Honestly, given how conceptually weird and alien a hostile mob farm is next to the more grounded industrial machinery-type terrafirmacraft farms, housing it in a giant, physics-defying monolith looming on the horizon kinda fits
Ilmango: leave the horse untied for a second Horse: wait a second, this is my chance to get rid of this guy who makes me go on "little explorations" 10,000 blocks away. I'm going to run and jump right into that pit.
there were a lot of banana jokes about eastern Germany back in the times around our re-unification as they were very hard to get in the GDR. It seems that it is an issue for the whole of Germany
The schematicannon uses very very little gunpowder. Its not 1 per block placed, more like 1 per 500 or something liek that so there's no need to automate gunpowder just for that
I don't know how far behind the videos are from when you're recording, but you can use thatch blocks to get the items out of the mob farm. They are opaque and have no hitbox, so you could just put a line of them at the end to let the items fall through. I don't know how laggy the funnels are, but you could probably switch them out with thatch for a slight optimization.
Pretty sure "dead banana plant" means it won't come back to life. I don't play Terrafirmacraft, but that's actually how bananas work in real life. You lose the whole plant when you harvest them.
I was waiting for this one. With the amount of options create opens up for mob farms i couldn't wait to see where you'd take it. I would've never thought to use minecart contraptions for a mob grinder. Instead i went down a very different route. I went down the "spinning death machine" route. Essentially i thought "What if i took a design for a car shredder (hammer mill shredder to be exact) and used it on minecraft mobs?" The result was a mob grinder that could: A. handle any mob in the game, regardless of hitbox size or health pool minus two exceptions, flying and teleporting mobs, and B. handle a practically infinite amount of mobs per minute. Edit: had to remove a typo.
Some kind of Crystal growing mechanic would be super cool in this mod. With the different liquid systems I could totally see potential for end-game dripping mechanics or something, similar to stalagmite growth.
I love how you had a giant pit of doom in your house and didn't do anything about it until something bad happened. I look forward to the tree farm. Is there any way to automate anvil interactions?
I don't get it. Only mentions "luck" at 21:02 getting two and a half thousand just doesn't really sound feasible at all maybe we can get a couple hundred if you're lucky and find a couple of veins but yeah seems to be very end game to get a good amount Mentions "dream" at: 20:19 sidewalls as well and on top I'm just gonna go with Underside brick again dream of course would be to use tinted glass all above the whole mob farm
The thing about banana plants is probably they behave like they do IRL: They take forever to fruit again so you cut them down to their stump and then they regrow and will fruit again.
Tinted glass rocks as roofing material on mob farms. I put in a 4×4 patch on my vanilla mob farm. I use a vanilla spyglass in my AFK spot to check if mobs have spawned and dropped. Saves me time and effort.
The two rotten flesh types are because when it first drops, it doesnt have the tfc ROTTEN tag applied. I think it gains the rotten tag after an hour or so, but im not sure exactly on that timing
Same here, I got a notification of this video and downloaded it as I was downloading other content and after a bit I got another notification which confused me because I thought I already downloaded and saw that it was not listed
You can store 4 toolboxes in a vessel and store the vessel into a toolbox, so you can have “infinite” storage. But just be sure you can open the toolbox later
The two different rotten flesh. I think I know what is happening there. The game is assigning NBT tags to the rotten flesh that has the lower count. This is because, as the rotten flesh is getting swept along, they temporarily get picked up by a zombie(s). This gives them an NBT tag. I don't know why, or how, or anything technical. But I have seen this before; although not so severely as in this video. But that is on you, for doing everything in the most extreme way possible(which is what we came here to see). Modded Minecraft can get pretty weird after about 100+ mods.
regarding chunk loading: Doesn't the map mod allow you to claim and then chunkload chunks? Using nether portals seems very vanilla focused approach, so unless you decided to not do that on your server there is that option.
honestly I'd be tempted to suggest a pushing bar that shunts all the mobs into a set of saws that sit in a small pit at the end of the farm with something to kill the spiders on the ceiling
Rather than making separate production setup in multiple places, why not build a full on factory district, a large cobble/stone generator to a storage and and multiple different production lines, side by side, so the stones would be put on the belt then travel to a factory setup, the funnels would take in the stone turn it into various stuff, all automatic, the products would be taken to a giant storage system with a stockpile switch so after the threshold is reached the production would stop. I'm talking endgame level of stuff here, like scicraft, a central storage system and all. That is if you continue playing on ATFC
Would it not be easier to pave the entire area below the mob farm that does not get skylight access with slabs than to make more eternal light sources?
Not quite. The AI in TFC seems to do worse for certain mobs, as the domesticated wolves/dogs were broken in a previous version, unlike vanilla. Also, in vanilla you should always dig a whole 2 deepfor them or carry a fence and a lead (also useful for crossing rivers).
One of the more important rules of minecraft is to avoid working with entities (The ones that can move on their own) whenever possible. There is a reason why people hate working with villagers
Hey, what would you do if you were forced to carry some guy around with tons of stone, ores and metals only to be tied in a 25m^2 area in between back breaking labor trips. The horse saw its chance to took it!