• Mrob27

    The moat experiment

    November 26, 2011 by Mrob27

    Moat World

    As part of my continued exploration of how to deal with Mobs, I decided to dig a deep trench all the way around a large island (hill). I created a new moon for this, in creative mode (explore without limits, safely) and terrain options set to the normal center settings. Some of the techniques from this were later used in my Hollow Hill Project.

    I already knew (see this blog article) that you need at least a 5-block-high wall to confine Astronauts for a long time. So I started by digging a 5-block-deep trench around my island:

    I eventually dug this trench all the way around the island I had spawned on. It is about 280 blocks long in the east-west direction and about 150 blocks in the north-south direction. The island is a lot bigger…

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  • Mrob27

    Signs in a Signless Game

    November 21, 2011 by Mrob27

    In Minecraft, signs are a common way to mark areas of a world to help the player remember where things are and which way to go. In lunacraft there are no sign objects, so a bit more creativity is needed.

    One often finds piles of Disks where Astronauts have been killed (usually by one another). Similarly, Biogel shows where "small green" Mobs have died.

    Many astronauts died here

    Disks, biogel, and other droppable objects can be picked up and dropped elsewhere, thus serving as a crude type of "sign", or you can leave them where you found them which can often help in recognizing a location you've seen before.

    While not exactly "signs", it is common to leave a trail of blocks or Mini Lights while walking long distances. One might also make a hole ev…

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  • Mrob27

    Trial (and Error) by Turrets

    November 21, 2011 by Mrob27

    These are my experiences with setting up Turrets for defensive purposes in "creative" (create without limits, safely) mode.

    The goal was to try to find a way to keep Mobs and Astronauts away from an area such as the entrance to a home base.

    If you set up one turret and watch for a while, it becomes clear that one is not enough. The turret aims at the closest opponent, but others can get by while it is engaged. One turret does not have enough firepower to handle the typical groups of multiple astronauts, for example. The obvious answer is to set up multiple turrets so that they can dispatch each opponent more quickly, and thus handle multiple attackers more effectively.

    Here is an extreme example of setting up multiple turrets:

    These turrets wi…

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  • Mrob27

    This article gives the abundances of materials measured by how many blocks of material exist, regardless of how easy they are to find. This is not necessarily the most useful way to deal with the problem.

    For example, in the table below you'll see that Blue_Stone, Sulphur Ore and Feldspar are just about the rarest materials of all. However, most people who play the game think that Notchium ore is the hardest to find. This is because Notchium is often underground where it cannot be seen, but the Feldspar etc. are on the tops of really obvious colorwood trees.

    For another approach to the same problem, see User_blog:Scooter8pie/Rarity_of_Uncommon_Materials.

    When you generate a new moon, there are 4 sliders (exotic terrain, cave frequency, etc.),…

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  • Mrob27

    Block type 130

    November 14, 2011 by Mrob27

    After creating the mapping program described in my article User_blog:Mrob27/Internal_Data_Format, I began to compute statistics of the relative abundances of the various materials that the moon is made up of.

    Here is a sample of the statistics I found, showing two different "sectors" (128x128 map parts) of a brand-new untouched moon I created for the data format article:

    BT -----name----- ---abundances--- sector1 sector2 4 rock 905646 871420 6 gravel 86744 100774 2 dirt 55465 65752 3 sand 18605 18448 8 water 8859 11275 1 topsoil 8658 8633 19 magnetite 278 545 11 aluminum 104 397 23 tita… Read more >