I was looking for a design to cover the basics - skulls, bones, coal, redstone, glowstone and gunpowder. All rolled together into a fairly compact and cheap build. The challenge was, how to get the rare drops, handle a large amount of mobs (and their drops) and still avoid lag as much as possible.
Dropping, suffocating or roasting mobs doesn't give the rare mob drops, MFR Grinders didn't cut it, golems were too slow, an armada of turtles too laggy. So here a design with Iron Spikes from the Extra Utils mod.
The basic layout: A triple T5 spawner, room size 19x9, the spawners are four blocks apart. Still room for improvements (the most obvious would be to move the cable into the ceiling), but this design already spawns the mobs mostly in packs of 5 or 6.
I've dropped the mobs quite a bit, since I was trying other stuff. But just getting them out of detection range is already enough. A drop of 6 blocks would be a safe distance.
And now the fun part: Iron Spikes to kill the mobs and a water stream to collect the drops.
Iron Spikes count as player kills. The mobs drop their rare items, but they don't give xp. Which is perfect, one less thing to worry about.
The spikes and the pistons at the back wall:
Behind the blocks is the water, here with the pistons just going down.
The floor is shaped in a way, so that the water flows to a few specific spots. Also visible here are the MFR Item Collectors on the other side of the wall. I've used simple pipes (Apiary's Pipes, actually) and an Ender Chest to get the drops into the storage systems. Lots of other ways are possible here, including some kind of pre-sorting etc.
The pistons are controlled by a Rednet controller, using a Wave Generator. I've got zero experience with it, so to get it work I've sent the output into a variable, which triggers a Pulse Lenghtener and from there it goes to the pistons. The timer is set to 10 secs (200 ticks), which means 5 seconds with the pistons open and then 5 seconds closed.
And here the spawner in action.
The floor covered with water. All drops (and mobs) are washed towards the collectors. Mobs still take some damage from the spikes.
The pistons closed: The mobs stand directly on the spikes and those do 40 damage. Even without any fall damage, these are pretty much one-hit kills. Honestly, mobs die really (as in really, really) fast.
Play around with the timer a bit. The water should be up long enough to collect the drops as fast as possible. The cycle time should be short enough to have not too many mobs spawned at any time.
Have fun!
[\SPOILER]
I've dropped the mobs quite a bit, since I was trying other stuff. But just getting them out of detection range is already enough. A drop of 6 blocks would be a safe distance.
And now the fun part: Iron Spikes to kill the mobs and a water stream to collect the drops.
Iron Spikes count as player kills. The mobs drop their rare items, but they don't give xp. Which is perfect, one less thing to worry about.
The spikes and the pistons at the back wall:
Behind the blocks is the water, here with the pistons just going down.
The floor is shaped in a way, so that the water flows to a few specific spots. Also visible here are the MFR Item Collectors on the other side of the wall. I've used simple pipes (Apiary's Pipes, actually) and an Ender Chest to get the drops into the storage systems. Lots of other ways are possible here, including some kind of pre-sorting etc.
The pistons are controlled by a Rednet controller, using a Wave Generator. I've got zero experience with it, so to get it work I've sent the output into a variable, which triggers a Pulse Lenghtener and from there it goes to the pistons. The timer is set to 10 secs (200 ticks), which means 5 seconds with the pistons open and then 5 seconds closed.
And here the spawner in action.
The floor covered with water. All drops (and mobs) are washed towards the collectors. Mobs still take some damage from the spikes.
The pistons closed: The mobs stand directly on the spikes and those do 40 damage. Even without any fall damage, these are pretty much one-hit kills. Honestly, mobs die really (as in really, really) fast.
Play around with the timer a bit. The water should be up long enough to collect the drops as fast as possible. The cycle time should be short enough to have not too many mobs spawned at any time.
Have fun!
[\SPOILER]