Magic World 2 Spawner Traps

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Esheon

New Member
Jul 29, 2019
145
0
1
In my MW2 world, I put my base fairly close to a Thaumcraft dungeon (about 250 blocks). I've destroyed the node, which as far as I know should stop taint from spreading any further (I hope), dug out the dungeon, and built a decent mob trap using plain vanilla mechanics.

Essentially, I enclosed each spawner, then put in a switch that controls redstone lamps as an on/off for the spawners. Each room has a water channel going out to 17 blocks from the spawner, then the two come together and drop the mobs 3 blocks down into the trap. The "waiting room" between the trap and the spawners, so anywhere inside the room is also within range of the spawners. I put in MumboJumbo's Tiny Mob Softener. It's an excellent design, with only a 3x2x2 footprint. I did have to change it a little, placing a sand block on a normal piston instead of cobble on a stick piston (I haven't found ANY slimes yet), and it still works. Once the mobs stop burning I generally kill them off with AM2 spells just to get my magic level up (a fist works just as well when mana runs out).

It's pretty fast. Every time a spawner pops, I get 3-4 mobs, so double that because there are two spawners and they don't compete. I've got more zombie flesh and heads than I know what to do with, and I'll never run out of arrows or bonemeal.

My question, though... Is there an alternative that is more "Magic World" in theme than Vanilla, but would be just as efficient? What kinds of mob traps have you guys made in your worlds? I've seen the MFR mob grinder, but of course it's not in MW2 (and it's not very "magic-flavored"). I'll eventually automate it with golems and xp jars, but other than that it's still just a vanilla spawner trap.
 

SevenMass

Well-Known Member
Jan 2, 2013
283
137
69
The Netherlands
You could use the new Soul Shards mod to customize your spawner. Though this mod is not a part of Magic World 2, you'd have to add this mod yourself
Once you've got the proper soul shards, you can move the spawners where you like, make as many as you want and change them so they spawn different mobs, once you tire of zombies and skeletons. I think that last one is probably the biggest advantage over your current set up.
 
  • Like
Reactions: Esheon

Wekmor

New Member
Jul 29, 2019
939
0
1
This thing from thaumic tinkerer to push them off the platform they land on when they spawn? :D
(in 1.5 it was called magnetizer I think, but the name changed in 1.6

Send via tapatalk
 
  • Like
Reactions: Esheon

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
in my own modlist a while back, before FTB released the 1.6 packs, I had a magic centered world, with also Extra Utilities installed.
I made about a 3-4 floors long spawner building with cursed earth to spawn the mobs. I had a 3x3 hole in the center of each floor, with a corporal attractor from Thaumic Tinkerer to pull in the mobs, I also used a redstone clock from Extra Utilities to turn the attractor on/off, to prevent mobs from getting stuck.

at the bottom of the drop I had a 3x3 area with iron spikes from Extra Utilities. I had a small 1x3x1 area where the items could go through. they'd get pulled out of the shaft by a item attractor from Thaumic Tinkerer which was located below a hungry chest from Thaumcraft. the hungry chest would then pick up the drops and I used the transfer nodes from Extra Utilities to take the items into a storage system
 
  • Like
Reactions: Delcar and Esheon

Esheon

New Member
Jul 29, 2019
145
0
1
Hmm. I looked at the Thaumic Tinkerer mob-attracting thingie, but I have to have water on the floor of the spawn room or some of the mobs will take damage on falling. That will cause the mob softener to kill them, stealing my xp. For the moment, I'm only keeping the spawners active when I'm down there to collect xp. I like the idea of the item attractor & hungry chest to collect the drops, so I guess I'll put that in as soon as I get my golem + xp jars ready to kill the mobs for me.

At the moment, I don't have extra utilities or soul shards, though I am working on a custom modpack for myself (essentially, Magic World 2 + FTB Lite 2 + ATG + Buildcraft). In that one, I've already got extra utilities, and I'm considering soul shards (though I think I'd have to config that myself, it's not in any of the 1.6 packs). I like the idea of a spike trap, but I'd also like to be able to get the xp from killing them... I suppose I could wire up a switch that changes between the spikes and the mob softener.
 

Adonis0

New Member
Jul 29, 2019
1,800
0
0
Hmm. I looked at the Thaumic Tinkerer mob-attracting thingie, but I have to have water on the floor of the spawn room or some of the mobs will take damage on falling. That will cause the mob softener to kill them, stealing my xp. For the moment, I'm only keeping the spawners active when I'm down there to collect xp. I like the idea of the item attractor & hungry chest to collect the drops, so I guess I'll put that in as soon as I get my golem + xp jars ready to kill the mobs for me.

At the moment, I don't have extra utilities or soul shards, though I am working on a custom modpack for myself (essentially, Magic World 2 + FTB Lite 2 + ATG + Buildcraft). In that one, I've already got extra utilities, and I'm considering soul shards (though I think I'd have to config that myself, it's not in any of the 1.6 packs). I like the idea of a spike trap, but I'd also like to be able to get the xp from killing them... I suppose I could wire up a switch that changes between the spikes and the mob softener.

You should be able to keep the water there, but still use the mob-attractor/repellor to speed them up a bit