For moving theTesting showed that cows out of the spawner's detection area to enable continuous spawningneed two vertical transparent, I experimented withnon-fluid blocks above a few configurations of water streams. To my dismay I found that cow spawning logic dictates that only grass blocks that can see the sky areblock in order for it to be a legal spawn locations, even from a spawner blocklocation. Therefore,You have have the spanwer entirely enclosed an even anydark non-air block above your grass, including transparent ones like signs and water flow, prevents the spawner from spawning cows on those blockswill spawn so long as there is a two-block height clearance they can fit in. For instancewhatever reason, you can't just cover allfluids are the grass with water streamsexception, as no cows will spawnso flows are hard to use for collection. Elevating the
Dan Rasmussen's idea to use a piston to release water streams with signs doesn'tflows on a timer does work either – the signs themselves prevent spawning, and even if they didn'tis more efficient than waiting for cows to fall into a water-flow moat. A long timer is necessary though, since if the elevatedgrass is covered in water streams block the direct view of the sky fromwhen the grass blocksspawner "puffs", there will be no cow and prevent spawning anywaythat spawn opportunity is wasted.
The best I could come up with was making a moat of water streams that would transporttick also has to be long enough to shuttled any cows that wandered out of the 9x9 area to ayour collection point 16 blocks away horizontally frompit.
You'll notice I've made the spawnergrass paddock stepped – this is to allow the flow from one source block. (Effectively, I replaced to continue all the fences withway to the moatfar corner.) This was very inefficient because the cows don't like falling into moats You can try different designs with multiple source blocks, so they hang out inor simply make the spawning area for quite a whilepaddock smaller. (I've heard tellThe bottom-right of that placing signspicture is the collection pit.
The pit itself only has to be 10 blocks below the spawner to get the cows far enough away.
As a cliff edge will make mobs think it's safedrop collection, they also take enough damage at 11 blocks to walk therebe one-hit kills. This design doesn't allow fast continuous spawning, but it's fast enough that you get cows faster than by breeding them, and with no effort apart from sitting AFK. I didn't seewas getting a noticeable increase in cow-falling every five seconds or so with this design.) However, it does generate more than it would by itself Using an asymmetrical timer (whichso that the dry period is only 6)long enough to spawn all six cows, so it's still an improvement. It's just not as fast as we are usedbut the wet period is only long enough to grinders workingpush them all into the pit) might increase efficiency at the cost of complexity.