Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

This forum is for anything that doesn't specifically have to do with Better Than Wolves
Post Reply
User avatar
CreeperCannibal
Posts: 122
Joined: Tue Jan 29, 2013 6:36 pm

Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by CreeperCannibal »

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
Spoiler
Show

The unfinished front

Image

From the back

Image


From the side

Image
Sorters (I changed Mob sizes to allow for sorting)
Spoiler
Show

Passive sorter based off of Etho's ice base sorter with sheep seperation added on

Image

Mob sorter Skeleton line

Image

Mob sorter creeper and zombie lines

Image
The control room
Spoiler
Show

Main animal control

Image

Leather and porkchop control

Image

Tower 4 (hostiles) light controls

Image
Junctions.
Spoiler
Show

Saddle room and kill junction for pigs

Image

The cow lava, milk room and kill junction

Image

The sheep lava, shear room and kill junction

Image

The chicken lava, coop junction

Image

Leather junction top leading to render, storage or tanning

Image

Leather junction bottom

Image

Porkchop render and cook junction

Image
Rooms
Spoiler
Show

Chicken coop

Image

Coop from the bottom

Image

Saddle room

Image

The shear room

Image

Milk room

Image
Item processing
Spoiler
Show

Porkchop rendering and cooking room

Image

Leather rendering and tanning cauldrons

Image

Mob drop collection with cauldrons filtering out arrows as using a bellows to do so required more space than I had.

Image
Hostile controls.
Spoiler
Show
Halt switches for skeletons and creepers for record purposes.
Image

Creeper waiting to be shot by skeletons
Image
Wool sorting, distribution and dying system
Spoiler
Show

Distribution from the top

Image

Close up of the spinning dispenser

Image

Sight down into one of the cauldrons

Image

The wool room with filters for colored wool and dye cauldrons

Image
Plaques denoting the establishment of various parts
Spoiler
Show

Behemoth 1 est plaque

Image

Tower 1 est and decom plaque

Image

Tower 2 est and decom plaque

Image

Distribution est and refit plaque

Image
Misc.
Spoiler
Show

Top of the towers. 1 and 2 were turned off with a layer of leaf blocks.

Image

Top of the towers from a different view.

Image

Looking at tower 1 from the saddle room junction

Image

Main elevator ascending to the second floor

Image

Mobs lined up for grinding

Image

Looking down into an auto wood cutter I probably won't be able to fully automate it given space is tight.

Image


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.
User avatar
EpicAaron
Posts: 552
Joined: Sat Jun 09, 2012 9:08 am

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by EpicAaron »

Wow, you casually went back and added a bunch of features to Beta BTW and have been building old fashioned automation builds on your cell phone? That is insanely cool.

Would you be willing to post your special version of BTW 1.7.3? I would love to try and get this running on my own phone (as if I need even more ways to play BTW...)
User avatar
CreeperCannibal
Posts: 122
Joined: Tue Jan 29, 2013 6:36 pm

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by CreeperCannibal »

Sure! I'm not good at coding so I'll have to post the entire jar since I reworked pchan3's airship and Balkon's weaponmod around Better Than Wolves meaning some of their items are inside of the mod_fcbetterthanwolves.java file.

I'd also like to post the source since that's the best place to find recipe changes I put in.

Where would be the best place to host these?
"Kneel says the demon light
With its eye of coal
Sauron knows your license plate
And stares into your soul"
User avatar
Battosay
Posts: 2046
Joined: Mon Jul 04, 2011 7:37 pm

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by Battosay »

Holy shit, what an amazing job, that's wonderful :)
I'm getting some flashbacks to my first world shortly after seeing Etho's mobtrap and mob sorting video, where I too wanted to have a megabase with production on top and processing bellow :D

And yeah like Aaron said, I'm sure others would be interested in your android port, especially since you backported some really cool features !
If you don't mind coming over on the discord (https://discord.gg/qjsfB7ZTjd) to share it, it would be really appreciated :)

And please keep posting more screenshots, it's never enough ;)
User avatar
CreeperCannibal
Posts: 122
Joined: Tue Jan 29, 2013 6:36 pm

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by CreeperCannibal »

Battosay wrote: Fri Oct 27, 2023 9:05 pm Holy shit, what an amazing job, that's wonderful :)
I'm getting some flashbacks to my first world shortly after seeing Etho's mobtrap and mob sorting video, where I too wanted to have a megabase with production on top and processing bellow :D

And yeah like Aaron said, I'm sure others would be interested in your android port, especially since you backported some really cool features !
If you don't mind coming over on the discord (https://discord.gg/qjsfB7ZTjd) to share it, it would be really appreciated :)

And please keep posting more screenshots, it's never enough ;)
You and Etho were big inspirations! Anyways, I'm on the discord as Roc. I'll post updates as I continue to tack on new systems. I need a spider farm.
"Kneel says the demon light
With its eye of coal
Sauron knows your license plate
And stares into your soul"
User avatar
CreeperCannibal
Posts: 122
Joined: Tue Jan 29, 2013 6:36 pm

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by CreeperCannibal »

Posted in the discord. Just in case, I'll also post the download to source, jar and change logs here too.

https://www.mediafire.com/file/ry68uv68 ... s.zip/file
"Kneel says the demon light
With its eye of coal
Sauron knows your license plate
And stares into your soul"
User avatar
CreeperCannibal
Posts: 122
Joined: Tue Jan 29, 2013 6:36 pm

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by CreeperCannibal »

Back with more screenshots for Battosay
Spoiler
Show

Looking down an incomplete hall towards elevator and dye room

Image

Looking at the elevator

Image

Looking towards the dye room from the entrance

Image

Looking in to the dye room

Image

Looking towards the entrance from the dye room

Image

Top of the elevator with waterway for pigs to the saddle room

Image

Hostile drop collection room with cauldrons to filter out arrows from skeleton drops. I don't want to use bellows seperation as I don't like systems which stop item flow. It's just another stop which adds to item decay

Image

Signal yard north of the control room

Image

Looking down the signal lines for tower 4 lights

Image

Part of the lower signal deck

Image

Signal lines east of the control room

Image

Just below wool distribution

Image

Looking towards wool distribution

Image

South side of the control room

Image

Looking up towards the newly built spider spawner, still needs a second layer for more production

Image

Looking down wool distribution from the top of a distributor

Image

Hostile sorting is now partially obstructed due to the saws for the spider farm

Image

Input for the hostile tower lights

Image

Looking down from the top of tower 4

Image

The only spot to add on a bone grinder. Since I made dispensers use bonemeal various tree, flower, seed and wheat farms can be automated with speed

Image

Speaking of automated trees, I finally got a 1 tick clock working for my woodbuddy. It provides 9 stacks of wood in 4 minutes. Supervision is still required as the sapling may fail to plant sometimes

Image

Elevator lens in the distance

Image

Waterways for leather

Image

More of the lower signal deck for rooms and leather junctions

Image

Wool waterway on the right, sheep junctions on top of it

Image

Elevator call and saddle room lenses

Image

Looking up towards towers one and three

Image

Outside the milk room

Image

More of the north and east side of the control room with all the redstone lines

Image

"Kneel says the demon light
With its eye of coal
Sauron knows your license plate
And stares into your soul"
User avatar
Battosay
Posts: 2046
Joined: Mon Jul 04, 2011 7:37 pm

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by Battosay »

What a wonderful world !
Good old tree farms, so much simpler back then :D
I'm surprised you're not using the lens to send signals over long distance rather than those little redstone lines over the cobble since you went through the trouble of backporting it !

Thanks for sharing more pics <3
User avatar
CreeperCannibal
Posts: 122
Joined: Tue Jan 29, 2013 6:36 pm

Re: Behemoth 1: A beta 1.7.3 Better Than Wolves Mega Factory

Post by CreeperCannibal »

Well, you see... I uhh, ran out of gold. I do have lenses for just about all vertical redstone. Some lenses like the ones next to block dispensers are used for a 3 way redstone selector where a slab, redstone wire and a light block are used to select between three different options. I think I can make one with a repeater for four different options. I just haven't needed one yet.
"Kneel says the demon light
With its eye of coal
Sauron knows your license plate
And stares into your soul"
Post Reply