So, over time I've noticed that, even though my mobtrap isn't really big, I've been getting less and less drop the longer I played, which didn't make sense since I covered my entire spawn chunk area with torches and worked to lit up the caves after finishing said mobtrap.
After a few days playing around with F3 on looking around for larger (and more consistent over time) pack of monsters, I found out part of the issue :
¤ My hat farm.
When squids gets corrupted by a Nether portal, I think that they stop counting towards the squid mobcap and count as a regular mob.
And the bastards love to climb upstream in the water.
In my hat farm there's 4 points, where the water drops down to the "corrupted hats" part, and at each point there was dozens of squids clogging the highest point (despite going up dozens of channels and hundreds of blocks up), like this one :
https://imgur.com/a/FSWpmtV
After killing them all (and some epic battling with ghasts spawning periodically ^^), I found another pocket of quantum squids, which upon contact exploded all over the temporary dry channels under :
https://imgur.com/a/Vu14jtL
That brought up the total of squids killed to at the very least 100.
(So lesson one, be careful with the design of water channels in a Ghast farm, screw pumps are required in some places, which is pretty cool.)
¤ Now regarding my mobtrap issue, the other part of the issue has to do with zombies, and the fact that the ones that pick up items won't despawn :
I had already stumbled upon some areas, usually down ravines with lava and water, where a few zombies carrying mob drops were stuck down some water stream, usually a dozen or so :
https://imgur.com/IEdBsnM
And then I found this one, down where 2 ravines connected with lot of water streams, with around 50 zombies :
https://imgur.com/fwsjKQ3
Which made me think that there might be an issue there, considering that since they're held in place by water, they don't really represent a challenge to defeat (although it did give some interesting early use of the powder keg !).
Regarding zombies, "corrupted" hats and the mobcap
- FlowerChild
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Re: Regarding zombies, "corrupted" hats and the mobcap
I don't think the chill squid should be an issue. I actually created a separate mob-cap for those guys independent of everything else.
The zombies, yeah, that's definitely a potential issue, and one that's present in vanilla as well. I'll think on it :)
The zombies, yeah, that's definitely a potential issue, and one that's present in vanilla as well. I'll think on it :)