Last edited by Sigurd; 12-18-2013 at 12:33.
Status Emeritus
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That's an incredible find. I'd like to suggest that we encase the entire thing in an underwater glass dome and remove the water. Hell, we could even remove the entire stronghold room around it, leaving only the end portal in a custom underwater room. That would be a rather unique entrance to the End.
I ended up doing it last time because I'd lost my best set of armour in the end.
I propose once the entire thing is set up we organise a joint hunt. It's too hard for one player anyway, what with all the crystals on the obsidian towers and the dragon pushing you off every now and then.
We can then use the egg as the main decoration in the future town hall or whatever.
The horizon is nothing save the limit of our sight.
Whow that was fast.
I did not expect it to be found after many hours into the game.
Well, not a bad thing, I guess. We are probably still far away from killinng the ender dragond.
How would people feel about adding craftable monster spawners? The silk spawners plugin allows that as an option that can be set to any custom recipe, and can be enabled or disabled for each specific mob. I think that it would be unbalancing for a lot of the mobs, but I can't see much harm in adding a recipe for all creatures that already have mob spawners that can be obtained in-game. That list is zombie, skeleton, spider, cave spider, blaze, and silver fish. I was also thinking that creepers could be added, as their only drop is gunpowder and, frankly, we could use a bit more of that on the server for more firework fun. I'd be reluctant to add spawners for any of the other monsters, though I'd consider adding them for animals like pigs and such. To balance out the convenience of making these things craftable, I was thinking of making them super expensive by having each recipe use up a Nether Star and perhaps some other expensive/rare stuff.
Thoughts?
It would be fun to have a pig or cow spawner. Speaking of, spanky and I each tried to get a spawner with my silk touch pick. It didn't work. Was that part of a plugin that we don't have active at the moment?
If we do add craftable spawners I agree that they should be expensive.
Always meet on the level, act by the plumb and part on the square.
2B1ASK1
Cool. It was a cave spider spawner.
Always meet on the level, act by the plumb and part on the square.
2B1ASK1
Can we try to make a horse friendly world?
* at least 3 blocks of height clearance on main paths
* no portals against walls (causes horses to warp, get stuck, and die)
* for indoor portals, place double doors on building (horses can be pulled on lead with a 2 block height clearance.
* stairs should be 2 blocks wide with 4 blocks high
Riding a horse on a nether path provides really fast transport. I have grown to prefer it over anything else.
To warp a horse in and out of the nether ride the horse into the nether portal and dismount (shift). The horse should be sent through. Then back up a re-enter the portal to send yourself through. May require a little practice.
Thanks for the consideration.
BEHOLD! The penis farm!
It's actually meant to be a skeleton farm. I'll finish the aesthetics eventually. I'm thinking about making it into an interchangeable bone farm/XP farm. I would put a dispenser near the top of the droppy part with lava in it, with a sign under it. With the press of a button, it can be turned off.
I've got a cave spider XP farm set up now at the north end of my castle. -2079, -152
There is also a normal mob farm near there too, but that one isn't powered by any spawners yet.
I have another cave spider spawner so I could build another farm near the central spawn if people think that would be beneficial.
Always meet on the level, act by the plumb and part on the square.
2B1ASK1
I've created a single tier mob farm over the water near my lighthouse. The drop rate is pretty decent, specially during day time. I managed to collect around 50 gunpowder and other loot over the period of an hour. You're all welcome to use the farm.
For the record the farm only generates loot since all mobs (with the exception of witches) die due the fall, so no XP. Also somehow falling mobs can cause damage.
The horizon is nothing save the limit of our sight.
So, I don't know if this is an error with TreeAssist, but I can't seem grow 2x2 saplings. A single jungle tree sapling grows fine, but 2x2 doesn't.
TreeAssist doesn't work for me at all.
Status Emeritus
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Just tried it, and it doesn't work for me now either. This is new.
Always meet on the level, act by the plumb and part on the square.
2B1ASK1
A Beta release of Bukkit 1.7.2 came out yesterday and I updated last night. That is likely the cause of the Tree Assist issues.
Unless I hear otherwise, I am going to assume that everyone is in favor of making craftable spawners. As of this moment I plan on enabling craftable mob spawners for the following mobs:
Zombie
Skeleton
Spider
Cave Spider
Blaze
Silverfish
Creeper
Chicken
Cow
Pig
Sheep
The crafting recipe I intend to use is as follows:
INI
EXG
IDI
I = Iron Block
E = Emerald Block
G = Gold Block
D = Diamond Block
N = Nether Star
X = Spawn Egg w/ the mob you want to spawner to create
The above seems suitably expensive to compensate for the convenience of being able to craft the above spawners at will. Please comment if you don't approve of this proposal or would like it to be modified in some way. Since these will all require Spawn Eggs, I cannot add this feature until Mob Catcher is updated and working with 1.7.2. However, that seems like that won't take much longer so this can likely go into effect in relatively soon.
Tree Assist was working yesterday, so most likely.
Though, no seedlings dropped, so I was unable to replant trees.
Days since the Apocalypse began
"We are living in space-age times but there's too many of us thinking with stone-age minds" | How to spot a Humanist
"Men of Quality do not fear Equality." | "Belief doesn't change facts. Facts, if you are reasonable, should change your beliefs."
Tree Assist should be working now, let me know if you encounter any additional problems with it or any other plugin.
Is it possible to make villager spawner too?
That way we can create villages instead of being restricted to settling near them.
The horizon is nothing save the limit of our sight.
That's a bit too powerful I think. First, you can already make new villages by capturing existing villagers with Mob Catcher (once it's updated) and releasing them in a new location. Second, an actual villager spawner would completely bypass the normal villager breeding method which requires building proper villager housing.
There are also a lot of villages already on the map. Once we get transportation networks up it will be easy to go between them.
Always meet on the level, act by the plumb and part on the square.
2B1ASK1
What about Wither Skeletons? Can a spawner be made of those (not sure if they fit the category of Skeleton or not). Pigmen Zombies may also be nice to have as an option (thinking gold farm).
Always meet on the level, act by the plumb and part on the square.
2B1ASK1
Do skeleton spawners in the nether produce wither skeletons? I know that (vanilla) spawn eggs do, so it might be best to check.
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