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    posted a message on TMO's Realms blog (Eranil)

    One trick to doing it so it's usable would be to divide the village up into compounds of about 10-12 villagers each. The villagers wouldn't be able to move between them, but the player could. That way it wouldn't be impossible for the player to find the villager they were after once they know what compound to look in.


    Another issue would be a way of jettisoning useless villagers somehow, without harming the player's popularity score.

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    Had an idea for a project to do while watching BluJay's latest video:


    A protected trading village where the villagers walk free, but are name-tagged with unique names so that you have to seek out the person you want to trade with. I'm not sure if this is too much of a stretch, but putting the village in the Nether would be a hoot. ;) Don't have to worry about zombie rushes there, I don't think. Just have to make sure it's protected from Ghast blasts and I think it should be fairly safe.

    Mind you - the Nether in my Realms is particularly insane. Ghasts all over the place. Building the foundations of the village will be very difficult. I'll have to give it some thought.

    Ah, drat. I just figured out why it wouldn't work, why I haven't seen anyone do it before. The definition of a village requires visibility to the sky, and there is none of that in the Nether. Well phooey. Guess I'll have to do it in the overworld after all. I'll give the whole concept some thought, find a good place to put it, etc.


    Also, I realized I'd forgotten to post the pics of the bridge I built for the road leading back to Spawn:


    I don't claim it's a masterpiece or anything, but I think it's got a decent style to it.


    Ta for now, folks!


    PS - If any of you came here from BluJay's link on his video- welcome! I hope you can make it through my meandering posts and find something you like.

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    Had to make one change to the auto-smelter: the repeater at the end next to the comparator was introducing a delay that was allowing items to stack up in the last hopper. Had to swap it out for two blocks with a redstone dust, arranged like so:

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    Greetings y'all. Finally finished off the auto-smelter machine.



    Okay, here is the sketch plan of the Auto-smelter:









    Manual furnace emptying:


    Auto-smelter:



    So here is the view once the machine itself is covered up. The Iron trapdoor covers up the furnace when it's in auto-smelter mode. I'm working on filling up all of the fuel hoppers and chests with Mushroom Blocks. The manual furnace uses brown mushrooms, the auto-smelter uses red. The chests and hoppers will all be split 50/50 between the two types, so that I'll be able to see in the front chest when one of the types starts running low.

    The door leads back into the machine for maintenance purposes.

    Manual Emptying:


    Auto-smelter:
    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    Sorry I haven't been accomplishing very much in MCPE lately. I've been tootling around with a few things here and there, but nothing huge or significant. Outside of MCPE has been taking a bit more of my attention, the main thing being setting up an RPG campaign (something I haven't done in many years).


    At any rate, here's what I'm working on, and will hopefully have updates to show you of:

    • Pumpkin/melon auto-farm. This is one of those tasks I'm just having a hard time making myself work on. *shrug*
    • A road leading back to Spawn base. The path crosses several cliffs leading up to rivers, so each of these will need it's own bridge, which is time consuming. Also planning out where to lay the road through the Extreme Hills.
    • I've decided to go ahead and build a mass auto-smelter.

    I've used several different smelters thoughout this build in Realms, but usually I just pile the goods into a large input chest, and pull them out into a large output chest or sorter, and let it take its time. I've never rushed it. The advantage to this is that I can use lava as the fuel. With a mass auto-smelter, using lava is a waste of resources - you're spreading the load out across multiple furnaces so that each furnace is actually only doing a few items at most. Most of your lava would be wasted, unless you are smelting a truly *MASSIVE* load of items. Most of the mass autosmelter designs I've seen, even coal is a waste. Good thing this game doesn't include air pollution, right? :D


    But I've realized I've got access to a pretty good fuel, and it's not hard to build up a large enough stash of this fuel that I can stuff all the hoppers full of it, and only top it off occasionally. Mushroom blocks. Each shroom block does 1.5 smelts, iirc. So it's not wasting very much at all if a shroom block only gets used to smelt one item. And now that I've got a librarian who sells Silk Touch books, it's easy to enchant items to collect these blocks.


    My current furnace is set up so that I can switch on or off the hopper that drains it out, so if I'm only doing a few items I can collect them myself and get the XP. Flipping a switch turns on the drain for larger jobs so I don't need to babysit the furnace. Well, I've built this auto-smelter so that it hangs off the back of my current furnace, and flipping the switch changes the feed from the front manual furnace to the 8 auto-smelters hidden behind it. And they all feed right back into the same output chest in the front. I haven't built this in Realms yet, just in creative. (And I've also figured out that when planning redstone circuits, redstone lamps make good planning blocks. You can tell when a block is powered and when it isn't. ;) )


    Pics of the whole thing within the week.

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    I have discovered a minor little trick - I have my mob dropper. The mobs don't flood the place, but they trickle in at an okay rate. Well, most of the mobs die when they hit bottom, which is fine. It's more for drops than xp. But! I've found that if I'm quick enough and hit the bodies as they die, I still get the XP from it.

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    Sorry I haven't much to post. I haven't engaged in any large scale projects lately. There have been a couple minor things, but that's about it.


    • I now have a bit of ice and snow. With the snow I built a couple of snow golems on top of a couple of hoppers and mined several stacks of snow. A baby zombie later killed both of them, although it wasn't a tragic loss. They're easy to build new ones.
    • I cured a villager zombie who turned out to be a LIbrarian with Silk Touch books for sale.
    • I now have a pair of Silk Touch enchanted shears, so I can go fetch some cobwebs.
    • I have not yet fixed my pumpkin/melon farm.
    • I've started what is supposed to be a villager trading station, but I haven't settled on a design yet, so other than carving out the starting location (on the bottom of the ocean), I don't have anything to show for it.
    Posted in: MCPE: Show Your Creation
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    posted a message on AFK Fishing Farm - v1.0.3 - What am I doing wrong?

    I've built a different version of a fish farm, one that's simpler and less complex. Holding down the right mouse button causes the rod to continuously cast out, and I've seen the bobber get yoinked down by a nibble, but it's never pulled back and made the catch. I've confirmed just by using my own timing that a fish is catchable in this setup. But holding down the mouse button is not causing the catch to happen.

    Posted in: MCPE: Discussion
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    posted a message on AFK Fishing Farm - v1.0.3 - What am I doing wrong?

    Interesting. I was giving my standard-build fish farm a test last night. I was managing to get the casting motion, but rarely any actual fishing. And it didn't catch anything.

    Posted in: MCPE: Discussion
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    posted a message on TMO's Realms blog (Eranil)

    They're claiming the Blaze Death bug will be fixed in the next release, so Wahooooo! I'll be able to play using my own account again. And safely hunt Blazes - I'm just about out of the few Blaze Rods I had from making Ender Chests.


    Also, now that I have a regular source of iron, I'll be able to expand my Storage System on a much more regular basis. Which means I'll need to plan out what my next levels are going to be.

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    My Fisherman villager now has NO available trades. Every single one is burned out. I assume there's no way to reset him now? If not, I'll have to move him over to the water elevator and obtain a replacement.


    My pumpkin/melon farm isn't working yet. I changed design layout halfway through without realizing it, and it didn't come out right. Oh well. Back to the drawing board.

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    I've started placing my villagers next to the farm they'll be servicing, for added convenience.


    Posted in: MCPE: Show Your Creation
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    posted a message on Youtube mcpe channels

    I'll go ahead an show my ignorance. ;) Hillcraft is a mod for MCPE?

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    I've waited a day or two to enjoy my 404 User Not Found title before posting again. ;)


    Total guesswork, perhaps villagers only eat bread, and these villagers, moved from a village, already had a full inventory, so no room to pick up the bread. My villagers are all cured zombie villagers, and so had an empty inventory. He's going to give them farms to see if that helps any.


    I've moved back to my base for now to do some more work there. The iron farm is giving me plenty of iron for my current projects, but now that I have the resource I imagine I'll start doing more iron-intensive tasks. I've already made several shears so I can resume cutting vines in the vine farm.


    Also, the sugarcane farm has produced its first crop. 100 sugarcane exactly. For some reason, the cane grew everywhere to its max before it ever covered the Observer block.

    Posted in: MCPE: Show Your Creation
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    posted a message on TMO's Realms blog (Eranil)

    Hmm... his villagers just aren't breeding. I've gotten the green sparkles after a trade, which is supposed to indicate willing to breed. But no floating hearts anywhere yet. Does anyone know if there's a minimum population size to the village? He does only have 9 villagers in his cubbies. I know 10 is supposedly the minimum for iron golem generation. Is it also the minimum for breeding?


    I've torn out all the doors and replaced them with oak doors, just in case, to no effect. My hope was that by tearing out all the doors, it would delete the village, and putting them back would create a new village, with reset happiness. But, again, no breeding. Does anyone know how long you have to keep it with no doors to delete the old village?


    And I've also realized that I'm going to have a *very* hard time getting home. I brought a map to get here, but not one to get back.


    ....


    Nevermind. In writing that sentence I realized I just need a compass. That's WHY the base is at the spawn point, so you can always find your way back with an appropriate tool.

    Posted in: MCPE: Show Your Creation
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