DicheBach

Spawner in the Dark, but not spawning

Recommended Posts

I found a vanilla zombie spawner on the server I play on. I like to build "old school" type water elevator + drop-damager (along with some redstone controlled pistons and lighting to turn it off) mob farms, and built a number of bases in SP around such spawners. The spawner gets a sealed chamber that is 9x9 and 6 high, the water slide, water elevator, and drop are all sealed up too. The ride the elevator up 12 to 15 blocks then back across the top of their spawner and then drop 19 to 21 blocks and are sealed up with only their feet showing through half block gap. I use all the space around this "contraption" for my base: labs immediately under the spawner chamber (which has a two or three block thick floor to prevent drips), logistics storage area whereever, farms, etc. I just stack it all up on top of and underneath as well as around the spawner, trying as much as possible to make the areas where I work and linger be within 16 blocks of the spawner. It is a lot of fun to build these, and yes I know there are auto-spawners in tekkit and TL, but these are fun to make too. I've done this a half-dozen times or more in both tekkit and tekkit lite worlds.

 

I got the basic design from this guy ToZaTop, who has a tutorial video here:

So, in sum, I (pretty much) know what I'm doing. But I'm having two issues I've never seen before.

I have installed Minefactory Reloaded Road Lights with redstone wiring to turn them on off (and they do turn on and off), as well as pistons to turn the water flow off (which also work). I have not yet completed the upper works (water elevator, water slide and drop) because I've encountered these two issues:

1. Even when the spawner chamber is dark inside (I can see red hatching on the floor with F7 activated), and I'm standing just outside the chamber peeking in a window (so only about 6 tiles from the spawner) no zombies are spawning. I noticed this last night and have fiddled with it a bit today but I still cannot get it to work.

Maybe the chunk isn't resetting? Is it possible for a spawner to "malfunction" somehow?

2. I'm seeing a strange effect with the Road Light blocks that I had not noticed before. When I turn off the redstone power to the light circuit, the do get dimmer, but they do not go all the way "off."  I don't know if there is a delay maybe or what, but I've noticed if I just tap on each Road Light block it goes completely "out" (meaning it stops emitting low light. Immediately after I flip the switch, the chamber is still sufficiently lit up that there are no red hatchings on the floor. When I go around the tap on all of the Road Lights it goes completely dark inside (except for the light from the window where I'm peeking in which is minimal) and the red hatching appears. So basically the problem is the Road Lights do not go completely "off" when they no longer have redstone power, they seem to remain half illuminated for a while, though I don't know if they eventually go completely dim on their own or not. I had a fully functioning spawner in a Tekkit SP game (but I deleted it) in which I used the Road Lights to turn the spawner on/off and did not see this issue there.

Anyone have any ideas?

Share this post


Link to post
Share on other sites

Thanks I'll check that out. Your recollection that there was such a bug makes it worth the trouble to replace them with some other light source. I can always use them in other places in my base.

They seem to function properly in Tekkit.

Any recommendation on alternative light blocks?

Share this post


Link to post
Share on other sites

Yep, removing those blocks seems to have fixed it. Weird thing is, they "are" off, at least as far as the F7 detector and the visual rendering. But evidently the spawner thinks they are not off. Guess I'll use the lamps that use "lumar."

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Similar Content

    • By butterboyrs
      I need people to test out my new mod pack and tell me what I should add I am not looking for likes but more of testing tell me how it runs and different things I can do to better improve my mod pack
      this is the link to my mod pack: https://www.technicpack.net/modpack/the-great-beyond-power.1374986
    • By Mr.Redstone
      Welcome Fellow Modder/Player! This is a WIP Modpack That includes Up to 34 mods at this moment! I am working on uploading new mods almost every day! We have ProjectE, Quark, Redstone Arsenal, Industrial Craft and Much Much More! Come join this happy and fun ride with me! (I may Hire Experienced Modders) 
    • By fspro15
      Tried to look for other threads, couldn't find any..
      I'm on a tekkit server with a friend, and we're building a large underground base. We would like to use lamps like the Cage lamps and Lanterns from ProjectRed, and that all of these are powered by reactors/dynamoes. So that we would always need legit energy for them to illuminate, and not a simple minecraft redstone line which basically gives infinite power.
      For now we're using a simple steam dynamo from Thermal Expansion, but i cant seem to get the cage lamps or lanterns to light up. We tried both energy conduits from Thermal Expansion and RedNet cables/RedNet Energy cables from MineFactory, and we tried to combine them too.
      Does anyone know how to illuminate these light sources using dynamoes/generators/reactors and some sort of cable?
      Or maybe some other alternatives?
       
      Thanks a lot in advance!
    • By twistedillusionz
      I am currently running a two-player Tekkit Legends world, but I have encountered a problem I can't seem to tackle.

       am using a coke oven to convert my coal into coal coke. I have handled the output of creosote oil, but the output of coal coke forms a problem. I'm using a wooden transport pipe and a redstone engine connected to cobblestone pipes. Those cobblestone pipes then are connected to the bottom of a generator, but the coal coke won't end up in the lower slot; only in the top one.
      Does anyone know a solution to this?
    • By Prringa
      Hi guys,
       
      I hope somebody can help me.
      I'm playing Tekkit Lite and I need some help with redpower.
      What I want to do:
       
      I want to build something like a clock. I want a redstone signal which is active for about 5-10 seconds (can be also a bit more, must not be exact) which is toggled all 5 minutes.
       
      So easily explained: how to build a clock which activates all 5 minutes and sends a 5-10 second active redstone signal.
       
      I've also tried it with the timer but the redstone signal which it gives out only is like half a second long.
      Ty so much!