![]() ![]() Other mobs take too longs to kill with them, and endermen just straight up teleport out of the machine (although I already have an aspect of the end so farming endermen is of my least concern at the moment). I have tried making versions of mob drowning grinders myself, however I have found that they are only efficient with blazes. ![]() I cannot build slime block machines in Skyblock since the have not added the recipe to observer blocks yet (or maybe they will never add them). Still trying to troubleshoot it, but I'll try and remember to post some screen shots if/when I get it fixed.Įdited to fix an error.I have been trying to create the most efficient mob grinder possible, but most of the good ones require slime block machines. I was going to post some screen shots, but Minecraft suddenly decided it doesn't want to run on my system today. This is a slight mod of a design by sZPeddy (he used a piston instead of an iron trapdoor). Also, even though it is the lava that kills them, since it was your hit that knocked them into the lava, you get credit for the kill (and the associated XP). This means their heads get stuck in the lava and they die very quickly, but since their bodies are below the lava you still get the XP and item drops. When you whack a mob it hops up, and then its head is in the lava, and since mobs swim up in liquid (even lava) they will try to swim up through the lava, but will be blocked by the trapdoor. What this contraption accomplishes is a true one-hit kill for any Zombie or Skeleton, even if they are wearing enchanted armor, and if you use a sword (assuming v1.9+), it's one-hit for groups of mobs (with the new sword swipe attack). With the 3 block drop, the lava is just above their heads, so it's not your typical mob softener because it is not causing any damage at this point. When enough mobs have collected I push a button that turns off the lava, drops the mobs 3 blocks to the kill area, closes the trapdoor and turns the lava back on. Below the trapdoor is a lava source block controlled by a dispenser. This leaves enough room below for the mobs to drop out of detection range (4.5 blocks below the spawner + mob height + 1 extra block because mobs bob up and down in water).įor the actual Zombie/Skele grinder itself, I use a standard water block mobivator that drops them onto an iron trapdoor. For a Zombie/Skele grinder I usually do 3 above and 8 below for the vertical dimensions. And the room should be a minimum of 4 blocks tall (1 block below the spawner and 2 blocks above). That's 4.5 blocks in each direction, so you need to move mobs at least 5 blocks away to clear the detection area (more for larger mobs).įor a typical Zombie or Skeleton spawner this means a 9x9 room centered on the spawner (4 blocks horizontally in each direction from the spawner). You need to get the mobs out of this area quickly to maximize the spawn rate. The detection range is 9x9x9 centered on the spawner. The activation range is 16 blocks from the spawner (you need to be within this range for the spawner to work). The spawn area is 8x8x3 centered on the spawner, so 1 block up and down, and 3.5 blocks horizontally from the spawner (plus the size of the mob). So yes, you are correct that there is little advantage to the way I do it. ![]() If you make the drop far enough that the mobs are out of range when they hit the water, then the spawner can fire as fast as the game code allows. ![]()
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