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Compact mob farm: Concept
I was going to add an addition to my base of a mob-farm. I have limited building space and I don't overly care about how efficient the mob farm is, if it works at all in the small space I'd consider it a win.

My build ideas is as follows. Several areas made of the various types of block, snow, jungle, etc all stacked on top of each other. With a space 2 block high in each one of the rooms. I'd funnel the mobs into a teleporter where I could kill them automatically. Would the 2 block high space still allow for mobs of the various blocks to spawn?
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Showing 1-8 of 8 comments
Basan™ Oct 24, 2019 @ 4:52pm 
Yes, just not so sure on how efficient you want it to be becuase if you use Fluids as killing tools, which is obviously as effective as the mobs that you're spawning ofc, and just allow a slab/slope below that killing box for the Drop bag to pass through... ;)
Chunk Norris ☯ Oct 24, 2019 @ 4:58pm 
Originally posted by Basan™:
Yes, just not so sure on how efficient you want it to be becuase if you use Fluids as killing tools, which is obviously as effective as the mobs that you're spawning ofc, and just allow a slab/slope below that killing box for the Drop bag to pass through... ;)
Thanks, I'm building in a really confined space so if it doesn't work amazingly that fine, it should still work some.
Deadpool Oct 24, 2019 @ 5:29pm 
Just out of curiosity, how small is the space available?
Chunk Norris ☯ Oct 24, 2019 @ 5:47pm 
Originally posted by Deadpool:
Just out of curiosity, how small is the space available?
Here's the total size of my base, it's confined to the globe. But inside that globe is....alot of things. Tree farm, water farm, full sized farm/park, storage, diamond machine, an entire level dedicated for living area decorations, an entire level dedicated to being a portal area.

I haven't measured it yet. I wanted to see if it was possible before I started trying to build it. It'll end up being probably around a 10x10 area

https://steamcommunity.com/sharedfiles/filedetails/?id=1682114602
Last edited by Chunk Norris ☯; Oct 24, 2019 @ 5:47pm
entuland  [developer] Oct 25, 2019 @ 1:15am 
The biggest problem with super compact spawner is not really the space to spawn the mobs - 2 blocks are normally okay for them to spawn - but the fact that the blocks needed to spawn a specific mob _will_ invalidate the rules of another mob.

Also, take in account that the game computes the spawns checking the blocks inside of single chunks (16x16x16, aligned to the claims grid and to the End of the World).

For instance, if you have more than 10 lava-related blocks in a chunk no Corrupted mobs will be allowed spawning there, same if you put any surface-related blocks in a chunk meant to spawn Mirus.

You can totally mix other spawners up: 100 canyon-related blocks, 4 mineral water and 10 cactus blocks will spawn Trogs, Dustevils and Dried Leafis.

Some spawners will spawn multiple mobs and there is no way to prevent it: 100 savannah grass blocks _will_ spawn ShrewdShrews, Bosshogs and Pigsies, sooner or later, and there is no way to have such a chunk _only_ spawn, say, Bosshogs.

Careful, finally, that any light in such chunk will prevent any kind of mob from spawning (exception made for Rockzilla, of course). That means that you cannot really cram a small 10x10x10 spawner in there unless the chunk containing it is completely free of lights (but you can make it so that such lights can be switched off).
Chunk Norris ☯ Oct 25, 2019 @ 9:55am 
Originally posted by entuland:
The biggest problem with super compact spawner is not really the space to spawn the mobs - 2 blocks are normally okay for them to spawn - but the fact that the blocks needed to spawn a specific mob _will_ invalidate the rules of another mob.

Also, take in account that the game computes the spawns checking the blocks inside of single chunks (16x16x16, aligned to the claims grid and to the End of the World).

For instance, if you have more than 10 lava-related blocks in a chunk no Corrupted mobs will be allowed spawning there, same if you put any surface-related blocks in a chunk meant to spawn Mirus.

You can totally mix other spawners up: 100 canyon-related blocks, 4 mineral water and 10 cactus blocks will spawn Trogs, Dustevils and Dried Leafis.

Some spawners will spawn multiple mobs and there is no way to prevent it: 100 savannah grass blocks _will_ spawn ShrewdShrews, Bosshogs and Pigsies, sooner or later, and there is no way to have such a chunk _only_ spawn, say, Bosshogs.

Careful, finally, that any light in such chunk will prevent any kind of mob from spawning (exception made for Rockzilla, of course). That means that you cannot really cram a small 10x10x10 spawner in there unless the chunk containing it is completely free of lights (but you can make it so that such lights can be switched off).
I was thinking of doing a 10x10x 4. I was going to make the room completely devoid of lights with one wall having glass with no nearby lights so you can see into the spawner. But it sound slike I can't get multiple mobs to spawn in from different block types, at least not in my confined space. I might have to scrap that idea of a mob spawner.
entuland  [developer] Oct 25, 2019 @ 10:11am 
You can totally have multiple mobs to spawn in a single chunk if you fulfill all of their requirements.

The only problem with spawners, as mentioned, is that you need to nail down the chunk boundaries - and since the chunk boundaries are on a fixed grid, that means that even if you nail it down in your original build, the blueprint may get misplaced, getting rebuilt with the spawn room across multiple chunks, which would make it less effective if not totally broken.

In addition to that, spawners need to have some substance to be effective - the more the chunks you set to spawn, the more the spawns.

It's a bit sad to have to live with these limits, but it's part of the game. Probably you'll be better using that space for some nice decorative addition to your build, instead for a functional spawner that would be better spanning one full claim on its own as the very least.
Chunk Norris ☯ Oct 25, 2019 @ 10:28am 
Originally posted by entuland:
You can totally have multiple mobs to spawn in a single chunk if you fulfill all of their requirements.

The only problem with spawners, as mentioned, is that you need to nail down the chunk boundaries - and since the chunk boundaries are on a fixed grid, that means that even if you nail it down in your original build, the blueprint may get misplaced, getting rebuilt with the spawn room across multiple chunks, which would make it less effective if not totally broken.

In addition to that, spawners need to have some substance to be effective - the more the chunks you set to spawn, the more the spawns.

It's a bit sad to have to live with these limits, but it's part of the game. Probably you'll be better using that space for some nice decorative addition to your build, instead for a functional spawner that would be better spanning one full claim on its own as the very least.
I can't afford to move the build at this point, I could always put a note in the blueprint to line up the spawn room with a chunk. Heres the rough space I have for the spawner. I can change around the path but I cannot penetrate the blue diamond glass. If it's not 100% effectives that's alright. Mob drops are fairly plentiful and I figured for the most part most of the drops would be ignored. Just an active machine in my base that I only use on ocassions.

https://steamcommunity.com/sharedfiles/filedetails/?id=1898358566
https://steamcommunity.com/sharedfiles/filedetails/?id=1898358839
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