hummm, I won’t want to ruin the river, so I may build an alternate entrance in the berry and trees area, which I should be able to wall in easily.
The main problem with the current entrance is that often mobs will just “camp” the door and you cannot enter easily, so I just have to add an entrance in a “safezone”
I solved that by jumping off the platform to lure them away in the morning. They’ll often despawn by the time I come back and need to get in the door that evening.
I dig tunnels everywhere to connect to resources, and I will use rivers and lakes to make underwater safehouses. I always make them 3 water blocks or more deep, marked with a jack o lantern and with a jaded ladder trapdoor.
Just saying that water based security shouldn’t be ignored. ;]
You could likely put an underwater alternative entrace downstream a distance.
At my new base, I’m using a different fortress design. Historically I’ve used a tall wall with an overhang, over a water moat. I’d use a push moat to keep mobs away from the wall, and dump them into a trough at the edges. I even made a water conveyor to move them all into a mob grinder. Living in a magical forest biome, I had unlimited sugar, redstone and glowstone from all the witches.
This time I’ve got a tall wall, but instead of a moat I’m just using a wall of water tight against the overhang. I’m not trying to mob grind, just prevent creeper explosions.
I’ve also got water traps which allow me to have a relatively normal front door.
Right! I have built a tier 2 OpenComputer Computer, and been able to query the temperature of a crucible! I’m pumped to convert my smelter to be computer controlled and filled.
I think I’m going to power it with: SHEEP!
I feel silly. I have always made steel picks tipped with amber to get silk touch.
Tonight I discovered I can melt amber and pour pickaxe heads. Meaning I can use chipped amber and dust! OMFG.
Now I can start mining with silk touch, and then use boom sticks to increase my ore yield. Now to setup a crusher.
BTW spawn base wall is now growing, I hope a wall like this can prevent mobs and they can’t parkour over some sections. I plan to wall along the river bank, but I’ll have to deal with the sugar cane then. I also need to find a way to make entrances on the wall, which will most likely be drowning traps. We’ll see.
(also I added a second bamboo farm for the wall)
Just a warning about “dry” walls.
If monsters line up outside and cluster, often times they will start to fight each other. This leads creepers to explode. That will break walls made of weak materials. Imagine creepers are sappers, they bring down walls.
Water doesn’t stop creeper damage to players and monsters, but it prevents block breakage. That’s why I always have a “wet” wall. I want monsters to at least stand in water so creepers don’t blow a hole in them.
Making walls out of red or black granite, kimberlite, and komatite should be strong enough, but don’t forget the ground just outside the wall.
One other thing I’ve done in the past is make a “push” wall. I can’t find my screenshot, but imagine where I had a flat area and made a large 1 tall square. On the outside of the square, I place a water source at routine intervals. This just makes a water slope away from the 1 tall wall for 10 blocks. This is nearly impervious to monsters. When they walk into the water, they immediate start to swim. They can’t overcome the current quickly, and almost never reach the square. They can’t jump while swimming, creepers don’t damage blocks when in the water, etc. It doesn’t kill anything, just pushes them away constantly.
So you can build a short wall out of weak blocks if you place water outside to push away mobs.
Ok, I may play around with wall designs in creative.
Ok, so here are some tips for defense.
First up, water blocks push monsters away. Some mobs with speed boots can approach the wall, and may hop up. But a 2 tall wall they can’t jump. This can be very effective early game, but unnerving and not foolproof. Spiders, mounted monsters, and giant monsters throwing baby ones are all still a threat.
This is the wall I’m using currently at my fort. It places the water source under a lip at the top, so a flat sheet of water covers the wall. It does drown some monsters that try to approach, they swim to the top and drown.
Side view cutaway:
My last fort had a wall with a lip, and a full line of water sources at the base. Where the water ends, I dug a pit. This example doesn’t do anything with the pit.
I eventually lined the pit with hard stone (black granite brick), and then setup a water conveyor with signs to push monsters around my base to a mob grinder on one corner. The pit means anything that jumps across is pushed back, and then falls. This was extremely effective.
Finally consider that any time a monster gets wet, it’s first priority is to swim. It can attack, but if it falls deeper it will swim back up before attacking again. This means that deep water is a trivial one way medium. The player can always choose to swim downward, but monsters will always swim up.
Effective safe houses and hidey holes can be made in lakes and rivers 3 blocks down. I always mark them with a jack’o lantern, and place a jaded door (trapdoor + ladder) and a downward ladder into a small saferoom. The mobs cannot reach you there. If they spawn and swim to your door, you can dig away and come up outside the water, or hack at their feet from below if you are brave.
OMG I got jumpscared. I login next to my boilers, and there’s an Ender Creeper.
I ran away. No chain explosions, please!
Ok, turns out that Biomes 'o plenty bamboo is totally OP.
Grows fast as hell. Great yield. Only needs a piston and block placer to automate.
Provides sticks and furnace fuel. Bamboo sticks can be crafted into wood planks and ground to dust to make paper.
Finally they can be put thru the coke oven to make charcoal. OMFG.
I’m going to power my base off bamboo.
Remember, all the burnable Fuels are supposed to have one aspect that makes them seemingly OP.
The Coal and Oil Shale underground give you so much Fuel from mining that that part could be OP, not to mention Oil Shale in a Coke Oven does give you regular Oil. Sure it will run out eventually and requires you to go waste your time mining it, but it is a damn good early Power Source.
Many Mods have Tree Farms, so Charcoal is quite normal too, so this Bamboo thing basically means the Mod has a “Tree Farm” that you can build with vanilla Stuff.
Oil and Natural Gas are also quite powerful and Infinite, same for Hot Spring Water and Lava, but once you reach the cap of their Output, suddenly you need to look for new sources of Power instead of upscaling your Tree Farm.
Yep. I’m well aware. I like that. It looks like alot until suddenly, you realize GT needs MOAH POWAH!
Ok, I’ve been struggling for days to split fluids before I have aluminum. I finally found a way.
Gee, thanks Railcraft!
Diving into IC2 crops. I should be able to get valuable things like gun powder, ender pearls and more without mob farming this way.
Level 245 in a swamp biome.
Hmmm… In this topic is a lot useful info for my modpack that have simillar ideas. But spawn bases cant be build in earlygame in my modpack because of many reasons… But cool. Can u describe mobs here? Im really interested in it, cause my modpack have really buffed mobs
Have a peek at the two Devouring Darkness announcement threads, and the player guide.
https://demosthenes.org/Minecraft/DevouringDarkness2/Guide.html
Here’s a few highlights:
- Zombie Awareness: All monsters are omniscient. They know where you are. They ARE coming for you.
- Special AI: Monsters have armor and abilities. There are more varieties of monsters (ie: Ender Creepers which teleport). Finally monsters actively grief player creations. Chests, tilled farmland, glass, lights. Zombies smash them, creepers BLOW THEM UP. Bye bye walls.
- Infernal Mobs: I lowered the spawn rate of mobs, and instead you will often run into mobs with enchantments. Zombies throwing Ghast balls which explode. Slowing, rusting (hurts your armor more), revenge (you kill them, they explode to hurt you). They are mean.
- Blood moons: 30% chance of blood moon, so night time is incredibly dangerous to go out.
And more. Plus I make food and the world balanced. The idea with DD and my packs is that early game you are WEAK. You should run and hide, and be clever to avoid combat. As you tech up, you can become godlike and never worry again about monsters. It’s a slow climb, but accelerates the further you go. Make a safe base, and just worry about GT6.
Very interesting. I have similar idea, but in my pack u weak always, only in end game u became a little stronger. I have a lot of mods that makesobs harder. Rough mobs rewamped, special ai, epic siege, improved mobs, infernal mobs, champions. I dont use blood moon but i use invasions mod. I think its more balanced. Also any bases in my pack can be destroyed i think… Bruh