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Dead Spots: RainCloud SMP Episode 12

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Episode 12 of RainCloud SMP is a solo video at the mob farm. The spawning floor gets swept by water from dispensers, and the trouble is the dead spots: patches the water never reaches, where a mob could stand and never get pushed off. Basket spends most of the video rewiring and reshaping the floor until the water covers everything, then switches to a spectator view to see whether anything spawns. By the end the creeper pen has a crowd and the record chest is filling.

Finding the dead spots

"Here is a dead spot." The pool on top of the farm has a dry square at one edge, and more turn up where the streams fail to meet. One fix is a second stream right beside the first. "Those all merge together, okay, so that does fix it." A matching one on the other side would make it symmetrical, but that would mean doing it many more times, so it stays lopsided. "It's not really visible."

A stone brick pool filled with flowing water under a blue sky, with a dry square gap in the water at the left edge, torches on the walls and a hotbar along the bottom

Wiring the dispensers

Underneath the floor, redstone goes down first, with repeaters and torches running the signal out to each spot where a dispenser will sit. The first test does the opposite of what was meant. "The water is not going away," because the torches invert the signal. The dispensers go in with a water bucket each, and a torch gets broken to trigger them by hand. "There are still some dead spots. Well, that's a pain."

A stone brick room under the pool with lines of redstone dust running across the floor, redstone torches on stone blocks at each side and a ladder on the back wall

Pattern after pattern

A new layout blocks off one corner and drops a dispenser. It is almost right. After "a bunch of variations," another looks clean: "no dead spots, everything looks good." Then the sequence moves along and two more appear. The answer is to bring a wall in. "I'm losing more and more space every time I do this." With the last blocks placed before the water comes back, "there should be no more dead spots," and the room gets a roof.

The spectator view

Now a second view joins: a spectator on the server, floating inside the chamber. A creeper and a zombie spawn on one layer, and the zombie walks off the ledge. The layer above has a three-high room where nothing spawns at all. Turning the water off fills it with mobs. Turning it back on, moving the player closer, then lower, and doubling the delay all come up empty for a while. Then spiders show up, and finally four creepers. "So I guess it does work."

A dim, low stone brick room seen from inside, with two creepers standing on the dry floor near a square opening in the middle

Where it ends

The creepers fall under the water and get dumped into the creeper pen, "which seems like it's actually working out pretty well." A chest of records shows the haul so far, with about six more waiting. The spawning room upstairs still needs work, but for now that is the episode.

Five creepers packed behind a glass window set in an obsidian wall, with torches below the window and a ladder to the right