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MC 1.0: Communal XP Grinder


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billybobsky
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Join Date: May 2004
Location: Inner Swabia. If you have to ask twice, don't.
 
2011-12-07, 02:57

I have just finished carving out the xp grinder area and built the basic mechanism of action accessible via the ladder to the communal mob trap -- get off at the chasm floor. It is NOT currently functional. The design is more or less completely my own and will likely need a fair amount of tweaking before we declare it action ready. The final layout, however will not vary significantly from what I have built, and as soon as turtle turns the dirt blocks into zombie spawners, removes the torches and replaces the doors with stone, the grinder will either kill lots of zombies or significantly weaken them to the point of easy 1-shot kills. I will follow this post up with a declaration of readiness. I am planning on installing a switch that will allow the grinder to be turned off an on at will by moving glowstone into place, and action readiness may not be declared until then.
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Elliott
 
 
2011-12-07, 03:43

Really very accord with your name, "Dr. Mad MAD Scientist"
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drewprops
Space Pirate
 
Join Date: May 2004
Location: Atlanta
 
2011-12-07, 07:58

As always, Elliott has hit the nail on the head.




...
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turtle
Lord of the Rant.
Formerly turtle2472
 
Join Date: Mar 2005
Location: Upstate South Carolina
 
2011-12-07, 09:07

So I followed your request and made the four blocks spawners but the zombies die on impact. I'm going to light up the spawner to neutralize them for you to work on the trap. Since standing here only one has survived.

Louis L'Amour, “To make democracy work, we must be a nation of participants, not simply observers. One who does not vote has no right to complain.”
Visit our archived Minecraft world! | Maybe someday I'll proof read, until then deal with it.
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billybobsky
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2011-12-07, 09:25

Ok, thanks turtle! I was concerned about that.

Edit: Did the needed fix, removed torches, and we have action!

The water flow at the collection area needs some help. I'd like to get the zombies in single file so it isn't a virtual free for all on the player, and make a switch to turn on/off the action. Within a few minutes of the fix I had collected 14 xp points. So I think its working even IF currently some xp get burned.

Edit 2: Just to be sure, you can kill most zombies with two strikes with a piece of wool right now. There are some that require the full 4 hits with an iron sword because they fall on top of each other. Some fixes at the collection area should help this. We'll see.

Last edited by billybobsky : 2011-12-07 at 10:21.
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billybobsky
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2011-12-07, 09:26

That Elliott is one accurate FOX.
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turtle
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Formerly turtle2472
 
Join Date: Mar 2005
Location: Upstate South Carolina
 
2011-12-07, 13:13

I removed the doors for you bb and I have an idea for the channeling of the zombies.... Will have to test it later tonight.
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billybobsky
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2011-12-07, 14:22

Thanks turtle!
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Brad
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2011-12-07, 16:12

Quote:
Originally Posted by billybobsky View Post
That Elliott is one accurate FOX.


?
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billybobsky
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2011-12-07, 17:07

mmm scrubs female doctor.
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turtle
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Formerly turtle2472
 
Join Date: Mar 2005
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2011-12-07, 18:13

Check out my tweaks when you get the chance. Three blocks wide funneled to one block with distance and lava burning of drops. It's yours to modify now.
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billybobsky
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2011-12-07, 23:29

This whole mobs falling on each other thing is a bit unnerving -- it seriously decreases the efficiency of the trap It may be a case where having 4 spawners is just too much -- though I don't know, there are definite lull points. We may want to funnel them into a single file up top and keep them that way into the kill zone. I am thinking about it.


I have begun work on the mechanism for switching off the spawners. My original plan of just lighting up the spawners is not going to work, so I decided to build switchable above room lighting in addition. This was a challenge that vexed a bunch of us on the BP map at the mob jail. I eventually got that system working with a few well placed relays. I didn't want the same system for the lighting for the current xp grinder so I built something new. The prototype is built at ground level near the postoffice. Flip the switch and the glowstone and cobble switch out from above. The mechanism of this is actually incredibly robust. The cobblestone acts as the timing source for the glowstone side, when it is present in its out of hole space, a circuit is closed and the glowstone pistons activate. When turned off, the glowstone piston side is depowered and then the cobblestone side activates. It works really well and didn't actually take very long to mock up. Check it out.
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drewprops
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2011-12-07, 23:44

How do you keep Owens from pulling up the circuits?
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billybobsky
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2011-12-08, 00:36

no dark spaces for them to spawn, drew... also, the circuits won't be on dirt in the final version.
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RowdyScot
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2011-12-08, 02:07

Could strategically spaced soul sand possibly help in the falling on each other?
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billybobsky
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2011-12-08, 14:43

I'll look into that once i get the switching action functional.
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709
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Join Date: May 2004
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2011-12-09, 03:12



He's mad I tell you! Mad! MAD!!!!!!





I was lucky to escape without him churning me into xp points.
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billybobsky
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2011-12-09, 03:13

Ok. Switch action is functional, which made it easy to modify trap to increase efficiency. ~90% of the zombies are one hit kills with anything more than wool, 8% are full health *no idea* and 2% die on impact.

This change has led me to realize that the trap could possibly be more efficient. The easiest way may just be to increase the number of spawners in the room. I shouldn't need to add any further light sources, so it is the minimal energy pathway. This will work because each spawner will have a finite chance of spawning every tic, and the more there are the smoother the pulses of zombies will be.
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billybobsky
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2011-12-09, 03:14

Quote:
Originally Posted by 709 View Post


He's mad I tell you! Mad! MAD!!!!!!





I was lucky to escape without him churning me into xp points.
lol.
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709
¡Damned!
 
Join Date: May 2004
Location: Purgatory
 
2011-12-09, 03:17

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turtle
Lord of the Rant.
Formerly turtle2472
 
Join Date: Mar 2005
Location: Upstate South Carolina
 
2011-12-09, 21:35

The trap is now in overdrive when turned on. bb did a great job getting it wired for on an off. I got some major XP taking out half dead zombies there.

Louis L'Amour, “To make democracy work, we must be a nation of participants, not simply observers. One who does not vote has no right to complain.”
Visit our archived Minecraft world! | Maybe someday I'll proof read, until then deal with it.
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billybobsky
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Join Date: May 2004
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2011-12-10, 00:03

As turtle indicated the trap is ready for use. I have expended almost 100 xp points collected at the trap on terrible enchantments, none of which were worth a thing, so there's that.

However, except for the occasional zombie that needs to be kill using multiple blows, the process is rather simple, and 15 minutes of grinding will easily get you to level 35+. If you stock up on gold tools, then it is possible to get some very decent enchantments.
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drewprops
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Join Date: May 2004
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2011-12-10, 01:47

I've been tied up and away for a few days. Bruce is this next to the trap, proper?
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billybobsky
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2011-12-10, 10:06

Yes... Head down the ladder and get off at the level of the ravine floor, you can't miss it.
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billybobsky
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2011-12-10, 13:04

In case anyone is wondering, it takes about 40 minutes to get 50 xp points in the grinder -- using most of a diamond sword:

2011-12-10_12.50.44 by billybobsky, on Flickr

And what do you get with an additional 10 minutes of screwing around with the enchantment table to get a Level 49 Pickaxe:


2011-12-10_12.57.24 by billybobsky, on Flickr

Aw yeah. I can mine blocks as they come instantly. Look out world.
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drewprops
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2011-12-10, 16:49

Quote:
Originally Posted by billybobsky View Post
Aw yeah. I can mine blocks as they come instantly. Look out world.
I don't understand this sentence - does it mean "one swing destroys a block"?
That's how I read it.
So, I'll give you 64 blocks of Northland Dirt for that pickaxe.

Do we have a deal?

...

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billybobsky
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2011-12-10, 17:41

One swing mines the block but the swing itself is also fast. The Silk Touch causes the block to drop as it were -- stone drops stone, diamond block drop diamond block etc...

And no, dirt won't cut it.
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Artap99
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2011-12-10, 22:59

14 torches. I can go as high as 20 if it is still in good condition.
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