Minecraft

Vega wrote:

Yep, I've come across a few in my games. By dungeon, what's really meant is just a small room (usually part of a larger cavern, but I've found one by itself surrounded by stone before) made out of the cobblestone with green vines and it contains a monster spawner in the middle with one or two chests.

So if you ever come across that cobblestone with the green while digging, prepare yourself before punching through, you're in for a fight.

I guess it is nice the game still has some surprises in store for me then.

I'm really looking forward to seeing this game work it's way into beta and beyond, the concept is just so amazing, I'm just interested in seeing more stuff to do. Like monsters and materials and crafting options and such. And I'm sure it's coming. The potential is palpable!

I've found four dungeons in my extensive spelunking. Two pretty close to the surface in natural caves; the other two pretty deep (but also in natural caves). The rewards for the most part have been about the same as Paleo's, but I have received two green records from the dungeons. I haven't built a jukebox yet to play them, though. And still no gold records...

I have not encountered slime yet (and am not eager to do so). Has anyone here and is it worse than other hostile mobs?

Redwing wrote:
Vega wrote:

Yep, I've come across a few in my games. By dungeon, what's really meant is just a small room (usually part of a larger cavern, but I've found one by itself surrounded by stone before) made out of the cobblestone with green vines and it contains a monster spawner in the middle with one or two chests.

So if you ever come across that cobblestone with the green while digging, prepare yourself before punching through, you're in for a fight.

I guess it is nice the game still has some surprises in store for me then.

I'm really looking forward to seeing this game work it's way into beta and beyond, the concept is just so amazing, I'm just interested in seeing more stuff to do. Like monsters and materials and crafting options and such. And I'm sure it's coming. The potential is palpable!

I've got a zombie one where I'm working on setting up a drowning trap below it to harvest feathers. So far, things I've noticed -

Spawner appears to spawn mobs at a 2 square radius (X's). Blocking all of these stops the spawner (could be other factors that caused this too, still testing things and trying not to die).

xxxxx
x...x
x.O.x
x...x
xxxxx

Too much light will shut down the spawner, which is good if you're building around it and don't want zombies dropping on you.

I'm thinking about a fairly large trap - a 5x5 pad under the spawn with a drop that goes into my drowning pool around that. Might be able to build a smaller trap though.

Cautionary note, already died twice hitting the wrong brick and zombies rain down from above.

Paleocon wrote:

I have not encountered slime yet (and am not eager to do so). Has anyone here and is it worse than other hostile mobs?

Nope, never seen a slime. I'm suspecting they're currently broken.

Edit: About sand, and original topic I meant to post on - I think it's that during world generation it doesn't run falling physics. Ie, solid terrain is generated, then caves dug out, but physics aren't run at that point, leaving the sand as is until the player interacts with it somehow and the physics are run. In one single player game, I ran into this a lot where entire rooms would collapse above me and the sea poured in.

Pirate Bob wrote:

... and zombies rain down from above.

I would just destroy the zombie spawner. I've never had a problem with feather scarcity. Part of this is because I construct large, gated courtyards that I light with torches and leave grass growing in place. This results in massive animal spawns which seem to rotate from species to species. That results in my having as many as 8 chickens at a time running around my little gated community. This has allowed me to stockpile about 600+ arrows. The biggest issue I have is what to do with the five double chests full of pork chops I have since they are the one resource you can't seem to stack.

I have not yet encountered a creeper spawner (and am not sure I wouldn't crap my pants if I did), but that seems the one spawner I'd be tempted to keep around since gunpowder is a bit harder to come by.

Paleocon wrote:

I have not yet encountered a creeper spawner (and am not sure I wouldn't crap my pants if I did), but that seems the one spawner I'd be tempted to keep around since gunpowder is a bit harder to come by.

I found one; this is where I learned that your items will still be there after you spawn. It is currently sealed off until I make some decent armor and re-summon my courage to go back in there. My couple of attempts to do a scientific analysis of the creeper spawner like Pirate Bob is doing only ended in a long sequence of explosions, death, and long slogs back to get my stuff.

Nightmare wrote:
Paleocon wrote:

I have not yet encountered a creeper spawner (and am not sure I wouldn't crap my pants if I did), but that seems the one spawner I'd be tempted to keep around since gunpowder is a bit harder to come by.

I found one; this is where I learned that your items will still be there after you spawn. It is currently sealed off until I make some decent armor and re-summon my courage to go back in there. My couple of attempts to do a scientific analysis of the creeper spawner like Pirate Bob is doing only ended in a long sequence of explosions, death, and long slogs back to get my stuff.

If you do not intend to create a gunpowder bearing drowning machine, I suggest you use the tried and true gravel isolation method. Creepers will not detonate if you are above them.

Paleocon wrote:

I would just destroy the zombie spawner. I've never had a problem with feather scarcity.

Yeah, I don't particularly need feathers. It was more of an experiment to see how the spawners work. Figured out that I had a bit too much light on one side, so they were spawning off in one corner. Playing around with it a bit over lunch, I worked out a pretty basic trap.

Side View:

Ww.s.s
sw.s.g
sw.O.g
sw...g
sw...g
swwwwg
sssswg
sssswg
sssswwwwwwwww

W - source
w - flowing water
s - stone
g - glass
O - spawner

I had to put two stone on top of the spawner because out in thin air, it would spawn mobs on top of itself and they'd just stand there. With the top blocked, they will summon at the same level as the spawner, and over space. Then, they just fall in the water and are pushed into the drowning block.

I'm tempted now to construct a mob spawner/drowner.

I posed this question before and didn't get an answer, but I am curious as to whether mobs spawn irrespective of your proximity or distance. I suspect that there is a mechanism which spawns mobs only within an activation circle around the space your character occupies. The reason I think this is that quick travel in a straight line at night rarely results in my encountering hostile mobs at all. Whereas the moment you become stationary, mobs tend to spawn all around you. Also, when I flash explore a cave (run into a cave and light it up with torches), I can usually get through a sizable cave without ever encountering a single hostile, but if I get lost, double back, or loiter, I generally get assaulted after a reasonable interval.

I also suspect that mobs are only spawned on horizontal flat surfaces. I've witnessed them spawning on one square spots on top of suicide height spires, but I've never witnessed them spontaneously spawning out of the sky, for instance.

This makes me believe that a hostile mob spawner would be most effective if it was constructed in a donut shaped ring around a central drowning point. Moreover, maximizing floor space as well as making traffic possible only in a downward direction would make it more likely that mobs that do spawn end up in the drowning trough.

I picture something like a multilevel donut shaped building with each floor of the building consisting of three-square wide slats separated by three-square wide gaps that alternate such that mobs that fall into the gaps drop two squares onto the next platform and onward until they reach the ground floor. In this way, they would be unable to jump back up floors, but would be likely to fall down them as the platforms on which they stand are only three squares wide.

Once at the ground floor, they would be swept toward the center of the donut by currents that empty into a two wide and two three deep drowning trough. This would be where the character resides and collects the death drops.

I warned you this was coming...major pic dump of my (nearly) finished mansion!

A view of the moon rising over the garden and greenhouse, from the catwalk between it and the main house. Fencing is missing for a large portion of this because they're still bugged. I can extend them nine squares from the main house, and six or seven from the garden side; but they disappear in the middle. They're still placed, can be destroyed, etc., they just don't appear.
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Shot of the main house from the garden entrance. I think it looks cooler at night. Courtyard is to the left, bedrooms are on the right.
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Another shot showing the front side of the house, and much of the hill building up to it.
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Walkway to the main house. The gates are currently un-barred because I'm still trying to figure out what I want to do with iron doors and logic gates at this point. For orientation, you can see the glass of the greenhouse glinting way off to the right.
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Front courtyard to the house. Due to the bizarre-yet-awesome geography of the dig site, some of the floor had to be glass here. I think it's a cool effect.
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A view overlooking the main yard from the courtyard, during the day.
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Main entrance to the house from courtyard. Again, still trying to figure out what to do door-wise up here. Not a big issue, since creeps would never make it up here in a million years. Also note the random kamikaze chicken that jumped across the frame right as I took the picture. It yielded many feathers.
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Right inside the front door. This is the main foyer, with a large planting in the middle. The circular (sort of) staircase heads up to a balcony in this and the next room, and eventually to the bedrooms.
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The left side of the foyer. The lava spring leads down to where I'll eventually be building the mob spawn pit.
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The foyer from the top of the staircase leading to the balcony, showing the entrance.
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The first-floor doorway leading into the main seating area. It's a large, two-story hall over 14 blocks at its highest point. The chandeliers are all obsidian; I started with stone but wanted a more dramatic look.
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Same doorway, just facing more to the right. The open double doors lead to the catwalk shown in the first couple pictures.
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This seating area is a hard left from the main doorway. The staircase is one of two leading up to the second-floor balcony. The bench overlooks the western tree island. There's a jukebox with a green record hiding a bit behind the bench. The bookcase is the first of several we'll see. Many, many reeds died to decorate this house.
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Another seating area by the other tree, still in the main room. This is taken from the NE corner of the room. The water actually falls out in the left corner of the screen, all the way down to the ground about 30-40 blocks below.
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An overhead view of the skylights in the main room. They're one of the main features of this house, and the central theme around which I designed it. They both run parallel east-west, and serve as a sort of sundial. At any point in the day you can look up and see where the sun (or moon) is and gauge the time.
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A view of the third seating area in the main room. The huge fireplace actually goes through to the dining hall; you can catch a glimpse of it.

These and most pieces of furniture are made with a combination of some sort of stair block and creative placement of signs. Some designs I cribbed from the forums, some are modifications of pre-existing designs, and some are Minarchist originals (they'll be worth something someday!).
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A look back at the whole room from the West side.
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Taken from the bridge in the center of the room; shows the waterfall, in addition to the second staircase (this one leads to the balcony right outside the door to the bedrooms) and the entrance to the dining hall (left).
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The upstairs balcony. This was taken from the living-quarter side of the balcony. The "railing" was made by extending the balcony one square with dirt, putting fencing up, then removing the dirt. It's very safe; you can't get out even if you tried.
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Standing at the same point, looking at the photo gallery along the upstairs wall. The tip of the double-doors to the left go to the main sitting room upstairs. The door at the end of the hall goes to the guest suite.
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This is the balcony accessed off the main room, and with secondary access off the dining hall. Furniture is all-weather for outdoor seating.
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The view off the balcony at sunset. It overlooks Crescent Lake, so named because the lake itself is in the shape of a crescent, and the peninsula in the middle is also in the shape of a crescent but facing the opposite direction. There's some really cool geography on the other side.
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A look back at the edge of the house from the balcony at dusk.
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The main dining hall entrance. You can see a small piece of the table in this shot. Lots of pictures adorn the wall on either side. The door directly across goes to the downstairs sitting room; the double doors to the right lead to the kitchen.
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A full shot of the table, and dining room. We use bench-style seating here at Chateau Minarchist. Note the wooden beams; I had originally build the house with all stone, but the more intimate rooms lacked warmth, especially before hanging all the paintings. I decided to try putting wooden cross-beams in for "structural support", and it both looked better and allowed me to light the ceiling more efficiently. It became a central theme of the living quarters of the house; you'll see it repeated in every room downstairs and up.
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This shot gives you an idea of how I made the table. The legs are four-square widths of fencing, with stone steps overhanging either side to give it the look that a medieval table would have. The benches at the head and foot of the table are much more ornate than the ones lining either side, denoting the importance of those sitting there.
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The dining room from the West end. Every single piece of flooring in this house is a double-depth of stone stairs. I originally planned to do only a single depth, or half-height floor, but ran into huge problems with doorways, trying to place furniture, etc. I wound up having to completely tear down and re-tool halfway through, and mine a ton more cobble. I believe I used over 100 stacks of stone stairs and over 80 stacks of stone itself to build the floors and the walls. Also known as a Metric Assload of stone.
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Enjoying the last vestiges of sunlight from the West dining room window, overlooking Crescent Lake. You can just barely see the edge of Crescent Lake Dock on the left edge of the screen (still under construction).
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The entrance to the kitchen. Eight furnaces in total (and yes, they've all been in use at the same time before). The "vent hood" is stone with steps on either side to flare out. There are stone pressure plates on top of the furnaces themselves to give it more of a range-top look.
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Southern end of the kitchen. The cabinets were made with stone pressure plates for a countertop, and signs for cabinet doors. I'm pretty happy with how they turned out.
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The Northern end of the kitchen. Lots o' counter space and cabinet space. The door in the center leads to the pantry (and cellar).
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Inside the pantry, standing in a space I haven't figured out how to fill yet. The left double-chest is full of bread; the right, cooked pork. As an aside, cooking pork is annoying because you have to manually stand at the stove to cook each one. Kind of like cooking in real life, actually.
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The unassuming stairs leading down to the cellar.
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The cellar. This is about to double in size, as all these chests are basically at capacity right now. I did have chests mounted above these, but you apparently can't access floating chests (boo). Also, the end of the room will have another ladder leading down to the mob spawner/drowner, once that is completed.
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Current ore stores. I have no idea what on earth I am going to do with all that redstone.
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Back out of the cellar, we're now in the downstairs sitting room (off of the dining room). This shot was taken near the door.
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From the window side. Mmm, plush carpet...
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The "family stairs" leading up to the bedroom hallway and the upstairs sitting room.
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The upstairs sitting room from the hallway that bisects it. You can't see to either end of the room from here. The double doors lead out to the balcony in the main two-story room. The ceiling is vaulted at this point.
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The hallway with the stairs that we just came up. The door on the left leads to the master suite. The two doors on the right go to bedrooms.
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This is the sitting room of the guest suite, accessed both from the main room balcony and the upstairs sitting room. The fireplace is open both to this room and the bedroom. The window looks out over the garden and the lava moat.
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The same room from the other corner; needs more paintings. The left door leads to the balcony; the right, to the main upstairs sitting room.
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The guest bedroom from the East side. The door on the very left goes back to the sitting room. The bed was made with wool, signs for a bed frame, and stone pressure plates for pillows. Comfy! The doorway straight ahead leads to an unfinished bathroom, also accessed from two other bedrooms and the main sitting room.
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From the other side of the guest bedroom, showing the window and vaulted ceiling.
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The full length of the main upstairs sitting room, from the door of the guest suite. There are two distinct seating areas in this room: one based on fire, the other on water.
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A view of the fireplace and a jukebox playing a green record (known as the song "Cat").
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A reverse angle of the "fire" seating area. The door to the left leads to the bathroom.
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A view of the moon setting out the window of the more softly-themed "water" seating area. I like this part of the house.
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The main sitting room from the West window.
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One of the bedrooms (still being decorated), with a wrap-around view. There's a walk-in closed around the bed to the right.
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A view of the master suite. Biggest bed in the house! The wrap-around windows overlook Crescent Lake (there's also a small balcony).
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Standing on the bed to show the other side of the master suite. Vaulted ceiling, multiple skylights...nice place. The double-doors go to the walk-in closet; the single door, to the bathroom (also unfinished).
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A straight-on view of the bed and fireplace. By the way, if you're looking for a specific picture, the process for getting it is infuriating. You can only craft a "picture", not any specific one, and it changes every time you hang it. So for something like this where I wanted the only 2x1 picture out of probably two dozen choices, it took a lot of clicking to get it. Food for thought if you decide to become an art collector.
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The door to the master suite balcony. Also a comfy couch. Also also a hilarious painting.
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Opening the doors to the walk-in closet.
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The fourth and final bedroom. Also the smallest. Just a single bed. Good for children. The door on the right leads to a small walk-in closet (unfinished).
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This is inside the walk-in, facing back into the bedroom. There's a hidden ladder here that's the service access for the roof. Seems like no one would ever find it here, anyway...
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Right outside the service access door to the roof. Not much pitch up here. It's obviously well-lit to prevent the spawning of nasty beasties. I would hate to wake up one morning to the sonic boom of a creeper exploding at a skeleton and taking half my roof with it.
IMAGE(http://lh3.ggpht.com/_oLikkvaXOU0/TH_sKDF3EsI/AAAAAAAAAQQ/49NDI1-R5wU/Screen%20shot%202010-09-02%20at%2012.57.46%20PM.jpg)

Looking lengthwise over the roof, back to the front of the house (that'd be South, for those playing the at-home version).
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The Eastern bedroom side of the roof, overlooking the lava moat and front gate, garden walkway and greenhouse above, and main yard. Mostly still unfinished. It takes a very long time to go all Frederick Law Olmsted on such a huge piece of property.
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On the roof at the front of the house, showing the rest of the yard and the giant, three-block-thick dirt wall that encompasses most of the space between the twin peaks upon which the house and garden were built. I shudder to think how many shovels I went through collecting that.
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West from the front-of-house roof, showing the under-construction gravel walkway down to the dock and the unfinished Crescent Lake Dock itself. I wish that the draw distance was farther here, because there is some truly stupendous scenery on the other side. I mean, for being randomly generated by an alpha game, at least.
IMAGE(http://lh6.ggpht.com/_oLikkvaXOU0/TH_sLbNp3-I/AAAAAAAAAQk/YfL9uxquPCY/Screen%20shot%202010-09-02%20at%2012.59.33%20PM.jpg)

The sun rising over the greenhouse.
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Well, I think that's enough for now. I'll make another post or two when I finish and detail the grounds, and figure out my gating situations. I wanted to give everyone some ideas of what it's possible to accomplish in this game. Everything you see here was created 100% cheat-and-hack-free. I do highly recommend wearing strong armor when working on the edge of very high cliffs; it may just save your life. And don't be afraid to experiment; you can demolish most things and get them right back to place again (notable exceptions being stairs, which need to be re-crafted, and bookcases, which simply disappear). Most importantly, have fun!

Wow. Minarchist, there has never, ever been anything I wanted to blow up more.

Wow, very impressive. Did you do that all with the standard unmodded singleplayer game?

LobsterMobster wrote:

Wow. Minarchist, there has never, ever been anything I wanted to blow up more. :D

Which is precisely why I did it in single-player...

Quintin_Stone wrote:

Wow, very impressive. Did you do that all with the standard unmodded singleplayer game?

Yeah; if you read the last paragraph, I mention that. I can't really blame you for not making it all the way to the end of that post, though.

LobsterMobster wrote:

Wow. Minarchist, there has never, ever been anything I wanted to blow up more. :D

Haha

Minarchist - That's an impressive amount of work. Definitely going to take some inspiration in base decoration.

Paleocon wrote:

I posed this question before and didn't get an answer, but I am curious as to whether mobs spawn irrespective of your proximity or distance. I suspect that there is a mechanism which spawns mobs only within an activation circle around the space your character occupies. The reason I think this is that quick travel in a straight line at night rarely results in my encountering hostile mobs at all. Whereas the moment you become stationary, mobs tend to spawn all around you. Also, when I flash explore a cave (run into a cave and light it up with torches), I can usually get through a sizable cave without ever encountering a single hostile, but if I get lost, double back, or loiter, I generally get assaulted after a reasonable interval.

I've noticed something similar. Times during the day when I'm out looking for bacon, I'll run in a great circle around my base and see very little, but if I double back, I'll find whole herds of animals where there was nothing before. In one single player game, I have a large, lit plateau over my base. Whenever I wander up there, it's filled with all sorts of animals.

I haven't really played much with outdoor pit traps yet, but thinking I should build something to get my bacon easier.

Minarchist wrote:
Quintin_Stone wrote:

Wow, very impressive. Did you do that all with the standard unmodded singleplayer game?

Yeah; if you read the last paragraph, I mention that. I can't really blame you for not making it all the way to the end of that post, though.

Sorry, by the end I was just looking at the pretty pictures. But the amount of iron ore made my brain explode. I've been having a hard time finding a lot (especially since my storage chest glitched and I lost my stock).

Are those chandelier "cables" actually fence posts?

LOVE all the furniture. I've been trying to figure out what to put in my modest home and all I came up with was paintings and bookshelves (and I haven't even made any books yet).

Quintin_Stone wrote:

...the amount of iron ore made my brain explode. I've been having a hard time finding a lot (especially since my storage chest glitched and I lost my stock).

How do you mine? The experimenting I've done with strip-mining has yielded minimal results for iron, but I typically search for natural caves and just empty those out. Even smaller caves (at least on my map) can pull close to a stack of iron. The giant cave I referred to on the last page that I finally finished mining (the one with almost 40 diamond)...I lost count, but I think I pulled 7 or 8 stacks of iron out of that one, and maybe 12 stacks of coal before I stopped mining it all together. You have to keep a sharp eye out, because more than any other ore, iron tends to blend in with the stone color.

Are those chandelier "cables" actually fence posts?

Yeah, good eye. You have to build up two adjacent stacks of dirt (or whatever), one to stand on and one to use to build on, all the way to a single space from the ceiling. Then just place and shovel, place and shovel until you're to the level you want to hang at. I did a lot of experimenting with fences, because they came out right at the time I was finishing up pure construction and moving on to decorating.

LOVE all the furniture. I've been trying to figure out what to put in my modest home and all I came up with was paintings and bookshelves (and I haven't even made any books yet).

Thanks, I appreciate it. Like I said, some of it is cribbed directly from the forums, some I augmented, and some I made up myself. You're obviously free to use anything you see there. It takes a lot of experimentation, though, particularly in regards to wood and/or cobblestone steps and signs. Both can be really particular about how they behave and exactly where they're placed, and take some grade-A finagling to get just right. The cobble couches were the worst. You had to place all three steps, watch as they move in crazy directions, then place three blocks of dirt behind them, then place three cobble steps above the dirt which corrects the orientation of the steps. While all that's still up, you place the signs as "armrests", but you have to be very careful to highlight the block while the crosshairs are on the lower half of it (below the step, basically), otherwise the sign will go on top of the step and actually turn it into a cobblestone block (supremely frustrating). Once both armrests are placed it seems to lock the stairs' orientation into place somehow, then you can delete the dirt and supplementary steps (losing the steps in the process, by the way; they break down into pure cobble). Don't be afraid to experiment, and understand that there is a *lot* of trial-and-error involved in that amount of decorating. I think I actually spent more time decorating than I did building the damn thing, including resource-gathering.

Minarchist, how on earth did you find enough resources for that? Is your entire map hollow?

DF7 wrote:

Minarchist, how on earth did you find enough resources for that? Is your entire map hollow?

You'd be surprised how little space it took. Much of it came from terraforming — pretty much all of the dirt for the wall, and most of the stone too. With the exception of the one the main house sits on, all those hills used to pyramid out. I sheared them all down so that they were unclimbable (even did that for the house hill some). That provided an exceptionally large amount of dirt and stone. Most of the rest of the stone came from underneath the house; I've hollowed out a five-block-high area all the way from one end to the other. It's what I was planning on using as a mob spawner/drowner. Each row is close to two stacks of stone, and there were probably...jeez...50 or 60 rows?

This is the base I've given up on at night, when it probably looks its best. I wanted to create something akin to Minarchist's as far as scope, and the geography I built on simply won't allow it. Not to mention I'd have to rip up most of what I've done I can't bring myself to it.

IMAGE(http://i188.photobucket.com/albums/z144/Blind_Evil/FinalBase.jpg)

This is the room at the top. I have a bed,but it doesn't look as good as Minarchist's models. I also had a big screen TV to the right (the huge skull picture on the wall covered with 4x4 glass) but it has somehow disappeared. The iron door in the back is the panic escape (50+ block drop into a safety pool).

IMAGE(http://i188.photobucket.com/albums/z144/Blind_Evil/room.jpg)

Anyway, this post is me washing my hands of this world. I hope my next project brings me as much joy without the disappointment at the end.

Minarchist wrote:
Quintin_Stone wrote:

...the amount of iron ore made my brain explode. I've been having a hard time finding a lot (especially since my storage chest glitched and I lost my stock).

How do you mine? The experimenting I've done with strip-mining has yielded minimal results for iron, but I typically search for natural caves and just empty those out. Even smaller caves (at least on my map) can pull close to a stack of iron. The giant cave I referred to on the last page that I finally finished mining (the one with almost 40 diamond)...I lost count, but I think I pulled 7 or 8 stacks of iron out of that one, and maybe 12 stacks of coal before I stopped mining it all together. You have to keep a sharp eye out, because more than any other ore, iron tends to blend in with the stone color.

I haven't roamed far from home yet. I search natural caves and watch for iron ore (and diamond and gold too, natch) along the walls. I haven't found what I'd call HUGE caverns yet. I've come across a number of lava flows, 2 or 3 areas of lava and water meeting. I have more coal than I can use. I have a good reserve of obsidian accumulated. As I explore, I put down 3 torches in an arrow pattern to indicate the direction to the exit (or at least to the previous arrow) when it gets dark. So the torch arrows not only help me not to get lost, they also let me know where I've already been.

So I haven't been strip mining, but I also haven't been aggressively spelunking. Mostly I've just been wandering around underground looking for cool "natural" architecture and I mine any ores that I happen upon.

Blind_Evil wrote:

IMAGE(http://i188.photobucket.com/albums/z144/Blind_Evil/room.jpg)

I love that obsidian/wool floor design. I wanted to do something similar, but the thought of mining enough obsidian to do that depressed me. Maybe just in the main hall.

Yeah, that and the front wall pattern was the extent of my supply. 15 seconds to mine one block is just maddening in a game that already will suck free time like few others.

By the by, the other blocks are snow, not wool.

Blind_Evil wrote:

Yeah, that and the front wall pattern was the extent of my supply. 15 seconds to mine one block is just maddening in a game that already will suck free time like few others.

By the by, the other blocks are snow, not wool.

Oh, neat. I haven't generated a snow world yet. Can you craft it into blocks, or do they just occur naturally?

I feel like I just watched an episode of Cribs: Minecraft.

Minarchist wrote:

Chateau Minarchist

Okay, first of all. That is awesome. My jaw was literally dropping after the first 1/3 of those pics.

but you apparently can't access floating chests (boo)

Actually, you might want to check again, because I believe the limitation is that chests can't be opened unless there is an open air block directly above them. So in your situation it might be feasible if you just made your alcoves a little taller. But you may be right, they might also need to be attached to a block below them that isn't open air.

Oh, neat. I haven't generated a snow world yet. Can you craft it into blocks, or do they just occur naturally?

One thing I noticed, after freezing some of my worlds (with Let it Snow) playing around in them a bit, and unfreezing them: You'll end up with lots of snow on the ground that doesn't go away when you unfreeze, and the lakes and streams will still be frozen over. Unfreezing the world just makes it stop snowing; it doesn't take away the snow that has already touched the ground. Frozen water and snow aren't permanent, but it could take a lot of effort to fully restore a world to the way it was before the snows came.

Minarchist wrote:
Blind_Evil wrote:

Yeah, that and the front wall pattern was the extent of my supply. 15 seconds to mine one block is just maddening in a game that already will suck free time like few others.

By the by, the other blocks are snow, not wool.

Oh, neat. I haven't generated a snow world yet. Can you craft it into blocks, or do they just occur naturally?

You use a shovel on the flat snow panels that sit on top of dirt/stone/whatever, which drops a snowball. 4 snowballs 2x2 make one snow block. It's pretty easy to make a lot of them if you just ice over your world for a few minutes, though like Yoyoson said you have to clean up afterward. Made for some interesting water currents in my case. You'll go through a buncha shovels, though.

I finally found a dungeon! At the bottom of a flooded square in the middle of my bay. I saw the dark rectangle under the water so I floated down there and took damage. So I swam back up and then blocked off the area with sand and replaced all the surface water with wood. After the water swirled away, I saw there was a zombie down there and he burst into flames. That's when I saw the spawn block in the middle of the area. After destroying it, I scraped up all the sand on the floor and discovered 2 chests under it as well as loads of mossy cobblestone. Got a bunch of saddles, bunch of bread (which I had to eat because of the zombie damage).

That house is so getting destroyed when dragons are implemented.

I find that I'm having a hard time settling on a single player world. I've got two about the same level of progress, but I keep getting distracted and then making the fatal mistake of generating a couple new worlds and seeing the cool new landscape. Of course, I could just wander off in one of my current games and find a cool new place to build and not have to start completely over.