Jul. 2nd, 2011

owsf2000: (Default)
>_>

Anyway, typical of my tendency to travel to newer areas, set up base, expand base, connect base to existing base network... I recently went from Skeleton Station and traveled on foot about 1600 meters east - based on the coordinates.

I set off there because a couple weekends ago I built a tree fort in a day! ... and the very next day my apartment lost power for about 5 seconds while I was playing the game, and the game save got corrupted. I lost the pretty expansive tree house I built as well as some extensive cave lighting. Luckily the last actual backup I made was just the day before I started on the tree house. So that's all I lost, but I was still pissed at having lost it so I decided to trek out as I said above.

Anyway, at the new location I dug my base of operations into the face of an unsuspecting mountain. Well, it's more of a hill. But it was straight and just begging for a room to be built inside it.

So I did.

Then there was the standard mineshaft. Did some caving down near bedrock but surprisingly there didn't seem to be quite as much as I expected. But I did find 3 zombie spawners. X_X Two of them were actually close enough to each other that if I trapped them both, I could trigger them both for faster feather collection. But I didn't bother because I wanted to try a new dark room trap idea I got off of youtube. I got the idea from Mhykol's Mines, although he got it off of someone else on youtube. I can't remember who it was at this point. Essentially you build a 19x19 tower straight up, going at least 23 blocks up from where you plan on having your "killing floor" for the mobs. After you're up that high, you build the spawning platforms and place signs along the sides.

The mobs get confused by the signs, thinking for some reason that it's safe to walk on that block... and as a result they walk right off the edge. for every square you or a mob falls past 3 blocks, you take half a heart of damage. so a drop of 23 blocks will take up all 10 hearts - a fatal fall. At the bottom floor you line it with fences and run water over the fences to sweep items to your collection plate. Fences are considered 1.5 blocks high with respect to players/mobs - but 1 block for other blocks. So the water will flow on top of it just fine, but mobs will hit the fence and take full damage anyway. The water won't save them.

Long story short. I was originally planning on trapping the zombie spawners. Got the idea of building these towers traps over each one and funnelling those items down to the twin spawner collection plate. These twin towers actually touch each other resulting in one huge building that goes up to the top of the map. The item rate was so good during the day that I never bothered doing the spawner idea.

Based on the active spawns during the day, I can only assume there aren't too many caves nearby beyond the ones I found. I've found a few pockets etc, but nothing big. Well, there was one, but it's obviously too far away to affect the spawn rate if mobs are dropping like flies (ahhahaha) during the day. At night, the trap almost shuts down by comparison. Nothing a bed won't fix!

There's a lot of land around otherwise, so at night mobs spawn all over the countryside. The new plan of action was to light the countryside up! But I did't want to just run around dropping torches. That's boring. Trust me, I've already done it at the Desert Base. >_> And so I decided to get a little more creative with it, and started building a city around it. It's barely started however. Mostly a greenhouse and a sapling storage facility is all that's added to it so far. Unlike Castletown, I'm probably not going to build a castle wall around it to make sure it's 100% safe. If I build it properly there should be 0% chance of mobs spawning within the city limits, and should be very unlikely that mobs will wander into the city unless you provoke them.

But for now I hide at night. >_>

The Tower Grinder is working wonders even without the city lighting plan. There are just a couple of oddities I didn't really expect. They aren't too serious however as they don't stop the item collections.

1. Spiders occasionally survive the fall somehow. So you have spiders swimming in the water trying to get at you through the wall. Not a big deal. They eventually kill themselves anyway by climbing hte sides of the wall then falling off - taking a bit of damage each time. I opened up a few holes in the wall so I can use an iron sword on them if I want them gone Sooner Than Later.

2. I was surprised the first time I saw it... but squid can spawn on the flowing water of the kill floor. They get stuck there. That's another reason I opened up a couple holes. In this case I fire a few arrows in at them. Free ink. Although it still surprised the heck of me when one of them got sucked down into the collection currents and ended up beached at the collection plate. O_O

I've already reconnected this area to the main bases, so I can travel back and forth as needed. I connected them via a railway system - but this one is in the nether! I timed the coordinates so that the exit portal would appear around Skeleton Station. I was kind of surprised to find it landed on the roof of Skeleton Station. Good thing I had an access ladder to the roof already built in.

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