![](https://dormi.zone/pictrs/image/2111a0fe-dd15-457c-82b9-0ffa420afc50.webp)
![](https://lemmy.world/pictrs/image/5b285cfd-b3d2-4b6d-8ce2-b46a32996fb0.png)
What’s the purpose of this building?
It actually looks pretty decent so if you have a significant internal space you may just want to leave it open or give it a flat glass roof for a skylight.
What’s the purpose of this building?
It actually looks pretty decent so if you have a significant internal space you may just want to leave it open or give it a flat glass roof for a skylight.
Dogs, I just like having backup when I’m out on an adventure.
To add to this: Yes, it does feel absolutely awful to lose the world when you die in hardcore.
However, I also find the investment into the admittedly temporary and fragile world to be really rewarding. Doing things has a greater feeling of accomplishment, even if they’re the mundane actions of just staying alive in survival.
Still reeed pretty hard when on my longest-running hardcore I died to piglins while bed-mining because I forgot to bring a backup gold helmet.
IIRC it’s always block 9,9 or one of a small number of predefined block locations within a chunk. Minecraft, like our own brains, cheats a little in making the magic happen.
Okay, now that is cool.
Unfortunately I’ve already got a CompSci degree in progress and couldn’t take the stress of dual-majoring.
Overgrown paths in temperate biomes (ie those with exposed grass/podzol) -Rare lanterns along these trails(maybe also add extinguished/damaged lanterns) Occasional ruined villager buildings (like in the zombie-village structure but stand-alone and potentially half buried) -More likely in biomes where villages don’t spawn (make it seem like they’re sparse failed settlements, subtle world-building that there aren’t villages for that biome)
Ruins. Like zombie villages but no zombies, buildings are partially buried. -Has ruined walls. (subtle worldbuilding that the reason villages don’t have walls is that for reasons unknown villager-made walls don’t work while golems kinda do)
Rare non-wrecked ships. -A few villagers complete with beds and workstations on a ship modeled after the shipwrecks from the aquatic update. I’d say similar rarity to mycelium islands.
This’d be a horrible thing to encounter near your base but as an enemy that only comes from a spawner this’d be fun!
Thanks! Decided to hop right in on a project I had in mind. Wanted an auto-brewer but the ones there’re tutorials for aren’t quite the style I want so maybe at some point in the future I’ll have mine working to add some variety.
Asked the friend who did this: You need a large supply of Redstone, Leather, and Iron to do this and will want a supply of Glow Ink Sacs to light it up. This is because you’ll need a Compass for every map and an Item Frame to put it on the wall (and the Glow Ink will make it self-illuminating). Further when you set out to do the mapping ensure that you only have one blank map on your hotbar at a time to prevent waste of resources.
For my own part: If you have access to villagers and an easy/efficient means of getting Emeralds you can buy blank maps from a Cartographer, eliminating the need for Redstone and Iron. However you’ll still need leather and optionally Glow Ink Sacs. Additionally when they were doing the exploring they did it on foot bringing a boat with them for when there was water but not a horse. Once we had an industrial supply of Ender Pearls they brought a stack with them on their expeditions which seemed to make them significantly faster as well.
If you need a guide on the how-tos of maps I’ve found this one that’s pretty good: https://www.youtube.com/watch?v=pKKRUqF5PAs
I assume you’re using the standard ImpulseSV overflow-protection filter.
I believe so. Thanks, I’ll put some thought into what’s sufficiently related to clump and get to work.
They did most of it on foot, having access to an indefinite supply of Ender Pearls back at base most of that time. They did a little with flight but even after we had the creeper farm built they continued on foot because it let them get a better sense of what was in each map and they’d previously found things that would’ve been overlooked on a flyover.
To clarify: the map itself is a 7x7, with the cherry border it’s 9x9. Initially the plan was for a 9x9 map so I built a 9x9x9 room… then they decided to scale back so we added a “frame” rather than just use the whole wall.
Yeah! I’m more of a homebody, preferring to build the base and some farms but I love having map rooms like this. They’re just so beautiful!
Hrm, I have an idea that may work if you want to keep this Stronghold-less world: Use Creative/Command Blocks to spawn 80 zombies or skeletons, give them all names via nametags, and put them in a prison in world-spawn. This should work the same as a Mob Switch except there won’t be an easy On/Off but it’s sounding like you’re after always-off anyway so that shouldn’t be too big a problem.
Just double checked and the 70 mob cap referenced in the mob-switch is the hostile mob cap. Passive and ambient mobs have separate caps so this should only turn off hostile mobs. However, in checking I found there’s a few things that a simple mob-switch like this won’t do: Prevent Raids if you somehow get Bad Omen Prevent manual spawning of the Wither Prevent hostile mobs in the Nether and End (you’d need separate switches in each dimension) Prevent spawners from spawning hostile mobs Prevent hostile mobs caused my lightning strikes (eg Skeleton Horsemen & Villagers converted to Witches)
Source: https://techmcdocs.github.io/pages/GameMechanics/MobCap/
You can turn off hostile mobs in Survival (any difficulty) with a Redstone build called a Mob Switch. It’s a little technical but doesn’t seem exceptionally complex but I’ve never built one myself. Checking YouTube there’s video tutorials on how to build them.
Skimming the comments: If you can get one working this should work better than the Command Block teleporting as this does shut down spawns rather than just hide them shortly after they spawn in.
EDIT: This is the tutorial I reviewed for stating that they’re not too complex: https://www.youtube.com/watch?v=fi_3Xn16OKU
Thanks! Turns out I was overthinking my problem and going over the basics sparked how to solve the problem.
If you’re going to rebuild this place with realistic infrastructure I’d love to see a before/after of this disasterpiece.