Recently, I've picked the game back up and would like to do a HC SSP, possibly even an LP. However, I intend to do quite a bit of planning first.
What type of location is the safest to make my home?
Factors to take into account:
Defensibility
Can I quickly set up defenses against Creepers, Endermen, Spiders, Skeletons, and Zombies?
Sustainability
Can I easily set up a farm in this area without filling in or hollowing out too much land?
Longevity
Can I live here permanently or will this be transitional?
Resources
Can I easily acquire necessary resources?
Freedom
Can I easily come and go as I please?
Places I've considered:
Top of a Mountain
Pros:
Clear line of sight in all directions.
Highly defensible via walls. Cons:
Limited extensibility.
Possible accidents involving fall damage.
May requires alterations to landscape to accommodate farm.
Possible lack of freedom, depending on steepness or size of summit.
Underground
Pros:
Highly defensible due to narrow passage ways.
Unlimited extensibility.
Near minerals. Cons:
Significant amount of work hollowing out burrow.
Lack of surveillance.
Requires significant effort to begin a tree farm.
Monsters spawn regardless of time of day.
Lack of freedom in that making trips to the surface are actually called "trips to the surface".
Burrows tend to lack longevity due to needing more space, etc.
Open Plains
Pros:
Clear line of sight in all directions.
Highly extensible, given its sandbox-ish environment.
High sense of freedom.
Easily sustainable. Cons:
Poorly defensible in that attacks can happen from all sides.
Easily devastated landscape (aesthetics, rather than practical).
Boringly over used location.
Type of area has proven to be difficult to locate due to experience.
Things I've considered:
(De/Re)Forestation
Trees hide hostile mobs. Wood will either be harvested from a nearby forest, chopping down only valence trees. Replanting will only occur when harvesting has significantly increased the distance between home and the forest. If a closer and more suitable location for a forest is found, replanting will occur there instead of at the original forest.
Fortifactions
Any building must have at least two exits and that are unsafe to leave from should be easily identifiable (windows, redstone notifications, etc).
Walls must be spider-proof.
Endermen most not be able to remove valence blocks from the home.
Creeper explosions along the perimeter should not be devastating to any structures of my home.
Necessities
The home should contain what is necessary to maintain homeostasis as well as house supplies needed for hunting runs, mining expeditions, and exploration.
In the event that the home is abandoned abruptly (get lost or new home is made), I should be able to return to it in a fit of desperation and be able to live stably there again.
Anyone care to toss in there two cents and turn this into a discussion?
I recommend living in the desert
Pros :it wont rain, so zombies and skellies will always burn to death in the morning. it is flat and you can easily set it to wat you want. no trees wich can hide skellies and skellies. U can easily use cati as protection
Cons: no trees to cut.
one of the best threads i've seen in discussion in a while. I normally choose the side of a mountain. Its pretty easy to get in and out of, and you can easily set up buildings around your main base...I just personally prefer it.
Make transitional shelters until you can trek far enough to get to a village. Be sure to have enough wood on hand / near by to be able to fence in the entire village on your first day. You will need wood, and enough food to keep exploring. Spleunking can be used to maintain enough base iron / coal to make armor 'in field'.
Pros: Highly mobile, cover / explore large amounts of terrain. Villages can settle in several locations; giving your possible 'home' a variety of potential biomes. Once you reach a village; Iron Golems will provide protection against all but creeper attacks. (Light the village; the fence will take care of the rest). If you're going to make this a long LP; trading offers great utility once 1.3 hits, and you'll already have an established hub (looking for the new features won't force dangerous exploration)
Cons: Highly difficult start. Food is a major, major problem in early stages. Spelunking is the only source of field tools / armor and requires down time while the iron refines; this leaves you exposed. Will most likely require a few restarts while a settle-able village is sought out.
If you are lucky enough to find a 'good' village; it will supply you with a steady source of food once you arrive. The hardest part is going to be surviving the initial run all over the place.
I recommend living in the desert
Pros :it wont rain, so zombies and skellies will always burn to death in the morning. it is flat and you can easily set it to wat you want. no trees wich can hide skellies and skellies. U can easily use cati as protection
Cons: no trees to cut.
I think you should live in the desert too. But sadly there is no nature.
You should live at the edge of a desert or near the edge that borders a forest.
Pros
1. easy to see all directions
2. no rain so zombies and skeletons die in day
3. no trees right on you so mobs cant hide
4. trees are close by so you can get wood
5.cacti can be used for natural protection and create green dye
6. lots of flat room so you dont have to make huge alterations to the ground for building
Cons
1. there might be a lack of water to make farms with.
2. sand is annoying to dig up stupid gravity :/
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What type of location is the safest to make my home?
Factors to take into account:
Clear line of sight in all directions.
Highly defensible via walls.
Cons:
Limited extensibility.
Possible accidents involving fall damage.
May requires alterations to landscape to accommodate farm.
Possible lack of freedom, depending on steepness or size of summit.
Highly defensible due to narrow passage ways.
Unlimited extensibility.
Near minerals.
Cons:
Significant amount of work hollowing out burrow.
Lack of surveillance.
Requires significant effort to begin a tree farm.
Monsters spawn regardless of time of day.
Lack of freedom in that making trips to the surface are actually called "trips to the surface".
Burrows tend to lack longevity due to needing more space, etc.
Clear line of sight in all directions.
Highly extensible, given its sandbox-ish environment.
High sense of freedom.
Easily sustainable.
Cons:
Poorly defensible in that attacks can happen from all sides.
Easily devastated landscape (aesthetics, rather than practical).
Boringly over used location.
Type of area has proven to be difficult to locate due to experience.
Walls must be spider-proof.
Endermen most not be able to remove valence blocks from the home.
Creeper explosions along the perimeter should not be devastating to any structures of my home.
In the event that the home is abandoned abruptly (get lost or new home is made), I should be able to return to it in a fit of desperation and be able to live stably there again.
Pros :it wont rain, so zombies and skellies will always burn to death in the morning. it is flat and you can easily set it to wat you want. no trees wich can hide skellies and skellies. U can easily use cati as protection
Cons: no trees to cut.
Make transitional shelters until you can trek far enough to get to a village. Be sure to have enough wood on hand / near by to be able to fence in the entire village on your first day. You will need wood, and enough food to keep exploring. Spleunking can be used to maintain enough base iron / coal to make armor 'in field'.
Pros: Highly mobile, cover / explore large amounts of terrain. Villages can settle in several locations; giving your possible 'home' a variety of potential biomes. Once you reach a village; Iron Golems will provide protection against all but creeper attacks. (Light the village; the fence will take care of the rest). If you're going to make this a long LP; trading offers great utility once 1.3 hits, and you'll already have an established hub (looking for the new features won't force dangerous exploration)
Cons: Highly difficult start. Food is a major, major problem in early stages. Spelunking is the only source of field tools / armor and requires down time while the iron refines; this leaves you exposed. Will most likely require a few restarts while a settle-able village is sought out.
If you are lucky enough to find a 'good' village; it will supply you with a steady source of food once you arrive. The hardest part is going to be surviving the initial run all over the place.
Pros :it wont rain, so zombies and skellies will always burn to death in the morning. it is flat and you can easily set it to wat you want. no trees wich can hide skellies and skellies. U can easily use cati as protection
Cons: no trees to cut.
I think you should live in the desert too. But sadly there is no nature.
IP to Connect: enatic.my.pebble.host
Pros
1. easy to see all directions
2. no rain so zombies and skeletons die in day
3. no trees right on you so mobs cant hide
4. trees are close by so you can get wood
5.cacti can be used for natural protection and create green dye
6. lots of flat room so you dont have to make huge alterations to the ground for building
Cons
1. there might be a lack of water to make farms with.
2. sand is annoying to dig up stupid gravity :/