Minetorial: XP and item grinder tutorials
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Level 72 : Legendary Warrior
Posted 07/27/12 6:08:18 pm , last updated: 07/30/12 7:36:17 pm
These days I play Supreme Commander, which is probably the greatest RTS you've never heard of!
I do daily uploads of gameplays, replays and tutorials - check out my videos you might like them :)
If you just want a design you can copy straight away, then you can just use the walkthrough example map below.
- Tutorial map with walkthrough designs
- Real-world example map from Fokkusu's server
- Tutorial and explanation of important aspects
- Useful Hints and Tips
To open the archive use 7zip, WinRAR or WinZip.
Hopefully through reading this guide you have a good idea of the important considerations when building an efficient mob grinder. Rather than trying to copy an exact design you can hopefully apply all the tips and tricks to build different mob traps depending on the situation.
However, here are some blueprint designs of some different grinders so you can walk through and inspect them to get a good idea of how the total system should look.
For the spider spawners, you may have to punch the first one a few times to get it to jump into the collection point. Also remember being in creative can affect the trap due to mobs not tracking you.
To open the archive use 7zip, WinRAR or WinZip.
Here is a legit quad spawner XP grinder I made while playing on Fokkusu's server. The XP and loot drops are pretty decent, and you can stand anywhere over the wooden planks to keep all the spawners actively spawning mobs.
Tutorial + explanation
Don't worry if you can't perfectly replicate your own mobspawner after reading this guide. The aim is to give you the tools and info for you to apply to your own situation/application.
Use the world downloads at the start to help cement your knowledge.of the actual physical designs.
The waiting point = The area you have to stay within to keep the mob spawner(s) active.
The collection point = The area where the mobs/mob drops collect.
The escape area = The area you have to move the mobs out of to ensure the mob spawner keeps spawning new mobs.
Optimum spawning area for a mob spawn
You want to create the maximum possible spawning area to ensure your spawner will spawn mobs as quickly as possible. So first of all make an 8x8x3 area around the spawner:
The spawner can't fit in the middle of an 8x8 grid, but there are two easy methods to determine where the 8x8x3 area should be:
1 Stand at the corner of the room with the lowest x and z co-ordinates. The spawner should have 4 blocks between the wall and this corner:
2 Stand at the spawner and press F3. Underneath the xyz co-ordinates is the "f:" field. Look diagonally inbetween f:1 and f:2. This corner should have 4 blocks between the wall and the spawner:
Mob's feet can spawn within an 8x8x3 area from the mob spawner. This isn't necessary with Spiders, but Zombies/Skeletons are two blocks high so make sure you leave a 2 block gap above the spawner to give them enough height to spawn in the top 8x8 layer:
Moving the mobs where you need them
The escape area is the region you need to move mobs out of to keep the spawning mobs. Escape distance of a spawner is within a 17x17x9 cuboid centred on the mob spawner. As long as the mobs are transported out of this area, the spawner will continue to spawn more mobs.
Mob Elevator construction
If you want to move mobs around or if the spawner is too close to bedrock to make a falling trap, then elevate the mobs higher using this method.
These pictures show the construction of a mob elevator:
There are a few ways you can damage/kill the mobs:
Falling vs Crushing damage
The two most common methods for killing/damaging mobs are either through fall damage or suffocation.
Fall damage is slightly easier and involves no redstone. Suffocation is slightly more reliable and takes up less space.
For suffocation, use 1 piston to block off any more mobs from entering the collection point, then use a timed piston to crush the mobs for just long enough to reduce them to half a heart.
For fall damage, just count the number of blocks they fall to calculate how much damage they will take.
Fall distance to make them 1HKO:
Enderman 43 blocks
Zombie/Skeleton 23 blocks
Spider 18 blocks
If you are making an item grinder rather than an XP grinder then just add 1 to the block height to guarantee an instant-kill from the fall damage.
Important to note: Make sure the mobs are not moving in water directly before falling (This makes them jump and they can take extra fall damage) and dont have them land in running water either (They can sometimes take less damage). This can and will affect the fall damage they take and therefore reduces the effectiveness of the trap.
Lava blades are very small, cheap and easy to setup if you are just making an item grinder. Simply encase a block of lava in signs with a small glass window to observe.
The whole system
Anti-glitch collection method
When collecting the mobs in a single 1x1 dropchute, you will find that with really large amounts of mobs, they start glitching out of the catch area and 'ghost' through the walls containing them.
Use the following method to reduce the amount of wall glitching with large amounts of mobs:
- Ideally setup the collection point as close as possible to the waiting point. This means you can farm the collection point while the spawners are still active and sending more mobs down. This minimises wasted time travelling to and from the collection point. However, remember that mob spawners will only keep spawning if you keep within 16 blocks from the spawner.
- So, you need to be within a 16 block sphere from a spawner for it to be active. Easiest way is to use some cheaty X-Ray and look for the flames coming from the spawner, but you can also carefully count/calculate the number of blocks away from the spawner. Bear in mind it is counted from your players head, not feet.
- Set aside an area where you can stand within that will keep the mob spawner(s) active. I call this area the 'waiting area'. Stand within this area to let the mobs spawn and start congregating at the collection point.
- It's a good idea to setup a crafting/smelting/storage area and perhaps a growing/breeding area next to or inside your waiting area. This allow you to efficiently utilise your time doing useful things while waiting for the mobs to collect. A fishing hole is also a good choice.
- Usually you would use waterflow to transport Mobs to the collection area. Mobs can track you within 16 blocks, if they have a line of sight to you. Cave spiders however can even see you through walls and zombies can see through glass. Bear this in mind when building a spider trap because it may not work properly if they are tracking you when you stand at the waiting point. This can be useful when designing areas to get monsters to follow you towards a collection point.
- Mobs will despawn if no player is within 128 blocks - just something to be aware of when having collection points quite far away from the waiting point.
Lots of information, ideas and designs were drawn from the following sources:
|Tags:||Article, Tutorial, Guide, Walkthrough, Minetorial, Contest, Mob, Spawner, Grinder, Farm, Experience, Items, Mobs, Spider, Cave, Skeleton, Zombie|
Update #3 : 07/30/2012 7:36:17 pm7/30/12
- [size=10pt]Big redesign and lots of additions to the Tutorial blueprint-designs map.[/size]
- [size=10pt]Big re-arrange of the blog[/size]
- [size=10pt]Neatening up and improving a few aspects[/size]
- [size=10pt]Added last few photos[/size]
Update #2 : 07/29/2012 6:43:59 pm7/29/12
- [size=13px]Added real-world example map, pictures and description[/size]
Update #1 : 07/28/2012 1:59:07 pm7/28/12
- [size=10pt]Added lots of new pictures[/size]
- [size=10pt]Edited descriptions[/size]
- [size=10pt]Added more tips[/size]
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