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entuland  [developer] 108 4 Feb, 2018 @ 2:09pm
Entuland's All Mobs Spawner - Blue Version Update
Hello everybody,
here is the Blue evolution of my All Mobs Spawner - hopefully this time I truly managed to make it spawn "all" of the mobs that can be spawned exception made for Rockzilla and the White / Red Ghost mobs.

Link to the BLUE collection
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1877893692

Instructions

There are screenshots to illustrate all of this in the main stone:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1877877354

(the collection above includes a version without water)

  1. Choose a free claim on the ocean
  2. Work out the middle of the edge of the claim and place the cornerstone into the water just outside of the claim, preferably pointing North
  3. Make sure the corner of the preview is lined up exactly with one of the claim boundaries
  4. Optionally, build the extensions included in the collection placing the cornerstones near the Stone Plaques

The version without water can be built over the ocean just in the same way, it just needs to be placed one block higher than the version with the water (you can first place a block into the water, then the cornerstone on top of such block).

I don't want to build it over the ocean!!!

The point of building it exactly over the ocean placing the cornerstone directly into the water is to guarantee that single platforms will not get split across two different chunks on the vertical.

If you want to place it at another altitude or position and avoid to have the water beneath, please proceed as follows, and use the version without water, added to the collection above:

  1. Choose a free claim anywhere
  2. Work out the middle of the edge of the claim
  3. Run "/chunkdebug" in the chat and pay attention to the second number of the coordinates shown top left, it should be a number like 5, 6 or 3 or whatever, depending on the altitute of your character in that very moment
  4. Pillar up or dig down until you see that number changing (that means that you just crossed the vertical boundary of a chunk)
  5. Place the cornerstone there at that boundary - this will ensure that the actual platforms that you'll rebuild will be fully contained in a single chunk and not split across two chunks
  6. As above, make sure the corner of the preview is lined up exactly with one of the claim boundaries
  7. Optionally, build the extensions included in the collection placing the cornerstones near the Stone Plaques

Changes from the Red version

Added Corrupted Leaves and Corrupted Water to Spawn Corrupted Leafis and Corrupted Rocksters.

Added Cactus Blocks to the Trog platforms to have Dustevils and Dried Leafis Spawn there.

Moved the Miru's Platform one slot north, replacing the old Dustevil platform.

Added marked chests all around the trap.

Removed the central ladder and added 4 ladders in safer spots for hostile worlds.

There are now 4 different side extensions to have a more evenly distributed "additional" set of spawns.

Previous data from the Red version

I cut most of what was in this first post to leave room for the above Blue version, earlier stuff related to the Red version follows.

RED All Mobs Spawner
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1292831912
Spawns pretty much all exception made for Corrupted Leafis.

RED All Mobs Spawner Without Water
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1395326488

RED (Almost) All Mobs Spawner
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1291955929
This version lacks regular Mirus for sure, and most likely also lacks Night Twiggies and Night Hoglets. Kept here for historical reasons.

Corrupted Evolution
If you're interested in a corruption-only megaspawner, here is what dmdnd1972 came up with:
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/1728701877518501971/?appid=280790

Materials
List of materials needed for the All Mobs version kindly collected by dmdnd1972 here:
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/1699415798773028799/?appid=280790#c1728701877461947170

Same list properly formatted to be pasted in an arc sign for in-game reference:
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/1699415798773028799/?appid=280790#c1728701877462203879

The version without water should be pretty much the same, just without water and the blue carpets.

Extensions
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1330726943
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1330727784

Corner variant kindly implemented by dmdnd1972, adding Corrupted Leafi spawns, which would otherwise be missing from the RED spawner:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1422676287
Last edited by entuland; 2 Dec, 2019 @ 12:58pm
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Showing 1-15 of 80 comments
Excited to try this, actually. I used up all my stockpiled Arcstone making the Georgian Town House (the ~70 Arc Signs and then some Arcstone tables) and I'm tired of running all over the grass chasing Pigsies for the leather to make decorative placemats. Thank you for this blueprint (and for the work to figure out the rules that make the blueprint work!)
Last edited by OrlonVonSpandex; 7 Feb, 2018 @ 9:36am
hobukastan 70 7 Feb, 2018 @ 11:34am 
Works great, thanks! Although just sitting there watching the poor helpless mobs die feels sort of, well, sadistic xD
entuland  [developer] 108 7 Feb, 2018 @ 3:23pm 
Thanks for your comments Fishhook and hobukastan, helping people out is one of my greatest pleasures, for little that such help may be :)
entuland  [developer] 108 7 Feb, 2018 @ 5:28pm 
Originally posted by Vodkra:
:o are there smaller versions of this?

Well, yes, I could try and make more compact spawners and avoid duplicating chunks, but the whole point of making them large...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1277537361
...is to get lots of spawns and lots of loot.

If I find the time I'll try to stuff multiple spawns in the same chunk, the above two versions are _way_ compact for my standards, but I believe I can do better than that :P

In other words I don't have any smaller spawner right now. Maybe someone else made them already?

Last edited by entuland; 7 Feb, 2018 @ 5:30pm
Started this yesterday, well off the coast from my latest build. The upper floor is mostly going quickly just from my stockpiles. I'll have to find a savannah to carve up to make those blocks. Then I need to get some corruption sandwiches and go carve out some materials in the underdark.

I started with the center Red Wood Wall part and built the trap before building the spawners. As soon as I had two platforms and a teleporter between them, I started getting critters in the trap. This thing delivers!
entuland  [developer] 108 9 Feb, 2018 @ 6:28am 
Glad it's working fine for you Fishhook!

All of these contributions of mine - the guide, the spawners, the generator and the picker - are meant to help great builders concentrate on building and decorating instead of wandering to collect resources. I can't help them gathering natural blocks, but one can get pretty important drops to craft stuff from those spawners.
Hey Entuland,

I tried building your new all mobs spawner last week during the livestream. Didn't finish the build till the end as I didn't get the mats ready before the stream. But if anyone is interested to watch it, here's the link.

https://youtu.be/wLuwoeG5TtU
entuland  [developer] 108 12 Feb, 2018 @ 6:26am 
Hello there Captain_Bunneee! Thanks again for dedicating your livestream to one of my spawners, much appreciated!

Yep, I've seen the video, indeed this spawner requires a bit of preparation due to the amount of different blocks, though I think that one of the things that slowed down its build in your case is your... ehm... storage organization :P

That could use some love :P
Last edited by entuland; 12 Feb, 2018 @ 6:30am
lol.. which is why I'm building that storage area.. but it's not organised yet.. :( I hate sorting out blocks.. :(
entuland  [developer] 108 12 Feb, 2018 @ 6:44am 
Originally posted by Captain_Bunneee:
lol.. which is why I'm building that storage area.. but it's not organised yet.. :( I hate sorting out blocks.. :(
Eheheheh I get the feeling :P
entuland  [developer] 108 2 Mar, 2018 @ 10:14am 
Originally posted by TrinityCarnage:
Hey entuland I got on and managed to mostly fix it. All mobs now spawn (although they go through phases where none spawn at all, for that I just have to leave and reload the chunks) i omitted the corrupt water to use a taming collar and have gotten some mobs like that but if too many are on that platform they glitch and fall through the bottom. Also i accidentally threw a stun bomb and the same glitch happened and I had to run from 50 mobs chasing me across the platform. I don't mind it that was a blast. But if you were wanting to take another look it's done.
Hey there TrinityCarnage, I've been there and seen.

You still have the dirt platform right above the water, that makes the mobs jump down easily and they don't go through the teleporters - trust me and remove that platform, you got mobs falling down for some reason but that shouldn't happen anymore, and I can't surely test that out with that dirt platform in place.

I see that you have peaceful mobs, so the best option to tame them is to create a taming area over the floating red wood walls platform, with fences and whatnot, eventually enlarging the platform itself. You can go as far as adding a furher teleporter that brings them to the corrupted trap by pushing them to that teleporter, or simply push them down from the platform, so you can get rid of the ones you don't want to tame - of course you also need to set teleporter codes properly so that they go where you want them to go.

I would have modified it myself but I don't have rights nor the proper tools to make it. If you trust me, put there a chest with some stacks of red wood walls, some iron bars / fences, some ladders, a lumite mining cell and make me a builder in that claim (you can keep me as a visitor anywhere else). In order to actually test the taming design I'd need a taming collar and probably also need to be a builder worldwide, not sure about that but I can't surely hurt the mobs as a worldwide visitor.
Last edited by entuland; 2 Mar, 2018 @ 10:17am
Entuland, I have a question about how the game works, in order to make some small builds that act in the same way. I am thinking about making an enclosed cave that is corruption blocks, but made to look more like a natural cave environment rather than just a platform. And then on top, maybe some grass and a tree. How precise do I need to be on the boundary between chunks? Will I ruin the corruption spawn if there is regular stone or maybe some grass in the same chunk?
entuland  [developer] 108 2 Mar, 2018 @ 11:19am 
Originally posted by ADHCFishhook:
Entuland, I have a question about how the game works, in order to make some small builds that act in the same way. I am thinking about making an enclosed cave that is corruption blocks, but made to look more like a natural cave environment rather than just a platform. And then on top, maybe some grass and a tree. How precise do I need to be on the boundary between chunks? Will I ruin the corruption spawn if there is regular stone or maybe some grass in the same chunk?
Uhm... as far as I can tell the only real problem with spawns, as long as you have enough blocks that a specific mob likes, is having lights. There may be some more exceptions to that (maybe normal water and other surface blocks such as grass for Mirus, and I didn't really bother testing it, but I also heard that for DustEvils and they are happily spawning over the ocean, with regular water just 2 blocks beneath them in the same chunk).

I've also read reports of multispawners, so the same chunk may is surely able to spawn different mobs.

All the above is meant to say that you should be fine as long as you have (for the very case of corrupted mobs) at least 100 corrupted blocks in the chunk, full darkness, and of course at least part of those corrupted blocks must have 2 free spaces above them to let mobs spawn on.

My gut feeling is that the presence of Wood, Grass, Dirt and other surface blocks should not stop corrupted mobs from spawning. The easiest thing you can do to verify that, before embarking in a actual build, is to fence a chunk over an existing corruption spawner's platform, add there all the blocks you want to test and verify if you get the spawns that you want (the fencing is just to ensure mobs don't enter / exit it and invalidate the test itself).

The same thing stands for any other spawner you want to test.

Hope that helps! :)
Originally posted by entuland:

...you should be fine...The easiest thing you can do to verify that, before embarking in a actual build, is to fence a chunk over an existing corruption spawner's platform, add there all the blocks you want to test and verify if you get the spawns that you want (the fencing is just to ensure mobs don't enter / exit it and invalidate the test itself).

The same thing stands for any other spawner you want to test.

Hope that helps! :)

It does help - gives me confidence I am on the right path and confirms what I should try next. Thank you!
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