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#Post#: 1629--------------------------------------------------
Re: Projekts
By: b-ong Date: July 20, 2013, 11:23 pm
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i spy sandstone with torches! but where the heck is that
#Post#: 1634--------------------------------------------------
Re: Projekts
By: oobeinfo Date: July 21, 2013, 6:57 pm
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that's in ampluterra
#Post#: 1755--------------------------------------------------
Re: Projekts
By: b-ong Date: August 15, 2013, 7:15 am
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Operation Cactus: remove all the cactus in Ijky/Soviet
Islands/Japan
Stages:
HTML http://i.imgur.com/VdnolII.png
any help would be wanted, please mine 1 layer under the cactus
so we can remove cactus and make it look good.
there are iron shovels at the work building.
how to get there: go to -1100,-2000
or
Go to Guodisia by rail and take the "water rail" to cactus land
or
nether, slightly harder. Go to kip'z portal and keep going. Then
when you see two other portals, turn (right) outside. There's a
sky road. Either follow below it or on it. Then, find a sign
says "guodisia" and go into the tunnel. At the messy
intersection, turn left.
Coords should be AROUND 130,250
#Post#: 1756--------------------------------------------------
Re: Projekts
By: b-ong Date: August 15, 2013, 7:17 am
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part 1: 90% complete.
people: me and shadowlordko
shovel: mostly iron
time: bout maybe like 30-45 minutes
picture
HTML http://i.imgur.com/wtOZZkt.png
album
HTML http://imgur.com/a/E3Pdu
moving on tho part 2
#Post#: 1775--------------------------------------------------
Re: Projekts
By: yqt1001 Date: August 20, 2013, 10:54 pm
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Finally got around to commencing to build the mob farm under
Capital ala Spawntown Monster Factory.
Dug a hole from y=60 down to my branch mine transportation
tunnels. Beginning of underground Capital farm complex (also
planning slime farms and other things under it).
HTML https://dl.dropbox.com/s/odsv4rm1z8tgl85/big%20hole.png
Going to use a piston pusher set up and fall damage. Very
efficient and never fails, just fairly expensive.
#Post#: 1776--------------------------------------------------
Re: Projekts
By: Mudkipz Date: August 21, 2013, 1:47 am
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huh. i was planning do a mob farm above an ocean at at 170+ that
way there are no mobs in a radius of 128 since the oceans go
down to about 40 and possibly even deeper. plus then there's no
need for quarrying.
i guess that's an impressive big hole though
#Post#: 1778--------------------------------------------------
Re: Projekts
By: yqt1001 Date: August 21, 2013, 11:15 am
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[quote author=Mudkipz link=topic=95.msg1776#msg1776
date=1377067651]
huh. i was planning do a mob farm above an ocean at at 170+ that
way there are no mobs in a radius of 128 since the oceans go
down to about 40 and possibly even deeper. plus then there's no
need for quarrying.
i guess that's an impressive big hole though
[/quote]
While that is a much better design, I don't have any oceans and
the reason I built this in this location was so that it'd be
running whenever I do anything in Capital. While there is some
unlit caves, I got most of them through a lot of tunneling I
have done. The lack of efficiency should be compensated by not
having to sit there and afk for it to work.
#Post#: 1780--------------------------------------------------
Re: Projekts
By: Bla Date: August 21, 2013, 2:38 pm
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Cool. From my experience with Spawntown's factory, the pistons
tend to glitch if the server restarts/chunks unload (Idk), which
seems to break the hopper clocks with pistons and the crunchers,
so that the piston arm becomes invisible and has to be destroyed
in creative mode. If you make a big factory with pistons, you
might want to check whether this bug still exists.
#Post#: 1781--------------------------------------------------
Re: Projekts
By: b-ong Date: August 21, 2013, 2:54 pm
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how do you even test" if it only glitches in multiplayer? kol
#Post#: 1786--------------------------------------------------
Re: Projekts
By: AeriOwl Date: August 21, 2013, 3:23 pm
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The proper way to do it is to make a skyscraper for your mob
farm
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