Today's Special Report: 'Chennels'
Named after the user that made them notorious, they are, for the uninformed, usually 1x2x1 tunnels dug at low layers (12-14 usually) that tend to go in a linear fashion, intersecting with other Chennels and occasionally sporting pits where mining has occurred.
The major issue with this is that with the return of the cave view, the effects of them on World 1 is extremely obvious. An area between spawn, SunnyPlex, and Castle de PX is especially full of them. There's even one that goes from the rail area to 2.5km to the east - right through Cadmas' territory, for one. What arises from these are property disputes (similar to the Koishiville caves) and the stealing of the 'good stuff' from potential miners.
Instead of Chenneling, I'd put up a set area from surface level and work within those bounds (similar to what my tower has). Walls and signs in caves will more likely just be mined around.
But, if you absolutely have to:
- Dig away from populated areas. PX's tunnel back on PTM did a good job with that by heading constantly west (then again most were on the floating islands). I'd even say that I would not even use Chennels within +/- X&Z 1000, or even replace the entire underground part in that area with smooth stone (but this is an extreme solution).
- Always check your location from the top-down perspective using MC maps, livefeed, or a minimap mod. It's hard to know where you are down there, even with coordinates - and it's best that property disputes over break-ins not happen. The graphical display helps with reducing the occurrence.
- When digging them, I'd advise digging a wider and taller area rather than longer (similar to what Dora did with his city, in a way).
- Put up something on the surface level so that others know you have camp there. I'd cover the entire bounds if possible.
- Don't :V-mine (use xray pack).
That's the end of this half-asleep message.