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Entuland's Guide to Large Spawners
By entuland
Description of the large spawners I make and why I make them so. This is going to be a long read, be advised.
   
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Introduction
Spawners have always been a neat feature of Creativerse and since mobs started dropping loot when killed by elemental damage (corruption, fire, drowning and the alike) they have become even more interesting and useful for the large amount of loot one can quickly get from them.

Here I'm not going to explain the one and only way to make spawners, this is just my approach, I've seen other approaches around and they may work just as fine or even better than mine.

The first thing you have to arm yourself with is patience: these spawners aren't built in a few minutes, unless you find some fitting blueprint and you purchase the needed blocks.

Spawners and accessories (traps and how to drive mobs around) will be described separately. You could build just the spawners and slay the mobs yourself, traps and routing of mobs are extremely useful but not strictly necessary.

Sections are also connected to eachother because different spawners have a lot of things in common. You may need to go back to a previous section to read such things in detail, I'll recap them where needed in any case.

Most of the "Capitalized Words" you'll find in this guide can be looked up on http://creativerse.wikia.com - I thought about adding the links myself but I prefer to invest my time into actually writing this guide, not decorating it. If you're into making large spawners chances are you already know all of the resources and tools we'll be dealing with.
Key concepts
Pretty much all of my spawners share these characteristics:

Size

The larger the spawner, the higher the amount of mobs you'll get out of them. Be prepared to gather and place thousands of blocks, because these are going to cover at least 4 claims.

Here is the map view of my current Lava spawner, 4 claims:


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Simplicity

These spawners consist of large floating platforms of blocks, just one block tall. They can be furnished with traps or get split into smaller platforms, but the spawner in and by itself is just that, a large floating platform.

Again the Lava spawner, seen from a side:


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Separation

In order not to worry about conflicting biomes or conflicting spawners, all of them are built over the ocean in separate claims. In the world where I built most of them there are at least 2 free claims around each spawner, but this is mainly to force the game to unload and reload the spawner itself when moving around, they would work pretty much in the same way even if built in contiguous claims. Leaving free claims around also allows for enlarging them if necessary, but I haven't felt the need for that yet.

The screenshot above of the map view of the Lava spawner shows the separation concept as well.

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Corruption Spawner
Corruption spawners are by far the most interesting ones for the loot you can get from Corrupted Creatures, Keepas and Diamond Treasure Chests. You can find out that kind of loot reading up on http://creativerse.wikia.com or simply dropping into Playfulverse and asking around, the community there knows very well, cause there is one of my Corruption spawners there.

Corruption spawner floor

You need about 4,000 corrupted blocks, be them Corrupted Stone or Corrupted Dirt, for each claim you want to fill with with the spawner. My Corruption spawner normally covers nine Claims in a 3x3 grid, this makes it about 36,000 Corrupted blocks.

Location

I place such floors in open Ocean, floating at least 3 blocks over the water. This is very important because there currently is a bug that makes Treasure Chests and some Creatures to spawn under the floor if you are too close to the water, be advised cause hauling thousands of blocks is extremely time consuming (also extremely resource consuming: you need about 4 Lumite Mining Cells to pull up the approx 4,000 corrupted blocks covering a claim). Plan in advance.

Here you can see a Diamond Treasure Chest spawned under the Corrupted blocks directly inside the Water, in a old Corruption spawner which I built before the spawning bug appeared:


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Collecting Corrupted blocks

The best way to quickly collect Corrupted blocks is to go down to the Corruption Layer with a good amount of Super Excavators.

Since each excavator collects about 170 blocks, in order to cover a single Claim you need about 24 Super Excavators, about 216 for 9 claims. Don't be afraid of their cost, you'll find a lot of Lumite Nodes while collecting the corrupted blocks, and the Diamond Rods you'll need can easily be farmed (Making Diamond).

When you're down to the Corruption Layer it's better to excavate the bottom of corrupted mountains, because there you'll be able to use excavators at their best and you'll avoid hitting the Corrupted Water, which will only get in your way. You can get rid of Corrupted Water using Fire Bombs, Flaming Skulls or by placing some crafted block at its place and picking it up again. But you will be better simply avoiding to hit the Corrupted Water. If you hit it, go up, study how the "mountain" evolves and plan your excavations accordingly.

Corrupted mountains are easily spotted from a distance because they will be the darkest areas around you (open areas are slightly brighter due to the corrupted haze). Once you get to those mountains dig down till the End of the World and start placing excavators at the 4th block from the bottom.

Ah, don't forget to bring some protection with you: either Corrupted Sandwich or Corruption Resistance Potion. I always prefer food, lasts longer and heals you.

Casting darkness with a ceiling


The above screenshot shows two things: the size of my "normal" corruption spawners (9 claims) and how they are completely into darkness.

Corrupted mobs don't spawn in daylight, but can happily spawn at daytime if you make sure the spawner floor is completely dark. You can cover the spawner with any kind of block as long as it's far enough from the floor - I've heard reports of 3 free blocks between the floor and the ceiling working fine.

My approach, though, is to place a layer of Glass Slabs way up in the sky. They will not block your view of the spawner from the map view (they are completely see-through) but they will cast complete darknes beneath. In addition to that, if you place them really high enough you will not see the ceiling at all from the floor. I place my Glass Slabs ceilings at 250 altitude.

In order to make 2 Glass Slabs you need 1 Glass block, and you can get 4 Glass blocks from one block of Sand forged with one unit of Coal. With a bit of math you'll see that you'll need just 512 Sand Blocks and 512 Coal units to cover an entire claim with Glass Slabs. You'll also need a lot of patience and several Processors, it will take time. Make that about 4.600 Sand blocks (and the same amount of Coal units) to cover 9 claims.

The most obnoxious part of making the ceiling with Glass Slabs is actually placing them: they are pretty bright, and you'll be surrounded by the bright sky, that seriously hurts the eyes, so make sure to bring a bed with you and place it at night.

Should I underline the fact that all of this (placing the floor or the ceiling) should be made with Blueprints and not one block at a time? Well, I'm doing that now.

I make my captures 32x32 using a Large Capture Block headed North from the South-West corner of the 32x32 section - in the case of the Glass Slabs, in particular, I first placed a 32x32 section at ground level, with all the slabs rotated upside down (just matter of tastes), then I captured it and used such a blueprint to place all the ceiling up in the sky.

Collecting Sand

The best place to collect Sand is under the Mud bed of sandy rivers near Canyons, Deserts and Savannahs. Just find a river with Sand borders, dive, dig and collect. You could use Excavators as well to get the sand from down there, but it's extremely tricky because you may end up piercing the bed of the river (there are just about 7 layers of sand under the Mud) so you may want to collect the Sand manually.

Coal can be farmed (Making Coal) and you can extract it with regular Extractors investing just some Wood and Stone - unless you want to spend some time looking for free Advanced Extractors in Diamond Treasure Chest down in the Corruption Layer, that is.

Last note, if you build the ceiling higher than the freezing altitude you may want to protect yourself with Food or Potions, although I simply bring a Fire Pit or some Coal Torches with me to make a pause for warming up when needed.
Lava Spawner
Lava spawners are pretty much the same as Corruption spawners, you'll get to trap only Hotfoots and Keepas on them cause Warmworms don't move (but you can easily drown them by placing a simple Water block to their side, they drown pretty quickly). You'll also get Iron Treasure Chests there.

Lava spawner floor

Igneous Rock and Hardened Lava will be fine for the floor, the numbers are the same of the Corruption spawner.

Just put Igneous Rock and Hardened Lava in a checkered manner and you won't get your Heat gauge raising (unless you're exactly in the middle of an Igneous Rock block, which isn't very realistic, but is consistent with the game mechanics as it seems).

Again, you'll need Super Excavators to get such blocks quickly, and again, you want to avoid the liquids when excavating (Lava); in this case it's somewhat easier cause there are very large sections of the Lava Layer without any cave at all.

Protecting yourself from heat can again be done with Food or Potions, but a Snow Blower will work just fine if you use it every once in a while.

Again, make sure to place this floor with at least 2 or 3 free blocks beneath, floating over the Ocean, for the reasons explained in the Corruption spawner section.

Casting darkness

Identical process as with the Corruption spawner, you want to cover it cause Lava mobs and Treasure Chests don't spawn in daylight, but they happily spawn during daytime if in complete darkness.
Trog Spawner, part I
So far we've tackled spawners in a very simple and rough way (just pave entire Claims with some specific blocks), but some spawners are slightly more complex than others.

You may think that paving a claim with Canyon blocks would be enough to get Trogs spawning, and you would be right. But as it seems you can increase the spawn rate by adding Mineral Water to the Canyon blocks.

You may also want to start thinking in Chunk terms, not simply in Claim terms, in order to know exactly where to put the Mineral Water, and all of this brings me to the following section about Claims and Chunks. Knowning about Chunks may help you in other scenarios as well, because Chunks affect Lighting, Water, Windows and Pets too, perhaps also various machinery.
Claims and Chunks
One Claim is a space measuring 64x64x256 blocks, whereas a Chunk is a space measuring 16x16x16 blocks.

Claims and Chunks are lined up, in fact a Claim is also composed by 4x4x16 Chunks.

Why should you worry about Chunks? Because that's where all the magic happens: the game checks the blocks contained in a Chunk to decide whether or not to spawn any mob at all, and what types of mobs to spawn.

It's pretty clear that you can easily find where a Chunk begins by Claiming a piece of land and checking where the Claim begins, and after that you can work out the position of the other Chunks by simply counting blocks.

But at times you also need to make sure where the chunk begins or ends in the vertical axis (after all Chunks are just 16 blocks tall) - you don't strictly need to check the vertical position of Chunks if you build the floor of the spawner 3 blocks over the water, but learning about this subject may surely come in handy if you decide to put your spawners somewhere else.

Here two Chat commands come to the rescue.

The "//" Command

With the "//" command, issued in the Chat, the game will reply with 3 coordinates of the block you're standing on, expressed in X Y Z order.

X defines the West - East position, with negative values being West of the center of the map and positive values being East of it.

Y defines the Down - Up position, with 0 being the lowest value (End of the World) and 255 being the highest value (top of the sky)

Z defines the South - North position, with negative values being South of the center of the map and positive ones being North if it.

(all of the above is pretty much coherent with the standard XYZ Cartesian coordinates, if that helps you setting the concept to mind)

The "/sim" Command

With the "/sim" command, again issued in the Chat, you'll get a different set of coordinates, but this time you are seeing the coordinates of the Chunk that contains the block you're aiming at (slightly different than the "//" command's behavior).

Order and meaning of values (negative / positive) are just the same as above, only that you'll get smaller numbers (in particular, the Y coordinate for Chunks goes from 0, the first Chunk at the End of the World, to 15, the last Chunk at the top of the sky).

The "/chunkdebug" Command
With this command the game will start printing a large amount of data on the left and right hand sides of the screen. What you want to look at, in this case, are two things: the Chunk Coordinates (top left) and the Chunk Loading Queue (bottom of the left hand side debug info)

Probably the best option to learn about this command is checking the View Radius Awareness Thread: https://steamhost.cn/steamcommunity_com/app/280790/discussions/0/1651043958639529407/

So what the heck should I do with Chunks?
You should simply be aware of where they are to ensure your spawners are built in the right place. In the case of the Trog spawner also because you need to improve the spawn rate by adding 4 Mineral Water units in each Chunk, so let's go back to the Trogs.
Trog Spawner, part II
Any of the following blocks will be fine for spawning Trogs:
- Sandstone (not 100% sure about this)
- Canyon Floor
- Ruddy Canyonstone
- Dark Canyonstone
- Canyonstone
- maybe other blocks, I don't know what other blocks belong to this category, but that doesn't really matter a lot.

Since we need at least 100 Canyon blocks in a Chunk in order to spawn Trogs, and since Canyonstone is pretty hard to collect without messing up the outlook of Canyons, I built my Chunks splitting them in 4 parts of 64 blocks each (8x8) using the first four blocks listed above (I don't use Canyonstone). On top of such a floor I place a small 4x4 raised pool containing 2x2 Mineral Water.

Even if Sandstone isn't a Trog-spawning block the Chunk will be fine because we have far more than 100 actual Canyon blocks (192 to be precise). Well, the real reason it would be fine is because I tested such Chunks and they work (as of now).

Just fill a couple of Claims with these Chunks' setup and you'll get a good amount of Trogs spawning early morning from 6AM to 11AM approx, then sleep twice to call early morning again and you'll get more Trogs.

I tried to make a relatively cheap Trog spawner, but its optimization (putting chunks away from eachother) doesn't really seem to be necessary. Here is the thread about that spawner if you're interested in it:
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/3277925755438373686/?appid=280790

There also is a video showing a variation of that spawner:

Key concept of size always applies: the larger the amount of Chunks you cover with a specific spawner, the higher the amount of spawns you'll get.

Hey, what about the ceiling?

No cover here, Trogs need daytime and daylight to spawn, keep your spawner kissed by the sun.
Snow Spawner
Snow spawners are pretty simple, just create a good amount of Chunks with equal parts of Peakstone and Snow blocks and you'll get plenty of Rambeaus and Blizzard Chizzards during the day and Arctic Mirus and some Night Chizzard during the night. You guessed that, no ceiling here.



The trickiest part is getting Snow and Peakstone without messing up the outlook of the biomes.

Collecting Snow

For Snow you have two main approaches: one is to find some very large Elderwoods covered with Snow, it will take some time to bring them down, but by the time you're done with them you'll have a decent amount of Snow (leaves and wood are always useful). Another approach is to find large snowy hills and peel off one or two layers of Snow from them. Please avoid leaving ugly square holes in the Snow or on the Frozen Ocean. You should also avoid collecting the last layer of Snow covering the Snow Cap blocks. Try to collect resource preserving the outlook of the environment.

With a bit of patience you could also use a slight variation of the above approach: find a large snowy area, enter a snowy hill from its top and collect all the Snow between the top layer and the Snow Cap layer. I actually think this is the best way to get Snow, it only requires the patience to fill in the gaps if you happen to pierce the top layer to avoid leaving ugly holes in the Snow.

Collecting Peakstone

Not a lot of options here. Unless you plan to replace the top of a mountain with some amazing build please avoid chopping its head off. Instead, find a large snowy mountain, enter from its top and collect the Peakstone hidden under the Snow. Anytime you pierce through and see the outside of the mountain please fill back those spots with Stone (you'll find a lot of Stone under a few layers of Peakstone). From the outside it will not make a great difference, the mountain will preserve its outlook, but if you want to be 100% respectful of its beauty then fill those gaps with Peakstone again.
Sand Spawner
Sand spawners arent really useful unless you need lots of Rockster Rocks for some premium blocks. You may get some other loot from them but nothing you couldn't get faster in other ways.

Anyway, to make a Sand Spawner you only need Sand. Almost. You also need Seashells but they'll "grow" spontaneously on Sand if you're close enough to Water. Just make sure your Chunks are covered with Sand and have a few Seashells on them (even just one seems to be enough) and you'll get plenty of Rocksters and Pebbles.



To cleanly and quickly get a lot of Sand refer to the "Collecting Sand" subsection at the end of the Corruption Spawner section.
Feral Pigsy Spawner
Feral Pigsy Fur is very useful for making some Bungalow related blocks and some types of bombs.

You could make a Feral Pigsy spawner using Detritus, but that would easily mess up a lot of Jungle.

A better approach seems to be trying to get Swamplands Feral Pigsies, so to say; the spawn rate seems better and it's easier to build without messing up the biomes.

Feral Pigsy Chunk

My tests seem to say that you need some Grass, some Bog Water and some Swamplands related blocks in order to spawn Feral Pigsies. A setup that works for sure, cause I tested it, is as follows:
- fill up a Chunk with Dirt (easier to collect than Grass)
- make a 6x6 pool with Weepwood Leaves on top of the Dirt
- fill the pool with 4x4 Bog Water
- here and there, replace the Dirt with some Grass, even just one single block of Grass will slowly grow turning all Dirt into Grass over time (this will work even if you're not there to watch grass grow, just leave it some time, it may require several hours depending on how many Grass "seeds" you put there.

The Grass is really important with this setup, Feral Pigsies seem to require it to spawn, the Bog Water and Swamplands blocks alone don't seem to be enough.

Once more, no ceiling whatsoever.


(the screenshot above shows a slight variation of the pool, cause in the middle of the 4x4 Bog Water there is a 2x2 Weepwood Leaves center, doesn't really make a big difference, seems like you need about 10 Bog Water and 10 Swamplands blocks, these pools have slightly more than that and that's fine)

You'll get a lot of Mossy Leafies, far more than the Feral Pigsies, but I couldn't find a way to only get Feral Pigsies without messing up the Jungle removing Detritus from its floor. I'm happy with Mossy Leafies as well. If you're building this in a modular manner you could keep some Chunks with just Grass, without anything else, and you'll get some regular Pigsies too.
Traps
Since mobs started to drop loot when killed by elements (heat, cold, corruption, water) people have been making traps for them - actually, they started making traps for them even before they dropped any loot, but that's another matter.

My traps are pretty simple, didn't conceive them myself, I actually copied the idea from the trap that Xoff built on my Corruption spawner on Playfulverse.

Such traps consist in a teleporter floating over a small 2x1 vertical pool of liquid, enclosed with various blocks around (3 blocks tall from the bottom of the pool to avoid mobs trying to escape) sealed at the bottom with a slab. The slab at the bottom will ensure you can still aim at the loot bags that will remain inside the trap itself (some loot bags may appear under or at one side of the slab), as depicted here:


Of course you also need some other teleporters around to bring mobs to the trap.

For the Corruption spawner I put one unit of Mineral Water (to kill Corrupted mobs quickly) and one unit of Corrupted Water (to kill Keepas just as fast). All the other spawner have a trap with 2 Corrupted Water units.

You also need to force mobs to pass through the teleporters, and this is easily done by forcing them into a 1-tile-wide passage by using fences with gaps in them or by cutting the floor into, for example, 15x15 floating platforms connected one another with just a single block, onto which you'll put the teleporter.

Mobs will randomly decide to move from one side of the fence to the other, or from a platform to another, and will end up taking the teleporter.

A way more complex trap

After seeing the amount of loot we could automatically get from a large Corruption spawner with a simple trap (and after filling chests and chests with lots of Diamond Mining Cells, Recipes, Lamps, Diamond Armors of various types, Diamond Swords and whatnot) I decided to build a selective trap:

What you see above is a contraption built about 4 or 5 blocks over the Corrupted blocks, can't recall the exact height.

Instead of teleporting mobs directly into the traps they get teleported at the beginning of a narrow floating passage that forces them in a carousel (they have no other way to leave that passage other than walking all of it cause at its end there is a smaller jump they can perform).

In the background you see three traps, each with its own entrance TP.

The whole contraption can be used in two different ways:
  • in the "selective mode" mobs will not end up in the traps but will walk in front of them, so that you can push the mobs you want to kill onto one of the trapping areas; once they're there they attempt to reach the lower floor (there is a small jump on the other side of those TPs) and of course they end up in the trap; there are three separate traps so that different players can share the spawner at the same time in crowded communities, each pushing the mobs on a different trap
  • in the "autokill mode" some trap doors get switched changing the path the mobs can take: in this case they can only walk towards one of the trap and will get killed without the need to push them
One way passages
Teleporters are surely the faster way to force mobs where you want them, but they are also expensive and they may not work if you're too far from them (they disappear from your sight at a closer range, compared to the terrain or to the mobs, and when you can't see them, mobs seem to be able to pass through them as if no teleporter had ever been placed there).

From the following screenshot you can see the TP placed where three rows of Fences connect:


It is impossible to make a 1 tile gap where four rows of fences connect to put a single teleporter there, you need at least 2 teleporters to ensure there is a forced passage among the 4 sections. Just fiddle with that, you'll see for yourself.

Mobs are able to jump only straight up or straight down, up to 2 blocks, down from 3 blocks (even more maybe, can't recall the exact amount), this means that a simple stair-like sequence of blocks ending in a 3 blocks jump down will be a one-way only passage for them.

This is the exact technique used by the Trog spawner to gather them all from the various platforms to the center of the spawner, where the trap still needs at least two Teleporters.



Here is a closeup of the same technique implemented in a slightly different way for the Sand spawner:


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Ending words
There surely are a lot of more spawners you could make, the above are those I actually built and tested, and I made them because I'm interested in the loot I get from them. You may want to make other spawners for your needs, such as a Savannah Spawner or a Chizzard spawner and whatnot, and if you do, please let me know how you did them, so that I can test them myself and extend this guide with your help.

All suggestions and corrections will be more than welcome, as usual!

Thanks for your attention, wish you lots of fun with Creativerse :)
9 Comments
Mister04 22 Oct, 2023 @ 3:45am 
You mad man.


I love you:steamthumbsup:
infra-dan-accelerator unit 84725 28 Sep, 2023 @ 5:53pm 
err,this gave me a f***ton of minecraft redstone ideas! if only redstone was added into creativerse...
[47] Jensen 1 Aug, 2021 @ 8:00pm 
thats really cool
The ArchiTex 14 Sep, 2020 @ 3:35am 
Don't have a planned use for this yet, but it is FASCINATING! ; )
entuland  [author] 11 Nov, 2019 @ 3:45am 
Uhm... not sure, sometimes, hopefully (™)
Your_White_Knight 10 Nov, 2019 @ 4:52pm 
So... when's "Entuland's Guide to Small Spawners"? lol ;)
entuland  [author] 14 Feb, 2018 @ 4:01pm 
Hello there Talena! Glad you like the guide, I need to update it with some fixes and some more instructions about other spawn types but I'm spreading too thin :P
Talena_wolf 14 Feb, 2018 @ 3:58pm 
wow educational.. thank u entuland.. this will help alot
hugs
entuland  [author] 22 Jan, 2018 @ 5:42pm 
Please do not post comments here for discussing the Guide, use this thread instead: https://steamhost.cn/steamcommunity_com/app/280790/discussions/3/1692659135920996172/

Thanks!