Tutorials/Monster spawner traps

Monster spawner traps are a type of mob farm that uses a Monster Spawner. They employ the mob spawners found in dungeons as a source of mobs. The purpose of these traps is to create an infinite source of items which can be gathered in an efficient way from the mobs spawned by the monster spawner. Two general goals of these traps are to keep the player safe and to allow the mobs to spawn.

See Also: Tutorials/Mob Farm, for systems based on naturally spawning a mixture of monsters.

Finding the dungeon
Dungeons are found when exploring caves and Abandoned Mine Shafts. They appear to spawn in random places, but almost always underground. Third-Party programs/mods/texture packs, such as a map viewer, can help the player locate a dungeon.

Mob Spawners can be neutralized by placing torches to light up any dark areas around the spawner. Because blazes can spawn in light level 11 or below, however, torches (light level 14) are not very effective for neutralizing blaze spawners. As of Version 1.8.1, there are four types of mobs that can spawn broken into two categories, tall mobs (skeleton and zombie) and spiders (standard and cave spider). The 1.9 prerelease has Blaze spawners in Nether Fortresses which can be trapped for Blaze Rods.

Also in the 1.9 prerelease, a Silverfish spawner can be found in the portal room of a Stronghold. However, Silverfish do not drop anything and are bothersome enemies, therefore you may choose to simply break the spawner, unless you want to create a silverfish trap near an entrance to your base - with the silk touch enchantment you can remove a block with a silverfish inside it. Silverfish blocks are distinct from regular stone and stone brick blocks as they break as fast as wool with your hand. The most dangerous spawners to take on are those for skeletons, due to their long range capability. As such it is advisable to plan ahead before assaulting one of these spawners.

Simple Farms
The three most common types of spawner are for zombies, skeletons, and spiders. In each case, it's fairly trivial to set them up so that you can attack the monsters without retaliation, forming a simple farm for XP and their drops. (Sometimes cave spider spawners can be treated similarly, but this is more hazardous.) Proceed as follows:
 * Secure and light the area around the dungeon! Light the room and spawner while you work on it, so the monsters don't interrupt you.
 * Ransack and clear out the chests. Choose and prepare a "front" area for the farm, with a chest and crafting table to supply stone swords for cheap slaughter.  Make sure you have a clear approach and/or room to back away quickly, in case you come by and find one or more creepers spawned inside, and you need to shoot them.
 * Prepare the spawner area, and especially, open up the entire spawning range: Horizontally, that's 8&times;8, from the northwestern-corner of the spawner.  That range also includes a block above and below the spawner, so take up the original cobblestone and moss-stone floor, if necessary supplying a new floor one level below.  Extend the front to match, so you don't have monsters or items hiding in corners.
 * Now seal off extra exits and alcoves, fill stray holes, and place fences or other barriers to channel mobs toward the front. If you want any redstone circuits, now is the time to set up the alcoves and access tunnels.
 * Optionally, set up redstone systems:
 * Most important is a flood system, to wash monsters and stray drops toward the front. If you've opened up the full 8&times;8 area under the spawner, you can get a nice sheet of water from three dispensers at the back, each containing a water bucket.  This will push monsters forward and bring all drops within reach of the front.  If you still have items being stuck in one corner, you might resort to a side tunnel and a sticky piston to get at them without exposing yourself.
 * If you're ambitious, you can build a system to could light the dungeon when desired. This will be much easier if you have redstone lamps.
 * Prepare the front according to the monster type. You will always want fence gates, in case you want to dash in between spawns to collect drops, or to fix something up.
 * For zombies, a simple gated fence will do. Maximize your view of the spawner, so that they come to the fence quickly.
 * For spiders, you want one or more 1-block wide slits, 2 or 3 blocks high. You can attack them, they can't come through.  To defend against creepers and other non-spider spawns, you can make these slits two-high, between top and bottom slabs.  (That is, three blocks total, but with the top and bottom spaces half-blocked by slabs.)  The "tall" monsters will not recognize these as passable, but you can move or attack through them easily.
 * For cave spiders (if you must), you can place a door between floor-to-ceiling fences (see pictures below). Iron doors are better, so that you can't accidentally open it while you're whacking at the spiders.
 * Note that cave spider spawners don't come pre-enclosed in a dungeon, so you'll likely need to start by building a room around them. Remember that the spiders can appear up to 4 blocks away (depending on direction) from the spawner, whether or not there's a wall in the way.
 * Skeletons are trickiest: They can shoot through even brief gaps, the moment they get the angle.  For the actual killing zone, you want fences/gates at eye level (so they can't shoot you), with an open row below (so you can attack).  If you stand directly in front of the fence, they will usually come up to the front so you can attack them.  That row in front of the fence can also be a trench -- you can reach further into the room, but then they will occasionally get an arrow or two under the fences.
 * Once your farm is prepared, remove most or all of the lights. Beat a hasty retreat to the front.
 * Special case: If you found a dungeon in a Mushroom Biome, congratulations!  Since creepers can't spawn, you can pull out all the lights in the dungeon room, and get maximum output from the spawner.
 * Make some stone swords and whack away. Keep bow and arrows handy near the entrance, in case a creeper spawns while you're away or approaching, or otherwise sneaks into the room.  (Normal darkness spawns are suppressed within 24 blocks of a player.)

Killing Mechanism
Any standard mob grinder can be connected to a dungeon. However, the purpose of this device is for players who are currently low on materials and can't yet build something larger. As of version 1.5, a hopper can be used to collect the items into a chest.

Lava Blade Traps
A lava blade trap consists of using water underneath the spawner and funneling these into a single line. At this point the mob should find themselves approaching a sign at ground level and a 'lava blade' above it which flows over the top of the sign but no further. This allows the mob to drop items at their feet for your collection. A tutorial can be found here.

Drowning Traps
Drowning traps employ water to drown the hostile mobs. Mobs float in water and items drop, which allows easy separation. In this example, the dungeon is a 5x5 zombie spawner.
 * Capture the spawner and place water in one of the corners. The opposite corner should have one dry block.
 * Dig a small hole in the dry corner. This is where the items will drop and a water channel is recommended.
 * Place two signs in the corners and one in the hole. Water considers signs to be solid blocks.
 * When water is placed in the corner, it will be held in place, even though it will look like it is flowing backwards.
 * Place glass panes (any block works, but this is a cheap material and allows easy access while filling up the drowning chamber).
 * Fill the chamber with water to the ceiling.
 * Close up the chamber.
 * Place a collection stream below the drowning chamber. Remove the torches and close up the dungeon walls.

Take out the torches and enclose the dungeon. This was designed for tall mobs, but can be modified for spiders by making the drowning chamber larger. Use signs to hold up water.

Sunlight Based Traps
This type only applies to zombie and skeleton mob spawners. Where below a spawner has water flowing from one side to another side where precisely at the end the water stops, the pit drops down a level or two and directly above this dry area is a skylight to the surface which will burn the mobs alive. An example of this can be found here.

Iron Golem traps
In this trap an Iron Golem is used to kill the monsters for you. To make it, simply make an Iron Golem in the dungeon and watch it kill stuff for you. However, the Iron Golem will eventually die (especially if more than 1 enemy is spawned), so you'll have to replace it with another. Another farm using Iron Golems is a house with 15 NPC villagers in it (houses with 15 villagers spawn Iron Golems) and have a killing mechanism to get free iron, it should only have one door because the golems only spawn at the door, and knowing where they will spawn. Lava traps are ideal as they will drop the items at the golems feet where you can put signs and have a water channel to collect the drops.

Cactus Traps
The following cactus trap is designed for spiders. It has a chance of destroying the items, but this is an inherent issue with cacti. (This can also incorporate a small cactus farm by placing a block 2 blocks above the cacti.)


 * Dig the main channel. The spider spawner is left in the wall forcing spiders to spawn on the small dry patch.
 * Dig two blocks down and one block in just before the cacti. These two holes will hold the collection water sources.
 * Place three ladders on the far side of the collection output. Place one on either piece of sand. Place the two water sources in the holes.
 * Place the main water in the two openings. The block between them makes the water flow towards the gap in the cacti, slightly improving the collection rate of string.
 * Cover the entire trap and remove all lights.

Blaze Traps
Since it is impossible to obtain water in the Nether for a drowning trap, this trap takes advantage of Blazes' weakness to snowballs. To create this trap, one must disable the Blaze Spawner and fence a Snow Golem into a nook in a wall. Once the spawner is re-enabled, the Snow Golem will shoot snowballs at the Blaze until it dies. Alternately, one may create a redstone mechanism that brings out Glowstone or turns on redstone lights to prevent the Blazes from spawning until the mechanism is switched. Fenced access to a Snow Golem's nook can allow the player to construct a new one should the Blaze defeat it. However, in Minecraft version 1.2, Snow Golems die in the Nether, making this trap need a potion of fire resistance.

Another way to make a blaze farm is to box in the spawner so that the blazes can't fly away. leave a space at the blazes foot level and stand so that your eye level is at that space. That way the blazes can't hit you (mostly) but you can hit them. This is also a pretty good experience farm since each blaze is worth 10 xp. Be warned however that sometimes blazes will spawn outside the box so it is advised that one box themselves in as well.

A Note on Lava
Lava can quickly kill mobs and can be suspended on either a ladder or a sign. To suspend the lava, create a 3-long channel then put a sign or ladder on the last block. Lava spreads three blocks away from the source, so the last section of the lava will be left suspended on the sign or ladder.

Lava generates light, which can lower the spawn rate in the dungeon unless placed far away; however the increased turnover of mobs may compensate for this. (Only one trial - lava 'blade' is approximately 7 blocks away from spawner. Significantly increased rate with lava closer as opposed to having a dark spawn room with lava further away.)

Here is a video example of how to make a dungeon trap using a lava grinder in 1.2.5.

Auto Meat Cooking Trap
This is when you have peaceful mobs spawn and are burned to death which cooks the dropped meat. First you cause peaceful animal mobs to spawn. Then you cause them to fall into lava that is one block high with a sign below it. This prevents the lava from flowing. Below the signs you put a block of cobweb. This causes mobs that have been caught on fire by the fire to burn and die without losing the drops. Just have a way to collect the fallen meat, and you have an Auto Meat Cooker. You can also make a chicken trap by making a big pit of fire and then go high up and put a spawner. The chickens will fall into the fire and drop cooked chicken.



Other
Traps that use unusual methods, such as huge pits, fall into this category.

Note
Using a half slab of cobble, planks, or sandstone in murder holes will prevent creepers and skeletons from seeing you, then you can retrieve items without breaking blocks, place the half slab on top of where the mobs would usually stand.

Pit Trap

 * For this method, you must dig a pit that reaches far under the dungeon. Depending on the height (at least 23 blocks), the mob will die on impact, as long as there isn't 2+ blocks of water at the bottom. However, this method takes a long time to make and only works for spawners near or above the surface. Alternatively, you can build an elevator for the mobs using alternating water and signs to bring the mobs 23 or more blocks higher, and then drop them 23 or more blocks in order to kill them (or you can do 22 blocks if being used for an XP farm).

Experience Trap

 * For this trap, you need to dig a large pit 22 blocks deep under the dungeon, or make a water elevator taking them upwards so you can stay near the monster spawner. Go to the bottom of the pit and place water in a fashion so that it should flow towards a wall. Then make a room where the water is flowing . This is where you will stay while finishing off the mobs. Make the room so that it has a one-block hole where you can see the mob drop zone . Hopefully, mobs should spawn, fall down the pit and survive with half a heart, get pushed towards you by the water current, and get killed by a single hit. If you like, you can bring food along as your hunger will deplete over time. This should provide normal as well as rare mob drops and experience levels, making it quite useful. Another technique is to leave your player by the dungeon for a couple of hours, overnight is suggested, and there will be at least a hundred monsters waiting to be harvested. There is a possibility of the number of monsters glitching your minecraft, and maybe even crashing on weaker computers.

Video tutorial tho this.

Efficient Pit + Experience Trap w/ TuT (by Epiiik)

 * *Note, all dimensions are given the format: Horizontal x Vertical. This method is an indirect hybrid of the aforementioned traps, utilizing both fall damage and mob control with water. In the mob spawning room, dig 1 block down so that the spawner is at eye level, and place water blocks at two adjacent corners. On the wall opposite of the two water blocks, dig a 1 x 2 hole for three blocks in the middle of the wall (allowing mobs to pass through).


 * Begin digging upwards in a 1 x 2 fashion for 26 blocks. To get up, place signs on the long-faced wall (your left/right) in a zig-zag pattern going up while placing water blocks in between the signs. The first sign should be placed as furthest, lowest space possible. Stop placing signs after the 23rd level. The last water block should be against the wall furthest away from the mob spawner on the 24th level.


 * On the 25-24 block levels, dig a 1 x 2 hole for seven blocks in the direction the mob spawner. On the seventh block in, dig one block downwards. Dig in the forward direction for eight more blocks (again, 1 x 2). You should notice the water block placed on the 24th level should stop where the path drops by one block. Place a water block against the wall of the drop. Notice how this water block stops 1 block short of the path.


 * Dig further for two block and begin to dig downwards in a 1 x 1 fashion for 22 blocks. Face the direction of the mob spawner and dig another 1 x 2 hole one block deep. Dig down one and fill the top level with one block so that you can only see through one block of the pit you just created. (If you are using a skeleton spawner, you will need to stand one block away from this hole so that the skeletons cannot shoot you.) You are now standing at the loot point. Now that the almost-dead mobs are depositing into your 1 x 1 hole, simply attack them with any item to gain their loot and experience! You may use TNT + water to do splash damage to kill all mobs at once at the risk of lag spikes.



Another Experience Trap (by AlexxShadenk777)

 * Firstly it should be noted that this was made with a Zombie spawner in mind. Basically you just make a balcony of sorts and wail on the zombies as they approach you while being unable to hit you.
 * Seal the zombie spawner in a 5x5x5 chamber, naturally you want it to stay in the center of the chamber at the lowest height. Outside of the chamber make a platform that is 2 blocks high that surrounds the outer wall, and while standing on this platform, punch a wide hole in the corner of the chamber 1 block above the platform. Remove the corner block so you can stand in the corner while the zombies practically funnel toward you. They'll be able to push you but not hit you at all, so you're free to smack them on the head with your weapon of choice.
 * Naturally the rotten meat they drop will remain inside the chamber but the experience points will hover toward you. If for some reason the points end up too far just walk around the chamber to their nearest corner.
 * Optional: lead some tamed wolves into the chamber before sealing it!

Multiple spawners of the same species
To maintain maximum efficiency a trap must take on an increased complexity in keeping mobs separated or moving quickly when dealing with multiple spawners of the same species. Minecraft first checks within the 17 wide by 17 long by 9 high area with the spawner in the center (or 8x8x4 radius from the spawner) for mobs of the same species as the spawner. If there are fewer than 6 mobs of the same species in the checking zone, it will spawn a mob within half the distance of the checking radius. This means that with two spawners of the same species near to each other, there will be a zone that mobs will count for both spawners and severely impact the spawn rates. It would be a wise idea to work out where these checking zones overlap and ensure that mobs being funneled to the trap do not enter that zone and/or leave the overlapped / checking area as quickly as possible to maintain peak monster spawner output.

Videos
This design is easy to build and doesn't require too many materials. It allows mobs to enter, but blocks them from leaving with pressure plates and pistons.
 * EXP farm with Monster spawner Tutorial
 * Simple Mob Trap

Anleitungen/Dungeon-Fallen Tutoriels/Exploiter les générateurs de monstre