Efficient blaze spawners

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Gmercyme

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Jul 29, 2019
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Ok, to the point I have 10 tier 5 blaze spawners inside a mystcraft age(and there's another room just like this one to the left) 2013-08-05_23.39.00.png
I originally had two i made about 50 generators for my first two shards2013-08-05_23.33.12.png
so about 25 generators for every tier 5 blaze shard and they were filled up and my buffer system turned the farms off when it was full so that's when i made 8 more tier 5 blaze shards for more power since i power about 4 quarries at max speed (100mj/tick) and made 200 more generators. turns of all 10 only use about 80 of the generators and my power system is drained I'm thinking its the actual blaze farm set-up but i made sure they had a 7X7 area of spawning space each so why isn't each shard making enough blaze rods for my 250 generators?
Also excuse if I'm a bit new at posting this is kinda my first time xD
 

namiasdf

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Jul 29, 2019
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If you want to know the specifics of an efficient blaze spawner/ideas for moving them around, check out Etho's blaze spawner. It's a vanilla spawner that uses redstone+pistons and lava to move them around, but the specifics behind blazes themselves should be there.

Things like how long to crush them so that they're at 1/2 heart for punching purposes and similar information.
 

tompy97

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Jul 29, 2019
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Let me make sure I understand you correctly:
You previously had 2 T5 blaze spawners, which fed 50 generators and created an overflow of blaze rods.
You made 8 more T5 blaze spawners expecting them to be able to feed 200 more generators, but they only manage to feed 80.

If this is correct, then there are few reasons I can think of for it not to work. Spawner layout is obviously the first thing I can think of. I believe that the spawn radius is actually larger than 7*7. I seem to remember that it is an 8*8 square centrered around one of the spawner corners (NW corner or something). I could be wrong about this one though...

Other than that, maybe the spawners are interfering with each other. Spawners will not spawn additional mobs if there are already too many mobs in their close proximity. The best way to avoid this is to make the mobs immediately spawn and fall down a large drop (I think you only need to be 7 or so blocks away, but I like to be better safe than sorry and drop them like 14 blocks).

EDIT - also, the way you're feeding the generators looks horribly inefficient and laggy. It will preferentially feed the generators closer to the spawners instead of evenly distributing the fuel. Your problem may be caused by blaze rods bouncing around the tubes trying to find the closest inventories instead of going into generators. A good solution is to use routers from factorisation. They will visit each generator a single time before repeating.
 

Gmercyme

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Jul 29, 2019
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Ya tompy i think the blaze spawners are interfering with each other so i decided just so scrap the whole system and remake it with a room for each blaze spawner itself being an 11X11 room with a water current killing the blazes and moving the blaze rods into the pipes since i kinda just kept adding on 7X7 extensions every time i got a new shard so i was thinking it needed some major reworking. after i get done making the new rooms i will see if it starts to over flow my system.
 

Gmercyme

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Jul 29, 2019
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Well i made one huge room with 8+ blocks between each spawners and ramped all my quarries up to 100 mj/tick and everything seems to be alright.
 

zorn

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Jul 29, 2019
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Is it necessary to hang the spawned in the air? I know with other mobs you want them to fall and die but won't the blazes just fly?

I just made my own tier 5 blaze spawner myself and trying to find the best way to kill them quickly.
 

RedBoss

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Jul 29, 2019
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They fly when they are aggravated. Make sure that they don't see you can they'll stay st ground level
 
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Hydra

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Jul 29, 2019
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Aren't you just hitting some kind of MC internal limit for the amount of active mobs? It takes a while for the blazes to die and I think there's a limit of about 300 or so 'alive' mobs at any time.

Actually, according to the MC wiki the cap for hostile mobs in SP is 79:
http://www.minecraftwiki.net/wiki/Spawning#Mob_spawning

I don't know if the spawners adhere to this but that might be your issue.
 

Pied_Piper_11

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Jul 29, 2019
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I thinks that the detection radius is 9 blocks in each direction and 4 blocks down and 5 blocks up. So I think you need to have the spawners at least 18 blocks apart for maximum efficiency. The attached should help a lot.


Hydra: I have had over 1000 mobs from a spawner standing on 1 block so I don't believe there is a max when it comes to a spawner in SMP.
 

Hydra

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Jul 29, 2019
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I thinks that the detection radius is 9 blocks in each direction and 4 blocks down and 5 blocks up. So I think you need to have the spawners at least 18 blocks apart for maximum efficiency. The attached should help a lot.


Hydra: I have had over 1000 mobs from a spawner standing on 1 block so I don't believe there is a max when it comes to a spawner in SMP.


The TS is talking about tier 5 spawners so that's obviously soulshard spawners. So I don't know which basic MC rules do and do not apply to them.
 

Pied_Piper_11

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Jul 29, 2019
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From my experience, the science is the same. I used this information and made all of mine in the Mindcrack pack via soul shards.
 

zorn

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Jul 29, 2019
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You can use Grinders if you have MFR installed. You can use the blaze rods to power IC2 generators to run the Grinders (which require little energy) then use the Mob Essence that you also get to enchant stuff or create new spawners using the Auto Spawner.

I use a 10 x 10 room with 4 grinders. I think there is a bug though that causes problems if you overlap the Grinder kill area with another Grinder. Each covers a 5 x 5 block, i think you have to be careful not to overlap the area of each grinder. Im not sure grinders can keep up with a tier 5 spawner though, they dont kill mobs instantly so its possible a tier 5 would overwhelm them. With these though, you could use a safari net to catch any mob (like a ghast) and then use the auto spawner to spawn lots of ghasts, without having to deal with Shards.

hmm.. a tier 5 ghast spawner. Im thinking i have to make one just to see what the hell happens when you turn it on? 0_o
 

Pied_Piper_11

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Jul 29, 2019
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hmm.. a tier 5 ghast spawner. Im thinking i have to make one just to see what the hell happens when you turn it on? 0_o

It can be nasty, or you can build a room with just enough space for 1 to spawn and you run in and kill it, get your tear, run out and wait for another to spawn and do it again.
 

Zelfana

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Jul 29, 2019
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Aren't you just hitting some kind of MC internal limit for the amount of active mobs? It takes a while for the blazes to die and I think there's a limit of about 300 or so 'alive' mobs at any time.

Actually, according to the MC wiki the cap for hostile mobs in SP is 79:
http://www.minecraftwiki.net/wiki/Spawning#Mob_spawning

I don't know if the spawners adhere to this but that might be your issue.
That cap only affects normal spawning but it does mean that if you have spawners in the overworld you won't see too many mobs around.
 

Methusalem

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Jul 29, 2019
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Hopefully some of the following babbling will help you a bit:

Mobs spawn from one level above to one level below the spawner. Blazes are 2 blocks high, so you need to have two blocks between spawner and ceiling, plus you have to make sure that there are no blocks or no water one level below the spawner. The best room size horizontally around the spawner is 9x9 with the spawner in the center. (Technically the spawn area is 8x3x8, as mentioned above. 9x9 just saves some headache. :))

Also mentioned above already, the spawners adjust to the number of mobs in close range. The detection range should be the same as with vanilla spawners, a maximum of 6 mobs in a 17x9x17 area centered around the spawner. The easiest way is to let the mobs drop down, but since blazes are able to fly, you need something more. Etho's design with pressure plates and pistons works nicely. ("Minecraft - Tutorial: Blaze XP Farm", EthosLab 12/02/2011) It also funnels all mobs into a 2x2 kill area.

Etho's system works by suffocating them down to 1 health and killing them manually for xp. For an automatic system you could use Iron Spikes (Extra Utils) instead of regular stone blocks. Extra damage and supposedly counts as player kill. It won't give xp, but mobs will also drop the rare stuff. Melee Turtles work nicely too, you get drops and xp (or use an XP Turtle to suck up the xp if you are only interested in drops).

Collecting the drops is also simple in this case, MFR Item Collectors or void pipes work. If you use turtles, then the items will go into their internal inventory and can be easily extracted using routers. Wood Golems are a good option if the kill zone a somewhat larger.

My suggestion for the blaze spawner: 9x9 spawn room. Etho's design with pistons and pressure plates for the top section. Sticky pistons with Iron Spikes in the walls of the 2x2 kill zone, controlled by a simple timer. A few seconds with the pistons extended to damage/kill the blazes, a few seconds open to get more mobs into the kill zone. MFR Items collectors in the floor. You could also try to make the 2x2 section three or four blocks deep when dealing with blazes, that might increase your kill speed even further.
 
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Pied_Piper_11

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Jul 29, 2019
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My opinion, make a 9x9x10 deep room, with the spawner suspended 3 rows down. Put a water source block in each corner. Dig the center block down 1 extra block. Place a source block there too.(this is where you put an obsidian pipe) Turn on the spawner and the blazes will float to the bottom as long as they cant see you. (use Glass) As they fall they remove themselves from the detection area. They take damage from the water and die. All of the drops will go to the center and be picked up by the pipe. Then you can pipe it anywhere you want.
 

zorn

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Jul 29, 2019
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If you have redpower, an MPS railgun/glove in a deployer will apparently get every drop from a mob it kills, including minium stones. I was thinking having one wall lined up with railguns and deployers. Railguns kill every mob ive tried it on in just one hit, so if they were put on a timer they should kill the blazes as fast as they can spawn. Or as fast as the timer fires them that is. MFR conveyors on the bottom to shuttle items to where you want them, etc.

Ideally im working towards turtles and brains in a jar, just cannot get the jars to research in thaumcraft! Blazes float downward apparently if they cant see you, but i think they flow down slowly no matter what, so anything that tries to move the blazes around before killing them will have a slower death rate than something that just kills them as soon as possible (railguns, MFR Grinders)
 
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Pied_Piper_11

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Jul 29, 2019
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But if they are out of the detectable range of the spawner who cares how fast they die as long as they keep spawning?
 

zorn

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Jul 29, 2019
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They dont fall at the speed of other mobs, they float downward slowly. A rail gun will kill them while not having to wait for them to float out of range of the spawner.
 

Pied_Piper_11

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Jul 29, 2019
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Okay, what is cheaper, water source block or a rail gun? (I have never made one) And we are talking about 10 of these at one time.