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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 61-75 of 80 comments
entuland  [developer] 108 8 Jul, 2018 @ 10:22am 
Originally posted by dmdnd1972:
I finally completed the project, with videos and all (i hope!) The new Mega Corruption Spawner can be found HERE!

Again, all props go to entuland for the original design; this is a highly specialized (and greatly expanded) mod to the original.

Now that I have FINALLY finished this thing, I will try to get to the updated materials lists and arc sign codes for this one in the next couple of days :)
Great, I'm going to link it in the main post to make sure anyone interested there will find your version :)
dmdnd1972 31 12 Jul, 2018 @ 2:56pm 
Sorry, got busy and forgot all about doing the mats list up properly! I put it up on an open-view @ google docs. Let me know if you have any trouble seeing it.

https://docs.google.com/spreadsheets/d/1EE7va5-ioJ3CjgbWcM0Ril6TK8wsVumsyLkxCkP5VW4/edit?usp=sharing

The first sheet is the raw mats list; it should be suitable for printing if anyone so desires. The second sheet is the Arc Sign codes. You *should* be able to just drag across the table and copy/paste the code directly -- at least, it worked for me, and the arc sign did not display any funky stuff, so long as I did not try to put more than one of the tables in the same sign.

Feel free to use that link directly, as any updates I do to the list will be done directly on the spreadsheet.
Last edited by dmdnd1972; 12 Jul, 2018 @ 3:24pm
dmdnd1972 31 18 Jul, 2018 @ 9:24am 
Is the Rocky Dirt needed to "help" Shrewd Shrews spawn, or just the Savannah Grass?

I am about to embark upon a large rat spawner and want to get an idea what I need :)
entuland  [developer] 108 18 Jul, 2018 @ 4:58pm 
Originally posted by dmdnd1972:
Is the Rocky Dirt needed to "help" Shrewd Shrews spawn, or just the Savannah Grass?

I am about to embark upon a large rat spawner and want to get an idea what I need :)
It is a filler to save on the grass - you just need about 100 savannah grass blocks to spawn the buggers :P
dmdnd1972 31 18 Jul, 2018 @ 6:09pm 
Hmmm I might just leave out the second block type entirely then. One set of either blocks in the checkerboard provides more than 100 of that type, and the holes in the platform shouldnt impact the pathing of the mobs toward the traps. Save alot of construction time too :P
dmdnd1972 31 18 Jul, 2018 @ 7:19pm 
Yup its working. Rats are spawning and all the mobs are pathing to the traps properly. Unfortunately (as anticipated), Boss Hogs and Pigsies are also spawning due to the Savannah Grass. I dont suppose you know a way to suppress those spawns, without also nixing the rats or causing something else to spawn?
entuland  [developer] 108 19 Jul, 2018 @ 4:36am 
Originally posted by dmdnd1972:
Yup its working. Rats are spawning and all the mobs are pathing to the traps properly. Unfortunately (as anticipated), Boss Hogs and Pigsies are also spawning due to the Savannah Grass. I dont suppose you know a way to suppress those spawns, without also nixing the rats or causing something else to spawn?
No way around that. Certain blocks simply trigger multiple spawns. The good aspect is that the spawn rate of the various mobs shouldn't affect eachother, so it is not a big deal.

The buggers have a low spawning chance by themselves, you just need a lot of chunks to get a decent amount of them.
dmdnd1972 31 19 Jul, 2018 @ 6:05am 
I have 2 floors of 16 pads each, so got that part covered :D The problem is there is is a finite number of mobs that can be spawned at any given time, and non-Shrewd Shrew spawns are "wasted" spawns in this scenario. I really dont need anymore Boss Hog tusks or leather from Pigsies, etc. :D

I am even seeing some spawns of Rocksters and Pebbles -- though only a few; my guess is because of the fact this is out in the ocean, and the proximity of the water is just enough to cause it. I could probably fix that by raising the lower floor further away from the water.

I *AM* seeing a goodly number of rats, so it was worthwhile given it only took an hour or so to build this one, and adding additional floors is relatively trivial if I really want to get the spawns going. It actually took A LOT more time to harvest the blocks than it did to build the spawner :/
Nakai 16 Nov, 2018 @ 2:10am 
Hi, i think i build the Blueprint to low over the Ocean.
The Buildstone was only 1 block over the water but 8 blocks away from the beach, will they jump into the ocean ?
Or should i build the Platform higher over the water ?
entuland  [developer] 108 16 Nov, 2018 @ 2:55am 
Originally posted by Nakai:
Hi, i think i build the Blueprint to low over the Ocean.
The Buildstone was only 1 block over the water but 8 blocks away from the beach, will they jump into the ocean ?
Or should i build the Platform higher over the water ?
Hello Nakai, no, they won't end up in the water normally. The purpose of the original design, with the cornerstone placed exactly at water surface level (not one block above, directly into the water) and with the bottom platforms several blocks above it, was to avoid a nasty bug where mobs could spawn under the platforms themselves. If you placed the waterless version right above the water you could end up hitting that bug (unless they fixed it in the meantime).

All in all, only testing can tell you what will happen. Sleep to call night and keep an eye to the bottom platforms to see if any corrupted mobs or chests spawn under the corrupted platforms.

If that's the case, you have at least three options:
- leave it as it is ( mobs will drown in any case, you can go and collect the loot from beneath the platforms)
- add two more layers of blocks sticked right beneath the bottom platforms, so that they end up being full three blocks thick. Any crafted block will do (shredded leaves or stacked stone wall, for example, but don't use other natural blocks such as leaves or lava layer blocks or the alike, cause they may end up messing up the spawning algos)
- dismantle everything and move it up a little, so that you end up with three free block spaces between the surface of the water and the bottom platforms.

Have fun and thanks for using my blueprints :)
Last edited by entuland; 16 Nov, 2018 @ 2:56am
Nakai 16 Nov, 2018 @ 3:02am 
Thank you :-)
tommyb38 3 9 Jan, 2019 @ 12:28am 
Is there any benefit to adding more TP's? Just curious
entuland  [developer] 108 9 Jan, 2019 @ 4:10am 
Originally posted by tommyb38:
Is there any benefit to adding more TP's? Just curious
Not sure I got that right... you mean the current 9 TPs vs, say, 5 (2 per floor plus the trap) or adding more to the current 9?
tommyb38 3 9 Jan, 2019 @ 4:48am 
Adding more to the current 9.
entuland  [developer] 108 9 Jan, 2019 @ 7:54am 
Not sure. The current setup ensures that each platform only has one exit, using less TPs would force them to walk longer to get trapped (which would be bad). Adding more TPs would eventually be useful only if you split platforms with a fence with a gap where you put a TP, so to speed up the trapping. Adding TPs in the free corners between platforms would probably not make any difference (cause the mean distance to a TP wouldn't change); actually, it could make things worse if the mobs randomly decide to move to the farthest platform.

Testing all the above could be tricky, but if you are going to, I'll be glad to read about your results (and everybody could eventually tweak their spawners accordingly)
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