Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory
Posted: Tue Oct 24, 2023 9:50 pm
Hey all, it's been a while. Anyways, I've decided to roll back to beta 1.7.3 and backport lenses, bellows blowing, hard-core buoy, buddy blocks and possibly a few other features I've forgotten about.
In the spirit of Etho's Lab I've constructed a Mob grinder for animals and hostile entities with some controls over where the mobs and thier products go.
This has all been done on the Pojav launcher for android should any questions about the UI arise.
As of right now I have junctions for sending cows and sheep to either the Saw, lava or special rooms for milking and shearing. The pigs have a saddle room or the Saw and chickens are between a coop with Hoppers for eggs or lava. Leather can either be sent to storage, to be rendered or tanned. Porkchops are either rendered or cooked.
I also have light controls for the hostile tower levels.
Along with that I've made use of hard-core buoy to build a wool sorting and distribution system.
Images in spoilers.
The whole thing
Sorters (I changed Mob sizes to allow for sorting)
The control room
Junctions.
Rooms
Item processing
Hostile controls.
Wool sorting, distribution and dying system
Plaques denoting the establishment of various parts
Misc.
Top of the towers. 1 and 2 were turned off with a layer of leaf blocks.
Top of the towers from a different view.
Looking at tower 1 from the saddle room junction
Main elevator ascending to the second floor
Mobs lined up for grinding
Looking down into an auto wood cutter I probably won't be able to fully automate it given space is tight.
There are a few flaws that I want to improve on for the next version. Most abhorrent is the lack of pre planning. It's led to me having no space to further add other systems which rely on resources from the Mob grinder (bonemeal being a big example).
Secondly, the indication panel is showing only what's selected and having no feedback from the devices controlled, I'm not big on finding out resources are sent somewhere unintentionally. I'll probably install lenses to check for items being dropped into their proper locations.
In the spirit of Etho's Lab I've constructed a Mob grinder for animals and hostile entities with some controls over where the mobs and thier products go.
This has all been done on the Pojav launcher for android should any questions about the UI arise.
As of right now I have junctions for sending cows and sheep to either the Saw, lava or special rooms for milking and shearing. The pigs have a saddle room or the Saw and chickens are between a coop with Hoppers for eggs or lava. Leather can either be sent to storage, to be rendered or tanned. Porkchops are either rendered or cooked.
I also have light controls for the hostile tower levels.
Along with that I've made use of hard-core buoy to build a wool sorting and distribution system.
Images in spoilers.
The whole thing
Sorters (I changed Mob sizes to allow for sorting)
Spoiler
Show
Junctions.
Spoiler
Show
Item processing
Spoiler
Show
Spoiler
Show
Spoiler
Show
Spoiler
Show
Spoiler
Show
Top of the towers. 1 and 2 were turned off with a layer of leaf blocks.
Top of the towers from a different view.
Looking at tower 1 from the saddle room junction
Main elevator ascending to the second floor
Mobs lined up for grinding
Looking down into an auto wood cutter I probably won't be able to fully automate it given space is tight.
There are a few flaws that I want to improve on for the next version. Most abhorrent is the lack of pre planning. It's led to me having no space to further add other systems which rely on resources from the Mob grinder (bonemeal being a big example).
Secondly, the indication panel is showing only what's selected and having no feedback from the devices controlled, I'm not big on finding out resources are sent somewhere unintentionally. I'll probably install lenses to check for items being dropped into their proper locations.