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Looking for way to turn off my spawn grinder
Topic Rating: +1 (1 votes) 
July 23, 2014
1:48 pm
techJargon
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I built an experience grinder similar to this one: http://www.minecraft101.net/t/.....inder.html

I think I can "pause" it with 2 redstone sticky pistons at the exit to the spawning chamber which move 2 blocks in the way of the mobs escaping the chamber.

The problem with that, is that I then have an active redstone circuit, which I've heard is discouraged.

The alternative that I can think of is a slightly more manual process where I have 2 sets of non sticky pistons on either side, and then activate, then deactivate one to pause the spawner, then activate/deactivate the other to turn it back on. I was hoping for a single switch to do the job though :/

 

Any thoughts or suggestions?

July 23, 2014
2:13 pm
Okarim
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If you want to turn it off, there's an easier method: Put redstone lamps in the roof of the dungeon, put redstone wire on top of them and use a lever to charge a signal through them. If the lamps are on, no mobs would spawn.

July 23, 2014
2:21 pm
techJargon
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That's true, but it would still require an active redstone circuite, and it would be nice that while the spawner is "paused" there are a few that are ready and waiting to be whisked away to slaughter.

July 23, 2014
2:36 pm
LightWarriorK
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techJargon said
The problem with that, is that I then have an active redstone circuit, which I've heard is discouraged.

Not discouraged.  Bannable.

However, I really don't think that what you're describing is "active" redstone.

A circuit that is steady on or off isn't active.  If you have sticky pistons extended in an "on" position until you turn it "off" to activate the grinder, that's not active, but a steady and stable circuit.  Leaving that "on" doesn't use server resources needlessly.  

Redstone only uses resources when it changes state.  Thus when we say "active" redstone, we mean circuits which are continuously toggling on and off, like a redstone clock, or a minecart/hopper circuit, or anything that is changing continuously and automatically independent of user input.

To that end, we DO recommend what Okarim has suggested, using a redstone lamp to prevent spawning.  Flip a switch to turn the light off and start the mobs, turn it back on to stop them.

 

If you have any questions as to whether your redstone contraption is against the rules, please ask staff.  Thanks.

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July 23, 2014
2:53 pm
techJargon
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Thanks very much for the clarification.

I just did some research into redstone lamps and I believe I can incorporate that. Would a single redstone lamp with 1 surface poking out of the ceiling provide enough light to prevent the whole room's spawn viability, or should I cover the roof with them?

The reason I though the pistons might be a good idea, is that I know that a spawner won't spawn when 4 previously spawned mobs are within 10 blocks of the spawner.

It is my utmost intention not to be banned.

Thanks again!

July 23, 2014
3:09 pm
TSWG
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Something to consider, instead of tearing up your piston doors that you've already created... put a reverse charge on them, so they default in the closed position, and when you are there, pull the lever to open it up.  It's as simple as adding a redstone torch, which my the definition stated by LWK is not an active circuit, but a stable one.

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July 23, 2014
3:55 pm
Okarim
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Mobs spawn at light level 7 or less, redstone lamps have a light level of 15, so any block within 7 distance of the lamp will be safe. So if for example you have the lamp 2 blocks above the spawner, and the room is 7x7, then the very corner would be at 2 (down) + 3 (width) + 3 (depth) = 8 blocks distance and unsafe.

July 23, 2014
4:04 pm
summertree
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I limit mine in two ways, one of which was invented by Rangasp and generously shared with me.

Put a weighted pressure plate on the block that your mobs drop onto, and wire it to turn your room lights on when the count of mobs gets to a certain number.  I have 5 pieces of dust, then a repeater, and then the rest of the wiring for the lights.  Each piece of dust gets activated with the weight of about 12 skeletons (so 3 pieces of dust is 36, 4 pieces is 48, etc) and when all 5 pieces of dust are activated, it activates the repeater, which powers the rest of the wiring.

Using this method will help keep you from hitting the entity cap when you're in range, but not using the grinder.  I also have a lever with some extra wire going into the section between the pressure plate and the first repeater, so I have a manual override that will light both spawner rooms, turning them off.

Hit me up in-game, and I'll show you how it all looks, if you'd like to see. 

July 23, 2014
7:57 pm
Axymoron
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Rangasp has the best method [my opinion]  - afk proof . You cannot sit there and have 200+ mobs build up , which is the purpose of the implied restriction. Nice work summertree.

July 24, 2014
12:39 am
Rangasp
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ive just made a thread about it

 

http://www.veterancraft.net/fo.....rs/#p24377

July 24, 2014
9:56 am
techJargon
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That's awesome! Thank you very much everyone, and especially Rangasp for the design.

July 24, 2014
10:18 am
Trip6s6i6x
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My grinders are similar to the video above. No redstone active unless you're using it, no lamps or complicated wiring required. It's simple to set up and wonderfully binary -- on when you're using it and off when you're not.

I can understand using limiters to avoid mob build-up, but really, you're not supposed to be afk anyway (unattended gameplay is frowned upon), especially long enough for mobs to build up to those uncontrollable levels... so you shouldn't need a setup with anything more than a simple on/off switch really. Wink

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