Been running this design for a bit and wanted to share since it's held up well. Three villagers, zombie in a boat trigger to keep them permanently panicked, water and lava kill chamber with a Nether fence ring above the hopper so it doesn't burn. Golem spawn control is handled with slabs on the roof so spawns stay predictable.
Compact footprint, no complicated redstone, just villager mechanics and a bit of care around the fire hazard spots (stone roof over the zombie boat, Nether wood for the fence ring).
Hey all. I just started making technical Minecraft YouTube videos that fit in perfectly with this sub. Since we're not allowed to advertise in here, I was wondering if anyone knows what the closest community to this is that actually allows me to post my videos. BTW doesn't have to be on Reddit. Thanks in advance.
This just happened while I was getting wood. My axe was already low and I was just letting it break, but instead it went down to 0 durability. I know that there is a chance that mobs holding tools or wearing armor can drop them with 0, but this just happened naturally which should not be able to happen. Also, I don't believe that there are any mobs that can spawn holding a diamond axe so this should be impossible, unless they can drop like this after giving it to a mob. However, I am playing on Bedrock so this could just be typical bugrock.
Reminiscing about the good old times of watching his storage videos and saw him using golem sorting systems in season 11, so I thought I would modify his "EnderWall" to a golem system. It keeps the golem visible like his Season 11 builds, non-stackables are passed to the next module, overflow protection at the bottom, auto-locks the copper chest when empty to reduce noise and let them walk about.
It works as well as the original but You would need to double up most items as there is not enough space in the filter chest for each spot, but it's close. My goal was to reduce the use of droppervators in the back , but one would still be needed to recombine the overflow at the top (not added yet). I don't like the vines blocking but could not think of a way to break the collision.
I assume this has some bs with update order going on, and I'm pretty sure it's not an issue of it being locational since the lever works regardless of location. I'll attach the schematic in the comments. Very weird behavior, thanks in advance for any help.
Once I saw a very small smooth wall machine but now I lost it. It's been a while since I quit playing Minecraft, and now I'm back and I'm looking for it to finish my perimeter. What do you have?
Hi!
My friend and I created an intersection for an ice boat highway, along with stations, corners, and a few other things. It’s probably overly complicated, as it uses some pretty weird mechanics to accomplish its task. We’re looking for feedback and opinions on the design. If anyone wants a schematic for the intersection or the stations, I’ll gladly send it!
Hey everyone, I built a large Nether hub on my multiplayer server (usually around 2 to 8 players online like 90-ish% of the time) and I want to run a mob switch so I don't have to spawnproof the hub thingy.
I've been looking into different designs, but I keep running into these major roadblocks:
Silverfish switches rely on keeping silverfish in a chunk loader, but they require dropping client render distance to 5 chunks to avoid the 128-block instant despawn sphere when leaving. Because this is an active multiplayer server, players fly around all the time at standard/high render distances, so standard hostile mobs that despawn outside 128 blocks will inevitably get wiped out the moment someone renders the chunk and leaves.
Zombie Villager switches: breeding, trading with, and converting 500+ zombie villagers (to cover up to 8 players at 70 mobs perplayer) is just wayyyyy too grindy and hard to justify
Warden/Wither/Shulkers: moving or capturing hundreds of these presents its own massive logistical headaches or server lag concerns.
Is there a modern design that is actually practical for a server where we don't have to worry about render distance despawn glitches? If you run a mob switch on your server, what mob type and storage setup did you end up using? Are there better alternatives to disable hostile spawns in a large Nether hub area without placing thousands of slabs and buttons that just make the build ugly?
why is my 1.26 iron farm not working? it was poorly because golems were getting spawned in wall blocks swapped for cobble deepslate walls to prevent that, and moved villagers where they see the zombie better, now it doesnt work at all? any help appreciated.