Episode 11 of RainCloud SMP is a solo one. "Today's a solo episode," the recording opens. Basket spends it on the record farm under the sky platform: the kill chamber where skeletons shoot creepers is shown working, a drop for spare skeletons gets explained, and work starts on a new spawning floor up top. By the end that floor's timer is built and Basket goes off to find more redstone.
Skeletons, creepers and a moving wall
The creepers end up in an obsidian room behind iron bars. Across from them, the skeletons stand in their own space with a gap to shoot through. The creepers stand on pressure plates, and that signal lowers a block so the skeletons have "a clear line of shot through the creepers." Once the last creeper is dead the block comes back up, so "the skeletons don't shoot you when you're AFK." Standing on a second plate lowers it by hand.
The drops land on soul sand with hopper minecarts underneath. The carts bump each other and make a rattling rail noise. "There's that annoying sound." Hoppers were tried first, but a hopper doesn't get powered when something stands on it, so the minecarts stay for now. The glass over the room was swapped for iron bars to see whether items still get caught.
Records
The demo works. Too many skeletons are in the box, so some of them hit each other, but the last creeper dies, the wall goes up, and Basket finds "a bunch of records" waiting. The last hopper minecarts still need placing, and that means mining out obsidian first, so it happens off camera.
One skeleton is enough
Back in the skeleton drop, a block can be pushed in to suffocate a witch that lands in the wrong spot, since lava is off the table there. At the bottom, a pressure plate sends a signal up a little redstone elevator. When a skeleton lands, the redstone shifts a water stream so the next mobs wash somewhere else and "just fall down there and die." That way only one skeleton stays and the rest don't count toward the mob cap.
A floor that washes itself
Up top, Basket plans another spawning layer that works differently from the pads. Each water source gets swapped for a dispenser holding a water bucket, and a timer underneath fires them so water pushes the mobs to the middle every so often. One timer can run every floor through a small redstone tower. "We still have to light up that hill eventually."
Where it ends
Down below, the timer goes in: hoppers facing each other, comparators, a block of redstone between two sticky pistons, and a torch under each dispenser to flip the signal. The dispensers keep spraying water while the wiring is half done. Then the redstone runs short. "I'll get some more redstone and I'll come back to you guys."