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    posted a message on [HELP] Dispensers won't suck water back up?
    Quote from ReiSixx9»

    Do you happen to know what the best way to turn it on and off automatically so that I don't have to go back and forth flipping the switch?




    You need to use a button instead of a lever, connected to a short timer/pulse extender and a dual edge detector, I have a setup on my chorus fruit farm. I use MumboJumbo's comparator loop timer (Method 2) which is small and compact and is in the video below. There are various dual edge detector circuits on YT, I use one using a comparator and repeater as per the view attached.


    Posted in: Survival Mode
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    posted a message on [HELP] Dispensers won't suck water back up?

    Yeah more details of the layout. The only issue that springs to mind is to be wary of having water dispensers spaced 1 block apart; any other distance is fine (including 0) but 1 block space means the dispensed water creates a water source block in the space between, then when u retract, the water in the spaces remains and generates new source block where the dispenser outputs are, to make it seem it hasnt retracted,

    Posted in: Survival Mode
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    posted a message on Quick Question About Spawner Farm Before I get Too Far Along . . .

    Couldnt they fall 10 blocks say into water thats six blocks deep or so, with only the top layer of water source blocks? The fall would sure the zombie falls past the water source layer and the flow down of the other 5 layers would keep him on the bottom until he drowns?

    Posted in: Survival Mode
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    posted a message on Castle gate with train tracks going through?

    Yeah, i have something like this at a Mooshroom Island outpost, the rail line goes straight into a solid wall, just before there is a detector rail which activates two sticky pistons which pull backs two blocks sideways in the wall whilst a third pushes in a rail sideways. The circuit i think is toggled by a detector rail on the inside which then closes it (retract rail, push back blocks), and the reverse happens when i exit. The only slight problem is due to the design the wall isn't completely flush, its two blocks recessed where the opening is. I think you could do a flush design, but it would involve a bit more work. You haven't said what sort of gate you have in mind .... I think the circuit you want is is an ABBA switch with the rail connected to the B input.


    Edit: Here's a YT clip that might be helpful ...

    Posted in: Survival Mode
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    posted a message on Most Useful Librarian Enchantments?

    I have two villager farm set-ups, neither have breeders (except for the start-up) both have access pods to drop cured villagers in, and as i have well lit up underground areas at these bases i get a lot of surface spawns at night, so probably one or two villager zombies at night minimum. I find the biggest problem is 1) getting villager librarians, 2) curing them to find out they are cartographers and 3) usually having only one really good value trade or a book i want for an extortionate price. The last two lead to a close encounter with that villager to some lava. But i've probably cured 300+ or so villagers now and have started to get some decent trades. I think Frost Walker and Thorns are pretty useless. I have a Mending guy at one base for 12 emeralds, i think the only one I really want is Unbreaking III for a low price, the guys I got currenty want too much. Its a great project tho in my opinion.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    MC Day 12460: Have virtually finished work on the main floor of the base. It’s a similar layout as before – chest storage around the edges and four main areas at the cardinal points – but there is more room to play with. Instead of using stained clay/nether quartz for the main decor, I’ve gone for concrete. I do like some of the colours, but it’s a pain to make. I have completed the Enchanting, Nether Portal & Armoury areas (Nether Portal still needs trap door & some kind of kill/ejection system for ZP’s built). The brewing area (green for the moment) still needs to be done – I’m not sure if I can get some kind of auto/semi-auto brewing station in there, will be looking on YouTube. Have moved 90% of my supplies from their temporary home on the first sub level back to the chest area.


    As most of the underground area of the base is still intact, I’ve also been tweaking a few things. The auto squid farm on the second sub-level, so productive before they introduced better swimming mechanics for squids, was virtually at a standstill, but by ironically reducing the number water streams so they are alternate with air pockets, the farm is much more productive – the squid swim into the air space and plummet to the collection area. Four beacons have been added, this now allows me to jump up onto the outer base wall which is 1.5 blocks high so mobs can’t get up it (except for spiders, but they are not a problem)


    One thing I discover was my experimental villager pod which, up until about a week ago and having been populated with around 20 villagers for over a year, was suddenly empty! No idea what has happened to them. In a panic I checked on my iron farm, which is even older, and all the villagers in there were fine! Not one lost. Weird.


    Also, at this base, I have a nether minecart station adjacent to a Nether Fortress. My big plan, being inundated with stone from my overworld machinations, was to slab a large area of the nether around the station. Being back at this base now, I’ve gone back to doing a bit more of that, inbetween jobs. This base (the 3rd) is located only a hundred blocks or so via nether travel to my last base (4th) so half-slabbing the entire area between the two is a goal of mine … to be continued …



    Other pics



    Portal / Enchanting / Armour rooms. Am using some glazed terracotta as a design for each area. A pain to place the right way round tho! The Enchanting room has an adjustable table of my own design – step on the pressure plates anti-clockwise and two of the bookcases are pull back on pistons to change the enchant level.


    Sub Level 1 – nearly clear of temp storage


    Sub Level 2 & the Squid farm. In the second pic, the farm is off as it auto turns off when the collection chest gets full.


    Got a surprise when I went to use the drop shaft to the Squid farm collection area – a squid has spawned in the water part of the drop! He didn’t last long J


    Mods to the Squid farm. They can still swim against the streams in the collection area, but getting more squid in that area has made a big difference.


    Beacon array!


    One of my last named Zombie Pigman wandering about the outside of the base. For some reason he desperately seems to want to get back inside and never moves more than a few blocks away from the edge. Nutter.


    The (now empty) villager pod. And the still populated Iron Farm. What gives!?


    The slabbing of the nether (complete with Gordon the Ghast who inspects my work for me, making sure I haven’t missed any blocks … not really :P )



    Posted in: Survival Mode
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    posted a message on Music Disc Hunting Trick

    Nice idea about the water. I built a trap as others did with a trapped skeleton at one end of a row of surface trapdoors into which I drop the creepers. They I go to the other end and show myself and the skeleton does the rest. I often wonder how long the skeleton's bow will last assuming it wears down like a players does ...





    [\spoiler]

    Posted in: Survival Mode
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    posted a message on Mending Or Infinity On Bow ?

    I have some bows from earlier with both Infinity and Mending on, but I think now, i'd choose Infinity anyday. Much better to know you wont run out of arrows in a tight spot. I know the tipped arrows don't work with an infinity bow, but i can't see much use for them in SP anyway ...

    Posted in: Survival Mode
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    posted a message on Found two Pink Sheep!

    Dunno if the rarety has been changed through the versions, but around 1.7 i made a portal at random and went through to find a pink sheep on the other side, plus 3 others in the surrounding landscape, within a 100-150 blocks i reckon. Before that i had only found one which i name tagged and added to my sheep pen at one of my bases.


    .

    Posted in: Survival Mode
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    posted a message on Troubleshooting a semi auto hopper/chest set up

    Could you not have the hoppers at the level of the soulsand, replacing that last row of soulsand? That would move the chest to the same level too ...


    As for droppers, the technique is to run a comparator from a face of the dropper and have redstone from the comparator going back into the dropper on another face. A hopper points into the dropper - when an item from the hopper enters the dropper the comparator activates which pulses the dropper and ejects the item, ad infinitum. Auto chicken farms use it a lot.


    Another option may be a glass elevator; you could remove the last row of hoppers and soulsand and add a water stream in its place which sends everything to a single point, then the glass elevator. I havent made one in recent times, but there maybe some on Youtube, make sure you find a version for your current MC version, some of the older designs were broken a few updates ago ... search for "minecraft item elevators"

    Posted in: Survival Mode
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    posted a message on Animal buildings

    I dont really make single buildings as such anymore, I tend to merge them into part of the base. Most are located underground now, and i rarely use fences due to glitches! I usually follow two designs. a room style pen I can walk into with double doors and glass walls (glass is a good material as it seems to prevent mob suffocation in my experience), or a 2 block deep pit style pen with ladder access to get out. My current base has both - they are underground, the sheep are in the pit style pens, 8 in total, each housing 2 colours, whlist the main animals (cows, pigs rabbits etc) are in the room style pens above. The room ones have a rear piston controlled water flow drop zone connected to the outside into which I dropped the particluar animals I wanted into the respective room to start the breeding, rather than drag them thru the main base. Bit elaborate but I like building stuff :)


    This isnt including the horses, who have their own, rather extravagant, outdoor enclosure ...




    Upper


    Lower




    Outside drop zones


    Horse enclosure. (Yes, all the diamonds were mined in Survival (about 5% came from a dupe glitch in my world very early on) although I do use a map program to occasionally locate diamond pockets to save time ...)

    [\spoiler]

    Posted in: Survival Mode
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    posted a message on Ocean Monument - my Fish Cathedral
    Quote from TheWesson»

    It produces drops from the fish faster than one hopper pipe can handle ...


    Yeah, my farm used to get clogged pretty quickly with fish and shards, I ended up having two seperate pipe runs.

    In regards to the water, my farm used i think 24 water source blocks in dispensers, which i can turn on and off as needed, which cascade down a block array to expand the spawn area like yours. I always get lag tho for those few seconds when i turn it on and the water starts flowing ...

    Nice design. I have a spare Ocean monument close to my farm monument, and was wondering what to do with it ...
    Posted in: Survival Mode
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    posted a message on Worth It ?

    No

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    MC Day 12376: Have now rebuilt the upper half of the outer “egg” shell of my Ice Spikes Base, using coloured glass (i may do a bit of after "blending" between the packed ice and the glass later). I’ve also got the four main doors installed with redstone and have started the interior – I added a temp central column made of dirt/stone blocks – the dirt representing what layers are space (i.e rooms) and the stone representing the floor/ceiling areas. I’m mainly going for 4 block high rooms with 4 block ceilings/floors in between. Starting to add the 4 main staircases.


    I intend to have a 4 beacon array, with one of the beacons set to jump – I’ve designed the base so you need to jump one and half blocks high to reach the base and the doors, so mobs (apart from spiders) can’t congregate around the entrances. I used nether quartz half slabs to blend in with the snow, with the intention of having glowstone in a radial pattern underneath to get a glowing effect. Unfortunately, the lighting has gone very weird, with two of the inner blocks bright whist the others are darker than the adjacent blocks which don’t have glowstone underneath!. If I change the smooth lighting setting to off, I get the effect I wanted, but the rest of the game visually isn’t as smooth. Might take the glowstone out altogether and leave it just dark …




    Other pics



    With smooth lighting off!


    Door


    Internals so far



    Posted in: Survival Mode
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    posted a message on Green Robed Villager

    And the Nitwit you would dream about would be this guy:



    /summon villager ~ ~ ~2 {Profession:5,CareerLevel:1,Offers:{Recipes:[{rewardExp:1b,maxUses:2147483647,uses:0,buy:{id:carrot,Count:2},buyB:{id:potato,Count:1},sell:{id:bow,Count:1,tag:{ench:[{id:70,lvl:1},{id:51,lvl:1}]}}}]}}


    Fortunatly, I made enough of those beforen they changed the exclusitivity. But i dread the day I lose them in unrecoverable accidents, one by one ...
    Posted in: Survival Mode
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