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Technically mob farms work best when placed outside of another chunk zone.
A chunk is a 16x16x16 area within a claim.
if you place 2 spawners within the same chunk area, they will fight each other for spawning rights. To maximize your spawn rates you should place each spawner outside of the spawn zone of each other. Additionally since natural spawns will also fight for spawn rights, it's optimal to put your spawners in/on the ocean since nothing natural currently spawns there.
Each chunk gets checked for presence of specific blocks in order to trigger a specific spawn, but it also has to hit a probability of spawning against a random number generator - this means that having multiple chunks of the same spawner increases your chances of getting such spawns.
My advice is to not stack spawners on top of each other, but to put them on different claims altogether.
I am making a large series of spawners in a world and they are all working pretty neatly, I've started from the bottom-left corner of the map, over the ocean, leaving two free claims between spawners just to make sure that when I move from a spawner to another, the one I'm leaving gets unloaded and will have to be loaded again when I come back - this normally triggers spawn's checks again, spawning new mobs.
All of these spawners are made of a single layer of blocks over the ocean leaving at least two free blocks between the water and the spawner (this is necessary to avoid triggering a bug that makes mobs and treasure chests spawn _beneath_ the spawner's floor)
Right now I have:
- a 9 claims corruption spawner, made with Corrupted Stone and Corrupted Dirt, covered with an equal amount of Glass Slabs way up in the sky to cast full shadow and have the spawner working at any time of night or day
- a 4 claims snow spawner, made with Snow and a small percentage of Peakstone, without any cover because some of the mobs I'm interested in require full daylight
- a 4 claims lava spawner, made with Hardened Lava and Igneous Rock, covered with Glass Slabs
- a 4 claims trog spawner, easier to explain by linking this: http://steamcommunity.com/workshop/discussions/18446744073709551615/3277925755438373686/?appid=280790
absolutely no cover here of course
- a 4 claims sand spawner, modified from the trog spawner design, where I have 49 modules of 15x15 Sand blocks sticked to eachother (just a narrow 1 block void to drive the mobs towards the trap); no cover here either
I plan to make a Feral Pigsy spawner next, and I think I'll be done with spawners then, cause I can't think of any other mobs one may need to kill in large quantities once you hit Lumite equipment.
"My farm is automatic though and I was wondering if I can just stand on the bottom waiting for mobs to fall down" :)
Would be nice if you could report the results of such tests, if you perform them.
huh, didn't think about it, great idea
EDIT: If you wish i could show you what I have done there, you'd be amazed xD