[1.7.10] Regrowth - A WIP HQM pack - Now Listed!

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like FAR, but not too much because it will not load(cause of my vision)

You want to be around 20 to 24 blocks from the spawning platforms in order to still get spawns and allow them to walk around so they can fall down as necessary. Anything more than that and they may spawn but won't move around and depending on how far, may not even spawn.

Vanilla mob spawn mechanics, all spawn locations within 128 blocks have equal chance for the spawn to occur. For your spawner to be "Effective" you need to light up all surface in that radius and caves…

That being said… When I did my spawner early on, I realized shortly after its completion, that almost all the drops I wanted I was getting with seeds anyhow…
 
Vanilla mob spawn mechanics, all spawn locations within 128 blocks have equal chance for the spawn to occur. For your spawner to be "Effective" you need to light up all surface in that radius and caves…

That being said… When I did my spawner early on, I realized shortly after its completion, that almost all the drops I wanted I was getting with seeds anyhow…
Thanks for that, I forgot was the max range was :) even still you need to be within 24 for the mobs to move around which most mob farms rely on anyways.

And I agree with you, you can most of the drops with the seeds. I don't even have a mob farm in my world and I've only missed a few items (creeper hearts primarily and zombie flesh some). But I've been able to just run out and fight for the few ones I need.
 
Thanks for that, I forgot was the max range was :) even still you need to be within 24 for the mobs to move around which most mob farms rely on anyways.

And I agree with you, you can most of the drops with the seeds. I don't even have a mob farm in my world and I've only missed a few items (creeper hearts primarily and zombie flesh some). But I've been able to just run out and fight for the few ones I need.
im not sure but i think if you place your bed 24 blocks from the platform you shouldn't have any problems with them moving
 
Thanks for that, I forgot was the max range was :) even still you need to be within 24 for the mobs to move around which most mob farms rely on anyways.

And I agree with you, you can most of the drops with the seeds. I don't even have a mob farm in my world and I've only missed a few items (creeper hearts primarily and zombie flesh some). But I've been able to just run out and fight for the few ones I need.
Not sure if creeper hearts would drop in a mob drop trap, and I did eventually make a mob farm with spawners for my blood alter w/well of Suffering… (again, never use witch spawners without additional damage methods, they heal too fast)
 
or once you get earth essence seeds, you can "grow" as much as you want LOL :)
That is true. But the rod of earth is available earlier and faster to make dirt that you are placing on the ground.

I use the earth seeds mostly now but the rod was nicer early game,
 
Not sure if creeper hearts would drop in a mob drop trap, and I did eventually make a mob farm with spawners for my blood alter w/well of Suffering… (again, never use witch spawners without additional damage methods, they heal too fast)
Witches are FANTASTIC for well of suffering...
 
Not sure if creeper hearts would drop in a mob drop trap, and I did eventually make a mob farm with spawners for my blood alter w/well of Suffering… (again, never use witch spawners without additional damage methods, they heal too fast)
If you ask me that's a good reason to use a witch spawner. The well doesn't need to kill the mobs, you know.
 
Not sure if creeper hearts would drop in a mob drop trap, and I did eventually make a mob farm with spawners for my blood alter w/well of Suffering… (again, never use witch spawners without additional damage methods, they heal too fast)
What mobs did you end up using for the spawners?
 
Witches are FANTASTIC for well of suffering...
From a mob spawner? I ended up with so many it lagged me… But my design has them spawning over water which moves them out of the check radius of the spawner towards the collection pipe…

I have Zombie and Skellie from under Wicker men, and and spider spawner from a Mineshaft.
 
From a mob spawner? I ended up with so many it lagged me… But my design has them spawning over water which moves them out of the check radius of the spawner towards the collection pipe…

I have Zombie and Skellie from under Wicker men, and and spider spawner from a Mineshaft.
You don't need a bunch...I will usually have about 8 spawn and then ill just nametag them and be done with lp forever lol
 
If you ask me that's a good reason to use a witch spawner. The well doesn't need to kill the mobs, you know.
Agreed, but if you move the mobs out of a 6(?) block radius the spawner will spawn more… so if they never die, you will end up with too many. I built my spawn area as a 13 x13 with 6 spawners (when in range, or 4 when not) Spawners over flowing water to collect them at the loot pipe. I rapidly filled up my network to 1 Mil LP, and still have yet to upgrade to the next orb (Demon Shard)
 
Agreed, but if you move the mobs out of a 6(?) block radius the spawner will spawn more… so if they never die, you will end up with too many. I built my spawn area as a 13 x13 with 6 spawners (when in range, or 4 when not) Spawners over flowing water to collect them at the loot pipe. I rapidly filled up my network to 1 Mil LP, and still have yet to upgrade to the next orb (Demon Shard)

Ah okay...I got you. Guys, never use witch spawners (never ever) cuz they won't work with how GrimJahk sets up his mob trap which means they most likely won't work for you either >.<
 
Ah okay...I got you. Guys, never use witch spawners (never ever) cuz they won't work with how GrimJahk sets up his mob trap which means they most likely won't work for you either >.<
LOL

The point was made earlier as I explained why it didn't work for me… I never pursued the position to not use them, just emphasized the result if you move the spawns away from the spawner.

Edit: I was also working from the position that the setup was also a source of mob drops, the well of Suffering alone cannot kill the witches, so no drops.

I wonder what would happen if I built a second WoS? HMMMM
 
So I just got opis running on my server and guess what I found. 140,000 (and change) mana burst entities.

I killed them and I'm guessing my server will be much happier.

Anyone have an idea what happened? Does botania have a known issue with mana bursts?
 
LOL

The point was made earlier as I explained why it didn't work for me… I never pursued the position to not use them, just emphasized the result if you move the spawns away from the spawner.

Edit: I was also working from the position that the setup was also a source of mob drops, the well of Suffering alone cannot kill the witches, so no drops.

I wonder what would happen if I built a second WoS? HMMMM
The real question is why do you need any mob spawners when most things are given from crops
 
Been playing on peaceful only for a while just to test it out. so far the only problems Ive found are 1) you cant kill an enderman (obviously) and 2 you cant get an ent twig. Tongue of dog is tradeable from cows with the charm. I might just be unlucky with my ent twig but witchery does say its only from hostile ent mobs.