(If you have found such a combination then I'd love to see an answer with a complete design to demonstrate it!) There is the possibility of dropping mobs through lava, then water, which seems like it should work, but has the disadvantage that in order to prevent the mobs from swimming up in the liquids (thus dying to lava, or getting stuck in water), a simple tube would have to have, in order: a long drop, a lava block, (another long drop? not sure), a water block, and finally another long drop to the collection pad. This extreme height would make my underground zombie trap's plumbing poke up into my above-ground buildings. I have invented a solution to this problem using a mechanism to apply one tick of lava damage. It occurred to me that a tripwire could be placed immediately above lava in order to remove it (using a dispenser) as soon as a mob hits it, thus preventing the mob from continuing to swim in it. Doing this for the water as well as the lava means that no acceleration is needed to make sure the mob will fall down, so the whole mechanism is only a little bit of extra height above a standard fall-damage trap. The zombies are pushed by water into the drop pipe. The water and lava mechanisms are identical: I don't know how important the length of the upper section is. The tripwire above the fluid is the input to the left (in first image) piston monostable (rising edge detector), which causes the dispenser to remove the fluid into the bucket. The monostable ensures that the tripwire input will not interfere with the second fluid-restoring pulse.īehind the dispenser is a comparator followed by 2 blocks of redstone wire this detects the dispenser having a lava bucket (which counts as 1 stack) instead of an empty bucket (which counts as 1⁄16 stack), and triggers the right piston monostable to remove the fluid. In the event that the state of the dispenser gets reversed, this circuit will simply not generate a pulse, thus correcting the problem.īelow the water block is exactly 19 ½ blocks of empty space (counting the sign) down to the fall-damage landing platform. Results: When the zombies hit the platform, a few still take 2 punches, but most of them take 1 punch to kill. I have successfully operated this mechanism in my survival world fed by two zombie spawners. The amount of damage done is not completely reliable. It is possible for the dispensers to get inverted (resulting in zombies falling on fire, without taking any lava damage, or from the wrong height). This latest revision with comparators can self-correct this problem, but it still may result in an occasional zombie with the wrong amount of health. (I have also seen a dispenser completely fail to respond to pulses, so I suspect there is a Minecraft bug involved.) I know it can be hard to build mechanisms from screenshots, so if you would like any further explanation of other camera angles, feel free to ask me to add them. Minecraft grinder designs zombie drop factions free# Mechanism above is good to expose 1 tick of lava damage, however you ALSO need precision for the falling zombies. That device can have multiple zombies falling together each with "overlapping" parts of their bodies say the feet of 2nd zombie overlapping with head of first zombie, so ONLY the first zombie takes the lava damage. So you need to make sure ALL zombies fall either totally separately (very hard) or as a single group that are all EXACTLY at the same Y elevation. Minecraft grinder designs zombie drop factions free#.
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