Mega Grinder Rev. A. Test, Tour, Observations.
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Uploader Comments (JimmySal1)
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I think you're right about killing them sooner and the water channels. Instead of having the mobs need to travel the 70 blocks in each channel, I would suggest trying to put in a shaft every 8-16 blocks or at least at the end of each full channel. Also, adding a few more lava ladders (one at the bottom of each new shaft?) should help keep the mob numbers down so you can keep them spawning.
I'd also suggest moving the collection area out of the tower so you're not wasting any space inside.
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wow that's awesome, could you upload the save of that please? I'd love to take a deeper look around
jippofarmer 1 year ago
@jippofarmer Once I have Revision B done, I'll upload Revision A. I'm going to treat this like the US Dept. of Defense treats their fighter jets ;)
JimmySal1 1 year ago
Are you on 0,0? I didn't hear
jonatcer 1 year ago
@jonatcer the zero chunk exploit got nerfed after the haloween update. People way smarter than I were able to interpret the mob spawning code and came up with:
fr0stbyte124 via minecraftforum(dot)net
In the current version, the 0,0 exploit no longer works, and the bail-out clause has been removed entirely. The spawnable region is now 17x17 chunks, mobs spawn in packs of up to 12, and to the best of my knowledge, slimes don't spawn naturally anymore. Other than that, it hasn't changed too much.
JimmySal1 1 year ago