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[GOAL] XP Grinder (complete)

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Splated
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Post  spectrumwars Sun Feb 05, 2012 11:04 pm

[EDIT] (Brendanan)

We have a Skeleton EXP grinder now, use carefully. It's perfectly safe, if you do it right... If not, you'll die and waste items

[/EDIT]

We need a bigger and better XP Grinder than the Zombie-spawner one off the main hallways across from the Giant Mushroom Room. Unless that one has been upgraded recently, you really need two people, one to stand near the spawner to keep it spawning zombies, and the other to stand at the bottom and whack them when they fall. We need a proper water-ladder-based grinder with a piston to hold them back for mass slaughter.

On my old server, we found two zombie dungeons next to each other, with a skeleton dungeon not terribly far away, and combined them into massive Triple Spawner Grinder where all three dungeons fed their mobs into a single drop tube controlled with a single lever. So when we're cave-crawling, I request that we all keep an eye out for a similar situation where two or more dungeons can be found in close proximity. If we can find two spawners less than 30 blocks apart, we can create a double grinder that will generate XP very fast indeed. If not, we can always build a short minecart track loop so that people can go AFK in a cart and ride slowly past multiple spawners over and over again, sending their mobs up water ladders to a common drop tube.

Failing that, there's a skeleton spawner not too far from the farms which I'll turn into an Xp Grinder and Arrow/Bone farm once the sheep pens are completed.

(And speaking of XP Grinders...who built the little private Skeleton-spawner grinder I just stumbled upon? I went up through the Moon Pool secret entrance off the Tree Farm to the surface to gather some sand, was coming back because it was closer to sunset than I first thought, and stumbled upon a surface structure made of mossy cobblestone. Down a long staircase, I passed an Abandoned Mineshaft tunnel and then came to what appeared to be the wall of a dungeon, with a drop tube below where two skeletons were trapped.)

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Post  SDIAN(SD1AN) Sun Feb 05, 2012 11:31 pm

Okay, will do.. Oh, we're getting a skeleton grinder soon? Very Happy Moar arrowz, less creepers. We'll take over the underground!

Who had a hidden dungeon..?
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Post  Splated Mon Feb 06, 2012 12:13 am

Can pistons move spawners?
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Post  spectrumwars Mon Feb 06, 2012 12:37 am

Splated wrote:Can pistons move spawners?

Maybe at one time they could. I have heard stories of people using pistons to either grief people by moving spawners into their houses, or to build elaborate traps. I had visions of epic four-spawner XP grinders dancing in my head when I heard these stories.

They can't now, I've tested it. Pity.
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Post  Mimodo Mon Feb 06, 2012 1:27 am

How bout we just make the skele spawner near the farms. Plenty of arrows an bones, and we're set.

I don't make grinders, so it's up to you guys

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Post  sret Mon Feb 06, 2012 1:44 am

xSyptos made the mossy skeleton grinder.

We also have a secured skeleton spawner not far from the zombie grinder (however not close enough to combine them I think), and I think there's another zombie spawner very close to the trap one, so they could possibly be combined.
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Post  Mimodo Mon Feb 06, 2012 4:24 am

we have it made

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Post  Dr. Steel Mon Feb 20, 2012 2:16 pm

Holy shit guys.
I was like 'Let's try and see if it works.'

*flip lever and back*

Went up 17 levels.. x_x

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Post  sret Mon Feb 20, 2012 2:22 pm

It's pretty cool, isn't it?
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Post  Mimodo Mon Feb 20, 2012 2:25 pm

cmon sret, get on Smile

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Post  Splated Fri Feb 24, 2012 1:14 am

This seems like a good place to talk about the changes needed to fix the spider / skeleton XP grinder.

Also I have been thinking about adding a darkroom near the top to spawn creepers for gunpowder.


I was ask and missed half of what spectrum wars told me to change but from the parts I saw I need to keep the bulk of the monsters 20+ blocks away from the spawners, or they stop spawning new monsters.


Would it be better have a holding pen at the top of the fall or have the fall 20 blocks away from the spawners?
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Post  Mimodo Fri Feb 24, 2012 1:42 am

My vote is a holding thing up top. Just personal preference. It's easy to make. Just make sure that they drop down partly, then hold them, so they don't back up the grinder

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Post  spectrumwars Fri Feb 24, 2012 3:53 am

Technically they just need to be outside of a box 17 wide, 17 long, and 9 high, centered on the spawner. But better to have some margin for error and keep them 12+ blocks away. And since large numbers of mobs in a small confined area are glitchy as all heck, better to have the holding area up and away from everybody so we're not constantly seeing them seem to step out of the holding pen.

Since it seems the atrium dig will not intersect with the old skeleton XP grinder after all, I've turned it back on, albeit with new observation areas along the top mob storage area.
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Post  Mimodo Fri Feb 24, 2012 3:58 am

But the housing WILL intersect. Or at least it is still a probability. The slope starts small, then we decide if we need to make it bigger or noy

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Post  Mimodo Fri Feb 24, 2012 4:07 am

Besides, I'd love to see this new one take over and be 100 times more effective.

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Post  Splated Fri Feb 24, 2012 5:05 pm

I tried to build a block at the top of my fall but it sucks.

I'm going to try making a holding pit at the top of the fall but it will make the drop shorter.
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Post  Splated Fri Feb 24, 2012 10:36 pm

Holy crap it worked!!

Must have had 300+ mobs in there when I got back from lunch. 56 spider eyes!
Sadly I died trying to kill the spiders with a sword and lost most of the exp. Sad

Found a small problem the spiders keep climbing the walls on the way down and don't take the full fall damage.

I'm going to try lining the walls with Fence posts since there smaller then the drop zone, should keep the spiders from grabbing the walls when I open the door.

Im also going to make a rail line to the grinder, we can later use this line for the The Pit when we figure out where the stop will be.
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Post  spectrumwars Sat Feb 25, 2012 9:15 am

The rail line to the grinder is complete, although its Splated-style launcher at the grinder end is for some reason glitching too much to be useful.

Splated and I discussed some possible improvements, and then he said he wouldn't be able to work on them until monday, and logged off. So I've been working on them by myself, and have temporarily lit up and disabled both spawning dungeons. The whole thing is pretty ripped up and under construction until further notice.

I'm trying to basically duplicate the skeleton grinder design from near the Atrium which has been so successful, and separate the skeleton and spider portions of the double grinder so they don't share so much infrastructure. The Water Escalator needed to move Spiders effectively is not best suited to the skeletons, and we're ending up with half the skeletons dead on impact (and thus giving no XP) and the other half not wounded enough to be finished off with one potion of healing.

Unfortunately, getting the bits of the plumbing to fit in between each other and the minecart track line is proving difficult. So I probably won't be able to finish this project tonight.
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Post  Splated Sat Feb 25, 2012 7:08 pm

Don't go too crazy on the changes it works and I'll fix the problems.

I'll try to come on Sunday and work on.

I had to log off wife was getting mad.


The cart launcher is too close to bedrock to use the normal launcher I'm going to rise the killing floor a bit to help
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Post  Blackwind Sun Feb 26, 2012 2:21 am

How many XP Grinders do we have now?
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Post  Mimodo Sun Feb 26, 2012 3:05 am

Ummm.. We got blaze, zombie, skele, and double

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Post  Splated Mon Feb 27, 2012 5:26 pm

The 2 grinder are making be pull my hair out!

I'm going to try to map out on paper the locations of both of dungeons and the track and the dining room to try and find a spot to put the elevators and drops that won't hit anything.
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