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Mob traps

PostPosted: Wed May 17, 2017 11:23 am
by BlackHawk
What are some surface mob traps and underground mob traps and what factors do you have to consider when making them.


Here's a old one:
Image

Re: Mob traps

PostPosted: Wed May 17, 2017 1:22 pm
by Lightbulb
Took a while to find, but this is a great mob farm example. Its a bit old, but i doubt spawning rules has change
viewtopic.php?f=39&t=15646&hilit=mob+farm

Re: Mob traps

PostPosted: Wed May 17, 2017 1:38 pm
by Adequatepipe
I love mob traps! My favorite had been Society's setup, but trapdoors can't be placed in water anymore :(

What I've been doing so far, on Android, on the surface (underground needs testing) uses the basic design of Society's trap with wide stairs, water and acid. My pit is two deep, acid in the bottom and water flowing in the top. My center is 3 wide, ( 1 wide for safe standing) with a 5 wide roof extending over the pits, a ladder in the middle. Instead of blocking mobs with the trapdoor, I place a solid block to stop water and mobs while I remove an inner wall to collect items, then remove the block from the relative safety back inside. It's been working pretty well!

Warning, poor diagram below! O - open air, # - solid block, A - acid, @ - ladder

Open for business!
OO#####OO
OOO#@#OOO
##O#@#O##
##A#@#A##
####@####

Closed for collection
OO#####OO
OO##@##OO
##OO@OO##
##A#@#A##
####@####

Mob traps

PostPosted: Wed May 17, 2017 2:32 pm
by BlackHawk
So trapdoors aren't necessary. They were just used for convenience.


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Mob traps

PostPosted: Wed May 17, 2017 2:36 pm
by BlackHawk
Lightbulb wrote:Took a while to find, but this is a great mob farm example. Its a bit old, but i doubt spawning rules has change
viewtopic.php?f=39&t=15646&hilit=mob+farm

Does it matter the distance of everything?


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Re: Mob traps

PostPosted: Wed May 17, 2017 4:36 pm
by Lightbulb
BlackHawk wrote:
Lightbulb wrote:Took a while to find, but this is a great mob farm example. Its a bit old, but i doubt spawning rules has change
viewtopic.php?f=39&t=15646&hilit=mob+farm

Does it matter the distance of everything?


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Distance matters. Its so that mobs will fall down to the ground, not the block next to it. It allows for quicker and faster killing, and therefore, more spawning.

Re: Mob traps

PostPosted: Wed May 17, 2017 5:40 pm
by Adequatepipe
BlackHawk wrote:So trapdoors aren't necessary. They were just used for convenience.


Pretty much! They're just an easy way to stop the mobs from dropping on your face.

Mob traps

PostPosted: Thu May 18, 2017 6:43 am
by BlackHawk
Lightbulb wrote:
BlackHawk wrote:
Lightbulb wrote:Took a while to find, but this is a great mob farm example. Its a bit old, but i doubt spawning rules has change
viewtopic.php?f=39&t=15646&hilit=mob+farm

Does it matter the distance of everything?


Sent from my iPad using Tapatalk

Distance matters. Its so that mobs will fall down to the ground, not the block next to it. It allows for quicker and faster killing, and therefore, more spawning.

What about the height of the blocks from the surface?
To clarify, the distance of space between the surface and the actual platforms the mobs spawn on.


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Re: Mob traps

PostPosted: Thu May 18, 2017 12:38 pm
by Adequatepipe
BlackHawk wrote:What about the height of the blocks from the surface?
To clarify, the distance of space between the surface and the actual platforms the mobs spawn on.


As long as they can fall down and not get back out. 2 blocks, 3, 6... Not important. That's why the water/bridge combo is so useful, they can't hop back up. You don't want them to die from the fall because items will not be washed down. I prefer the staggered blocks (from Society's) because the mobs can get down safely and walk into my acid trap. Plus having 2 empty spaces between the spawn blocks means they fall down instead of just hopping between down blocks.

Re: Mob traps

PostPosted: Fri May 19, 2017 12:49 am
by TwelveFoot
Unless I've missed something mobs don't take fall damage.

Mob traps

PostPosted: Fri May 19, 2017 1:26 am
by BlackHawk
Im wondering what's with all the different build designs wouldn't one specific one for all surface mob traps be sufficient? What's with the different designs?


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Re: Mob traps

PostPosted: Fri May 19, 2017 3:49 am
by Adequatepipe
TwelveFoot wrote:Unless I've missed something mobs don't take fall damage.


My mistake then, I'm just over cautious about keeping them alive until I kill them :P

Re: Mob traps

PostPosted: Fri May 19, 2017 4:51 am
by Multipackwolf
BlackHawk wrote:Im wondering what's with all the different build designs wouldn't one specific one for all surface mob traps be sufficient? What's with the different designs?


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Different planets have different types of mobs, and different mobs have different resistances. As well, you can hardly use lava in mob farm as well.. your items will go bye bye if they touch. And some mobs are immune to acid, while others are immune to drowning etc, so you need to change the design based on where you are

Re: Mob traps

PostPosted: Sat May 20, 2017 8:27 pm
by prajeet37
When I make these sort of traps, the mobs usually die far away and I have to run around to collect the drops, making it pretty pointless. Are the liquids supposed to push the drops or mobs?

Re: Mob traps

PostPosted: Sun May 21, 2017 1:41 am
by TwelveFoot
Liquids used to push both items and mobs. Then water physics changed, now they don't. At least not noticeably.