Etho: I have been sick for over a week with croup and the flu. All I have been doing is watching your videos. This has been making me feel better by a lot. So, thank you for putting out videos Etho. You are helping me and many more people have better lives. :)
Possibly the best tutorial yet. The information part at the start dragged on a bit, but that's because I already knew basically all of it. Also, that TNT switch part was hilarious.
The image you show around the 9 minute mark at first i thought just applied to the X&Z coordinates but does it also apply to Y? think about it you kept saying sphere so i think thats correct?
I really appreciate that he does this in survival mode to give a realistic experience of construction, even though it would take him way less time in creative.
@karlisgross #1: Good idea. I didn't think of trying that. #2: I left the spider removal as an option. People can do that if they wish. The mob system will work for both cases this way. Also, tall mobs often hop over 1 wide water canals.
@roboticaust Digging that outside ring requires removing over 1000 more blocks and greatly increases setup time. I want to show people how to make the an efficient and convenient mob system that requires as little time as possible to build. The outside water ring also increases travel time for the mobs to reach the mobavator. So while they may fall into it faster, some of this benefit is lost because it will take them longer to reach the mobavator than if they were to fall in on the other side.
Im playing it rn, enjoying a lot. I started somewhere in alpha back in the day and stopped somewhere shortly after official release. It's weird, I love everything this has to offer but I miss sprinting, potions and enchanting a little. I could care less about the End and ender dragon or really anything else after update wise
i created a second level of this spawn system feeding the same mobavator. (killed a forest to make signs... -.-) at any rate, wow. constant flow of mobs into the sizzler. for the space used and considering i filled 2 double chests with cobblestone from hollowing the mountain out its so awesome. a buddy that helped dig the second out is ditching his sky drop spawner to make one of these now. was my first big project since i've started and couldn't be happier. too cool Etho, thanks again.
etho, i hope you know that mobs ae more likely to spawn if its darker? so light level 7 is just the max, but at level 0 the chance of a mob spawning is 7 times higher !!!!
Thank you Etho! I just finished building this and the simple drowning attachment on top based on your tutorials. It works perfectly! Luckily, I've been mining and exploring caves around the area way before I decided to build this, plus my base is close to water. Actually, mining out the mob system wasn't that bad; gathering wood is what I hate the most......Congrats on 10K subs! You deserve so much more.
You can SO tell that Etho is reading a prepared speech, even before he breaks out the bulletpoints and charts ^^ I always thought of Etho as an intuitive genious type, like a brilliant but slightly mad scientist. I'm not sure I like the "new" well-prepared all-professional Etho :-/ But you're definitely working hard on pleasing the community and releasing high quality content. Thank you, Etho!
I'm binge watching your episodes and already made that first mob spawner you made and now I have to change the 3x3 mobavater into 2x2 and a bit higher below-ground level than the previous and I think this is more efficient. thanks btw. this helps a lot
@MinecraftHDFilms no problem... what i've done to increase the efficiency of mine is to add 2 more layers of spawning pads directly above the original ones, connect them to the same mobavator. That way, if you're farther than 40 blocks away, they'll still spawn on the pads higher up.
@BlackBobby69 Nope, not reading. ;) I just planned out in my head which points I was going to cover before I started recording, and stopped recording when I ran out of things to talk about. The video is actually about 20 small parts pieced together.
Chunks are loaded 16x16x128. If you go above 128, they're loaded at 256. If you build it in the air, mobs will still be able to spawn in the tunnels below because they can't be 128 blocks away from you, and if you build it above Y=128, the game will have to check twice the number of blocks to see if mods can spawn, halving the efficiency of the system. It would just be easier to light up the caves around you ;)
@salgurdar That's a common misconception that had me confused for a long time. It's true it bails out for that spawning cycle. But, it's going to try to place that mob again in the following spawning cycles until it finds a suitable spawn location. I believe these spawning checks occur many times every second. If the only suitable spawn location is inside your trap, that's where the mob is going to get placed, even though it may take many spawning cycles to randomly choose that location.
For the gravel trick you actually only need to place 2 blocks on top of each other. It's not that necessary to use 3 stacks of them (though both methods work). Also; the best way to position yourself into them is by tilting your mouse slightly into them; and walking forward slowly - instead of jumping back and forth to 'hit the sweet spot'. Hope that helps, I'm looking forward to the squid farm!
Watching Etho from years ago and more recent, the attitude behind his voice is so different. In his terrafirma craft, he's all in your face and I love it, here he's so quiet. I can't help wanting to just cradle him and say, "oh precious child, you are dear to this world". 😂
built on xbox with the mobavator and sizzler. had tunnels lit ahead of time from exploring, thank goodness, there were allot. skeletons and creepers pour out of this thing at a constant rate. awesome awesome build. i can mess with my mushrooms and build onto my fort as loot pours into my castle from the delivery system i made. onto the slime farm :D gained yourself another sub ethos, thanks a ton.
Awesome video man! I'm still partial to the old system, but do like the simplicity and compactness of this system. I had the same idea about the redstone torches a while ago but putting the torches in leads to a substantial drop in efficiency with nowhere near as many mobs spawning. Anyway, will definitely be using this in my LP series (when I get around to starting it =p)
I, of course, ignored the warnings about "lighting up the cave system". Figured something would come up - nothing! Spent hours lighting up - maybe one hostile floated up. Got Minecraft X-ray and Cartograph. I am on top of spaghetti! Spent days lighting cave systems. Maybe during a day - 6 mobs. So, break out the MCEdit and just fill the caves with stone. That works good! I have full respect for anybody who attempts this without using any outside tools.
@smithadmin The area is 30x30 but the number of blocks that mobs can spawn on is 600. If you add up all the black and purple squares in his diagram, it's 600. That's 528 without spiders since he said he used 72 half-slabs for the spider prevention system. They can't spawn in the water canals and such.
thanks! i build a room like this. i was just going nub and got mine at bedrock level and only after i listened to your "build under 24 blocks" thing. now i just need to light some caverns nearby to improve the efficiency. important is that's working
@salgurdar another reason for placing the torches is that the maximum number of mobs present isn't consumed by the mobs hanging around in caves. Which means more mobs in your system, especially if you don`t kill them immediatedly
@MegaPepper20 In my opinion, your effort would be better spent lighting up the surrounding caves, and possibly the surface if you choose. But yes, you can attach more layers to the 4-way mobavator. You would need to replace the 2 pressure plates in the 2x2 mobavator area with signs.
I built mine in the air over water and it works GREAT. I only had to light up a few caves right underneath it and it blends in to my other suspended buildings so it doesn't look ugly :D
@EthosLab your redstone torch theory is only slightly valid. yes, mobs CAN spawn at level 7 light and below, but they have a better chance of spawning in pitch dark than in level 7 light. This is because the spawn rules (which can be found on the wiki) have a step where a random number is rolled, between 0 and 8(?) and a mob will only spawn if the light level is less than that random number. So mobs will spawn much more in pitch dark than in redstone torches. Think caves (0 light) vs. night (4).
@EthosLab I was just checking back to see if you had a new video so I haven't watched the whole thing for a day. If I remember correctly, you said that you put an air space in the middle of the elevator. It was pitch black so we couldn't see, and you said in an earlier video that spiders can't go up water if it's one above air. I think you had one block of water in that air space, but he didn't, so spiders got stuck in the air space.
Placing torches in areas other than your spawner won't funnel mobs into an unlit area. If he mob spawning algorithm picks a spot where the light is too high for a mob to spawn (ie. somewhere there is a torch) it doesn't repick a location to spawn a mob, it just bails out for that spawning cycle.
I recently build the previous version you had Etho (with 14x14 pads and a 4-way mobavator) and looking at this I don't think it's worth it for me to change that system to this. Maybe the extra channels will help though, but honestly the "old" system works so good in my world that I really don't need a much more efficient system :) The key factor really is in the lighting up of surrounding caves, once I did that I saw a huge increase in efficiency.
@juanolotgn remember that this was made in 1.5 beta, not 1.2, so enderman weren't around. But if you want enderman in your trap, don't have dirt of gravel or sand in the trap, it will be fine to make it 3 blocks high if you make it out of stone or cobblestone. Also,the enderman will not give you their drops because they will be collected in water which will hurt them and make them teleport away.
Squid behavior update: The single hole method is very ineffective. If you are looking to remove squid without killing any of your hostile mobs, I suggest digging down 2 blocks in the same shape as the pressure plate design for the 4-way mobavator. First level down you place signs, next level down you place lava. Hostile mobs float over the area without ever touching lava and squids divebomb into it. In the single pit design Etho showed, they go right over the hole repeatedly without falling
@MrMoarz The 4-way mobavator shouldn't be clogging with spiders. You may have missed a subtle detail while building it. At least, I've never noticed spiders clogging in mine and I've watched them go into it several times without any problems. Spiders can climb out of the canals and move around. This is one reason you may want to prevent them from spawning. There is no simple way of preventing them from climbing out.
Thanks for correcting me. My comment was aiming for the latest hostile mob system Etho has built in his new LP, but I guess posting it on this video, was kind of misplaced.
There are probably caves near by. Light up all these caves to improve spawn rate. Also, there is a 100 block sphere around you which mobs will spawn in. Lighting up large amounts of land near you spawner will help too.
@EthosLab No need to defend yourself. I thought you did an amazing job with this video. You explained some complicated stuff in a rather quick and easy to digest manner. But it should be noted, if you are looking to make a more efficient system, the extra blocks carved are worth it. Also, the schematic changes back to the old one. All canal lanes go 1 in next 3 are the drop then 2 at regular height facing towards the mobavator. T sections use 1 water instead of two to create no deadzones.
If you use an InvEdit, you can put mob spawners down instead of stone on the spawning pads. Not only does it increase the amount of mobs, but it also doesn't make a difference to where the mobs can spawn above the spawning pads.
People, do not put redstone torches, they decrease spawn rate, do not make your trap 3 high either, unless you want endermen to steal blocks from it. If you want to make it 100% efficient in 1.2 you can, just build it at the very top of the world, and make the creeps fall to kill them, or leave them at half a heart for xp. Stay close and your 128 sphere outside of which creeps instantly despawn will not touch the ground. To find caves use the E at the top right in f3 (entities on screen/total)
Just a food for thought: now with the pistons you can make a shutdown mechanism without using peaceful (good for SMP) - e.g. put sticky pistons in the ceiling with torches above - and attach a lever in an adjacent "control room".
Very helpful vid and diagram, too. I took a picture of the diagram on my digicam so I can look at it and zoom in while I build this. Love the editing, also. Thanks for all your vids Etho! xD
@TinieTroop Actually, you can have a 1x1. sign, water, sign, water. The tall mobs would be in the next water block before leaving the one under the sign, so they'd still climb and not drown. The thing is mobs can jump the 1 wide channels. so it's better to leave them two wide. Once you get about 3 blocks into the 2x2 mobavator, you could force them into a corner and do a 1x1 the rest of the way up.
on the minecraft forums is says that lighting, no matter how little, will effect spawn rates it says "A random number R between 0 to 7 is rolled. If the light level is ≤ R, a mob can spawn on that tile on that turn, so a pitch dark cave at level 0 will spawn mobs at 175% the rate of moonlit areas at level 4." so this would mean putting redstone torches would greatly decrease the amount of mobs that could spawn. but this was in alpha so im not sure if it is still true.
Btw, if you have so many unused worlds create a folder inside your saves folder and dump them there - therefore they don't clog up your world selection screen.
I installed redstone lamp on and off lighting on this mob system so i could switch mobs spawning in this trap to making slimes spawn in my slime farm. Redstone lamps are awesome!
Can I just say, it's interesting how the basics of mob farming haven't really changed since beta? 1) Minimize spawnable spaces outside farm (Perimeters!) 2) Maximise spawnable spaces inside farm (Not really necessary if 1 is covered, but still notable) 3) Get your mobs killed ASAP 4) Don't get the mobs stuck.
@FlaminPIG93 Indeed. I'm actually glad notch fixed squid movement over stairs because before 1.5 they were getting stuck on them. Being able to kill those pests in my spawn area is definitely a good thing :)
Endermen would pose problems so it would be best to set the ceiling 2 high from the spawning pads. This video was made before the introduction of Endermen which is why the ceiling is pretty high up.
Just a suggestion for future videos - quite a few times, there are parts where you don't explain enough/thoroughly/explicitly. Obviously, I'm not about to lay those out, but I'd say don't forget to keep that in mind. Nice design, though, pretty damn innovative.
@EthosLab Last I checked, spawning is a spherical shape around the player. So the spot directly below you would be a deadzone while the rest is fine. I just prefer to have the extra spawning especially if I'm frequently moving around at that level.
In order to get 600 pistons required for the 600 spawning spaces, that'd require 600 iron. TO put that into perspective, that's almost a stack of iron blocks. I have this system in my world and it works just fine.
@MrMoarz I am backup up Etho on this. If you have the currents properly placed to center them prior to entering the tube, you should have no problem at all with spiders. They climb up at the same pace as every other mob.
Probably the best mobsystem ever, this is what the noobs are suposed to watch! HD oyeah, you can't do anything else than loving Etho. Thanks Etho, awesome work!
Two big flaws I noticed with this video, 1) 3 high is nearly required since 1.3 since mobs will get stuck bouncing in place without the ceiling clearance and 2) 24 blocks straight down is wrong. Reason for this is, they are still spawning within 24 blocks of the origin. You need to go lower, not much but lower regardless. If you are only using the 4 blocks above the tube, you should be fine because it is a spherical shape, but if you plan on moving around above, go 25 deep.
Everyone, DO NOT make your ceiling 3 blocks high. Endermen will come and grief it. People say that endermen cannot move man made blocks, but they can. People have made tests. There are ways around this, but this is the best solution.
@Dcbeats92 I think that Kiershar did his in the sky, and he still needed to light up the caves. Plus he did his over ice so he wouldn't have to light up the ground too. The basic principles still apply.
@Waffles4Minecraft The pressure pads activate a redstone current connected to an inverter which causes the redstone torch to light up. If you want a flashing torch , you have to connect it to a clock.
Another problem, the squid idea is wrong too. Squid cannot swim up the stair transitions. Therefore they will get stuck in every single dip in the system. Also completely unsure why Etho opted to avoid using outside currents. If it's because of how pretty they line up, that can be rectified by not using double currents at the T intersections at the middle points. Single water placement nearest the outside wall creates a perfect current for the system when using the old school canal method.
etho, why not make a spider spawner and a tall mob spawner. The tall mob spawner would have 1 wide canals and red-srone torches where your half slabs were. To counter act the mobs jumping over the canal, give it a 2 high ceiling. then make a 1 high spider spawn pad. That would save time separating them and help you add a lot of efficiency, as you would only have to build for one size of mob
@MorphineusCrypt A radius of 128 blocks should be lit. The center of the range is based on your player's location in the game not the hostile system. But the two are coordinated - so you should hang out near the top of the Mobavator. I like to use Minecraft X-ray, and Cartograph and GIMP. Cartograph + GIMP combo are great for finding areas that need more lighting. Then I use Minecraft X-ray to get the xyz coords of good place to tunnel down.
@oldrunescapejagex the mobavator can be as high as you want. Just makes the time to build it longer, but also if it is outside of that 32 block radius, theres a chance your mobs would despawn.
Just push the mobs off a ledge with water and put a 3-deep hole filled with water at the bottom of the shaft which will prevent the mobs from dying (or you can let them die and just walk to the bottom of the ledge they fall from and collect the items directly from there)
@joshua6410 dig a pit beneath the four blocks at the bottom of the mobavator, and at the bottom (make it about 4 deep) put signs and then have a dry zone where the squid will land, the other mobs wont fall down because they always swim upwards, hope that helps :P
A 5 and a half-year-old tutorial but it is still my go-to design for a starting mob farm
Wow I remember making this for the first time so many years back before XC races. Pretty sure this is the design DMAC used!
8:26 PM
9/4/2022
sorry to comment twice, this is 1.5 does it still work on 1.7? if not do u have a updated tutorial?
C'mon etho, xisuma is still waiting for a response. He needs to know
@@Jon_R. lo
Etho!!
it does
Yeah it still works in beta 1.7
This is just unreal. I am stunned at how creative this is. Great video. Keep it up.
Etho: I have been sick for over a week with croup and the flu. All I have been doing is watching your videos. This has been making me feel better by a lot. So, thank you for putting out videos Etho. You are helping me and many more people have better lives. :)
this was how i discovered minecraft
I couldn't imagine a better way. XD
Thats the good way
Possibly the best tutorial yet. The information part at the start dragged on a bit, but that's because I already knew basically all of it.
Also, that TNT switch part was hilarious.
The image you show around the 9 minute mark at first i thought just applied to the X&Z coordinates but does it also apply to Y? think about it you kept saying sphere so i think thats correct?
wow this is long ago!
@@wietsepruijmpie1922 indeed
yes
I really appreciate that he does this in survival mode to give a realistic experience of construction, even though it would take him way less time in creative.
Still VERY relevant if you are playing on a Beta 1.7 world. This is the best build TY MR. SLAB
dude i know right!? It's insane just how much of a pioneer Etho was for the early era of Minecraft!
@karlisgross #1: Good idea. I didn't think of trying that.
#2: I left the spider removal as an option. People can do that if they wish. The mob system will work for both cases this way. Also, tall mobs often hop over 1 wide water canals.
@roboticaust Digging that outside ring requires removing over 1000 more blocks and greatly increases setup time. I want to show people how to make the an efficient and convenient mob system that requires as little time as possible to build.
The outside water ring also increases travel time for the mobs to reach the mobavator. So while they may fall into it faster, some of this benefit is lost because it will take them longer to reach the mobavator than if they were to fall in on the other side.
the theoritical explanation at the start was awesome, most videos skip on that vital stuff, thanks
Beta 1.7.3 is the best version of Minecraft.
Im playing it rn, enjoying a lot. I started somewhere in alpha back in the day and stopped somewhere shortly after official release. It's weird, I love everything this has to offer but I miss sprinting, potions and enchanting a little. I could care less about the End and ender dragon or really anything else after update wise
i created a second level of this spawn system feeding the same mobavator. (killed a forest to make signs... -.-) at any rate, wow. constant flow of mobs into the sizzler. for the space used and considering i filled 2 double chests with cobblestone from hollowing the mountain out its so awesome. a buddy that helped dig the second out is ditching his sky drop spawner to make one of these now. was my first big project since i've started and couldn't be happier. too cool Etho, thanks again.
etho, i hope you know that mobs ae more likely to spawn if its darker? so light level 7 is just the max, but at level 0 the chance of a mob spawning is 7 times higher !!!!
This is so far the coolest tutorial I've ever seen, ETHO IS MY HERO !
he's doing this at 1:00 am! look at the time!!!
Thank you Etho! I just finished building this and the simple drowning attachment on top based on your tutorials. It works perfectly! Luckily, I've been mining and exploring caves around the area way before I decided to build this, plus my base is close to water. Actually, mining out the mob system wasn't that bad; gathering wood is what I hate the most......Congrats on 10K subs! You deserve so much more.
Even after 11 years, It still works, I needed one on 2b2t cause cats are pretty rare, even at 150k blocks away from spawn, thanks
wow the mob logic charts explain so much this helps alot
You can SO tell that Etho is reading a prepared speech, even before he breaks out the bulletpoints and charts ^^
I always thought of Etho as an intuitive genious type, like a brilliant but slightly mad scientist. I'm not sure I like the "new" well-prepared all-professional Etho :-/
But you're definitely working hard on pleasing the community and releasing high quality content. Thank you, Etho!
Normally videos that are this long aren't fun to watch, this was VERY interesting, thanks!
I'm binge watching your episodes and already made that first mob spawner you made and now I have to change the 3x3 mobavater into 2x2 and a bit higher below-ground level than the previous and I think this is more efficient. thanks btw. this helps a lot
best starter mob farm. eyesores have become the norm. keep it technical it's why I play minecraft and have loved your vids for so long
had no problems at all. just took a bit of time. watched the video, planned ahead a little bit and bam. out of all my mob spawners this is my fave.
i haven't seen many of your videos, but i have used your mob system ones, they're great. but, dude, i just wanna say your house looks amazing.
@MinecraftHDFilms no problem... what i've done to increase the efficiency of mine is to add 2 more layers of spawning pads directly above the original ones, connect them to the same mobavator. That way, if you're farther than 40 blocks away, they'll still spawn on the pads higher up.
@BlackBobby69 Nope, not reading. ;)
I just planned out in my head which points I was going to cover before I started recording, and stopped recording when I ran out of things to talk about. The video is actually about 20 small parts pieced together.
Chunks are loaded 16x16x128. If you go above 128, they're loaded at 256. If you build it in the air, mobs will still be able to spawn in the tunnels below because they can't be 128 blocks away from you, and if you build it above Y=128, the game will have to check twice the number of blocks to see if mods can spawn, halving the efficiency of the system. It would just be easier to light up the caves around you ;)
@salgurdar That's a common misconception that had me confused for a long time. It's true it bails out for that spawning cycle. But, it's going to try to place that mob again in the following spawning cycles until it finds a suitable spawn location. I believe these spawning checks occur many times every second.
If the only suitable spawn location is inside your trap, that's where the mob is going to get placed, even though it may take many spawning cycles to randomly choose that location.
This Mob Spawner works still in 1.2.5 and efficiently, Thank you Etho for showing me how to do this.
thank you even 10 years later this video was useful
For the gravel trick you actually only need to place 2 blocks on top of each other. It's not that necessary to use 3 stacks of them (though both methods work). Also; the best way to position yourself into them is by tilting your mouse slightly into them; and walking forward slowly - instead of jumping back and forth to 'hit the sweet spot'. Hope that helps, I'm looking forward to the squid farm!
Watching Etho from years ago and more recent, the attitude behind his voice is so different. In his terrafirma craft, he's all in your face and I love it, here he's so quiet. I can't help wanting to just cradle him and say, "oh precious child, you are dear to this world". 😂
Dont vape
Thanks for another tutorial. I love these. You inspire me to innovate when watching your tutorials.
built on xbox with the mobavator and sizzler. had tunnels lit ahead of time from exploring, thank goodness, there were allot. skeletons and creepers pour out of this thing at a constant rate. awesome awesome build. i can mess with my mushrooms and build onto my fort as loot pours into my castle from the delivery system i made. onto the slime farm :D gained yourself another sub ethos, thanks a ton.
@roboticaust No, 24 blocks is correct. I've seen mobs spawn directly under me using F3. It's better to keep the mobavator as short as possible.
dude! etho, your fps is so amazing. you've got it at like a constant 90fps (according to when you pull up your "f3") Your computer must be amazing
Coming back here from 2020, I now prefer your new mic and voice :D
Awesome video man! I'm still partial to the old system, but do like the simplicity and compactness of this system.
I had the same idea about the redstone torches a while ago but putting the torches in leads to a substantial drop in efficiency with nowhere near as many mobs spawning.
Anyway, will definitely be using this in my LP series (when I get around to starting it =p)
I, of course, ignored the warnings about "lighting up the cave system". Figured something would come up - nothing! Spent hours lighting up - maybe one hostile floated up. Got Minecraft X-ray and Cartograph. I am on top of spaghetti! Spent days lighting cave systems. Maybe during a day - 6 mobs. So, break out the MCEdit and just fill the caves with stone. That works good! I have full respect for anybody who attempts this without using any outside tools.
@smithadmin The area is 30x30 but the number of blocks that mobs can spawn on is 600. If you add up all the black and purple squares in his diagram, it's 600. That's 528 without spiders since he said he used 72 half-slabs for the spider prevention system. They can't spawn in the water canals and such.
thanks! i build a room like this. i was just going nub and got mine at bedrock level and only after i listened to your "build under 24 blocks" thing. now i just need to light some caverns nearby to improve the efficiency. important is that's working
Etho is the smartest red stone mob making player in minecraft that I know on utube
@salgurdar
another reason for placing the torches is that the maximum number of mobs present isn't consumed by the mobs hanging around in caves. Which means more mobs in your system, especially if you don`t kill them immediatedly
boy your up late etho, appreciate the time and energy you put into this video it really shows :)
@MegaPepper20 In my opinion, your effort would be better spent lighting up the surrounding caves, and possibly the surface if you choose. But yes, you can attach more layers to the 4-way mobavator. You would need to replace the 2 pressure plates in the 2x2 mobavator area with signs.
This is a nice tutorial! I'd love for a more indepth tutorial on hostile mob-separator aswell since you mostly explain how make the mob-spawning pads.
I built mine in the air over water and it works GREAT. I only had to light up a few caves right underneath it and it blends in to my other suspended buildings so it doesn't look ugly :D
@EthosLab your redstone torch theory is only slightly valid. yes, mobs CAN spawn at level 7 light and below, but they have a better chance of spawning in pitch dark than in level 7 light. This is because the spawn rules (which can be found on the wiki) have a step where a random number is rolled, between 0 and 8(?) and a mob will only spawn if the light level is less than that random number. So mobs will spawn much more in pitch dark than in redstone torches. Think caves (0 light) vs. night (4).
@EthosLab I was just checking back to see if you had a new video so I haven't watched the whole thing for a day. If I remember correctly, you said that you put an air space in the middle of the elevator. It was pitch black so we couldn't see, and you said in an earlier video that spiders can't go up water if it's one above air. I think you had one block of water in that air space, but he didn't, so spiders got stuck in the air space.
Placing torches in areas other than your spawner won't funnel mobs into an unlit area. If he mob spawning algorithm picks a spot where the light is too high for a mob to spawn (ie. somewhere there is a torch) it doesn't repick a location to spawn a mob, it just bails out for that spawning cycle.
I recently build the previous version you had Etho (with 14x14 pads and a 4-way mobavator) and looking at this I don't think it's worth it for me to change that system to this. Maybe the extra channels will help though, but honestly the "old" system works so good in my world that I really don't need a much more efficient system :)
The key factor really is in the lighting up of surrounding caves, once I did that I saw a huge increase in efficiency.
@juanolotgn remember that this was made in 1.5 beta, not 1.2, so enderman weren't around. But if you want enderman in your trap, don't have dirt of gravel or sand in the trap, it will be fine to make it 3 blocks high if you make it out of stone or cobblestone. Also,the enderman will not give you their drops because they will be collected in water which will hurt them and make them teleport away.
It's like an actual class. 45 minutes long and it's got charts. But it's a class which actually teaches useful stuff. :D
Squid behavior update: The single hole method is very ineffective. If you are looking to remove squid without killing any of your hostile mobs, I suggest digging down 2 blocks in the same shape as the pressure plate design for the 4-way mobavator. First level down you place signs, next level down you place lava. Hostile mobs float over the area without ever touching lava and squids divebomb into it. In the single pit design Etho showed, they go right over the hole repeatedly without falling
@MrMoarz The 4-way mobavator shouldn't be clogging with spiders. You may have missed a subtle detail while building it. At least, I've never noticed spiders clogging in mine and I've watched them go into it several times without any problems.
Spiders can climb out of the canals and move around. This is one reason you may want to prevent them from spawning. There is no simple way of preventing them from climbing out.
Thanks for correcting me. My comment was aiming for the latest hostile mob system Etho has built in his new LP, but I guess posting it on this video, was kind of misplaced.
There are probably caves near by. Light up all these caves to improve spawn rate. Also, there is a 100 block sphere around you which mobs will spawn in. Lighting up large amounts of land near you spawner will help too.
@EthosLab
No need to defend yourself. I thought you did an amazing job with this video. You explained some complicated stuff in a rather quick and easy to digest manner. But it should be noted, if you are looking to make a more efficient system, the extra blocks carved are worth it. Also, the schematic changes back to the old one. All canal lanes go 1 in next 3 are the drop then 2 at regular height facing towards the mobavator. T sections use 1 water instead of two to create no deadzones.
If you use an InvEdit, you can put mob spawners down instead of stone on the spawning pads. Not only does it increase the amount of mobs, but it also doesn't make a difference to where the mobs can spawn above the spawning pads.
People, do not put redstone torches, they decrease spawn rate, do not make your trap 3 high either, unless you want endermen to steal blocks from it.
If you want to make it 100% efficient in 1.2 you can, just build it at the very top of the world, and make the creeps fall to kill them, or leave them at half a heart for xp. Stay close and your 128 sphere outside of which creeps instantly despawn will not touch the ground.
To find caves use the E at the top right in f3 (entities on screen/total)
Just a food for thought: now with the pistons you can make a shutdown mechanism without using peaceful (good for SMP) - e.g. put sticky pistons in the ceiling with torches above - and attach a lever in an adjacent "control room".
I forgot how fun it was to build a mob system by using TNT.
Thanks for the advice, Etho!
You're like a really, really calm Billy Mayes in this video. I kept expecting you to say "but wait! There's more!".
Very helpful vid and diagram, too. I took a picture of the diagram on my digicam so I can look at it and zoom in while I build this. Love the editing, also. Thanks for all your vids Etho! xD
3:08 Legened of Zelda Jingle.... Now THAT is impressive as well!
i really like how you presented information in this video, Etho :) Very clear and technical. Awesome as always!
@TinieTroop Actually, you can have a 1x1. sign, water, sign, water. The tall mobs would be in the next water block before leaving the one under the sign, so they'd still climb and not drown.
The thing is mobs can jump the 1 wide channels. so it's better to leave them two wide. Once you get about 3 blocks into the 2x2 mobavator, you could force them into a corner and do a 1x1 the rest of the way up.
on the minecraft forums is says that lighting, no matter how little, will effect spawn rates it says "A random number R between 0 to 7 is rolled. If the light level is ≤ R, a mob can spawn on that tile on that turn, so a pitch dark cave at level 0 will spawn mobs at 175% the rate of moonlit areas at level 4." so this would mean putting redstone torches would greatly decrease the amount of mobs that could spawn. but this was in alpha so im not sure if it is still true.
I just wanted to update that I used this Hostile Mob System (Revised) in 1.4.2 and it worked, used the sizzler and mobavator.
The video is almost 2 years old, the game changed man.
Btw, if you have so many unused worlds create a folder inside your saves folder and dump them there - therefore they don't clog up your world selection screen.
I installed redstone lamp on and off lighting on this mob system so i could switch mobs spawning in this trap to making slimes spawn in my slime farm. Redstone lamps are awesome!
Can I just say, it's interesting how the basics of mob farming haven't really changed since beta?
1) Minimize spawnable spaces outside farm (Perimeters!)
2) Maximise spawnable spaces inside farm (Not really necessary if 1 is covered, but still notable)
3) Get your mobs killed ASAP
4) Don't get the mobs stuck.
@FlaminPIG93
Indeed. I'm actually glad notch fixed squid movement over stairs because before 1.5 they were getting stuck on them. Being able to kill those pests in my spawn area is definitely a good thing :)
If you use the OldDays mod and select old mob spawning this still works just as well as it does back then.
Endermen would pose problems so it would be best to set the ceiling 2 high from the spawning pads. This video was made before the introduction of Endermen which is why the ceiling is pretty high up.
It's really nice to listen to his voice :o :D
Great Tutorial :) Thanks man
Man this brings back memories
Using the sign-on-sign idea it is very easy to make multiple floors of pads to increase the spawning area.
Just a suggestion for future videos - quite a few times, there are parts where you don't explain enough/thoroughly/explicitly. Obviously, I'm not about to lay those out, but I'd say don't forget to keep that in mind. Nice design, though, pretty damn innovative.
@EthosLab
Last I checked, spawning is a spherical shape around the player. So the spot directly below you would be a deadzone while the rest is fine. I just prefer to have the extra spawning especially if I'm frequently moving around at that level.
In order to get 600 pistons required for the 600 spawning spaces, that'd require 600 iron. TO put that into perspective, that's almost a stack of iron blocks.
I have this system in my world and it works just fine.
@MrMoarz
I am backup up Etho on this. If you have the currents properly placed to center them prior to entering the tube, you should have no problem at all with spiders. They climb up at the same pace as every other mob.
Absolutely amazing. Even I could build this successfully and I'm a terrible builder! Etho, you rule, my friend! Works very well on 1.8.1!
By the way, the max amount of spawned mobs are decided per chunk (correct me if I'm wrong). So light up the chunks that your mob generator are in.
Probably the best mobsystem ever, this is what the noobs are suposed to watch!
HD oyeah, you can't do anything else than loving Etho. Thanks Etho, awesome work!
Two big flaws I noticed with this video, 1) 3 high is nearly required since 1.3 since mobs will get stuck bouncing in place without the ceiling clearance and 2) 24 blocks straight down is wrong. Reason for this is, they are still spawning within 24 blocks of the origin. You need to go lower, not much but lower regardless. If you are only using the 4 blocks above the tube, you should be fine because it is a spherical shape, but if you plan on moving around above, go 25 deep.
Everyone, DO NOT make your ceiling 3 blocks high.
Endermen will come and grief it.
People say that endermen cannot move man made blocks, but they can. People have made tests.
There are ways around this, but this is the best solution.
@Dcbeats92 I think that Kiershar did his in the sky, and he still needed to light up the caves. Plus he did his over ice so he wouldn't have to light up the ground too. The basic principles still apply.
@Waffles4Minecraft The pressure pads activate a redstone current connected to an inverter which causes the redstone torch to light up. If you want a flashing torch , you have to connect it to a clock.
Another problem, the squid idea is wrong too. Squid cannot swim up the stair transitions. Therefore they will get stuck in every single dip in the system. Also completely unsure why Etho opted to avoid using outside currents. If it's because of how pretty they line up, that can be rectified by not using double currents at the T intersections at the middle points. Single water placement nearest the outside wall creates a perfect current for the system when using the old school canal method.
etho, why not make a spider spawner and a tall mob spawner. The tall mob spawner would have 1 wide canals and red-srone torches where your half slabs were. To counter act the mobs jumping over the canal, give it a 2 high ceiling. then make a 1 high spider spawn pad. That would save time separating them and help you add a lot of efficiency, as you would only have to build for one size of mob
@MorphineusCrypt A radius of 128 blocks should be lit. The center of the range is based on your player's location in the game not the hostile system. But the two are coordinated - so you should hang out near the top of the Mobavator. I like to use Minecraft X-ray, and Cartograph and GIMP. Cartograph + GIMP combo are great for finding areas that need more lighting. Then I use Minecraft X-ray to get the xyz coords of good place to tunnel down.
@oldrunescapejagex the mobavator can be as high as you want. Just makes the time to build it longer, but also if it is outside of that 32 block radius, theres a chance your mobs would despawn.
Just push the mobs off a ledge with water and put a 3-deep hole filled with water at the bottom of the shaft which will prevent the mobs from dying (or you can let them die and just walk to the bottom of the ledge they fall from and collect the items directly from there)
@joshua6410 dig a pit beneath the four blocks at the bottom of the mobavator, and at the bottom (make it about 4 deep) put signs and then have a dry zone where the squid will land, the other mobs wont fall down because they always swim upwards, hope that helps :P
thanks for the spider tip it works great, they were always clogging the mob spawner
When Minecraft was simple.