Did you make a video showing off that thing? I think I've actually seen that exact one before.
No, my system works perfectly fine. The only thing I need to do yet is finish the lighting system for it. The lights and wiring are both installed, but I don't quite know what I want to do with the button or lever. I have some half-formed ideas about an underground part to my base, which would change the wiring if I actually made it. So I need to do some planning before I just blindly build something. Thanks for the offer though.
(You can download my survival world with the mob grinder from a link in my blog. Link to blog in my signature.)
Contrary to popular belief, the term "sandbox" isn't a video game genre. Sandbox is synonymous to non-linear or open world. It's used to describe a game that doesn't force you down one path. Eve Online is a sandbox game, but we still call it an MMO. Skyrim and Minecraft are both sandbox games. That's really where your comparison ends.
Having to move out and explore to obtain unique benefits is a common development technique. It's used to promote movement across the game world (and isn't something that should be present in balanced RTS games, expansion should always be rewarded). You don't have to make potions, but you gain a slight edge if you do. When you have everything in the world that you could have, you have reached the endgame. Endgames are also quite common, and it usually says something about the longevity of a game's lifespan.
The Mod API is on its way, but you need to be patient. If you have ever done programming, then you understand how tedious and slow it can be to do even simple things. And that's not even including the bugfixing. You are basically saying that Mojang, who has an active Minecraft division of like 10 people, should be far and above the entire Minecraft community when it comes to content. That's ridiculous.
You are also saying that Mojang should be able to do this stuff faster. If you know anything about businesses, then you know that rapid expansion is rarely a good option. It leaves your company very unstable, and if more people were working on the game, then Minecraft would lose it's unique flair that is present because only a few people HAVE worked on the game.
i tried your way and its not powering all the pistons for some reason
Aww, I was hoping you would piece together 2 and 2. I like to let people think for themselves a bit too. That's the fun part of redstone.
EDIT: Also, I'll show you what the complete system would look like if I'm mirroring your design.
The only wiring currently showing is the wiring at the top and the wiring for the lever. Both of those can be hidden, but I'm just lazy. So really, all of the wiring is hidden.
Here is what the back looks like with all of it wired together. It's impossible to get all of the wiring in one picture though, so I'm going to give you a world download as well (will also help you see what the repeaters are set at more easily). http://www.mediafire.com/?uflb8h354pupfwh
For my automatic slime farm, I use a water canal system that is similar to what used to be done to hostile mobs. Once they are all in one place, I have this setup:
First of all, all the slimes will pass throw this lava blade. The small and medium slimes are too small to reach the lava blade, so they pass right under it.
In case you don't know how to do the water extension trick for mobs, I give an example here in the middle of the image.
This part is kind of complicated, but what I do here is drown the medium slimes. Unfortunately, they only go through this one at a time, but they do eventually drown and fall down into the water stream below, which carries them to the ladder. I forgot to add one small thing though: you need blocks above the suspended water sources because the medium slimes will jump. By having the blocks there, you ensure that their head stays in the water source until they drown and die.
If you want to see a world with an example of a working one, you can download my world here: http://www.mediafire.com/?tvfxvszf564euph. The slime farm is in the bottom part of my base. South side. You should see glass coming out of the wall.
On a server, there is no easy third party program that will work (as you've said).
What I would do is make a tunnel that's about 160 blocks long (10 chunks). At every 16th block, make a wall, so if slimes do spawn, they can't hop into adjacent chunks, confusing you. Make sure the tunnel is at least 3x3 though, so you can have an increased chance to spawn slimes.
The key thing is that the wall should be on the chunk boundary. Basically, numbers that divide evenly by 16 are chunk boundaries (for instance, x and z being 0 is the corner of one chunk, and x and z being 16 is the opposite corner of one chunk).
The video is now loading. I see the problem. The redstone has to directly face the piston, not run by it. To fix it it will require changing a good amount of redstone without using repeaters to fix it.
Her is the new layout:
RS = Redstone P= Piston L= Lever
RS RS P
RS RS P
RS RS P
RS RS P
RS RS P
RS RS P
RS
RS
RS
RS
RS
L
By having the redstone form a square like that (by the pistons), it still won't directly face the redstone.
This is an example of a setup that would work. The redstone is directly facing the piston because it can't connect to the redstone to the side of it.
Here I'm showing that your setup doesn't work. The redstone isn't facing the piston on the left example, and my example is on the right.
Alternatively, you can power pistons by having redstone right above it. This would work well for sugar cane farms, because of how much vertical space the sugar cane needs.
Actually, mobs can't spawn on upside down half slabs (or upside down stairs). ALL single half slabs are considered to be transparent, whether they are right side up or not. Mobs can't spawn on them.
Very, very basic bukkit servers are good for me. I prefer the vanilla game to modded content, and there's plenty of fun things that you can create or do in vanilla Minecraft, moreso with friends.
That said, bukkit is still amazing. Gotta protect those creations from griefers.
A mob grinder
A stable source of food (wheat farm, cow farm, melon farm, whatever)
A large amount of storage space
A tree farm (or space to grow trees)
Looks nice! Has anyone actually tested to see if there is an optimal ratio of spawning land and canals?
Why would you want to stop spider spawns? Don't they drop somewhat useful items? And why are the sandstone 2 blocks above rather than one?
In my world, with 12 layers that look exactly like this, I get 3,000 items per hour passively (I don't farm xp off of this grinder, I just want the items). That should be optimal enough for anyone.
If you want to know why the spawning pads are only 3x3, it's because of mob behavior in this patch. If mobs are more than ~40 blocks away from you, they will stop moving. When they spawn more than 40 blocks away from you, they have a chance to move at the start, but will stop moving rather quickly. By having the smaller spawning pads, I give them a higher chance to hop into the water before they stop moving and have to wait to despawn.
I want to stop spider spawns because they tend to clog up the system. They can fight the water currents better than other mobs due to climbing walls, and their width makes them naturally clog up the 2x2 collection point in the middle. I do not want 3/4s of a spider over the hole when a mob is trying to fall down it from a higher level. You will also notice that not all of the water canals are 2 blocks wide, so spiders aren't able to enter the side canals.
Yes, string is useful, for dispensers and making wool easily, but it's not worth the hit I would take to my items/hour.
You ALWAYS want to make the spawning pads 2-3 blocks higher than the water. If you go any lower, the mobs can actually jump out of the water onto the spawning pads again. If you go any higher, and mobs won't jump into the water, because they sense that the height is far enough to make them take fall damage. Mobs do not jump off of ledges high enough to take fall damage from (unless they are aggro'd to you). (Yes, I know that the water will actually stop them from taking damage, but the mobs don't register water for this.)
Seeing as 2 blocks makes the system more compact than 3 blocks for height, 2 blocks is the common height used for this.
This is the spawning grid that I use (to good success).
The sandstone is raised two blocks above the water. The wood is a half slab which, when placed in the middle of the spawning pads, prevents spiders from spawning. The water source blocks are placed wherever I have red wool. Keep in mind that there are still two sandstone blocks underneath every double red wool (and water under those). The red wool is just to show you, it's not really supposed to be there though, so don't place it.
By doing the grid this way, you get the benefit of no spiders, mobs are likely to jump into the water, and you do not require any signs to build this trap, as the water stops right at the edge.
Random question: if you Silk Touch ice and place it outside of a Taiga biome, it will still melt into water without a block placed on top, right?
"Ice will also melt into water if the light level immediately next to it on any side is sufficiently high (12 or higher as of version 1.2.5), from lightsources other than sunlight" ~ http://www.minecraftwiki.net/wiki/Ice
Nope. You just have to watch where you place your light sources. Block lighting values only.
O_o I did not know that. Yeah that'll certainly come in handy when 1.3 rolls around.
Not only that, but if you have ice along the entire water stream, you can place a sign at the end of the water stream, and start a new water current right after the sign without going down a block and the items will still flow through it.
That's the useful part of ice for me. I don't really care about how fast the items come out, but being able to stay on the same y-level for transporting items is just flat out useful.
I like the idea of that tower of yours. I would like to do something like this in my own world.
It's funny because that's what my base is looking like in my world, except that the top half of the sphere is above ground, housing my mob grinder (dark room, 3x3 spawning pads), and the rest is going to be built underground. That way I can have one central collection point at the bottom of my base (correct me if I'm wrong, but there are still no reliable ways to move items upwards in vanilla MC).
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No, my system works perfectly fine. The only thing I need to do yet is finish the lighting system for it. The lights and wiring are both installed, but I don't quite know what I want to do with the button or lever. I have some half-formed ideas about an underground part to my base, which would change the wiring if I actually made it. So I need to do some planning before I just blindly build something. Thanks for the offer though.
(You can download my survival world with the mob grinder from a link in my blog. Link to blog in my signature.)
0
Having to move out and explore to obtain unique benefits is a common development technique. It's used to promote movement across the game world (and isn't something that should be present in balanced RTS games, expansion should always be rewarded). You don't have to make potions, but you gain a slight edge if you do. When you have everything in the world that you could have, you have reached the endgame. Endgames are also quite common, and it usually says something about the longevity of a game's lifespan.
The Mod API is on its way, but you need to be patient. If you have ever done programming, then you understand how tedious and slow it can be to do even simple things. And that's not even including the bugfixing. You are basically saying that Mojang, who has an active Minecraft division of like 10 people, should be far and above the entire Minecraft community when it comes to content. That's ridiculous.
You are also saying that Mojang should be able to do this stuff faster. If you know anything about businesses, then you know that rapid expansion is rarely a good option. It leaves your company very unstable, and if more people were working on the game, then Minecraft would lose it's unique flair that is present because only a few people HAVE worked on the game.
0
Aww, I was hoping you would piece together 2 and 2. I like to let people think for themselves a bit too. That's the fun part of redstone.
EDIT: Also, I'll show you what the complete system would look like if I'm mirroring your design.
The only wiring currently showing is the wiring at the top and the wiring for the lever. Both of those can be hidden, but I'm just lazy. So really, all of the wiring is hidden.
Here is what the back looks like with all of it wired together. It's impossible to get all of the wiring in one picture though, so I'm going to give you a world download as well (will also help you see what the repeaters are set at more easily). http://www.mediafire.com/?uflb8h354pupfwh
1
First of all, all the slimes will pass throw this lava blade. The small and medium slimes are too small to reach the lava blade, so they pass right under it.
In case you don't know how to do the water extension trick for mobs, I give an example here in the middle of the image.
This part is kind of complicated, but what I do here is drown the medium slimes. Unfortunately, they only go through this one at a time, but they do eventually drown and fall down into the water stream below, which carries them to the ladder. I forgot to add one small thing though: you need blocks above the suspended water sources because the medium slimes will jump. By having the blocks there, you ensure that their head stays in the water source until they drown and die.
This is kind of hard to understand, so if you want to, you can check out the creative world I built it in: http://www.mediafire.com/?2p5ni7t4mpw5mr1
If you want to see a world with an example of a working one, you can download my world here: http://www.mediafire.com/?tvfxvszf564euph. The slime farm is in the bottom part of my base. South side. You should see glass coming out of the wall.
1
What I would do is make a tunnel that's about 160 blocks long (10 chunks). At every 16th block, make a wall, so if slimes do spawn, they can't hop into adjacent chunks, confusing you. Make sure the tunnel is at least 3x3 though, so you can have an increased chance to spawn slimes.
The key thing is that the wall should be on the chunk boundary. Basically, numbers that divide evenly by 16 are chunk boundaries (for instance, x and z being 0 is the corner of one chunk, and x and z being 16 is the opposite corner of one chunk).
1
By having the redstone form a square like that (by the pistons), it still won't directly face the redstone.
This is an example of a setup that would work. The redstone is directly facing the piston because it can't connect to the redstone to the side of it.
Here I'm showing that your setup doesn't work. The redstone isn't facing the piston on the left example, and my example is on the right.
Alternatively, you can power pistons by having redstone right above it. This would work well for sugar cane farms, because of how much vertical space the sugar cane needs.
0
0
That said, bukkit is still amazing. Gotta protect those creations from griefers.
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I lost it all when I was screwing around with a friend using Skype's screen share, and the lag caused me to fall off a mountain and die. T.T
0
A stable source of food (wheat farm, cow farm, melon farm, whatever)
A large amount of storage space
A tree farm (or space to grow trees)
0
In my world, with 12 layers that look exactly like this, I get 3,000 items per hour passively (I don't farm xp off of this grinder, I just want the items). That should be optimal enough for anyone.
If you want to know why the spawning pads are only 3x3, it's because of mob behavior in this patch. If mobs are more than ~40 blocks away from you, they will stop moving. When they spawn more than 40 blocks away from you, they have a chance to move at the start, but will stop moving rather quickly. By having the smaller spawning pads, I give them a higher chance to hop into the water before they stop moving and have to wait to despawn.
I want to stop spider spawns because they tend to clog up the system. They can fight the water currents better than other mobs due to climbing walls, and their width makes them naturally clog up the 2x2 collection point in the middle. I do not want 3/4s of a spider over the hole when a mob is trying to fall down it from a higher level. You will also notice that not all of the water canals are 2 blocks wide, so spiders aren't able to enter the side canals.
Yes, string is useful, for dispensers and making wool easily, but it's not worth the hit I would take to my items/hour.
You ALWAYS want to make the spawning pads 2-3 blocks higher than the water. If you go any lower, the mobs can actually jump out of the water onto the spawning pads again. If you go any higher, and mobs won't jump into the water, because they sense that the height is far enough to make them take fall damage. Mobs do not jump off of ledges high enough to take fall damage from (unless they are aggro'd to you). (Yes, I know that the water will actually stop them from taking damage, but the mobs don't register water for this.)
Seeing as 2 blocks makes the system more compact than 3 blocks for height, 2 blocks is the common height used for this.
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This is the spawning grid that I use (to good success).
The sandstone is raised two blocks above the water. The wood is a half slab which, when placed in the middle of the spawning pads, prevents spiders from spawning. The water source blocks are placed wherever I have red wool. Keep in mind that there are still two sandstone blocks underneath every double red wool (and water under those). The red wool is just to show you, it's not really supposed to be there though, so don't place it.
By doing the grid this way, you get the benefit of no spiders, mobs are likely to jump into the water, and you do not require any signs to build this trap, as the water stops right at the edge.
0
LOL, good job. I didn't even notice that one.
0
"Ice will also melt into water if the light level immediately next to it on any side is sufficiently high (12 or higher as of version 1.2.5), from light sources other than sunlight" ~ http://www.minecraftwiki.net/wiki/Ice
Nope. You just have to watch where you place your light sources. Block lighting values only.
Not only that, but if you have ice along the entire water stream, you can place a sign at the end of the water stream, and start a new water current right after the sign without going down a block and the items will still flow through it.
That's the useful part of ice for me. I don't really care about how fast the items come out, but being able to stay on the same y-level for transporting items is just flat out useful.
0
It's funny because that's what my base is looking like in my world, except that the top half of the sphere is above ground, housing my mob grinder (dark room, 3x3 spawning pads), and the rest is going to be built underground. That way I can have one central collection point at the bottom of my base (correct me if I'm wrong, but there are still no reliable ways to move items upwards in vanilla MC).