Dark rooms with spawning pads are indeed what FC means by full blown mob traps, as he has altered vanilla to make them work again (read: mobs move even when your further than 24 blocks away again, vine traps are a way to trick them into falling down, saws are a lava-free alternative to killing them, etc). You got your spawn pad and drop, spawn pad and water flows, sieve type, and piston push type mob traps you can build, all with their advantages and disadvantages. (piston push types with pressure plates is by far the most efficient, but also by far the most costly to build.)
Hoppers also let you accumulate exp and drops from said mobs without having to afk under the output chute, and you can collect the drops when convenient instead. Or just filter and direct the drops to their own separate chests. your choice.
Trust me, the infernal enchanter requires rare drops from mobs that pretty much require a mob trap to get a reasonable chance of obtaining, and lots more exp than vanilla if you want multiple enchants on the same item. It's designed specifically around mob traps, not the boring hunting out at night.
Trust me, the infernal enchanter requires rare drops from mobs that pretty much require a mob trap to get a reasonable chance of obtaining, and lots more exp than vanilla if you want multiple enchants on the same item. It's designed specifically around mob traps, not the boring hunting out at night.
Yeah, exactly. Honestly, a lot of this mod is built up around the first real mob-trap I constructed in my world (the same world I've been playing for close to two years now, all the way back to before the mod existed), and the filtering and processing of its output.
It's pictured here for reference:
And here's a screen of the processing area down at bedrock, which is currently in a state of transition due to me slowly adapting it to the changes brought about by Hardcore Buoy:
Here's a pic of one of my Nether farms (I'm currently working on another at a stronghold location for the collection of wither skulls and blaze rods, hence the inclusion of the Chopping Block in last-night's release):
Here's an interior view of the same:
And here's a couple of screens of my current Enderman farm, which I'll be replacing by another shortly due to this one's tendency to become clogged with Endstone due to the Enderman changes I recently made:
So as you can see, trap construction and design is a rather involved process, and IMO, one of the most enjoyable in MC. Hence why I am encouraging it both through new drops like the Arcane Scrolls, and through reworkings to make the bulk acquisition of mob-trap output useful (such as with the recent changes to Gunpowder).
To me, they are at the heart of what is good about MC as a game, and frankly, if it weren't for me working on that first vanilla mob-trap back in the day, I probably would have lost interest in MC and this mod never would have been created.
As a result, I believe that they are something to be embraced within the MC design, not to be slowly eliminated like Mojang seems intent on doing.
Also, this new chopping block: Could you make a clean version of it? Because I think it would be interesting for decoration, and farming of the bloody chopping block.
Or just soap + chopping block (bloody) = chopping block (clean)
Hehe...it's funny you should mention that, as I thought exactly the same thing shortly after releasing last night. I'll see what I can do
Yeah, exactly. Honestly, a lot of this mod is built up around the first real mob-trap I constructed in my world (the same world I've been playing for close to two years now, all the way back to before the mod existed), and the filtering and processing of its output.
Alriight here we go, a lot of questions answered with just a few visual aids. This may have just rejuvenated my willingness to work on a mob trap. I knew I could set up some elaborate machines based on the blocks given but I really didn't see the progressive nature behind it. I was lucky enough to find a scroll without building one of these so I did not think the drop was that rare. I've also found two wither skulls pretty easily and blaze rods for hibachis weren't much trouble manually either. The hardest part was finding a fortress in the nether, but once a rail is up to one, the nether's a shooting gallery for enchanted bow and arrow. (Especially without mobs spawning on my rails anymore, they were great targets before anyways, kill em before you hit em)
I'm a completionist by nature, and was looking for some end-game in this mod. Seems to be full plate, with stacked enchantments, farmed from mob traps, and maybe a couple beacons to show you're a wither slaying badass.
I was also a little concerned that there wasn't enough uses for diamonds anymore either, but seeing as how elaborate mod traps can get, I imagine I'll be spending them on Lens blocks for line of sight redstone signals. Unless I'm missing another important use for them end-game somewhere?
I'm a completionist by nature, and was looking for some end-game in this mod. Seems to be full plate, with stacked enchantments, farmed from mob traps, and maybe a couple beacons to show you're a wither slaying badass.
Well, I think you may be misinterpreting things slightly: there's no "end game" in BTW as the mod is in constant development. All there is, is the *current* top of the tech-tree.
The mod will continue to expand and grow into new things for the indefinite future. I'm certainly not sick of developing it in any way, and I continually have more ideas for the future than I have time to implement them all.
It's still crashing, even when I installed BTW last. This time, however, I'm getting a different crash report entirely:
--- BEGIN ERROR REPORT fc8df9c9 --------
Generated 11/13/12 4:54 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 479730336 bytes (457 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_FCBetterThanWolves 4.31c
mod_BackTools 1.4.2v2
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10367 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IllegalAccessError: tried to access field axx.a from class net.minecraft.client.Minecraft
at net.minecraft.client.Minecraft.getWorld(SourceFile)
at net.minecraft.client.Minecraft.J(SourceFile:558)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 16a5d98f ----------
It's still crashing, even when I installed BTW last. This time, however, I'm getting a different crash report entirely:
--- BEGIN ERROR REPORT fc8df9c9 --------
Generated 11/13/12 4:54 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 479730336 bytes (457 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_FCBetterThanWolves 4.31c
mod_BackTools 1.4.2v2
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10367 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IllegalAccessError: tried to access field axx.a from class net.minecraft.client.Minecraft
at net.minecraft.client.Minecraft.getWorld(SourceFile)
at net.minecraft.client.Minecraft.J(SourceFile:558)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 16a5d98f ----------
Any help?
Try installing only modloader and btw and see if it still crashes. If it doesn't then one of the other mods is causing the crash. Make sure you are running the latest btw also which is version 4.34.
Well, I think you may be misinterpreting things slightly: there's no "end game" in BTW as the mod is in constant development. All there is, is the *current* top of the tech-tree.
The mod will continue to expand and grow into new things for the indefinite future. I'm certainly not sick of developing it in any way, and I continually have more ideas for the future than I have time to implement them all.
Yeah I use the term 'end-game' lightly... but final tier, top of the tech tree, all the same in my meaning. It's that point where you've maxed everything possible, and resources are abundant. Anyways, thanks for all your responses, this mod is far deeper than I had anticipated. You could probably use an entire team of people to update that wiki by the way, and its seems to be suffering from database access errors due to high traffic volumes at times. I hope that's due to the mod gaining popularity.
Yeah I use the term 'end-game' lightly... but final tier, top of the tech tree, all the same in my meaning. It's that point where you've maxed everything possible, and resources are abundant. Anyways, thanks for all your responses, this mod is far deeper than I had anticipated. You could probably use an entire team of people to update that wiki by the way, and its seems to be suffering from database access errors due to high traffic volumes at times. I hope that's due to the mod gaining popularity.
I actually don't touch the wiki myself. It's entirely community driven.
I draw the line at trying to maintain the instructions in the OP, but even that has become a rather massive job and I often fall behind on it as a result.
I hope you get a lot of enjoyment out of the mod man! Yeah, there is indeed a lot of depth and subtlety to it that I don't think you get in many other mods. It's basically a mod designed for really serious MC players by a really serious MC player
This is a wheat planter. When power is cut, the piston retracts the planter, and the wheat harvests and drops down. When power comes back on, the piston extends, and a tick later the BD plants a wheat seed.
By tiling them up like so, you get a wheat farm that can be extended upwards to increase capcity, and that all collects into a single point, limiting the need for water transport. Every 40 minutes, trigger a harvest.
Greetings FlowerChild. First off, I love your mod. I like how you have to work around the world, instead of dropping your water source block somewhere convenient. But I digress.
I wanted to do some blaze farming, since mining doesn't get me experience anymore. I thought I crude funnel into a saw blade might be fun
Unfortunately, I popped on the windmill and it isn't moving. There is a bit of a roof above it, but its the nether, there is always a roof! I tried popping windmills elsewhere in the nether with no luck. The wiki doesn't mention anything special about nether windmills, what am I missing? Here is a picture for you to look at, in case it helps. You can see its a bit cramped, but the other places I tried were wide open! Thanks for your mod, and any help you can offer
May i ask if you will put your map that you posted a few posts up (post-ception) since i mean, it looks like an amazing representation of the mod so id love to have a look around myself.
Oh my gosh, I thought those were the "vertical windmills". (See, they go up and down, but clearly I'm mistaken).
Off to find more hemp ; .;
Why do you need to "find" more hemp? Get a farm up and going, and only harvest the top block (remember hemp grows to a maximum of 2 blocks high, and harvesting only the top block allows it to regrow faster without replanting).
Great mod, it really is (and I love the title), but why would you make it incompatible with everything? I want to use multiple mods including this one but now I can't.
Great mod, it really is (and I love the title), but why would you make it incompatible with everything? I want to use multiple mods including this one but now I can't.
Just watch the video under the "A Note on MineCraft Forge" section of the first page. It'll answer your question.
This is one of my favourite mods but I have one bug that is really annoying me. I have an underground base which I have a platform on a pulley to get down to but for some reason I keep falling through the platform. I'm not sure if this is already reported as I only read the last few pages but I thought I might as well mention it just in case someone has some sort of work around.
Yup, that's an issue that was introduced in the port to 1.3 and is on my todo list to resolve. I basically need to do a rewrite of the Pulley and Platform code (which is no small task) to fix a few lingering issues created by the client/server merger.
If you'd like to check which bugs are already reported and known, the best place to do that is the bug-report sub-forum of the BTW forums:
Hoppers also let you accumulate exp and drops from said mobs without having to afk under the output chute, and you can collect the drops when convenient instead. Or just filter and direct the drops to their own separate chests. your choice.
Trust me, the infernal enchanter requires rare drops from mobs that pretty much require a mob trap to get a reasonable chance of obtaining, and lots more exp than vanilla if you want multiple enchants on the same item. It's designed specifically around mob traps, not the boring hunting out at night.
You fixed it!
I have a pet peeve about people using the wrong homonym... Makes me cringe every time... XP
Yeah, exactly. Honestly, a lot of this mod is built up around the first real mob-trap I constructed in my world (the same world I've been playing for close to two years now, all the way back to before the mod existed), and the filtering and processing of its output.
It's pictured here for reference:
And here's a screen of the processing area down at bedrock, which is currently in a state of transition due to me slowly adapting it to the changes brought about by Hardcore Buoy:
Here's a pic of one of my Nether farms (I'm currently working on another at a stronghold location for the collection of wither skulls and blaze rods, hence the inclusion of the Chopping Block in last-night's release):
Here's an interior view of the same:
And here's a couple of screens of my current Enderman farm, which I'll be replacing by another shortly due to this one's tendency to become clogged with Endstone due to the Enderman changes I recently made:
So as you can see, trap construction and design is a rather involved process, and IMO, one of the most enjoyable in MC. Hence why I am encouraging it both through new drops like the Arcane Scrolls, and through reworkings to make the bulk acquisition of mob-trap output useful (such as with the recent changes to Gunpowder).
To me, they are at the heart of what is good about MC as a game, and frankly, if it weren't for me working on that first vanilla mob-trap back in the day, I probably would have lost interest in MC and this mod never would have been created.
As a result, I believe that they are something to be embraced within the MC design, not to be slowly eliminated like Mojang seems intent on doing.
I type extremely fast, so typos are bound to result. I am also obsessive about editing though
Hehe...it's funny you should mention that, as I thought exactly the same thing shortly after releasing last night. I'll see what I can do
Alriight here we go, a lot of questions answered with just a few visual aids. This may have just rejuvenated my willingness to work on a mob trap. I knew I could set up some elaborate machines based on the blocks given but I really didn't see the progressive nature behind it. I was lucky enough to find a scroll without building one of these so I did not think the drop was that rare. I've also found two wither skulls pretty easily and blaze rods for hibachis weren't much trouble manually either. The hardest part was finding a fortress in the nether, but once a rail is up to one, the nether's a shooting gallery for enchanted bow and arrow. (Especially without mobs spawning on my rails anymore, they were great targets before anyways, kill em before you hit em)
I'm a completionist by nature, and was looking for some end-game in this mod. Seems to be full plate, with stacked enchantments, farmed from mob traps, and maybe a couple beacons to show you're a wither slaying badass.
I was also a little concerned that there wasn't enough uses for diamonds anymore either, but seeing as how elaborate mod traps can get, I imagine I'll be spending them on Lens blocks for line of sight redstone signals. Unless I'm missing another important use for them end-game somewhere?
Well, I think you may be misinterpreting things slightly: there's no "end game" in BTW as the mod is in constant development. All there is, is the *current* top of the tech-tree.
The mod will continue to expand and grow into new things for the indefinite future. I'm certainly not sick of developing it in any way, and I continually have more ideas for the future than I have time to implement them all.
Generated 11/13/12 4:54 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 479730336 bytes (457 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_FCBetterThanWolves 4.31c
mod_BackTools 1.4.2v2
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10367 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IllegalAccessError: tried to access field axx.a from class net.minecraft.client.Minecraft
at net.minecraft.client.Minecraft.getWorld(SourceFile)
at net.minecraft.client.Minecraft.J(SourceFile:558)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 16a5d98f ----------
Any help?
Try installing only modloader and btw and see if it still crashes. If it doesn't then one of the other mods is causing the crash. Make sure you are running the latest btw also which is version 4.34.
Yeah I use the term 'end-game' lightly... but final tier, top of the tech tree, all the same in my meaning. It's that point where you've maxed everything possible, and resources are abundant. Anyways, thanks for all your responses, this mod is far deeper than I had anticipated. You could probably use an entire team of people to update that wiki by the way, and its seems to be suffering from database access errors due to high traffic volumes at times. I hope that's due to the mod gaining popularity.
I actually don't touch the wiki myself. It's entirely community driven.
I draw the line at trying to maintain the instructions in the OP, but even that has become a rather massive job and I often fall behind on it as a result.
I hope you get a lot of enjoyment out of the mod man! Yeah, there is indeed a lot of depth and subtlety to it that I don't think you get in many other mods. It's basically a mod designed for really serious MC players by a really serious MC player
EDIT: Hurrpa Derp, I figured it out
Post a Reply
By tiling them up like so, you get a wheat farm that can be extended upwards to increase capcity, and that all collects into a single point, limiting the need for water transport. Every 40 minutes, trigger a harvest.
McRawny did a good tutorial on BTW timers:
I wanted to do some blaze farming, since mining doesn't get me experience anymore. I thought I crude funnel into a saw blade might be fun
Unfortunately, I popped on the windmill and it isn't moving. There is a bit of a roof above it, but its the nether, there is always a roof! I tried popping windmills elsewhere in the nether with no luck. The wiki doesn't mention anything special about nether windmills, what am I missing? Here is a picture for you to look at, in case it helps. You can see its a bit cramped, but the other places I tried were wide open! Thanks for your mod, and any help you can offer
Off to find more hemp ; .;
Why do you need to "find" more hemp? Get a farm up and going, and only harvest the top block (remember hemp grows to a maximum of 2 blocks high, and harvesting only the top block allows it to regrow faster without replanting).
Just watch the video under the "A Note on MineCraft Forge" section of the first page. It'll answer your question.
Yup, that's an issue that was introduced in the port to 1.3 and is on my todo list to resolve. I basically need to do a rewrite of the Pulley and Platform code (which is no small task) to fix a few lingering issues created by the client/server merger.
If you'd like to check which bugs are already reported and known, the best place to do that is the bug-report sub-forum of the BTW forums:
http://www.sargunster.com/btwforum/viewforum.php?f=7