Author Topic: Kaktolake Monster Factory  (Read 48 times)

Bla

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Kaktolake Monster Factory
« on: 2014 04 03, 17:24:06 »
Did some science at the factory:

The water takes approx 20 seconds from flow start to reach the end of the farm by the hoppers.

I have let mobs spawn in the farm four times, and then recorded the mobs fall and graphed the number of mobs fallen at intervals of 1 second, and summed them to get cumulative graphs.

I also summed the number of mobs fallen in all four cases to the bottom graph.

Based on this it should be possible to determine the ideal time that the flow should be running, if we know the mob spawn rate. Determining that would be tricky though, because you can't watch much of the spawning area at the same time, and it also depends on how many mobs there already are. But it appears that the water certainly shouldn't run for more than 80 seconds, and certainly not for less than 20 seconds, and that the proper amount of time would probably be between 40 and 70 seconds.

I guess setting the flush time to 50 seconds at 5 minute intervals should be a reasonable start. If the water takes 20s to reach the end, that should grab the mobs up to 70 seconds on the graphs.
As for how to set up a 5 minute hopper timer, Idk yet



« Last Edit: 2014 04 03, 18:34:05 by Bla »

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b-ong

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Re: Kaktolake Monster Factory
« Reply #1 on: 2014 04 03, 18:50:30 »
http://www.minecraftforum.net/topic/1122799-how-to-make-a-1-or-2-minute-timer/
" I know you can do the 5 minute timer by using a dispenser spitting an item on a pressure plate,"
that was an year ago

Bla

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Re: Kaktolake Monster Factory
« Reply #2 on: 2014 04 03, 19:14:24 »
True, I'm not very fond of a design that wastes items like that though, although nobody really needs rotten flesh. I'd prefer a fully automatic system. :P

Bla

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Re: Kaktolake Monster Factory
« Reply #3 on: 2014 04 06, 03:34:24 »

Bla

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Re: Kaktolake Monster Factory
« Reply #4 on: 2014 04 11, 13:53:03 »
There are some serious problems with the factory that I've found while working on the intro center, which means the factory probably on the edge of where the chunks are loaded around me. The dispensers tend to get out of sync, because every redstone signal just swaps the water flow on or off.

So far I found a rather easy solution, I set up a ladder to the lowest redstone level and if you destroy the redstone and place it again, it swaps the state of all dispensers after that redstone. But now I've seen that it also gets out of sync vertically, so even if the bottom floor is synced, the top floors probably aren't. This is getting a pain to maintain.

The solution would probably have to be a centralized water flow, like in the Border Hill farms, so just one redstone pulse pours water into a network that makes it fill all the floors. I should consider if such a design could be made. I think the factory is starting to get a bit unproductive in its current state.

Other ideas are welcome.

b-ong

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Re: Kaktolake Monster Factory
« Reply #5 on: 2014 04 11, 18:48:13 »
ooh so that was the problem. or you could just raise/lower view distanace?

Bla

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Re: Kaktolake Monster Factory
« Reply #6 on: 2014 04 11, 21:11:47 »
If I'm changing how far away chunks are loaded around players I'm just moving the problem into another zone, that wouldn't be a good solution to the problem. Increasing it increases lag, reducing it reduces how far we can see, we don't really want either, even though ofc it's possible that 10 isn't the ideal setting. Considering it affects the game constantly for everyone I also think that's a bit invasive in order to fix one factory.

Tl;dr I don't think changing the view distance would be a good solution, but thanks for the idea.

Bla

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Re: Kaktolake Monster Factory
« Reply #7 on: 2014 04 13, 15:01:38 »
I think I got an idea that might work better. Replace the dispensers with pistons and a water source block. The pistons won't get out of sync like the dispensers, but they take more space. But I think there should be enough space.