Might be difficult to do around a mountain, but (presuming MobB will not spawn when the player is below sea level) digging out a large area so one's farms etc were lower would allow a safe outside area. [Requiring only player time and quite a deal of boring fiddle work…]
I could, I'm not far above sea level, its just...I like my beaches lol. Also any time I walked out of my mountain down to sea level phantoms could spawn, thus possibly defeating the purpose
That could definitely work. Don't know why I didn't dig a 1 block hole for the lava to fall into XD It's been too long since I've worked with MC lava.
Actually, part of it is inside a hollowed out mountain (or at least it's going to be, its a WIP). I just also wanted an outside area around said mountain where I could wander around, have all my pets wander around freely, and not worry about dying. Alas, looks like it's not really gonna happen. Not completely, anyway.
A partial solution (not confirmed-completely on the MC Wiki) I'd offered was Leaves, of Trees' . They Apparently (it's a little vague) work, unlike Glass.
But whereas the Glass I can see (been Planning a Pyramid around a Pillager Outpost, up-coming but decided to add-Glass for View - in a few places - to alleviate that "inside-always" feeling, against the Panes for mobility on top of it) as-being a long-term, see-through option to enjoy outside. It just doesn't-work to prevent them Spawning, whereas the Leaves - which also Block the view - do (so you could Plant some Trees to "picnic" under /by or just put-up Leaves directly).
I could, I'm not far above sea level, its just...I like my beaches lol. Also any time I walked out of my mountain down to sea level phantoms could spawn, thus possibly defeating the purpose
Yeah, under-Sea Level, Beaches, sound like a real sun of a beach to appreciate fully - and I like Gravel ones too, so yeah - it's good to have Beaches. It's possible to Design stuff with enough Blocks that it Feels a certain way - like extra Blocks over /under Water can make it feel like it's the- same and /or reverse - and /or again Glass (see "glass-bottomed boat tours," and /or "aquariums" /"fish tanks," also I use a whole "Fish section" in my Desert, of O M Blocks and plan to "stock" it with the New, Barrels, "In" the "Fish" [heh], all of which gives lots-of variety to what feels same or plain, also Colors, too), here too probably helps to keep - even with changes - the view.
Phantoms do not spawn if you have no sky access - an opaque block above your head. A single block suffices.
Again, doesn't have to be Actually-visibly opaque to the Player, just Game-considered, such (I tend to be able to see-more through Leaves up-close, which in R L I call "the 'hedge' effect," as it's harder to see much through that - Same - hedge, from a distance-between you and it [smaller holes look somewhat-bigger up close]). As for Trees, I actually put a lot of stock in lighter shades - greater visibility - just try Exploring an AbMS in a now-Badlands Biome, with Dark Oak Wood Planks, and see how-easy it is to even-see, them, but of course again when something gets too-visible again it becomes distracting, so it's nice to not-have uglier Blocks for a given thing, handy in many varieties.
I'm just trying to avoid you having to have a - non-really working - "Glass /bubble Dome." Which around (a) Mountain(s) ( /"[ .. ] Hills" Biome, whatever) Probably would be the-Most resources - Difficulty to Build in Survival (if dealing with Phantoms, presumably Survival) - while again consuming all the naturalness of the view (one way I do it is occasionally "go 'on vacation'," when I can't remember if I Slept in a Bed, recently, then-do it, like you know, "'hotel' 'rooms'" or something, and appreciate the outside, view, more when done).
A partial solution (not confirmed-completely on the MC Wiki) I'd offered was Leaves, of Trees' . They Apparently (it's a little vague) work, unlike Glass.
Yeah, under-Sea Level, Beaches, sound like a real sun of a beach to appreciate fully - and I like Gravel ones too, so yeah - it's good to have Beaches. It's possible to Design stuff with enough Blocks that it Feels a certain way - like extra Blocks over /under Water can make it feel like it's the- same and /or reverse - and /or again Glass (see "glass-bottomed boat tours," and /or "aquariums" /"fish tanks," also I use a whole "Fish section" in my Desert, of O M Blocks and plan to "stock" it with the New, Barrels, "In" the "Fish" [heh], all of which gives lots-of variety to what feels same or plain, also Colors, too), here too probably helps to keep - even with changes - the view.
Again, doesn't have to be Actually-visibly opaque to the Player, just Game-considered, such (I tend to be able to see-more through Leaves up-close, which in R L I call "the 'hedge' effect," as it's harder to see much through that - Same - hedge, from a distance-between you and it [smaller holes look somewhat-bigger up close]). As for Trees, I actually put a lot of stock in lighter shades - greater visibility - just try Exploring an AbMS in a now-Badlands Biome, with Dark Oak Wood Planks, and see how-easy it is to even-see, them, but of course again when something gets too-visible again it becomes distracting, so it's nice to not-have uglier Blocks for a given thing, handy in many varieties.
I'm just trying to avoid you having to have a - non-really working - "Glass /bubble Dome." Which around (a) Mountain(s) ( /"[ .. ] Hills" Biome, whatever) Probably would be the-Most resources - Difficulty to Build in Survival (if dealing with Phantoms, presumably Survival) - while again consuming all the naturalness of the view (one way I do it is occasionally "go 'on vacation'," when I can't remember if I Slept in a Bed, recently, then-do it, like you know, "'hotel' 'rooms'" or something, and appreciate the outside, view, more when done).
Good to know leaves could work. I'll definitely put up little trees here and there to stop under. And I'll give some thought to sinking the base to below sea level. While not ideal, I might be able to make it work. However, even if I do sink the base, there's always going to be the problem of phantom spawns being possible as I'm walking from my mountain (higher ground) to the rest of the base (below-sea-level ground). It would be a short trek, but still. If phantoms do spawn during that time, I could have problems unless I have a way to kill them set up. Does anyone know how fast phantoms can spawn from the point they're given the right conditions? If it takes like 30 seconds before they'd spawn, then I'd be fine. But if it could happen instantly, I'll have trouble on my hands.
I definitely wouldn't want to have a glass dome or anything of that nature. For me, it would rather defeat the point (and prettiness) of having an outside area of my base.
Okay, so to regroup:
Option 1 would be to sink my base below sea level so that they can't spawn. This isn't preferable for me (for purely aesthetic purposes), and I might also have a problem with them spawning when I'm walking from my mountain (higher ground) to the below-sea-level land.
Option 2 would be to keep my base above sea level, and just have lots of little stations where I could duck and sleep for a second when phantoms pop up. As someone pointed out, I don't have to sleep for the whole night, just for a few seconds. The main problems with this are 1) I often get surprised by phantoms I didn't know had spawned, thus getting hurt before I can get to a bed and 2) the whole point of having an area outside that I could be safe in is so that...I could be safe in it lol. And that I wouldn't have to sleep constantly, something I find rather annoying when I'm trying to do stuff.
Option 3 is let them spawn, but just set up killing stations where I can protect myself and kill the phantoms at the same time. As of yet, the two ways of doing this are 1) spiderwebs (to catch the phantoms) and a sword (to kill them) and 2) lava pillars, which if they run into, they will cancel their swoop attack and die pretty quickly. The disadvantages of spiderwebs are that they can still wiggle through and hurt me (which happens a lot if I have a lot of phantoms at once, which tends to happen for me), and that I'm standing there trying to kill these guys when what I really want is not to deal with them at all. Disadvantages of lava are that I honestly can't find a very slim design that would work; between a place to stand, glass blocks to protect you from lava, and the lava itself, a lava station has to be at LEAST 5 by 5 (you have to have lava ALL around you, or phantoms hit blocks that don't have lava in front of them and don't get hurt). Also, I can't find a good aesthetic way to mix this in with the natural design I've got going, at least not without burning everything down.
I can try mixing and matching some of these methods, but I honestly can't find a way to do that that doesn't end up just being a bit redundant. Thoughts, anybody?
Also, here's some pics of the base area, to help people visualize. Everything within the stone walls is what I'm wanting to protect, out the the waters' edge. Part of base will be inside the mountain, and the rest is just for outdoor aesthetic and so my horses can roam around freely and stuff.
As an adjunct to option #1: you might use either a covered walk (MobB can not spawn if the player has 'a block above [his] head which blocks light in any way')
Your second point under option #2 (" the whole point of having an area outside that I could be safe in is so that...I could be safe in it lol. And that I wouldn't have to sleep constantly, something I find rather annoying when I'm trying to do stuff. ") neatly encapsulates my objections to the way this mob was (mis-)implemented… [see https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2952298-an-idea-for-phantoms#c4 for my ideas on how to fix it]
In answer to your question about spawn times:
the Mob B page implies that there is a 60-70 second lag between when it becomes possible for these to spawn and when the first attempt occurs. Whether or not a brief sojourn out from under a blocking roof is erased by subsequently returning to unspawnable conditions is not clear to me…
There is also "Option #4" [not likely to be any more acceptable to you than to me] of slapping a great, ugly roof over the whole area and relying entirely on player added lighting.
Unlike the 'glass dome' you have rejected (or its cousin: the glass ceiling less than 20 blocks off the ground) this could be placed high enough to be out of sight as long as one kept one's head roughly down.
I've done some VERY preliminary experimentation with snow golems (The 1st Middle Finger air defense squaddies are, however, useful only as a alert system so far. They also seem to die rather quickly…)
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
As an adjunct to option #1: you might use either a covered walk (MobB can not spawn if the player has 'a block above [his] head which blocks light in any way')
In answer to your question about spawn times:
the Mob B page implies that there is a 60-70 second lag between when it becomes possible for these to spawn and when the first attempt occurs. Whether or not a brief sojourn out from under a blocking roof is erased by subsequently returning to unspawnable conditions is not clear to me…
There is also "Option #4" [not likely to be any more acceptable to you than to me] of slapping a great, ugly roof over the whole area and relying entirely on player added lighting.
Unlike the 'glass dome' you have rejected (or its cousin: the glass ceiling less than 20 blocks off the ground) this could be placed high enough to be out of sight as long as one kept one's head roughly down.
I've done some VERY preliminary experimentation with snow golems (The 1st Middle Finger air defense squaddies are, however, useful only as a alert system so far. They also seem to die rather quickly…
If it comes down to it, covered walkways are definitely an option.
Good to know there's at least a good possibility of a 60-70 second lag, that could solve the main problem with sinking the base below sea level.
As far as Option 4 goes...before I knew glass didn't prevent spawns, I tried putting some at build height thinking it wouldn't be too noticeable and that it might solve all of my problems. When I got back to the ground, I looked up at my 5x5 square of glass, and it was very noticeable-and ugly. I can't imagine what any even semi-solid blocks would look like.
Snow golems, I didn't even think of those! Wesson has an interesting idea:
If the snow golems are getting destroyed by the Phantoms, maybe they can be used to lure Phantoms into lava with spiderwebs.
I'll do some tests, see if I can work out any way for them to be useful.
But while we're on the idea of golems...what about iron golems? Is there any way to get them to attack Mob B? They can deal (and take, I imagine) more damage than snow golems.
All right, reporting back with a few outcomes of snow golem experimentation. Using them to lure phantoms into cobwebs or lava doesn't really work, because I'm tastier bait (or the only bait of any interest, not sure) so unless I'm in there with the snow golems, the phantoms just go after me. Kinda defeats the purpose.
It also turns out 1 snow golem isn't really enough to protect you from phantoms-but if you put a whole bunch of snow golems in one place, there's so many snowballs flying around they end up hurting each other and it's a bit of a mess. In addition, even with around 20 snow golems in a small space and me in the middle of them, phantoms still occasionally made their way through the crowd and hit me.
Running into these problems, I honestly can't think of a way to make snow golem defenses work at all. Anybody got any ideas?
As far as iron golems go: unless a phantom flies in front of them in JUST the right way, they won't attack it at all. Not very helpful when you have 5 phantoms dive bombing you. Even with a lot of iron golems in a small space, the amount of phantoms getting hit doesn't seem to increase. Does anybody more familiar with iron golem mechanics than me know of ways to improve this?
All right, reporting back with a few outcomes of snow golem experimentation. Using them to lure phantoms into cobwebs or lava doesn't really work, because I'm tastier bait (or the only bait of any interest, not sure) so unless I'm in there with the snow golems, the phantoms just go after me. Kinda defeats the purpose.
It also turns out 1 snow golem isn't really enough to protect you from phantoms-but if you put a whole bunch of snow golems in one place, there's so many snowballs flying around they end up hurting each other and it's a bit of a mess. In addition, even with around 20 snow golems in a small space and me in the middle of them, phantoms still occasionally made their way through the crowd and hit me.
That accords with the limited experimenting I did.
What I was hoping for was that the knockback from the snowballs would disrupt the attack routine, but (if that is happening at all) the effect seems negligible.
[Most of the golem deaths seem to have been environmental, I'm now trying them at the height were MobB spawns in (20-34 blocks above the player, which should be cooler) with the idea the 1st Middle Finger air defense squaddies will at least provide an early warning and may draw MobBs if they are hit before entering the attack routine dives.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
That accords with the limited experimenting I did.
What I was hoping for was that the knockback from the snowballs would disrupt the attack routine, but (if that is happening at all) the effect seems negligible.
[Most of the golem deaths seem to have been environmental, I'm now trying them at the height were MobB spawns in (20-34 blocks above the player, which should be cooler) with the idea the 1st Middle Finger air defense squaddies will at least provide an early warning and may draw MobBs if they are hit before entering the attack routine dives.]
Me, showing off my world: "And here's my base, where everything is filled with a natural beauty and there are occasionally snow golems in the sky. Pretend they're not there."
Jk, jk. But in my experiments, their snowballs DID knock back the phantoms and disrupt their attacks. The only problem was phantoms would slip through their defenses and hit me before they got discouraged by the golems.
Also, with snow golems, remember that you'll have to put a slab or something above their head to protect them from the sun or they'll melt. If I remember right snowballs don't kill, so all the golems could be is an early warning system and possibly some defense.
Let me know if putting the snow golems at spawn height provides any interesting results.
how about building an huge ugly roof somewhere else, thousands of blocks away, pretend you built it over your base and set up a command block to tp the phantoms into the void?
That way you would have paid for your respite from the phantoms in effort and materials, you just wouldn't have to look at the result.
And if you put the command block(s) outside the spawn chunks you'd still get phantoms in the rest of the world (apart from where the roof actually is of course.)
I could, I'm not far above sea level, its just...I like my beaches lol. Also any time I walked out of my mountain down to sea level phantoms could spawn, thus possibly defeating the purpose
Phantoms do not spawn if you have no sky access - an opaque block above your head. A single block suffices.
A partial solution (not confirmed-completely on the MC Wiki) I'd offered was Leaves, of Trees' . They Apparently (it's a little vague) work, unlike Glass.
But whereas the Glass I can see (been Planning a Pyramid around a Pillager Outpost, up-coming but decided to add-Glass for View - in a few places - to alleviate that "inside-always" feeling, against the Panes for mobility on top of it) as-being a long-term, see-through option to enjoy outside. It just doesn't-work to prevent them Spawning, whereas the Leaves - which also Block the view - do (so you could Plant some Trees to "picnic" under /by or just put-up Leaves directly).
Yeah, under-Sea Level, Beaches, sound like a real sun of a beach to appreciate fully - and I like Gravel ones too, so yeah - it's good to have Beaches. It's possible to Design stuff with enough Blocks that it Feels a certain way - like extra Blocks over /under Water can make it feel like it's the- same and /or reverse - and /or again Glass (see "glass-bottomed boat tours," and /or "aquariums" /"fish tanks," also I use a whole "Fish section" in my Desert, of O M Blocks and plan to "stock" it with the New, Barrels, "In" the "Fish" [heh], all of which gives lots-of variety to what feels same or plain, also Colors, too), here too probably helps to keep - even with changes - the view.
Again, doesn't have to be Actually-visibly opaque to the Player, just Game-considered, such (I tend to be able to see-more through Leaves up-close, which in R L I call "the 'hedge' effect," as it's harder to see much through that - Same - hedge, from a distance-between you and it [smaller holes look somewhat-bigger up close]). As for Trees, I actually put a lot of stock in lighter shades - greater visibility - just try Exploring an AbMS in a now-Badlands Biome, with Dark Oak Wood Planks, and see how-easy it is to even-see, them, but of course again when something gets too-visible again it becomes distracting, so it's nice to not-have uglier Blocks for a given thing, handy in many varieties.
I'm just trying to avoid you having to have a - non-really working - "Glass /bubble Dome." Which around (a) Mountain(s) ( /"[ .. ] Hills" Biome, whatever) Probably would be the-Most resources - Difficulty to Build in Survival (if dealing with Phantoms, presumably Survival) - while again consuming all the naturalness of the view (one way I do it is occasionally "go 'on vacation'," when I can't remember if I Slept in a Bed, recently, then-do it, like you know, "'hotel' 'rooms'" or something, and appreciate the outside, view, more when done).
Good to know leaves could work. I'll definitely put up little trees here and there to stop under. And I'll give some thought to sinking the base to below sea level. While not ideal, I might be able to make it work. However, even if I do sink the base, there's always going to be the problem of phantom spawns being possible as I'm walking from my mountain (higher ground) to the rest of the base (below-sea-level ground). It would be a short trek, but still. If phantoms do spawn during that time, I could have problems unless I have a way to kill them set up. Does anyone know how fast phantoms can spawn from the point they're given the right conditions? If it takes like 30 seconds before they'd spawn, then I'd be fine. But if it could happen instantly, I'll have trouble on my hands.
I definitely wouldn't want to have a glass dome or anything of that nature. For me, it would rather defeat the point (and prettiness) of having an outside area of my base.
Okay, so to regroup:
Option 1 would be to sink my base below sea level so that they can't spawn. This isn't preferable for me (for purely aesthetic purposes), and I might also have a problem with them spawning when I'm walking from my mountain (higher ground) to the below-sea-level land.
Option 2 would be to keep my base above sea level, and just have lots of little stations where I could duck and sleep for a second when phantoms pop up. As someone pointed out, I don't have to sleep for the whole night, just for a few seconds. The main problems with this are 1) I often get surprised by phantoms I didn't know had spawned, thus getting hurt before I can get to a bed and 2) the whole point of having an area outside that I could be safe in is so that...I could be safe in it lol. And that I wouldn't have to sleep constantly, something I find rather annoying when I'm trying to do stuff.
Option 3 is let them spawn, but just set up killing stations where I can protect myself and kill the phantoms at the same time. As of yet, the two ways of doing this are 1) spiderwebs (to catch the phantoms) and a sword (to kill them) and 2) lava pillars, which if they run into, they will cancel their swoop attack and die pretty quickly. The disadvantages of spiderwebs are that they can still wiggle through and hurt me (which happens a lot if I have a lot of phantoms at once, which tends to happen for me), and that I'm standing there trying to kill these guys when what I really want is not to deal with them at all. Disadvantages of lava are that I honestly can't find a very slim design that would work; between a place to stand, glass blocks to protect you from lava, and the lava itself, a lava station has to be at LEAST 5 by 5 (you have to have lava ALL around you, or phantoms hit blocks that don't have lava in front of them and don't get hurt). Also, I can't find a good aesthetic way to mix this in with the natural design I've got going, at least not without burning everything down.
I can try mixing and matching some of these methods, but I honestly can't find a way to do that that doesn't end up just being a bit redundant. Thoughts, anybody?
Also, here's some pics of the base area, to help people visualize. Everything within the stone walls is what I'm wanting to protect, out the the waters' edge. Part of base will be inside the mountain, and the rest is just for outdoor aesthetic and so my horses can roam around freely and stuff.
As an adjunct to option #1: you might use either a covered walk (MobB can not spawn if the player has 'a block above [his] head which blocks light in any way')
Your second point under option #2 (" the whole point of having an area outside that I could be safe in is so that...I could be safe in it lol. And that I wouldn't have to sleep constantly, something I find rather annoying when I'm trying to do stuff. ") neatly encapsulates my objections to the way this mob was (mis-)implemented… [see https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2952298-an-idea-for-phantoms#c4 for my ideas on how to fix it]
In answer to your question about spawn times:
the Mob B page implies that there is a 60-70 second lag between when it becomes possible for these to spawn and when the first attempt occurs. Whether or not a brief sojourn out from under a blocking roof is erased by subsequently returning to unspawnable conditions is not clear to me…
There is also "Option #4" [not likely to be any more acceptable to you than to me] of slapping a great, ugly roof over the whole area and relying entirely on player added lighting.
Unlike the 'glass dome' you have rejected (or its cousin: the glass ceiling less than 20 blocks off the ground) this could be placed high enough to be out of sight as long as one kept one's head roughly down.
I've done some VERY preliminary experimentation with snow golems (The 1st Middle Finger air defense squaddies are, however, useful only as a alert system so far. They also seem to die rather quickly…)
If the snow golems are getting destroyed by the Phantoms, maybe they can be used to lure Phantoms into lava with spiderwebs.
If it comes down to it, covered walkways are definitely an option.
Good to know there's at least a good possibility of a 60-70 second lag, that could solve the main problem with sinking the base below sea level.
As far as Option 4 goes...before I knew glass didn't prevent spawns, I tried putting some at build height thinking it wouldn't be too noticeable and that it might solve all of my problems. When I got back to the ground, I looked up at my 5x5 square of glass, and it was very noticeable-and ugly. I can't imagine what any even semi-solid blocks would look like.
Snow golems, I didn't even think of those! Wesson has an interesting idea:
I'll do some tests, see if I can work out any way for them to be useful.
But while we're on the idea of golems...what about iron golems? Is there any way to get them to attack Mob B? They can deal (and take, I imagine) more damage than snow golems.
All right, reporting back with a few outcomes of snow golem experimentation. Using them to lure phantoms into cobwebs or lava doesn't really work, because I'm tastier bait (or the only bait of any interest, not sure) so unless I'm in there with the snow golems, the phantoms just go after me. Kinda defeats the purpose.
It also turns out 1 snow golem isn't really enough to protect you from phantoms-but if you put a whole bunch of snow golems in one place, there's so many snowballs flying around they end up hurting each other and it's a bit of a mess. In addition, even with around 20 snow golems in a small space and me in the middle of them, phantoms still occasionally made their way through the crowd and hit me.
Running into these problems, I honestly can't think of a way to make snow golem defenses work at all. Anybody got any ideas?
As far as iron golems go: unless a phantom flies in front of them in JUST the right way, they won't attack it at all. Not very helpful when you have 5 phantoms dive bombing you. Even with a lot of iron golems in a small space, the amount of phantoms getting hit doesn't seem to increase. Does anybody more familiar with iron golem mechanics than me know of ways to improve this?
That accords with the limited experimenting I did.
What I was hoping for was that the knockback from the snowballs would disrupt the attack routine, but (if that is happening at all) the effect seems negligible.
[Most of the golem deaths seem to have been environmental, I'm now trying them at the height were MobB spawns in (20-34 blocks above the player, which should be cooler) with the idea the 1st Middle Finger air defense squaddies will at least provide an early warning and may draw MobBs if they are hit before entering the attack routine dives.]
Me, showing off my world: "And here's my base, where everything is filled with a natural beauty and there are occasionally snow golems in the sky. Pretend they're not there."
Jk, jk. But in my experiments, their snowballs DID knock back the phantoms and disrupt their attacks. The only problem was phantoms would slip through their defenses and hit me before they got discouraged by the golems.
Also, with snow golems, remember that you'll have to put a slab or something above their head to protect them from the sun or they'll melt. If I remember right snowballs don't kill, so all the golems could be is an early warning system and possibly some defense.
Let me know if putting the snow golems at spawn height provides any interesting results.
If you can't find a better way,
how about building an huge ugly roof somewhere else, thousands of blocks away, pretend you built it over your base and set up a command block to tp the phantoms into the void?
That way you would have paid for your respite from the phantoms in effort and materials, you just wouldn't have to look at the result.
And if you put the command block(s) outside the spawn chunks you'd still get phantoms in the rest of the world (apart from where the roof actually is of course.)
Just testing.