
- MINECRAFT GRINDER DESIGNS ZOMBIE DROP FACTIONS FULL
- MINECRAFT GRINDER DESIGNS ZOMBIE DROP FACTIONS FREE
I do a whole lot of work developing and working on Towny servers. I kind of got off the tracks here, but I think the concept would work to fix the problem of keeping automation, but fixing the dynamic of unlimited return for initial investment. Setting up your witch farming plant in one of these places would be more dangerous but provide more resources for a longer time while the spawn rate drops. Some of the harder ones would require three or four people set up to support each other in a sort of raid. Think Dwarf Fortress where we could have a place ranked anywhere from peaceful to haunted with harder more frequent enemies that drop better loot. This could also give us different 'difficulty' areas. Once the spawn variable is brought down to 0 mobs would be few and far between while it tries to regenerate. This would serve the double purpose of making bases somewhat safer after initially wiping out the mob population.
MINECRAFT GRINDER DESIGNS ZOMBIE DROP FACTIONS FULL
Of course you don't want a server full of useless or safe chunks so this variable will slowly increase while mobs aren't being killed. How about each chunk having a unique variable determining the spawn rate and strength (drop chance) of mobs that will gradually decrease as they are slain? As the number goes down, so does the frequency of the spawned mobs. I think the best way to limit infinite gains after an initial investment would be to simply require the player to do more work. We've been forced to outlaw mob farms entirely on our server because of the issues they have been proven to cause. What mob grinding has become is simply an abuse of behaviors on a scale that was not even imagined when the game was being designed.
MINECRAFT GRINDER DESIGNS ZOMBIE DROP FACTIONS FREE
While I agree that it is a person's choice to play how they wish, the spawning behaviors were never intended to give free items or infinite gain. Currency becomes devalued faster than you can manage it, and items that were previously extremely limited can become so widespread that they lose all actual value, allowing the server to degenerate from a roleplay cooperative into a spiral of infinite noob-wars. I understand that the building of a mob grinder can be a difficult thing, but for any server attempting to have an economy, or foster trade, it is absolutely HELL. All it takes is one member going afk in the spawner room for an hour or two, and suddenly one nation has enough gear to arm their entire army for war, with little actual effort put forth. The same goes for things like golem, blaze, and skeleton farms. Once you set up your villager breeding pen and your automatic sugarcane plantation, you've essentially given your town a source of infinite supplies. The issue arises with mob farming because once the initial work is done, the gains are nigh infinite.

Having players get together to create a town farm, gathering materials to design and assemble it, its all quite healthy for a server like mine. I run a roleplay server, and it opens up the opportunity for a lot of trading, a lot of cooperation, and a lot of roleplay. Minecraft enemies see opened trapdoors as solid ground, so they'll readily walk into them and fall.So I know this has been talked about quite a lot and at length, and I've seen both sides of the argument, but I wanted to try to explain the issue from my perspective. Make sure your trapdoors are opened, so you fall through when you walk on them. You'll need 16 trapdoors for each bridge, eight on either side.ĥ. Take your trapdoors and place them over each of the bridges. This will help you see what you're doing better.Ĥ.

Quick tip: While working inside of the spawner room, you might want to light the room with torches. This is where the trapdoors and water buckets come in. If you make the well taller so the enemies die as soon as they fall, they won't drop XP or as many items.)īut to do this, we need to build a way to force them into the well. (Unfortunately, you have to be the one to hit the final blow. A few attacks will take them out and leave you with the spoils. When they hit the slabs you placed at the bottom, they'll take massive damage, leaving them with only a heart or two of health left.

The way you're going to kill them is by dropping them down the well in the center. This is your spawner room - it's where zombies, skeletons, and more will appear before you kill them. You'll need to leave a space open to get in and out.
