cool design for a vMC mobfarm

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DiamondArms
Posts: 486
Joined: Sun Apr 21, 2013 9:04 am

cool design for a vMC mobfarm

Post by DiamondArms »



This is really quite smart for a mobfarm design. cheap too.

unfortunately not viable in BTW due to snow golems not dealing knockback. Still cool though.

any thoughts on how to make it BTW viable?
abculatter_2
Posts: 122
Joined: Sat Jul 13, 2013 11:37 am

Re: cool design for a vMC mobfarm

Post by abculatter_2 »

If you made the spawn pads much closer, you could use an iron golem instead. It wouldn't be very efficient, and it would almost undoubtably be much cheaper to just use pistons + tripwire/lenses, but it would be quite funny to watch.
Moldiworp2
Posts: 84
Joined: Mon Mar 26, 2012 4:04 am

Re: cool design for a vMC mobfarm

Post by Moldiworp2 »

My first thought is utilizing cows somehow. Not sure what exactly. Put the cows in between mobs/golems and stop spawning/separate zombies so they don't kill the cows, yet still aggro the golem? Naturally the cows would have to be close enough to the mob spawns to have there full "effect" yet immobilized somehow. Not sure its possible and sure as hell isn't efficient, but damn that would be a cool farm design.
tin
Posts: 18
Joined: Thu Dec 29, 2011 6:22 am

Re: cool design for a vMC mobfarm

Post by tin »

They don't need the knockback, just by hitting mobs it makes them want to attack the golems, and go towards them. So this kinda works in BTW if you put vine traps around the spawn pads, the problem with this in BTW is the skeletons.
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DaveYanakov
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Joined: Sat Jul 23, 2011 5:17 am

Re: cool design for a vMC mobfarm

Post by DaveYanakov »

This is pretty much how we built mobtraps when renewablock still worked. The mobs would wander off the edge on their own. Only thing you ever really had to worry about was skeletons firing as they fell or a zombie landing on you getting in a lucky hit before they died.
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