Question regarding Trial Chambers

Discussion in 'Community Discussion' started by farmerguyson, Dec 16, 2024.

  1. I've seen some chatter that I read as concerns over trial chambers being ruined before others can get to them, and I have a question about that.

    I'm about to start an adventure in the waste to find the trial chambers since I heard there is a lot of copper and other interesting blocks to be gathered.
    If I completely clean out the chambers will I be offending other players?
    Am I supposed to carefully make my way through the chamber so as to not ruin the experience for others?

    I will only be looking for them in the waste.
    607 and BlockHead_56 like this.
  2. I think you should be able to remove one or two in the waste, first come, first served. I would only have a problem if someone systematically raided many. My -humble- opinion :)
    607 likes this.
  3. It's the waste, that's where we are supposed to mine. Good thing about chambers, they are everywhere in every biome so lots for people. I took plan to clear one out for materials. It's too much to give up 😁

    Take warden cities. FAR less and I've cleaned out more than a few and not a peep about it.
    607 likes this.
  4. That was You!!! :mad::mad::mad:

    lol just kidding. I was wondering the same thing with these. I have a tendency to remove spawners I find in the wastes while I am strip mining so was wondering what the rule would be for these things if I found one while mining.
    607 and ThaKloned like this.
  5. I don't think these spawners can be broken. (Or could be the vault spawners) I don't usually break them though.
  6. I've been leaving the spawners, haven't even checked if they can be broken, but I have been taking a large portion of the copper and tuff blocks. I did recreate pathways with other material so other players can get to the spawners and vaults. These are really nice sources of great materials.
    607, LindenNZ, TECtock and 1 other person like this.
  7. This is what I'm planning to do for one too. To be honest I think that will be a lifetime's worth of copper and tuff for me and I'll only do it for one chamber - that should leave plenty for others right? There are quite a few of them in the waste aren't there?
    ThaKloned likes this.
  8. When they first came out I made a SP world to check them out and they seems to spawn as much as a mineshaft would (and they are everywhere). Thankfully not biome dependant either, only spawning under level 0.
    607, LindenNZ and Dreacon78 like this.
  9. The regular spawners CAN be broken, but it took a long time and I would be surprised if someone took the time to break them with no reward. I don't recall it giving any XP.
  10. There seem to be many trial chambers in the waste. To find the next one I go just beyond the boundary of the current trial explorer map and use a villager to get the next map.
    BlockHead_56 and LindenNZ like this.
  11. I just need to look up how the Chambers work so that I can know what I am doing.
    BlockHead_56 likes this.
  12. The chamber I'm working on now has three spawners close to each other so they all activate at once and before running away I turned and noticed at least one of them was a cave spider spawner. :(

    I don't know which is faster, baby zombies or cave spiders.
    BlockHead_56 likes this.
  13. Trial spawners can be deactivated by covering all six sides with a block. I don't think torches work with these ones. Just please make sure to turn off build-mode before doing it, so others can reactivate them if they want.
  14. Torches don't work and I don't trust myself to remember the build mode so I just leave them as found.
    LindenNZ and BlockHead_56 like this.
  15. Enjoy exploring the new structure. :D And I think it's cool that you leave a path for others to look through as well, even after it has been stripped off most of its blocks. :)
    LindenNZ and BlockHead_56 like this.
  16. I could be wrong as I don't spend much time in waste but I thought buildmode didn't work in waste?
    BlockHead_56 likes this.
  17. Autoprotected blocks placed in the waste can be unprotected.
    LindenNZ and BlockHead_56 like this.
  18. could always do a test with yourself and someone else, just to verify. I do think buildmode isn't useable and I think the auto protect is off to. Not 100% sure though.
    BlockHead_56 likes this.
  19. Auto-protect is on now for almost all blocks - with the exception of dirt, cobblestone, sand and those listed below. It can be turned off with /noprotectmode.

    ANDESITE
    BASALT
    BLACKSTONE
    BROWN_TERRACOTTA
    COARSE_DIRT
    COBBLESTONE
    DIORITE
    DIRT
    END_STONE
    GRANITE
    GRAVEL
    LIGHT_GRAY_TERRACOTTA
    NETHERRACK
    ORANGE_TERRACOTTA
    RED_SAND
    RED_TERRACOTTA
    SAND
    SOUL_SAND
    SOUL_SOIL
    STONE
    TERRACOTTA
    WHITE_TERRACOTTA
    YELLOW_TERRACOTTA

    https://empireminecraft.com/wiki/anti-grief/#are-there-exceptions-to-the-protection
    Dreacon78 and BlockHead_56 like this.
  20. The most time consumming part of finding the chambers is waiting for the villagers to grow up in each of the new areas of the waste. I spawn two villagers each time I enter a new spot and eggify the first one trained if they don't have a map as a trade. Then I train the next one hoping for a map trade. What was really tough the other day was when I went crazy with the eggify wand and zapped both of them without seeing their trades. I did it twice then called it a night.
    607, Dreacon78 and BlockHead_56 like this.