away from the air platform I created, I have to walk away from it across what I call the "afk" perimeter. Basically just a square perimeter of blocks to indicate where one must stand to allow mobs to spawn on as many possible blocks of each platform level. Because the 2nd floor of my spawner is directly above the first one, I don't have to move at all for that one to start working immediately (it's far more than 24 blocks above me when standing on the platform).


    Given all of this information, I am trying to determine how long it will take and how MANY mobs will spawn above me while waiting in the afk area. Basically, if I am in this server and no one else is online and the mobs can ONLY spawn on one of those two floors, how many can spawn at once before I start killing them? And about how long does it take for them to effectively reach that cap? I can't find solid information about this on the WIKI.

    Posted in: Survival Mode
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    posted a message on Troubleshooting a semi auto hopper/chest set up

    Sorry I forgot to clarify, I moved the hoppers underneath the soul sand because the soulsand was causing my crops to get stuck on the edge of the hoppers, I guess because it's the same problem with dirt and such when you plant crops it lowers the size by one bit or something and makes the sand lower than the hopper that is on the same block lvl as it.

    Posted in: Survival Mode
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    posted a message on Troubleshooting a semi auto hopper/chest set up

    So I have a farm that is using a water dam to flush crops over the soulsand and into the hoppers that are underneath the farthest row of soulsand, and then into a chest. The issue for me is that due to this set up, it leaves the collection chest below the walking area which is really annoying. Is there a way to move crops UPWARDS from the hoppers into a chest that's on the Y level I want it to be? I've heard of droppers, but they don't just "work", they require a constant redstone pulse. Any ideas on how to set that up or any other solution for moving my crops upwards?

    Posted in: Survival Mode
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    posted a message on Crops flowing in water getting stuck on hopper?

    So I made a semi auto farm system that uses pistons to hold a water reservoir that when activated, unleashes the water and flows over my crops, sweeping them into a row of hoppers at the end of the field. The problem is that some of the crops get stuck on the edge of the dirt, rendering my system only partially effective because I have to go pick up what doesn't make it into the hoppers. I read somewhere that dirt/soulsand blocks are actually a tiny bit lower than normal blocks like hoppers, so items can get stuck due to the tiny difference in height. Is this true? What are some ideas to get around this? I was thinking maybe making the collection hoppers a block lower than the crop dirt level, but I wanted some second opinions on this topic. Can anyone confirm the dirt/soulsand height factor?

    Posted in: Survival Mode
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    posted a message on Switch for mob spawner only works if you hit it twice in a row?

    Using a button turns out to be a good solution. I think the additional dispenser idea is quite brilliant actually because the biggest frustration is trying to see if my water is on or off. Usually you can tell by the drips of water falling, but at night this is quite difficult so I may just try your suggestions!

    Posted in: Survival Mode
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    posted a message on Switch for mob spawner only works if you hit it twice in a row?

    Scots,


    does this mean then that a button might be more appropriate for what I am trying to do with this thing?


    I guess what you're saying makes sense because in my head, the switch is on/off based on position and when "off" the water would retract. But since you're telling me that the dispenser needs an activation pulse to do anything at all, a button would probably work better because one press of a button is then equal to two switch flips.

    Posted in: Survival Mode
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    posted a message on Switch for mob spawner only works if you hit it twice in a row?

    So to make it brief and short, I am making the XP farm featured in this video here:



    Now, I followed this build to the T and it works great functionally but when I flip the switch at the bottom once, nothing happens. I have to flip it once, then twice about .5 seconds after for the dispensers to function. Same thing goes for turning it off and pulling the water back into the dispensers. What gives?

    Posted in: Survival Mode
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    posted a message on Quick question about mob spawning distance for a mob spawner?

    "As this applies to your build, the nearest AFK point on a floor 22 blocks below the spawner that would keep all locations spawnable would be 10 blocks outside the edge of the spawner footprint in one of the ordinal directions (N,S,E,W)"


    This is the main thing I was after. And I think based on your math, I figured it correctly. What my goal is, is to have a short train circle in a circle where people who want to use the farm can just sit in the cart going around and around for however long they want til its got enough spawned into the floor. The idea is to precisely measure the "no-spawn" zone out to it's edge and build the train rail one block outside of that on all 4 sides. I could have built the spawn floor higher but I have it set to allow them to drop without dying completely so i can get the kills and the XP. I get the concept of a no spawn radius, that's why I want to measure that minimum distance so as to keep the "radius" of each player who goes to use the spawn farm away from it while it's doing it's magic.

    Posted in: Survival Mode
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    posted a message on Quick question about mob spawning distance for a mob spawner?

    Okay so this may cover material I've already asked on the topic but I wanted to round up a few concepts now that I understand it better.


    Hostile mobs can't spawn unless you're 25 blocks away from them minimum (in 3D distance). What I did was build a flushing mob spawner near the top of the map to avoid any irritating cavern lighting missions, and I have a platform underneath it where the collection platform is location. Since the floor of the mob spawner is 22 blocks from the killing slab, I figured that you probably can't stand directly under it while afking and waiting for the mobs to spawn in. This led me to calculate the 3D distance from one side at the spawner floor level, to a point on the killing platform that I built under it. My theory on this is that there should be a radius on this killing floor level that is on all side at least 25 blocks in 3D distance from the outer most floor block in the spawn box, so that people who want to really get the mobs spawning can see where they need to avoid standing (I was just gonna build a small train loop around it so people can just sit in a minecart and zoom around while they afk) in order to keep mobs spawning up in the box.


    My main question is, when calculating the 3D distance, does it make sense to measure from the outer most floor block on each side of the spawn box? Or would it make more sense to measure from the center of the spawn box floor so that the radius doesn't need to be as wide? My assumption is that if you stand far enough away for the mobs to spawn at the center, but too close for them to spawn on ANY BLOCK on the spawn box floor, you will cut down the speed at which they can spawn. But maybe someone can confirm for me which way I should be marking my spawn radius on the killing floor?


    Either mark from the center, or mark from the farthest inner floor block?

    Posted in: Survival Mode
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    posted a message on Iron farm effective distance?

    thank you so much! This is exactly what I needed to know.

    Posted in: Survival Mode
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    posted a message on Iron farm effective distance?

    Scots,


    I heard that wooden doors are the only problem with this. I use iron doors in my house and I don't think I have any wooden ones nearby being used for anything. Is that true?


    Also, the door validation thing is confusing as hell, is there a video anywhere demonstrating this? I doubt that I will be making this farm close enough to my house that my front door would interfere based on the math you provided. But I also have an iron door out front so that's why I asked my first question.

    Posted in: Survival Mode
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    posted a message on Iron farm effective distance?

    When you say general mob spawn rules, are you referring to non hostile mobs or what? I only know of explicit rules for HOSTILE mobs.

    Posted in: Survival Mode
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    posted a message on Iron farm effective distance?

    So I am making an iron golem farm using one of the many tutorials on youtube. I have seen much discussion regarding the distance you have to build it from any other natural villages in the area for it to work right. What I haven't seen is much discussion about how far the PLAYER needs to be from a spawn farm for golems to keep spawning. I want to build it relatively close to my main housing segment and base because that will allow for me to spawn lots of iron while I work on other things. Is there a MINIMUM distance you need to be like with hostile mobs (24 blocks)? Is there a MAXIMUM distance you can be? Is it the 3D distance or the X and Z distance only that is relevant? Any help on this would be great cuz I don't wanna waste time and resources building my farm in the wrong place.

    Posted in: Survival Mode
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