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60+ Blaze Spawner Ideas?

SwiftGaming97 6/3/19 11:41 am
575
6/3/2019 11:37 pm
This may or may not be in the right area for this question, feel free to correct me if so.

So I have about 60+ Blaze Spawners on a server, I am trying to configure them for the 1.13 - 1.14 updates since now I have to get use to 4 block radius from each other x,y,z. Would like to hear some suggestions or if maybe someone can find a website with a grid layout and I can take a look at? Feel free to add me on Discord if anyone can also help from there.

Also the updates seem to be that spawners are only active at a max of 12blocks away? Dumb in my opinion, maybe its just the server lemme know!







Discord : TwistedAcep#2373
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SwiftGaming97
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ScotsMiser
06/03/2019 11:37 pm
Level 72 : Legendary Miner
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Cage spawners retained the traditional 16 block [euclidean] activation radius through 1.13.2; MS/Mj has been fioddling with enough mechanics this might have changed in the more recent 1.14 snapshots, but I recall no mention of this thorugh 1.14.1…


"now I have to get use to 4 block radius from each other x,y,z." not understood: in vanilla one can position spawners next to each other (via creative manipulation of commands) with the only effects being that a spawner (being a solid block despite appearances) will block spawns that intersect its location and that the overlapping spawner census volumes will decrease efficiency.

For most mobs, closest packing without sacrificing efficiency would be a single layer grid with eight (8) air blocks between spawners and a collection floor at least six (6) below and two (2) solid blocks above each spawner [these block spawns that would bet stuck atop the spawner.
With the player standing on the second of the blocks above a spawner any spawner within ~15.72 blocks from the central spawner will also be active [SQRT[16^2-3^2] = SQRT[256-9] ≅ 15.72] which would result in nine (9) spawners being loaded.


Adding additional spawners could improve the spawns per hour, but at the cost of efficiency as the additional spawners census volumes would at least partly overlap the initial set thus partly cannabilizing spawns.

If the goal is maximum drops per time rather than efficient use of spawners, creating a 'ring' two higher than and 16 blocks 'radius' from the central initial spawners would minimize overlap between the extra spawners. [The player would now stand in a three deep pit accessed by ladder with the spawning room extended upwards tp accommidate the added spawners.]
Placing a single additional spawner above the central initial spawners and two additional spawners above each outer initial spawner might also be tried.
The described pattern should require ~75 spawners, leaving gaps in the outer ring being the prefered means of accomodating fewer.


Adapting for blaze:
Because blaze spawn at light levels <12, the spawn room can be made of glass.
Removing all solid blocks from within ±7 Y and ±10 X&Z from any spawner except for a solid block at the kill station wil allow the blaze pathfinding to move them to the kill station. [Through 1.13.2: MS/Mj has been fiddling mob pathfinding in the more recent 1.14 snapshots; how it end up is thus in question.]

All above will be less effective with blaze unless a second player is available to operate the kill station below.
Because blaze drop items only when counted as player kills, a single layer farm needs to have the activating and kill positions co-located for time efficiency.
This places the single player at least six (6) below the lowest central spawner [minimum needed to safely ankle-chop] blaze in the kill chamber] which limits the portion of the <16 radius activation volume in which spawners can be placed and still have the blaze fall out of the census area.

[center][color=#dd0000]Note that the above is based on theoretical analysis as I have not played with relocatable/craftable spawners and presumes the governing rules under the mod[s] in use are the same as vanilla.[/color][/center]
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