Discussion in 'General Discussion' started by Palmiet, Dec 5, 2014.
Confirmed - mobs aren't being killed quickly.
Change have been made since the invention of hoppers and the manual kill pit is optional for music disks and other rare drops
Not sure what defines "100% efficient", but Cobi's grinder does work very well on "kill" mode. It kills them fairly quickly, and within any 24 hour period I can get between 1 and 1.5 double chests full of gunpowder from it. Mine kills them more quickly, but is not as hufuckingmongous, so I get about half that amount there.
The reason Cobi's grinder works better with more people on is because the mob cap is (kinda) based on how many people are on at the moment. If everyone who is on was standing near a mob spawner, then yea, Cobi's grinder would go very slow (since spawners ignore the mob cap). That is, however, not usually the case. With a bunch of people online, and most of them derping around, mining, building, or doing misc. stuff, the shear number of available spawning spaces at the grinder will ensure he gets priority for natural spawns.
The enderman grinder analogy does not really fit, as the spawning algorithms are much different.
Please explain how enderman spawning is different.
I misspoke, actually. What I meant to say is that the makeup of the end makes it possible to control all of the spawning spaces within the end. Within only one person in the end it is possible to make sure that every viable spawning space within the loaded chunk range is in the spawner. Essentially, you get every single enderman in the end in your grinder, as a result.
This is, at best, extremely difficult to do for general grinders in the overworld, regardless of how many people are on. Even if you are the only one on, and afk at your grinder, there are almost guaranteed to be spawnable areas outside of your grinder, within the chunk render area. So, if that is what you mean by 100% efficiency, that is next to impossible in the overworld. Even if you are the only one on the server.
So... with two people in the end, the mob cap does, technically go up, but so does the available spawning spaces (as more chunks are being rendered). Also, people are much less likely to light areas up in the end. In the overworld, however, people usually light their bases and whatnot. For instance, if you were at your base, building, or afknating at your iron farm, or whatever, you don't have all that many mob spawning spaces in range of you, but the mob cap went up. If I am afknating at my general grinder, you are giving me mobs.
If I am at my end grinder, and you are anywhere in the end, you are stealing my mobs.
My point was merely that overworld, general mob grinders and enderman grinders are really very different things, and comparing the two is... well... apples and oranges.
That is what I meant by 100% efficient though, so that's why I used the analogy.
Ah. I see. but since you just AFK at general grinders for the drops (mainly gp), wouldn't you agree that 100% efficiency is not necessary? It just needs to work "well", yes?
It's not all that hard to disable every spawn area in the overworld. 500 blocks in each direction, fuckload of nether rack and flint&steel, if you thought it through enough to build near an ocean, you saved some time.
On the 15 x 15 border of every chunk in the 500 block radius, dig a hole down to bedrock and light up any cave you hit. Worst case scenario, 2 or 3 dead ends you never got.
It is also recommended, but entirely optional to cover the absolute fuckload of death pits you put everywhere.
I would assume you would only need to go 128 in every direction, since mobs further than that despawn immediately... Still, there will be lots of caves and caverns you will miss.
Cave systems are often connected AF. You'll miss them 90% of the time, yes. It's pretty much vertical strip mining, for the purpose that you can systematically lite up most of the caves.
Making small strip mines at all the dead ends won't hurt either. Just be sure to use protection.
I swear I have heard that advice before...
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