The Gold blocks are the reward I think. I've only ever went after those once (and before knowing what a Conduit was, and I didn't use water breathing potions) but I'm pretty sure there's no chests.
Right.. That's what I need Nautilus shells for.. Found one in the process, but think that was from fighting drowned to get a trident...
I guess apart from the unique building blocks, the main loot is sponges and sea lanterns if you want to build stuff underwater.
I was not aware they had sponges. I vaguely recall years ago sponges were legitimately obtainable in survival now, but I never paid enough attention to remember where or how. There's still a lot to the newer versions that I don't know of yet.
I was not aware they had sponges. I vaguely recall years ago sponges were legitimately obtainable in survival now, but I never paid enough attention to remember where or how. There's still a lot to the newer versions that I don't know of yet.
The power of sponges
Didn't do optimal placement and didn't put in much temporary walls, so probably cooked those 26 sponges about 20 times each But now I think I have cleared the inside of this ocean monument.. Looks like there was a wing on each side up there, and the entrance was in the middle.
Got quite a bit of blocks from this at least.. I guess I might look into how to build a guardian farm as I've cleared all the water inside here anyhow.. But we'll see..
Opening up the doors up there, this is my view after clearing out some of the back blocks of the shipwreck. Not sure if a shipwreck in the opening was nice to block sight to the guardians, or a hassle as it was hard to find a way in.. Doesn't feel safe to go out again now that I've cleared the inside though ;)..Sounds safer to leave some other direction than through this entrance.. But lets see if I can clear away a bit of that wreck..
Got to trying to make a trading hall here.. Looked at a video that was suggested for a trading hall, and based the basics of that one.. But didn't want to just make a copy..
Firstly, I wanted it to be built in the upper part of the outer ring of my city. The terrain is pretty steep, and the width isn't all that, so it can't get to wide either. Building in multiple stories would make it pretty tall, and I don't want it to stick up above my walls either. At least not by a lot, and at least not when the building is likely to become fairly massive too.. So I can fit limited amount of villagers in it, and if I want many villagers, I'll have to built it in sort of steps..
Secondly, I didn't want to have to hear the zombie when I didn't need it to infect villagers. I figured if I managed with a single zombie, I could make corridors for him to walk, and I could use water in dispensers to try and get him to walk where I wanted him to..
A random villager went past, and I thought he could be my first guinea pig. Looks a bit cramped in there for the poor fellow.. Maybe I should make the walls around him less massive. Stole the log and noteblock design, but wonder if I can find an alternative that makes it look less cramped..
The trading hall booth is layed out like a W. There's a U shape around with booths inwards, and then within the U there's another zombie trench going through the middle, so in the middle there are booths both ways from that trench. To be able to walk around it, the trench is staired down a bit so I can walk around the middle booths. All in all, I can fit in 23 villagers here in a 17x15 building on a single floor.
My zombie is currently stored in the end of a corridor that goes 16 blocks outside the city walls. Water streams currently make him unable to walk towards the city, so I shouldn't hear him at all while in the city. I've hooked up dispensers with water buckets, and signs to stop them, so I have basically two levers where I can enable water to flow in the direction I want. I just have to be careful to turn one way of before turning the other way on, otherwise I see I'm generating a new permanent water source in between where they collide ;)..
As I put signs to stop the water, I can't push the zombie all the way, but he wonders naturally, so he'll walk into the next stream by himself and get transferred further. To get to the middle booths he also needs to go down and up some stairs, and I can't push him up with water, but as long as I can get him close he'll walk over by himself. Pretty happy with the system. I'll have to switch the water streams a bit while filling up the town hall, but after that I expect to be able to just park him outside.
Here I'm pushing him towards my guinea pig.. The tainted glass means I can see in, but the zombie can't see me, meaning I can inspect what's happening without affecting his pathfinding.
I used princess' trick of a redstone torch rather than a repeater, so I can remove the lever if I want.. Also the torch is way cheaper to build. Not knowing what all the working blocks would look like, I figured it would be nice with a floor underneath it though, so what I did was put the torch one block lower than suggested in the video for the repeater, and put it on the side, so I could put a lever in the floor beneath the supporting beam on the corner. This way I could put a floor block on top of the redstone torch, so if I plant a working block that doesn't cover everything I will see floor underneath it.. Also, that hides away the lever. I can break the corner beam while meddling with the infecting and curing, but leave the lever hidden at other times.
Success.. I managed to get the zombie to walk where I wanted him to.. And this was likely the hardest bit to get to having to go up and down stairs.
Still quite a bit of work to do here.. Especially outside, to make it look like a decent building.. I used dark oak wood all over though, apart from the spruce logs, so it got pretty dark. Wonder if there's something I could do to make it look nicer within also..
Not happy with the esthetics of it.. It's too massive a building for my city. I was hoping to litter it with a lot of small buildings. I ended up adding that second floor, to get more space for villagers in here.. An alternative would be to keep it one floor, and maybe put grass on top and have the hall disappear into the ground.. But that would look best if I put it a bit lower, and that would affect my automatic farms built within the city underground, and I wasn't ready to mess with that.. Ideally, I'd have the villagers in many small trading houses here and there, but that would make it hard to incorporate with a zombie visiting at times, and I wanted to test out how that works..
Anyhow, excited to see how it works out functionality-wise..
(Behind it is my villager breeder that I think I haven't posted any images of. It's an idea stolen from a stream I saw with LogicGeekBoy.. Basically an indoors farm area with a farmer and another villager to breed with, and a room outside the farm with 4 beds in it, with two open trapdoors in the doorway, and a trapdoor that makes the door slightly lower than 2 blocks to avoid the breeders trying to go out. End result being that they think they have free beds to breed, but the babies fall down the trapdoors and are carried by a waterstream over to a little hut next to the house (on the right side behind building above). There they popup in the the small hut where water pulls them to a corner, and at that corner I can pick them up with a maincart rail from the outside.. This way I can populate the village hall fairly easily. By now I have populated almost the entire 1st floor. As the 2nd floor has space for a few extra villagers I'm close to half done populating it at least)
Just to give a visual of the second floor before I put the roof in place and it's hard to see the layout.. I ended up extending this a bit forwards though, so there's now 4 spots in the middle on each side, and each side is going further forwards until it fits to have steps going down the middle, adding 3 (or was it 4?) more spots on both sides. To avoid needing yet another block of height, on this floor, I don't power the piston as low as I did on the 1st floor. Here I have to place down a lever when I want to control send the piston down.
I made the 2nd floor go outwards until steps had space to go together and bend down to the 1st floor, and then have steps down on each side of the first floor. Felt I had to put down some pillars to look like the weight is supported, but didn't like the end result much. Maybe I should put down logs here too instead..
This area should be spawn proofed, but put down doors here either way.. For now I also have trapdoors above the doorway, to prevent other villagers from enter into the building. Easier to avoid traffic when I want to populate the booths.
The buldge on the wall on the left side is a staircase for the zombie to be able to reach the 2nd floor. Haven't tested trying to coax him up (or down again) yet, so wonder how that'll work out. Getting him to attack whom I want is a bit tedious as I have to wait for him wanting to pathfind there by himself. But for now, it feels like my water corridors work to get him around, but I can't expect him to get to where I want fast.. Also, it's a bit hard to control the water flows, and the second floor I've put down no automation for it either, so I'll have to put down levers or buttons or something when I need to. Without being able to see the water where I'm deploying it, it's not exactly user friendly. Woulda been nice with space for a bigger building.
The trapdoors on the ceiling and walls are there to cover up dispenseres and glass blocks left to be able to look into the water corridors for the zombie and control those.
It's always hard to - um - square Minecraft buildings with more complicated shapes like your circular exterior wall. If I were trying to tackle that I'd do multiple townhouses facing away from the wall. But then the interior wouldn't be rectangular and that would complicate the interior layout.
I actually think that ground view is quite good. Also, it's funny to see you running around your base with a Totem of Undying.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Right.. That's what I need Nautilus shells for.. Found one in the process, but think that was from fighting drowned to get a trident...
I guess apart from the unique building blocks, the main loot is sponges and sea lanterns if you want to build stuff underwater.
I was not aware they had sponges. I vaguely recall years ago sponges were legitimately obtainable in survival now, but I never paid enough attention to remember where or how. There's still a lot to the newer versions that I don't know of yet.
The power of sponges

Didn't do optimal placement and didn't put in much temporary walls, so probably cooked those 26 sponges about 20 times each
But now I think I have cleared the inside of this ocean monument.. Looks like there was a wing on each side up there, and the entrance was in the middle.

Got quite a bit of blocks from this at least.. I guess I might look into how to build a guardian farm as I've cleared all the water inside here anyhow.. But we'll see..
Opening up the doors up there, this is my view after clearing out some of the back blocks of the shipwreck. Not sure if a shipwreck in the opening was nice to block sight to the guardians, or a hassle as it was hard to find a way in.. Doesn't feel safe to go out again now that I've cleared the inside though ;)..Sounds safer to leave some other direction than through this entrance.. But lets see if I can clear away a bit of that wreck..
Got to trying to make a trading hall here.. Looked at a video that was suggested for a trading hall, and based the basics of that one.. But didn't want to just make a copy..
Firstly, I wanted it to be built in the upper part of the outer ring of my city. The terrain is pretty steep, and the width isn't all that, so it can't get to wide either. Building in multiple stories would make it pretty tall, and I don't want it to stick up above my walls either. At least not by a lot, and at least not when the building is likely to become fairly massive too.. So I can fit limited amount of villagers in it, and if I want many villagers, I'll have to built it in sort of steps..
Secondly, I didn't want to have to hear the zombie when I didn't need it to infect villagers. I figured if I managed with a single zombie, I could make corridors for him to walk, and I could use water in dispensers to try and get him to walk where I wanted him to..


A random villager went past, and I thought he could be my first guinea pig. Looks a bit cramped in there for the poor fellow.. Maybe I should make the walls around him less massive. Stole the log and noteblock design, but wonder if I can find an alternative that makes it look less cramped..
The trading hall booth is layed out like a W. There's a U shape around with booths inwards, and then within the U there's another zombie trench going through the middle, so in the middle there are booths both ways from that trench. To be able to walk around it, the trench is staired down a bit so I can walk around the middle booths. All in all, I can fit in 23 villagers here in a 17x15 building on a single floor.
My zombie is currently stored in the end of a corridor that goes 16 blocks outside the city walls. Water streams currently make him unable to walk towards the city, so I shouldn't hear him at all while in the city. I've hooked up dispensers with water buckets, and signs to stop them, so I have basically two levers where I can enable water to flow in the direction I want. I just have to be careful to turn one way of before turning the other way on, otherwise I see I'm generating a new permanent water source in between where they collide ;)..


As I put signs to stop the water, I can't push the zombie all the way, but he wonders naturally, so he'll walk into the next stream by himself and get transferred further. To get to the middle booths he also needs to go down and up some stairs, and I can't push him up with water, but as long as I can get him close he'll walk over by himself. Pretty happy with the system. I'll have to switch the water streams a bit while filling up the town hall, but after that I expect to be able to just park him outside.
Here I'm pushing him towards my guinea pig.. The tainted glass means I can see in, but the zombie can't see me, meaning I can inspect what's happening without affecting his pathfinding.
I used princess' trick of a redstone torch rather than a repeater, so I can remove the lever if I want.. Also the torch is way cheaper to build. Not knowing what all the working blocks would look like, I figured it would be nice with a floor underneath it though, so what I did was put the torch one block lower than suggested in the video for the repeater, and put it on the side, so I could put a lever in the floor beneath the supporting beam on the corner. This way I could put a floor block on top of the redstone torch, so if I plant a working block that doesn't cover everything I will see floor underneath it.. Also, that hides away the lever. I can break the corner beam while meddling with the infecting and curing, but leave the lever hidden at other times.

Success.. I managed to get the zombie to walk where I wanted him to.. And this was likely the hardest bit to get to having to go up and down stairs.
Still quite a bit of work to do here.. Especially outside, to make it look like a decent building.. I used dark oak wood all over though, apart from the spruce logs, so it got pretty dark. Wonder if there's something I could do to make it look nicer within also..
Finally got trading hall somewhat completed...

Not happy with the esthetics of it.. It's too massive a building for my city. I was hoping to litter it with a lot of small buildings. I ended up adding that second floor, to get more space for villagers in here.. An alternative would be to keep it one floor, and maybe put grass on top and have the hall disappear into the ground.. But that would look best if I put it a bit lower, and that would affect my automatic farms built within the city underground, and I wasn't ready to mess with that.. Ideally, I'd have the villagers in many small trading houses here and there, but that would make it hard to incorporate with a zombie visiting at times, and I wanted to test out how that works..


Anyhow, excited to see how it works out functionality-wise..
(Behind it is my villager breeder that I think I haven't posted any images of. It's an idea stolen from a stream I saw with LogicGeekBoy.. Basically an indoors farm area with a farmer and another villager to breed with, and a room outside the farm with 4 beds in it, with two open trapdoors in the doorway, and a trapdoor that makes the door slightly lower than 2 blocks to avoid the breeders trying to go out. End result being that they think they have free beds to breed, but the babies fall down the trapdoors and are carried by a waterstream over to a little hut next to the house (on the right side behind building above). There they popup in the the small hut where water pulls them to a corner, and at that corner I can pick them up with a maincart rail from the outside.. This way I can populate the village hall fairly easily. By now I have populated almost the entire 1st floor. As the 2nd floor has space for a few extra villagers I'm close to half done populating it at least)
Just to give a visual of the second floor before I put the roof in place and it's hard to see the layout.. I ended up extending this a bit forwards though, so there's now 4 spots in the middle on each side, and each side is going further forwards until it fits to have steps going down the middle, adding 3 (or was it 4?) more spots on both sides. To avoid needing yet another block of height, on this floor, I don't power the piston as low as I did on the 1st floor. Here I have to place down a lever when I want to control send the piston down.
I made the 2nd floor go outwards until steps had space to go together and bend down to the 1st floor, and then have steps down on each side of the first floor. Felt I had to put down some pillars to look like the weight is supported, but didn't like the end result much. Maybe I should put down logs here too instead..
This area should be spawn proofed, but put down doors here either way.. For now I also have trapdoors above the doorway, to prevent other villagers from enter into the building. Easier to avoid traffic when I want to populate the booths.
The buldge on the wall on the left side is a staircase for the zombie to be able to reach the 2nd floor. Haven't tested trying to coax him up (or down again) yet, so wonder how that'll work out. Getting him to attack whom I want is a bit tedious as I have to wait for him wanting to pathfind there by himself. But for now, it feels like my water corridors work to get him around, but I can't expect him to get to where I want fast.. Also, it's a bit hard to control the water flows, and the second floor I've put down no automation for it either, so I'll have to put down levers or buttons or something when I need to. Without being able to see the water where I'm deploying it, it's not exactly user friendly. Woulda been nice with space for a bigger building.
The trapdoors on the ceiling and walls are there to cover up dispenseres and glass blocks left to be able to look into the water corridors for the zombie and control those.
It's always hard to - um - square Minecraft buildings with more complicated shapes like your circular exterior wall. If I were trying to tackle that I'd do multiple townhouses facing away from the wall. But then the interior wouldn't be rectangular and that would complicate the interior layout.
I actually think that ground view is quite good. Also, it's funny to see you running around your base with a Totem of Undying.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
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