MOB Farm Updated II

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Rated 3.8 from 13 votes
Category Traps
Theme Other
Size Medium
Submitted by Mikeoz28
Posted on March 7th, 2016 06:01 PM EST
Download counter Has been downloaded 603 times

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Dimensions

Length 34 Width 29 Height 56

Description

Here we are again another update I found the collection chamber was not flushing out properly, I have known this for some time. I have redesigned that made the bigger and make sure it is part of a sphere, concave part that is. Next problem those damn witches a 30 block drop does not reliably kill a witch. We now have a 40 block drop. On testing it kills the witches far more reliably fact I haven't seen it fail yet. To be doubly sure though a which hanging around will eventually walk into the ultimate death, I have provided a hole so that they will fall out the bottom of the world. Consequence was though it is now a long way on one floor to another. There is now a two level player elevator to get from one floor to another. The item elevator had to be extended and is now 41 blocks high. Warning there is now a bit less than 30 command blocks in the creation. MCEdit does not update command blocks properly if you rotate when making the insertion. The person elevator on use then will put blocks in the wrong place.
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Hi beginning of this year March to be precise I put up a mob farm which has been downloaded over 100 times. Recently I thought I might update it and here the result. There are various features that I thought those of you that were interested might appreciate. There are too many features that I have adapted from others to give them all due credit. Suffice it to say none of the Redstone mechanisms in this are in fact my own but are adaptions. In the collection part I have added witches and found they are very difficult to kill. Tried squashing them with pistons immersing them in lava but these did not reliably work so the only choice was the big drop. This created collection complications so there is an item elevator that will automatically transport items about 33 blocks upwards into the sorters. You may be wondering why I persisted with the lava for other mobs the catch is the behaviour of slimes, a large slime will drop 30 blocks but just clogs up the works because it breaks into four of slimes not into slime balls. Once the dropped items get into the sorters obviously they are are separated into the various categories. These are then transported with chest carts to the final storage. The design has three large chests per item. Depending on your rail system you could transfer your loot a long way from the farm. Final note there is a peculiar mechanism at the bottom of the upper collection hoppers. This is there because of baby zombies they go through the system get trapped in that area and clog the works up I have put a water stream which moves them into a lava pit. PS Position spawn height at level 55 and make sure biome is swampland.

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Mob Farm Updated
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Comments (6)

I tried the button to the sorting floor and it teleported me over 10000 blocks away I have been traveling a long way thus far and still haven't reached home yet. Saw some great areas I have never seen before, but it is the point of not being prepared for that to happen. Am i missing something? I did not rotate at all.   by kadinzaofelune
on March 23rd, 2016 09:00 AM EST
Reply

Yes I am aware of that problem but not when I posted it. Is a problem I cannot do much about if you examine the command blocks you will find that most blocks will have been updated properly by MC edit but those teleport blocks in the command block chain are not altered? I've been thinking about taking it up with MC edit. To move very quickly about your world you can / and then enter tp @p x y z numeric instead of XYZ of course. I am about to put up version 3 which has another floor and a reworked elevator to match it. All the command blocks well most have been put in one place and these are remotely switched from the controls on the elevator. What I have to do if I insert the mob farm into a world is go through all the teleport blocks and fix them. Strangely MC edit does calculate correctly for an isolated block. If I rotate I use a spreadsheet to do my calculations but since rightly this should be hidden underground with the marked point at 55 (between 50 and 60 will do) there does not seem to be a lot of point. By the way you do not get slime unless it is at this level and in swampland the biome of the mob farm has been set to swampland but it still must be at that level.
  by Mikeoz28
on March 23rd, 2016 03:04 PM EST
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I have just found that spaces on the end of my teleport commands stops MCEDIT from updating the command! I did not expect that. I will fix it in III soon to be posted and correct II soon.
  by Mikeoz28
on March 23rd, 2016 07:34 PM EST
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I have just downloaded the schematic from here and checked it because I could not find the problem in my copy. In MC edit you must make sure that the update command block coords is ticked. There is a small error though that doesn't affect this which I will fix thank you.
  by Mikeoz28
on March 23rd, 2016 10:57 PM EST
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If you have any problems get back to me. Command blocks can be difficult but oh so useful. The version I work with automatically rails materials 400 blocks away but really is not suitable to post.   by Mikeoz28
on March 7th, 2016 10:28 PM EST
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Hi. Sorry for never getting back to you. This version looks really good. I should be more active soon, so I will keep posting.   by Russicat
on March 7th, 2016 09:37 PM EST
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