20
votes
Tildes Minecraft Survival
Server host: tildes.nore.gg
(Running Java 1.21.4)
Bluemap: https://tildes.nore.gg
Playtime Tracker: https://tildes.nore.gg/playtimes.html
Tildes website extension (shows online status & location): Firefox (Desktop and Android) - Chrome
Verification site: https://verify.tildes.nore.gg
Patreon: https://www.patreon.com/TildesMC
Plugins and Data Packs
Data Packs:- Terralith - Overworld terrain upgrade
- Nullscape - End terrain upgrade
- Armor Statues [Vanilla Tweaks]
- Bat Membranes [Vanilla Tweaks]
- Cauldron Concrete [Vanilla Tweaks]
- Husks Drop Sand [Vanilla Tweaks]
- Mini Blocks [Vanilla Tweaks]
- More Mob Heads [Vanilla Tweaks]
- Player Head Drops [Vanilla Tweaks]
- Silence Mobs [Vanilla Tweaks]
- Wandering Trades [Vanilla Tweaks]
Plugins:
- Bluemap - Adds a live 3D web map
- Clickable Links - Makes http URLs in chat clickable (only for registered players)
- CoreProtect - Records all block/container/mob changes (Anyone can look up changes with
/co inspect
) - EasyArmorStands - GUI for editing armor stands
- Hexnicks - Enables Tildes usernames to be displayed
- LuckPerms - Locks down unregistered users
- Nerfstick - Allows survival use of the
minecraft:debug_stick
item (requires admin to spawn in) - Rapid Leaf Decay - Increases the speed of leaf decay by 10x
- WorldEdit - Used for occasional admin stuff
- WorldGuard - Prevents unregistered users from changing anything in the world
The server operates on a soft whitelist. Anyone can log in and walk around, but you need a Tildes account to gain build access.
I'm reposting the videos from the Tildes Minecraft Server v1.0 that I made last week, just in case anyone missed out! First I made a video tour of my island base plus a quick tour of town. This video takes a more thorough tour of town, this video is dedicated entirely to the courthouse, and this video tours a couple of the larger builds East/North of town. Let me know if there's any other video requests! Enjoy!
Also adding a few tags for people who haven't been active lately. @Evie (I visit your museum North of town) @PelagiusSeptim (hope I spelled that right, I toured your base) @mintysaurus (I didn't feature it in a video yet, but I did fly over to your city project if you want me to make a video, your town house is featured) @sparksbet (your town house is in the detailed tour of town) @ShadowFox (your town home is also in the video, but I didn't include your flying ship you made late in the server, if you want to see that again I can show it) @FluffyKittens (because the cute cat map art you made is featured!) I'm sure there are a bunch of people I missed, but I don't know for sure if their MC name matches their Tildes name, if you know anyone featured that I forgot feel free to tag them.
Edit: @hamstergeddon (pretty sure your base is also in the town tour video)
Wow! Thanks for sharing these. Got me feeling weirdly nostalgic considering the server ended like a year ago
I've said this before, but I love your museum build. For anyone curious, the museum appears at this timestamp in Gravy's video, but I'd highly recommend a visit in person. I toured it first at night while I was alone on the server, and the atmosphere gave me goosebumps. Top notch. :)
Aw I'm glad my house made it in! I still fondly remember when we accidentally burnt it down lmao. It's been a while since I've had it in me to play Minecraft due to real life stuff, but I'm happy to have made my mark on the world... maybe when things have settled down for me I'll come back and explore the current server again.
Those videos are pretty cool. You can do whatevs with my stuff.
Just posting a reminder about The Hall of Heroes across the white bridge near spawn. If any of our newer members would like help setting up an armor stand, I'd be happy to help!
Specifically pinging @faye_luna, @Nankeru, @Daychilde, @dhcrazy33! - you've built plenty of cool stuff and I'm surprised you haven't added your statues to the hall of heroes already!
PSA please don't torch/lantern spam.
If you think this PSA aimed at you specifically you are wrong ;) There are multiple people this is aimed at.
tl;dr:
I have noticed there are a few people who place a lot of torches. Like, a lot, I suspect that these are old school players who are used to needing to do that. However, the lighting situation in minecraft is a lot more nuanced than it was in the past. In short, light sources emit a certain "level" of light. This level drops of gradually the further away you are from a light source. Any block that receives a light level of at least 1 will not spawn mobs.
This means that you can place light sources fairly far apart (a lantern spreads light 14 blocks in each direction in a diamond pattern). Meaning that if it does look dark, the light level might still be high enough.
Why is this an issue?
I have been finding areas spammed with torches, well lit areas with torches that aren't needed, etc, etc.
How am I supposed to hide lights?
For starters, you don't always have to hide lights. The best way is to start with lights that are supposed to be visible. Things like street lanterns, house lights, etc. And pick the lights that are suitable for what is in the area or what you are building. Glow berries for example can be nice decorative items in gardens and also light up the area bit.
From there you can move on and depending on area do several things:
How can I tell if an area has enough lights?
Good question! There are multiple methods.
Some visual examples
Final note on construction sites.
If you are working in an area and temporarily need lights torches are obviously a perfectly fine choice. Everything I wrote so far applies to areas near town that distinctly are not construction sites.
I'm definitely guilty of the torch spam, it was always so much easier to create and have lighting available on the fly especially when I didn't have lanterns on me. Trying to be better about it in town especially! There's so many more options available now that I'm even aware of, definitely need to work on being more creative with the lighting.
I also do like having things lit up well, even if it's not technically needed for preventing mob spawns.
It's like 5 dispensers covered in lichen, kind of next to the giant mushroom in town (east side)
ahhhh, ty. Yeah, bluemaps did not load anywhere around there for me. lol.
L I E S
But also let me also add my own ";-)" that I mean sincerely and not ironically. :)
Hrmph, some of us love our torches and light levels > 7 everywhere, thank you very much 😤😤💅💁♀️
</noise>For the Shroomlandia embassy we recognize their sovereignty and an exception has been made.
Started adding a little village hub behind my house in some cleared space. Added the base of a duplex and a brick store and a small pond/river, planning to expand it a bit.
Do we have a community pool? If not I may add a community pool.
Well, you might check out behind the Asshole, although… maybe not :)
Excuse me! It's The Ass Hole, not The Asshole! Two very different meanings! :P
Maybe I was talking about checking behind a specific player's behind! ;-)
Oh, for sure, The Ass Hole certainly features an Asshole or three! XD
And an Asshole that lives next door :)
I don't think that one meets health and safety code ;)
I don't have many screenshots this week, mostly because the time I have been playing has been spent on the airfield. I did make a trip to the end to replenish our stock of community elytra, had a war meeting on the kiwi forcefield and encountered this fabulous bunch.
@Mendanbar, I also visited the concordat and love the progress you have made!. The slimes are an interesting complication :P I also noticed we have some spawners and trial chambers nearby. Not sure what to do with that information quite yet.
Thanks! I haven't been on the server the last few days because I've been mulling over options for dealing with the slimes. I think my first attempt will be to build a slime farm underneath the ocean floor since IIRC spawns always start at the lowest possible y level. I'm hoping I can force them to always spawn in the farm so I don't have to alter the dome design too much with non-spawnable blocks. I guess we'll see.
Not quite. The game keeps track of the highest y level within a chunk, then chooses a random height between bedrock and that level on each spawn attempt within that chunk. That's why the insane mob farms are down low and really flat, since it reduces the number of invalid spawning spaces. Since you're under the ocean the lowest that y level will be is 63.
If you wanted to reduce the chances for spawning inside the domes, add a glass block or similar at world height, since that will include all that space in between when choosing the random y level, hopefully pushing the probability of a successful spawn to be outside of those chunks to fill the mob cap. That might cause the lowest level of detail for bluemap to be a bit weird though.
Interesting, thanks for the detailed clarification! I'm not sure where I got the idea that the spawning was bottom up, but I remember reading it years ago. How does the 128 block spawning sphere around the player interplay with what you suggested? For example, if I'm at y=0 (with a glass block at 320), will everything between y 128 and 320 be considered, but ultimately rejected because it is outside the valid spawning sphere?
If I understand correctly, my options are either to:
As far as Bluemap is concerned, the visuals are already a bit funky on that area (presumably because of the water and surrounding ice), so I'm not so worried about making it marginally worse. But I might spend some time just trying out some spawn proofing designs anyway, since I don't love the idea of glass platforms above my build.
Edited a bit for clarity.
Correct. The attempt is still made (and counts towards the 3 attempts per chunk per tick), but it immediately fails.
You wouldn't need to place a full glass platform, only a single block per chunk, but I agree that spawn proofing inside is probably the easiest/prettiest/most reliable option.Slimes need a slightly-larger-than 2x2x2 cube of space to spawn, even to spawn a tiny slime, which might allow for some different patterns.Wow, I am learning a lot today. So it takes the highest y-level per chunk? I might just try the glass thing then. At the very least it's worth a test to see if I can eliminate most of the spawns.
Also did not know that. It should be significantly easier to spawn proof the area if I only need to eliminate >2x2x2 spaces. Thanks again! :)
I was wrong, you would have to do a full ceiling if you were to do the glass. The game first chooses the X and Z co-ordinate, then picks a Y co-ordinate from that column.
Whoa what’s that portal doing in the end?
Same as the tiny ones, teleports you back to the center.
I finally have completed my expansion project. I will continue to do some tweaks and clean up some edges, but overall this stage is finished. I have some other stages I plan on expanding to next, but still need to figure some of that out still.
Screenshot of the exterior in day and night. The screenshots do not fully capture it, as I do recommend checking it out in game. I did want to provide a simple overview though for some to see.
@delphi I am tagging you as you can now see how my expansion of my home has pretty much boxed your starter home in. I find your home a fun little vibe tucked in there.
Wandered around a bit inside. Probably didn't see it all, but made it to the Monastary, for example.
Really nice in there! :)
I really like the road. I think it works very well.
You probably did not see everything, as it is slightly a maze inside, but sounds like you saw a good majority. Although there are secret rooms you probably missed. I also need to add in more, as I think every one has been found at this point.
I am quite pleased on how the road turned out. There were various points of the build that were predetermined by other surrounding builds. The road was kind of one of those, but overall it turned out well.
So, I heard Taylor Swift finally bought back her masters, so I Shook It Off, entered my Blank Space era, chased my Wildest Dreams and symbolically raised my death count to 1989 with Style. @GravySleeve, your move - no Bad Blood.
I am afraid.
Be not afraid
Continued progress on a duplex and few new houses behind my main house.
No HOA fees, get your house today!
A place free from the dreaded HOA!? I didn't realize ANYTHING was out of their jurisdiction!
It's not. It just means that they are part of the HOA but you as a renter are not. So you have to abide by all rules and can't even try to adjust HOA policy. Sneaky sneaky dhcrazy333. False advertising, we need to bring that up in the next HOA meeting.
Looks pretty good to me! Also interesting how you embrace the terracotta. In contrast, I have covered most of it with dirt in place where I build.
I have also started covering up the terracotta on my mountain. The cyan looks good, but I just do not like the look of the light grey terracotta border on the terracotta splotches
https://ieh.im/s/firefox_vXjPATB9vJ.png
https://ieh.im/s/firefox_nEQUzK7wSP.png
Looks like more room for skyscrapers!
That would be fun. I'd be glad to build some more road down there if folks want to build out a bit :) I think that could be really nice.
Roads wouldn't have to be a grid, but nice wide open spaces would be cool there imho :)
But the other question would be if more of the asphalt-style road was wanted. I prefer the andesite, but I'm eager to please :)
Okay, I am not a fan of the proposed road I highlighted here. It goes straight over a neat little stream/canal tunnel and a straight long road simply doesn't fit the rural area. Not mention that most of that stretch has a road right next to it on my estate. Which only has a fence around it so villagers don't wander off and zombies don't get in but is otherwise public access.
I also specifically didn't expand further west because I didn't want to crowd the hobbit home that is situated there. It deserves to be surrounded by more natural terrain in my opinion. For roads well outside town going straight and big is perfectly okay, but in areas with history that doesn't work imho.
My suggestions would be that we do something like this, utilizing what is already there so it also fits better in the landscape.
Edit: Do like the new road extending the business district! It is a good fitting extension of that area.
Edit2: additional proposal: https://www.creesch.com/dump/img/img_f7f8242b389cc20c213225da642822113049f14d.png
This more effectively opens up the area south of the airport and also gives access to the little patch of creaking forest we have on the server.
Edit3:
I figured I'd do some of the proposed work on my estate. This is the northern exit now, I also made sure to clarify that passage is allowed ;) The entire through road is now paved as well and on the southern part I also placed signs. So in total it realizes this route.
To be honest, I disagree and think putting a road alongside the western edge of your estate would be beneficial. Since your estate is fenced, it kind of acts like a barrier that prevents people from exploring and building on the western edge of town. I think this is increased at least for me since your gates are not easily passed through on a horse. As for your mention of it being a rural area, what if we had it be a dirt road, utilizing packed mud, packed mud bricks, and coarse dirt?
If the fence really is the issue I would be happy to move the road over slightly to the west by two blocks and move the fence to the other side of the road.If the fence really was an issue, it no longer is as I have gone ahead and moved the entire fence over.I simply don't think it makes sense to have a road basically right next to it.
As far as development west goes, I am not sure how much can be done directly west of the fence. The hobbit house is closer to my estate than you'd think. A bit more north there is a cavern that is part of the cave tour underneath and then further north you are already past my estate.
The proposed bridge also directly would destroy an existing canal tunnel and be oddly close to the bridge already there. More bridges is absolutely fine by me, but then this location slightly more to the west seems more suitable and doesn't need additional roads to be constructed.
Both the hobbit home and the big tree house got build well after the fence for the estate went up. North from me dhcrazy build a house directly next to the fence. We now also share the nether portal there.
I am also not really buying this argument to be really frank. I never have gotten the impression that you were daunted by the fact that there are existing builds if you wanted to expand in a certain direction. It also isn't specifically this area, anywhere west has seen slow development in general. If anything, this area seems more developed compared to other areas directly south and north of it.
Even if development was somehow somewhat hampered on this western edge, with the amount of roads that recently have been build and the plots that have been cleared that simply isn't an issue. At all.
I pass them on horse all the time. Yes, from the inside you have to open them, but that is just one mouse click. I have seen you pass through with a horse as well, what changed?
I do agree that your estate is not the sole reason for a lack of development in the west. In general, the west for probably a multitude of reasons have been underdeveloped. Mentally to me, I just think of your estate as being the western edge in the north, and thought putting a road on the other side might shake that up and have the potential to open up the western edge more.
I was speaking from memory on the horse issue, and I cannot remember the exact issue, but I remember I found them slightly cumbersome to go through on horse. It isn't impassable, but I do remember that they were just a bit trickier than I thought. My guess would be with the horse head in your bottom center view, I found it hard to click the gate open, and then with the arch above you could not jump over it either, but I do not fully remember what my issue was as that was a while ago.
I wish I'd been able to get back to this sooner because I feel like I might have caused a bit more than I wanted.
I put the screenshots without comment to be fun, but maybe I should have put a few thoughts in.
I felt confident about the road west of the mall to help better connect the Great Southern Road a bit better into town… so I just did it. But the other screenie was really more of "Hey, I see this as a possible great connection and want to work on it, what do y'all think". Which.... I mean.... you've answered, so I appreciate that, but I apologize for how I presented it.
I saw the hobbit home. Didn't consider a road nearby as a problem, but no worries, I can easily take that on board with no problems.
I really reallyl ike your edit2 proposal and I'll work on that - I ahven't yet compared it to the edit3 stuff, so I'll look at everything in full detail before getting in there - I'm just replying o what I'm seeing so far with this reply :)
I'd started to extend the smooth stone sidewalk by the mall / iron factory to the west, which is what connects to that road I'd built west of the mall. You can see where I dug but hadn't paved: https://www.youtube.com/watch?v=sDD6izSZInw - If you approve, I'll build the N/S orange road to connect to what you built - which nicely aligns with about where I dug out for that road anyway.
So I'll be looking at that n/s road further west that you proposed - I like the connection on the west side of the airport there as you proposed.
I'm gonna go log in and look at your work and look at all this in more detail, but it sounds like we have a good plan. :)
Also, the other thing I want to do at some point is to make some test road patches and see if we can come up with some more varieties that most of us who care like. I know the log-lined-plank roads are less liked by the server than I'm used to. lol. (That's what I built on the last server). I do like the andesite, but I also think other styles would be good.
I'll set up a test site near my tower on the Great Southern Road to invite folks to play - becuase I wouldn't mind coming up with some curve designs.
I also want to go back and work on bridges - the Great Southern Road has a couple that need bridge-ifying. I wouldn't mind if someone specifically wants to build something, but it's my intent to come back and at least build something people think doesn't suck. :)
I know I have a bunch of roadworks in the works, but that's just ADHD for you. I'll get around to it all. :)
This doesn't quite get all my thoughts out but I feel I've babbled enough for one comment. Just want to emphasize that I enjoy working together and I enjoy figuring out how to add some fun things but in a way that does work for everyone. So this subthread makes me happy <3
In general, I do think roads need to fit the area. We have spend a lot of time already on this server and a lot of the areas directly near town have been cultivated to some degree or the other. So, in my mind, roads build close to town need to fit a purpose related to the area and not just be roads for the sake of roads. They also do need to fit the "historical" nature of the area and integrate nicely.
That's largely why I have been much more critical about roads near town and have been generally quiet about the big road projects you have undertaken well outside of town.
I am not sure what Kung Fury has to do with roads ;)
The tl;dr of the edit3 stuff is that I have now made the road going through my estate run outside my estate and connected it better to the north.
Sounds good to me!
The purple line still needs to some pretty bridge designs... hint hint :P
I totally understand. But also here the distance to town matters. Because road projects are high impact and not just centered around a single plot. It is why I have been pro-active in a few areas there, not because I don't believe you eventually will get to it, but because I didn't think some things should be left alone for that long. To be clear, this is not me trying to pressure you to get things earlier yourself.
Rough long day and I didn't get back to Minecraft. Not a real reply, but I don't like leaving you hanging. Everything appreciated. lol @ the wrong link on my clipboard I didn't even notice. Glad it wasn't something private. lol. My dad hadn't seen that classic yet.
On the wrong link, though… it's hilarious that I had happened to stop digging at the precise block the road connection needed to happen - pure coincidence. Also hoping you're alright with the connection I made. I did put a bit of thinking into it, although it's also a relatively simple connection.
More tomorrow. :)
Yup, that seems like the best location for those roads to connect to me :) I did notice that they would never really align neatly but also figured it is a nice opportunity for a little plaza at the intersection
I've been traipsing all around to the west and… I don't like some of the areas we've proposed. Notably, heading west on that central road runs into terrain I'd rather not do. At least for now.
For now, here's what I've got: One new road that connects to an existing bridge - the iron sidewalk from downtown becomes birch and goes west to the bridge across the water.
The next road I plan to build tomorrow or so:
https://ieh.im/s/firefox_4uPGF0bI81.png (the orange line next to the new road; the other orange lines are my current thoughts on two new roads / segments)
I'm gonna keep looking at the large block this makes south of the airport. I think there's room for an east/west road somewhere in there, but it might be winding a bit, so I should do a bit of work on diagnoal roads and curves before I start on that.
I'm not 100% sure this is what I'd like to do, but this is where I'm currently leaning, at least.
Putting it out here for your thoughts. :)
I quite like the proposed roads. I think opening up the west side of town for development would be beneficial. Also, creates the opportunity for more bridges (I am a fan of bridges). It seems like the west side of town hasn't had much development, so it would be cool to see that side of town expand some more.
Also, I want to challenge you to try and add some curves to your roads. They just take a bit of trial and error, but I think would elevate your roads a lot where sometimes the sharp 90 degree corners do not fit as well.
I greatly dislike all the curve solutions I've seen. But I've tried a little bit after creesch asked, and with your feedback, I'll kick trying up a notch on that and do some googling and see if I can find tips that seem workable for me. lol.
I do admit the grid can be a little unnatural, with the Great Northen Road angling back and forth. I just dislike angled roads for the most part. lol.
But thank you and @creesch for the feedback - I'll work on it. :)
I do agree, that angles are hard and tend to look a bit funny. This could be helped a bit by using blocks that transition the gap better between grass and road smoother, such as the mossy variants of stone. I think just doing wide curves, especially with the Great Northern Road would help a bit on the northernmost zigzag section.
My attempt at explaining curves over text
I watched a really good video years ago on how to freehand curves in minecraft that I still use to this day. I no longer remember the video, so unable to find it, but I will attempt to type out the basic concept here.Essentially, when doing curves, only decrease never increase. An example is if the circle consists of a 5,3,2,1,1,1,2,3,5 pattern it only decreases until the apex of the curve. Something like doing 5,3,1,2,1,2,1,3,5 would not work as well due to that one separating the 3 and 2. Does this make sense of an explanation?
Once you get a handle on free handing curves a bit, curving pathways can come a bit easier. However, part of it is just accepting that it will take a couple of iterations. Attempt a curve, then figure out which parts you don't like and tweak them, and just repeatedly do this until it feels right. Sometimes the curve might be off in a part, or the road narrows or widens in a small section too much. When you see that, just make that adjustment and keep repeating it until you feel like there is nothing left to adjust.
Can't get the numbers to translate into blocks, sorry. lol. I think I get the general idea, though, thank you :)
Images explaining the concept. I knew that over text was going to be clunky, but was the convenient option at the time. The numbers is kind of just how I memorize a circle pattern when building
Oh! Vertical not horizontal. lol. Got it completely. Thank you <3
You're welcome. I am also nostalgic to and still use plotz for a circle generator and it works well. Although for road corners you will probably need to freehand it and do trial and error.
Edit: played around briefly with the torus shape, and that could probably be used to help generate road corners, but might be a bit clunky to initially configure
Lol, thanks @GravySleeve! I logged on, figured I'd need to mix up some cyan terracotta. Did that, turned around and found the taxiway fully paved already :D
There's more terracotta too, if needed! I also left a gift for @ColdheartsTalon at his project location!
I got it! And have already used a good chunk of it. I think the project is coming along nicely.
I added a bit more as well if you found it.
I found both boxes. Havent started on the second one.
So… I've accumulated a lot of stuff. I've also left chests of stuff around as i've been roadbuilding. Ideally I'd like to get all this stuff back to community storage and downsize my stash…
How do y'all transport? Load everything into shulkers, or is there a better way to get bulk crap around? I know it's probably one of the worst problems of Minecraft. heh.
Packing into shulkers would be the only way really. The community storage center does have a shulker unloader fortunately, so you can deposit the full shulkers for autosorting. The shulker deposit chest is in the upper section at ground level, up near the ceiling on the right.
Oh, that's what that means!
Meh. Well, time to run around the map with some shulkers and clean up my mess. heh.
Thanks :)
Why the hell does this asshole keep stalking me‽ GET AWAY FROM MY HOUSE!
I kill them every time I see them. I have plenty of their heads and leads.
Hmm. I'm about to start a collection. lol
Speaking of mob heads… I'm having trouble figuring out what sparks a drop. Is it random? I ask in part because I never saw a drop when I was playing at the zombie spawner in town.
And while we're on the topic: How do I get a head from myself? :)
Mob drops are much rarer but I think they're a lot more likely to drop if you're using an axe as a weapon? Someone correct me if I'm wrong
Nope, the only thing that effects the drop rate is Looting.
Mob heads have a percent chance to drop when killed depending on the mob. Typically the more common a mob is (i.e. pigs, sheep, cows, Zombies, etc.) the rarer it's head is and vice-versa (i.e. the Warden is 100% drop).
To get a head from yourself, typically you either need to have someone else murder you, or if alone, you can shoot arrows into the sky and kill yourself that way.
Happy headhunting!
You get a 100% drop rate if you kill the mob with a charged creeper. Zap the creeper with a channeling trident during a thunderstorm to charge it, then get it to blow up next to a mob, and you get it's head. Its actually the only way to get skelly, zombie, and regular creeper heads.
Note: if the charged creeper kills multiple mobs, only 1 head will drop.
Edit second note: dangerous as hell
Is this true even with the data pack installed? I just thought they were really rare since the mobs are so common. TIL
Last time I looked at the drop rates, this was true. The data pack only allowed for the other mobs to drop; it didnt change base mobs.
This got me thinking of an idea for a mob head farm. We'd need a command block to summon a storm, but it seems like it should be fairly trivial to make a small creeper farm that could isolate a single creeper at a time in a position where it can be struck by lightning safely. Then maybe have a bubble column to bring the target mob up next to it where it can't run away.
TangoTek made a head farm on one season of hermitcraft. He did it to guarantee wither skelly heads I believe, but you can do something similar.
The dangerous part would be setting off the charged creeper. You don't really want it to see you, but the only other way to set it off is to use flint and steel. But then you need to get out of the enlarged blast radius. If I remember, he hid behind an obsidian wall and still took damage each time.
Since mob griefing is off, we could probably set some pistons on a timer to push a safety wall into place at just the right moment.
With either a lighting rod and waiting or using a trident, it would be trivial to direct the lightning strike. I feel like storms are frequent enough that if it was built someone could just run over there when there is a storm.
A lot of storms are often extremely short in duration it seems to me. By the time you find your trident and get the mob you want into position, it'll be over more often than not. Could use a lightning rod, but then you still gotta wait for storms to get mob heads, which if you wanted a lot of heads isn't an ideal solution.
Vanilla tweaks have also added the ability to summon storms without commands. That might be something worth considering
Ahhhhh, makes sense. Thanks :)