Aha you are so kind!
If i had known it was going to be that big I would have stood further back, but the previous test was rubbish so I wasn't expecting much.
VodkaOriginally Posted by Ephesians
I'm starting to explore a bit and fill out my map, I'll post a screen shot later.
for now here's a few screen shots
The area to the west
there's some good looking caves around there
To the south west we've got a winter wonderland area
keep going and we've got a massive ice sheet
and finally the mob trap mk1 - failed
I tried to kill the mobs with tnt but there where so many they push the tnt back out which blew up destroying the holding tank . . . yes it was painful, had to get allen to turn mobs off to be able to rebuild it.
It's now working correctly.
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Pob's new mod, Soviet Pob Propaganda style Laptop.
"Are you suggesting that I can't punch an entire dimension into submission?" - Flying squirrel - The Red Panda Adventures
Sorry photobucket links broken
mob trap mk2 is really good - shame we haven't got the mod that can auto-chest stuff
VodkaOriginally Posted by Ephesians
I haven't seen the mob trap mk2 yet so what I'm about to say may already be implemented... but traps are often better with bait. A carefully positioned sealed glass room with one of us in it should be tempting - I nominate Tak whilst we watch from the top of his tower
It's not that good, in fact it's FUBAR again. The delivery is great, but I have tried about 3-4 different grinders now and none of them work well (i.e. it will kill the mobs but then the drops get stuck in the surrounding blocks or burn in lava).
The latest one was one I thought of by myself. Have pistons hold the mobs from the delivery point and have a little cactus farm underneath, open the pistons which drops the mobs into the cacti and kills them, close the pistons making it safe to enter the death trap, remove the cacti, gather the loot and plant the cacti again.
Was working fine until I popped on this morning and there was somehow some mobs outside of the killing room roaming free, despite it being bright all around my cave.
I had an epic idea literraly two minutes ago.
We put the server or perma day/ no mobs.
Split into two teams, fill our inv's with the exact same amount of stuff, cobblestone, tnt, red stone, tools etc. we then travel really far from our spawn area find a flat area/ flatten an area ourselves, pick two locations for castles then build a wall in the middle, we then build castles and build tnt cannons and such into/ around the cannons, then when complete, we take the wall down and then an unholy tnt cannon war
Sounds good, but I could just generate a new map and give us the access to switch to it. I think I've read that is possible somehow.
BTW, if you think any addons may help, look at the Bukkit site and let me know: http://plugins.bukkit.org/
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Pob's new mod, Soviet Pob Propaganda style Laptop.
"Are you suggesting that I can't punch an entire dimension into submission?" - Flying squirrel - The Red Panda Adventures
Sorry photobucket links broken
You could always copy this mob trap. It's designed for multiplayer so it should work, and it's huge so gets a lot of resources. The only issue is the size means it takes a while to build, but if we all help out with the mining...
It's also only a few blocks high so we could build a few stacked up!
I tried that one, although my room is different I think I have proved that the "collection" of mobs is working, just the actual "grinder" if you like. I laid it out almost exactly like he did, but the mobs do this weird bouncy thing and the items get delivered to the inside of blocks or burnt by the lava.
Yes, that's similar to mine, mine has a smaller spawn zone, with water trenches to focus mobs to the middle to speed up getting them to the business end also the elevator to bring them to the surface for easier collection of stuff.
From my experiments in sp, you have to make the room 3 squares high not 2 or they don't spawn.
Same for the trenches if they are only 2 deep the mobs try to jump out all the time and it slows their progress down. (although that might be down to me using half height slabs instead of signs to control the water.)
As I said it works 100% in sp issue is mp, a sync issue I think, with the server and local pc not quite talking smoothly, so it cannot control the mob location correctly, that and mobs pushing into each other.
I just tried increasing the height of the water one, it didn't work, however if I push it up a couple more that might work.
so the mobs are rising into the drowning pit not going in from the side.
Other thing you can try is a piston grinder, requires quite a bit of redstone and circuitry
http://www.youtube.com/watch?v=7NieTOjyz4A
You can also build a drop trap, which I might have a go at.
http://www.youtube.com/watch?v=0fM5nMGCGL0
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Pob's new mod, Soviet Pob Propaganda style Laptop.
"Are you suggesting that I can't punch an entire dimension into submission?" - Flying squirrel - The Red Panda Adventures
Sorry photobucket links broken
Bah before I forget the whole reason for me posting
Map of the area
Key
- Portal to netherworld
- Madduck's offshore tower
- Pob's tree house
- Bagnaj97 floating house
- Tak tower
- Allen's house mk3
- Allen's(??) castle
- Mob trap.
I've got a whole bunch of images I took as I explored, I'll sort them out later and link them to a map.
ps please be careful blowing big holes in the ground around the mob trap, remember there's a 36x36 room below that.
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Pob's new mod, Soviet Pob Propaganda style Laptop.
"Are you suggesting that I can't punch an entire dimension into submission?" - Flying squirrel - The Red Panda Adventures
Sorry photobucket links broken
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