Jul. 1st, 2012

owsf2000: (Default)
On Pseudo World I found a rather interesting area while caving with Kobanal earlier this week.

I found 3 spawners whose areas of effect ALMOST touch each other. Seriously, we're talking either no block or 1 block away. Those were a cave spider spawner, a skeleton spawner, and a zombie spawner.

As such plans were drafted to make a new Skelezombie Farm. Doing a bit more exploration, I found another couple of zombie spawners and cave spider spawners that were almost but not quite in range, bringing the total up to 6 spawners.

Then Fujitaka did some random searching as well and found another few zombie spawners. All in all there's probably 10+ spawners nearby.

And thus the idea was hatched to try to make a complex that will trap pretty much every spawner. The farm is now operational but not maxed. With one person there, they can make use of the Skelezombie dual.

If an extra person is there to do other things, they can activate the second zombie spawner that's hooked up, which increases the speed the main farm works. I've added places to grow trees and an egg/chicken farm near that zombie spawner. In 1.3 cooking stuff in the furnace gives XP so it's basically part of the farm. I'll be adding cobblestone generators as well.

I haven't hooked up the cave spider yet, mainly because they're a pain and I'm not 100% sure how to do it well. I'll be researching that on youtube.

The next portion of this setup is to hook up a dual-zombie farm that's a little ways off. (like 30-40 blocks off.) That one will be as productive as a skelezombie dungeon mob-wise although it wont' drop bones or arrows naturally. Not a big deal.

That dual-zombie farm will, however, be fitted with a switch that will either keep the mobs to itself for who ever's using it, or to divert the mobs over to the main farm - thus increasing the potential rate over. I'll work on that in a bit. Not sure if I'll do that or work on the cave spiders first.

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