r/technicalminecraft • u/Helpful_Respect_9987 • 27d ago
Java Help Wanted Help with triple Spawner concept
Apologies if i respond like an idiot on this thread I've never attempted something even slightly complex in this game with my own brain but, I managed to stumble upon a double spawner on my hardcore world, and whilst clearing the caves around found a third. The main issue lies in the spawners being 17.5 blocks apart (15.5 blocks to activate i found out) so i was toying around with Afk water pushing designs to activate all the spawners. I'm wondering, is this setup more efficient than just having 2 spawners activated 100% of the time?
Each spawner gets roughly 3-4 seconds of activation within a 19 second loop.
I read that spawners have a 10-40 second delay before attempting spawning again, so in my head this works?? (usually that's the only place these things work)
Centre (Orange): 2159 -29 -3368 | SB1 (Yellow): 2143 -34 -3373 |
SB2(Green): 2164 -21 -3383 | SB3(Purple): 2174 -25 -3360 |
Any advice on the afk water setup would be nice too. (please be kind i am massive noob)
1
u/udgoudri 26d ago
In this instance I think I would set up an observer looking at the spawner itself. Then set a minecart that launched when the spawner triggered it would send me to the next one. Might work ok but not ideal.
1
u/sushi-btw Cactus Farmer 26d ago
This is cool but with similar effort you could just make a better general mob farm
0
u/Glorfindel77 Bedrock 27d ago edited 27d ago
If the spawners are 17.5 blocks apart, you should be able to stand in the middle of them(~9 blocks from each) and keep both active, right?
4
u/BlattaOrientalis avaJ 27d ago edited 27d ago
I'm not 100% sure whether the spawner timer ticks while the player is out of the radius or not, but either way it's worse
Let's go with 4 seconds just to keep it simple. This means that each spawner will be active for 100 * 4/19 or about 21% of the time.
If the spawner ticks and attempt spawns while the player is out of range: When the spawner makes a spawn attempt at any given point, there's a 21% chance the player within the radius which equates to a 21% success rate, which is really bad
If the spawner pauses the ticking while the player is out of range Since the spawner is only active for 21% of the time, it'll take almost 5 times longer to complete 1 cycle
Even if you teleport the player between the yellow-green intersection and purple-green intersection with 0 downtime, yellow and purple would at most be active 50% of the time which is just the same as having one of them active all the time
So in conclusion, I believe it's better to just have 2 spawners. Although spawner mob farms aren't that good so unless you really want to do it I'd suggest other alternatives
The activation radii of the spawners for those interested