SMP8 Public Wild Utilities

Discussion in 'Frontier and Player Outposts' started by khixan, Jun 16, 2015.

?

SMP8 wants ???

XP Grinders 145 vote(s) 46.2%
Iron Farm 63 vote(s) 20.1%
Gold Farm 52 vote(s) 16.6%
Guardian Farm 38 vote(s) 12.1%
Other (leave in comments) 16 vote(s) 5.1%
  1. If you're authorized to work on Hot Rods please pm. I got something for you to do to fix a problem.
    khixan likes this.
  2. First 2021 Update:

    Fort Wort and Scream 4 Me will now have Fast tracks to them using soul speed 3 boots.

    Where: It is located underneath the rail to Fort Wort.

    The 35 second rail ride should be less than 6 seconds using this, and the 2+ minutes travel ride to Fort Wort is less than 30 seconds. (Speed 2 Potions will also considerably make faster this travel times as well)

    This travel mechanic works best when TPS is high, so I do not recommend it if the server is under 12 TPS.

    How to use:
    • Wear your SouldSpeed 3 boots AND Depth Strider 3.
    • Swim hugging the floor =D
    • Respiration 5 Helmet useful, but not necessary. Plenty of Bubble columns throughout the tunnel

    tldr:
    • Old Travel time: 2Minutes
    • New system 28 seconds
    • New system with speed 2 boost. 20 seconds =D


  3. Slvr has expressed interest in taking over PWU so I can concentrate on Build Team. Let's face it - I haven't had time to do much on PWU in the past 2 years.
    Take care of my baby here Slvr, and thank you very much. Hopefully you enjoy running it as much as I have! <3
  4. 🥳

    @Slvr feel free to bully me on discord if you ever need me brought back from the dead for projects
  5. HOLD IT - Why can't I bring you back from the dead? You like Slvr more than me? -cries- :p

    Thanks Rhy, that is very sweet of you, appreciate it. :)
  6. Ay, will keep in mind :D getting my new pc chair setup tomorrow so I'll start drawing out plans and such then, so far I've just poked around the builds a bit and checked up on them, but like I said before will probably start with rebuilding Fe(II)

    But yeah I'll poke the lot of ya on Discord when I got more details than that ;p
  7. Hello all been a while hope all are well in these crazy times. My son has been back on my and his minecraft accounts over at EMC in sure he'd be happy to help in an upcoming build.
  8. Will keep that in mind!! :) currently still just bobbing about - I am still definitely holding up to taking over PWU, but I am taking it a little slow since I am kinda getting over gaming addiction atm, so my time's a bit limited to just a couple hours here and there. But I am playing around with some ideas for Fe(II) remodeling in singleplayer in between getting myself stacked with some new 1.16 update tools and stuff :eyes: So hope to get an announcement about that out soon!
  9. I know a dragon who could be persuaded to lend a claw of two at times as well.. just let me know. =]
    Slvr, UltiPig and khixan like this.
  10. My name is in a few things. If ever you need those things altered, let me know. (I am looking at the squid time... squid doom? The thing which tesseract attacked khixan.... yeah that's slime time and squid (something)... mostly. some of the hub, most of the scream for me. etc.) Although I think you have me on your friends list... hrm.
    Tuqueque and FadedMartian like this.
  11. [-IN PROGRESS- Still exploring/monitoring damage to builds.]

    NETHER HUB ENTRANCE (at /wild n)
    - Crops are build mode protected. I sent a book to the player as they are (thankfully) still active telling them about it.


    NETHER HUB
    - The area at the beginning immediately by the portal - there are a lot of signs with the name of builds + a button, but nothing happens when the button is pressed. Info regarding each build needs to be replaced (I'm assuming this was originally done with book boxes, I don't remember how to do these lol)
    - Hot Rods track doesn't have slabs over it. Most other tracks do. Intentional?
    - Some packed ice blocks missing from the boat paths.

    3-GRINDERS
    - Lots of utility blocks just....floating... like the enchantment table, the end chest, etc
    - Various heads placed around that are buildmode protected. I'll have to catch some staff online to try to get these removed.
    - As for the grinders' effectiveness - I noticed that the cave spider spawners still sounded like there was a lot of spiders in the chamber, despite none being at the killzone... That needs investigating, if it's actually functioning poorly or if I'm just hearing things. Zombie spawner doesn't appear affected by this issue.
    - The farm area - some dirt and regular stone blocks are visible at the side of the farm blocks. Not a big deal but... it was bothering me :p Also a lilypad is missing.
    - Looks a little dated... maybe switch out some normal torches for soul torches? There's a section near the beds where smooth stone slabs are removed and it's just torches on straight stone. Maybe put in some blackstone accents? Idk. If anyone wants to give 3 Grinders a fresh coat of paint, feel free to let me know - it just feels a little same-y there.


    HOT RODS
    - Grinder 1 is behaving kind of oddly. Also, the internals of it look nothing like the other grinders. I'm not sure if anything is functionally wrong with it or if it just was designed that way, but I'm thinking of redesigning grinder 1's interior.
    - Grinder 2 kill chamber looks funky... many blazes are dying before the crusher finishes. Doesn't look like it's holding blazes in appropriately either. Was having similar issues but not as badly at grinder 1. Perhaps all the kill grinders need to be reevaluated?
    - Grinder 3's suffocating chamber doesn't work, looks like the suffocating block got griefed out of it; attempts to kill blazes manually results in them climbing back into the farm at best or lighting the player up with fire at worst
    - Grinder 4 is also behaving oddly, looks like someone broke into the redstone area, looks bad too


    FE(II)
    - Just....needs to be completely rebuilt. This entire design no longer works. I've found some designs but I need to try testing them on EMC, possibly out at my outpost, to ensure they actually function correctly on EMC


    PIGMENTUS
    - The pigmen seemed to be having difficulty navigating off the portals now... other than that it still appears to be behaving properly
    - The villager really needs to be put somewhere else, that room with the weird slab is too difficult to get in/out of for the average user imo. I think his original room can just be expanded a block to give him access to his job block so he keeps his profession? the fact it's only a 1 block gap between the block and the ceiling will keep him from getting out anyway.


    SUSHI DROP
    - In perfect working order
    - The only gripe I have with it is that, much like 3G, it looks dated. Also the normal stone walls.... I would like to preserve the pixel art on the walls, but would also love ideas for redesigning the walls!


    SKELETON GRINDER
    - It doesn't seem to be working, or perhaps I was just waiting in the wrong spot for them to fall in. I couldn't get up into the build to actually see though bc all the stone brick there is bmode'd by various older players. I ran out of time before I could really check it out - can someone try to use this and confirm whether it's working or not?
    khixan, Tbird1128, UltiPig and 2 others like this.
  12. I can immediately say I know what happened here: they were in fact done with books. They were taken out at some point, for exact reasons that I cannot remember, i remember at one point that being someone replaced the books with not good books. Either khixan or Dicey would know, and I can poke dicey about this. I think it's something about a [MESSAGE] sign? but don't quote me on that one.

    Giving PWU a general fresh paint would be cool, but I vote to keep at least some part of the original design? To remember the past designs and their history.
    At the very least, do this with Hot Rods? I love khixan's cool prismarine/snow/dark oak countering the warm red sandstone stuff...

    HotRods being broken- Hm. This was noted in the past, if I remember correctly. There are designs now for getting the blazes to the bottom, not tied to redstone, that should be able to simplify this repair? And if it fails, know that something has been destroyed.

    Pigmentus's villager was my fault, I did that when the cleric kept breaking. I tried to foolproof it so you didn't have to constantly catch the villager should someone leave the door open, but I couldn't replace the iron door to properly foolproof it as I intended to.
    How I meant to do this was to have a slab to get in, with a rail on the block below the slab. So zombies could not enter, you wouldn't have to remember to close a door, and you could still get in. Also the villager couldn't get out.
    If he wants to behave and notice "yo i have a workstation!" again, then he could easily be put back where he was before 1.15.

    I know nothing about skeleton grinder, but perhaps at some point might pop on to see what's going on.
    Tuqueque and Slvr like this.
  13. Can confirm. Sounds like the spiders are getting stuck somewhere.

    what difficulty are/were you on? I went there last week and I was mistakenly at diff 1, so the magma was killing the skellies before they could get to me. Changed to diff 5 and they barely made it, but I was killing them.

    Ha, for hotrods, I'd love to switch to this design: https://www.youtube.com/watch?v=q7mGXe5dCHA
    Tuqueque and khixan like this.
  14. Slvr, when you say skeletons, do you mean that place below Sushi Drop which really should be turned off entirely, or do you mean the Bone Machine build?
    UltiPig and Tuqueque like this.
  15. Yeah, it was the one by sushi drop 😂 I haven't finished checking everything out, so haven't seen Bone Machine yet. Hence why I just called it skele grinder. In that case I'm assuming Bone Machine is a more efficient grinder and that one by Sushi Drop is just kinda "you can do this while you wait for guardians to die" lol?

    But to answer @Fred_TWK, I was on difficulty 5, I made sure to be bc it was after I was finishing at Hot Rods which I remembered definitely requires you to be on diff 5...or else you get blazes nothing personnel, kid'ing you. Also, thank you for checking out 3G, I'll see if I can't take a closer look this weekend. I'll also need you check that video out tomorrow, I'm on phone just checking EMC before bed hehe
    Tuqueque, khixan and Fred_TWK like this.
  16. ah, wanted to add.
    on the island east of wild N (the one with the lose-your-head tower and magnificent tree) there are some buildings not properly spawn proofed. I found more than one enderman/skelly/else in there
    Slvr likes this.
  17. just went to have a look
    did you already started taking stuff down?
    3 out of 4 spawning platform are missing, and the 4th has:
    - 2 villagers missing on one side
    - a villager is actually a zombie villager on the other

    but by the looks of it, it should work, no? or on EMC the rules are so different that this setup is no good?
  18. The fact that there is a zombie villager means that either the baby wasn't babysitted, or his chamber isn't properly lit. Thank you for bringing this up: I think this was also the same for the other 2 villagers. Due to how zombie conversion works.

    The fact the other one is missing 2 villagers means that there are proper conditions for mob spawning. Zombies spawned. Dead villagers.
    Lighting?..

    And thanks to Dicey: i think I know what the problem might be. Getting on.
    Fred_TWK and UltiPig like this.
  19. Yup. I found the issue. it seems as if it was in fact griefed. That's why FeII was no longer working. Unless one of you placed glass so the villager can't see the zombie and left other glass out? :p in any case I did light the zombie again but i'm going to have to wait until I can prod staff.
    Fred_TWK and UltiPig like this.
  20. Er, I'm completely confused
    I thought FeII was the giant iron manufacturing farm that's under the water. The screenshots above look like a temporary build slapped on the walkway to make up for the fact the big one isn't working.

    Unless that build is way bigger in person (which... I have no idea how I'd have missed it, I was just out there like a week ago.. Maybe a little more), or I'm just completely blind, I meant more like... Rebuild the big farm to work. Or is this smaller design the only one that works now? The one I experimented with was smaller, but I wanted to see if it could be modular like how the older one was.