User:Pirateswithfleas/xpfarmv1/spawner

The design of the spawner is adapted from TheSmokingKoala's mob farm. The timer has been simplified (but not optimized) and by moving the water bucket dispeners up one block, we can expand the spawning area out by one block, resulting in an increase of 27% capacity from TheSmokingKoala's original design. Other than that, it's pretty much the same as his, so check out his tutorial video for more details. That being said, there are some important things to note:


 * 1) The original design calls for compressed ice slabs, which I haven't experimented with. (I'm doing this in survival and I haven't located any yet!)  I presume that this would increase the production rate.
 * 2) While this timer is not optimized, I'm using a different principle. Rather than allowing mobs to spawn and then flushing them all at once, I have the flushing staggered out a bit, ideally always having open spawn areas. I will eventually optimize the timer system to be a bit more like the original, but with the staggered flushing.

Layer 255 -- Each of these slabs are on the bottom half so that monsters will not spawn on top of them.

Layers 254, 251, 248 and 245 -- not shown is the redstone tower driving the dispensers. Each dispenser gets a single bucket of water.

Layers 253, 250 and 247

Layers 252, 249 and 246 -- includes an optional ledge for maintenance access. 'Unknown' blocks can be left empty. On layer 246, I extended my ledge out one more block south so that any water spillage from doing maintenece won't wash away redstone components below.

Layer 244 Note that all repeaters are set at max delay (except for the one at -12, 1). This intended to aid with CPU lag by spacing out the computations of propogating water. Start the timer by setting lever high for a second and dropping it low again. Note also that the solid blocks on the zero axies are the redstone tower to deliver the signal upwards to the rest of the dispeners.

Layer 243