29
votes
Tildes Minecraft Survival Weekly Thread
NEW THREAD
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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'll be setting up Dynmap this weekend with a view limit so you can just see the area around spawn.
Edit: It's live!
Ooo fun! I've been checking every day to see if it's up yet hah. I like the idea of having unmapped land, but having TildeTown village visible would be a big QoL upgrade!
Some maps and images of what people have been up to so far
How do you get your draw distance so high? What plugins are you using? I can't even see the giant bridge from the town center...
https://modrinth.com/mod/distanthorizons
As tea said, that is distant horizons which has been around for a while but only recently started working with shaders.
I have made a lot of progress paving the roads in and around the town. While the dirt roads worked fine I did notice that sometimes people didn't notice that they were in fact man made and not generated. Because the village the town is build around obviously also has generated dirt roads. So a few times roads would be build over accidentally. With paved roads that hopefully will be less of an issue.
For a few roads I used custom materials based on the names or people living on the road. But as I am still short on a lot of materials I mostly used cobblestone. So, of course, if I did pave the road towards your home and you don't like cobblestone, feel free to change out the material.
Finally joined yesterday, yay!
For now I wanna do my own thing, I'm around 300,-200 or so, next to someone's coloured sheep farm. I'm building my base right now and I want to gather some resources for myself. Started digging down so I can get a strip mine started, but I got sidetracked into building a chest room.
Once I get my things set up I want to join the town and contribute to it, but in the meanwhile if you need help and I'm online, don't hesitate to ask, I can drop my things anytime and lend a hand :)
If I’m online and you want an assistant when you go end-raiding, let me know and I’ll gladly tag along! I could do with a spare elytra and a bunch of shulkers.
And having died yesterday somewhere deep in the end without knowing my coordinates, I know how useful it can be to have a friend nearby to pick up your gear if hypothetically you accidentally rocket-fly into a wall.
Possibly way-too-ambitious plans on my end; I'm considering making an AFK Shulker farm, but step one is getting a spider farm for all the scaffolding.
Can you link to the design you’re looking at for the shulker farm? It sounds ambitious but I’d love to help out! Unlimited shulkers sounds great!
Sorry for the delayed response.
I'm going off the BlazeDude design on YouTube. I got started building the farm and then my Internet cut out and it's likely down for the day. =[ I didn't even pay attention to coords when I was setting it up so I can't say where the farm location will be in hopes someone else can finish it. (Not to mention all the materials are currently in my ender chest)
If you still need scaffolding, I have almost a full small chest and you could take some. My chests are the cluster Northwest of the tuff bridge
I know where there are two spider spawners close enough to activate at once. Directly underneath the flag in town next to the trade hall.
I also just finished an entrance to the spider farm under town. Not sure if this spawner is the one Gravy is talking about, but it's also in town. Coords in the farm book.
Sure thing! It'll be a while until I plan on challenging the End, but I'll be sure to let you know.
Tag me in for another end raid too if I'm online. I need more shulkers as well!
Do we know which directions are yet unexplored in the end? I went southwest and that direction was pretty picked over.
I've been focusing my efforts on the southeast. I've cleaned out all of the end ships in that quadrant out to 8k/8k. Didn't touch many of the buildings though if you're just after shulkers.
You can look at the end in dynmap!
Edit: Oh nvm, forgot we have it limited for now.
Oh, I think that's where my sheep are :D If it's the sheep pen with like, a path heading down the cliff to the river. Think there's a wild fox still trapped in that sheep pen...
Yup, that's the one :)
I've been very slowly making progress on the metro system. It's very boring, tedious work and I'm regretting taking it on, tbh. But I will finish it...or at least finish the red line and leave the branch lines to others.
As of right now we have a stop at the farms north of town, one at the transit hub, one at the town square, and soon to be one by the
prisonVillager trade house thing. My plan is to run it up the mountain a bit and put a stop by the the houses up there before taking it across the river again and connecting it back to the farm stop.Thank you all for the material donations! If anyone would like to take on the task of designing the transit hub, that would be great. I'm drawing a blank on what to do with it at this point. Could also use some designs for the individual stops, as right now they're just staircases down to the tracks. If one stop is made, I can easily reproduce that design for the rest.
Edit: For those wanting to help, I'll try to put together a rough map tonight showing the full path.
Wow, I had no idea so much progress had been made on the metro! Kudos for all your hard work. Next time I'm on I'll definitely check it out and see if I have any ideas for how to contribute to the exteriors.
Is there already a plan to connect the rail lines on the arch bridge near spawn? It runs right next to my house. I'd love to get involved on this line especially if nobody is working on it.
So I built that bridge and was talking with Hamster about potential metro connection during construction. Hamster did not have a plan for that section, so I thought it was a logical place. Looking at it now, probably the best solution for that metro line is to loop from his current stop north of the river around the mountain to the bridge. From the bridge, you could either climb the mountain, or cut west to Positive's bubble elevator. I am gone this week, so cannot help this week but I am down to help next week
Edit: Forgot to mention, the line Hamster started on was planned to be a loop around town
If there's going to be a stop at the trading hub maybe the bridge route could run south to there? Depending on the position of the station I'm not sure if it would be better to try staying elevated or drop underground to avoid people's houses just after the bridge.
Edit: or maybe that could be the next part hamstergeddon was talking about, unless they weren't planning to go that far east.
I'm happy to do some rail work before long, I was mostly waiting to see where there was a need for it.
I've created a poll for a proposed plugin: https://strawpoll.com/PKgle3031Zp
https://modrinth.com/plugin/simple-voice-chat - this enables proximity voice chat. It does not require a client side mod to be installed, but it could affect the server's social experience.
Edit: It looks like there’s not enough support to add the mod. I’d only add it with at least 2/3 of votes in favor and we’re at 40% right now.
As someone in favour of adding it, I believe we should only add it if a large majority is in favour (66% maybe)
Im down. Sounds like fun. Though my wife might not like it when shes watching tv near my desk
I think this could be fun! But then I'd have to find a headset to use with my steam deck, so we'll see if I use it once it gets added.
I'm in favor of the mod, or at least maybe getting a discord or some other way to do voice chat together. Could be fun. But I'd love to hear some opinions from people voting no.
Is it the proximity thing, meaning we've got separate convos going all over the map?
Would you support a global voice chat that allowed for text chatters to stay in the convo as well?
I'd rather stick to text chat so I can remain a part of the conversation while listening to other stuff.
I voted no because I like interacting with everyone in chat and wouldn't want to miss out on conversations. But I also prefer not knowing what everyone sounds like, and I can't really explain why, I like having a bit of mystery behind everyone's usernames I guess?
Edit: I'd be in favor of a discord group though! I know working on projects together can be difficult with only text chat.
Edit 2: Global voice chat would probably get obnoxious quick with over a dozen people on at times.
I personally dislike a discord group because then we're again creating a 'separated' part of the server. I've done the whole discord server group, and it was fun, but I really appreciate the low-effort socialising we've got going on that still feels like I'm not missing out on any important conversations. There's just a Tildes thread and the in-game chat, and no other avenues of communication. For someone like me who is a little sensitive to FOMO but also too burnt out / busy to enjoy keeping up with discord etc., I like what we have.
That said, I'm not gonna actively sabotage anything ofc, just wanted to toss in my 2 cents!
Good shout! I should have clarified that in my objection as well. It is just my personal view but it is not as it will turn me away or I will sabotage it.
On the upside, if we don't do voice, nobody will know I sound like Pee Wee Herman ;)
if you sound like Pee Wee Herman I'm voting yes just to hear it
I won't be able to un-know this now.
I think you just explained why I have been unable to get myself to vote :). I like the idea in concept of having prox chat, but I don't think I really want it for the reasons you listed. But I wanted to be accommodating, so I haven't been able to vote "no".
I am sharing the room and as we are both the types who like peace and quiet when we need it, I wouldn't be able to talk all that much. I would be tempted to though, so it would be mostly be an annoyance to me in that regard.
Also a few other consideration are:
I am also not sure if I'd be in favor of a discord. You'd get a similar thing where some people would only communicate in discord, meaning that those not on discord would miss out.
On Hermitcraft they use a proximity chat - not sure if its the same one. But on there, the chat primarily works only when you are within a small range of people (im guessing maybe 50 blocks). So chat still gets used a lot for general conversations, but voice gets used for specific interactions. It also allows you to turn chat on/off so if you arent currently willing to chat (or ever), you dont have to.
I'm not sure if its the same mod, but they can join breakout groups that have no proximity allowing them to work on projects together.
I suppose, though now I do get to enjoy that chatter in text chat. Which is part of what I enjoy, seeing the encounters of other players.
If we had a much bigger player base on the server I could see it actually being helpful on reducing chat moving too fast. But here I feel it is small scale enough that it isn't really needed.
There is currently a Tildes Game Nights discord with a dedicated Minecraft voice channel. Invite link here: https://discord.gg/b5TFpRwj
Maybe we could drum up support there for people who are interested in voice chat
Thanks for posting this. I had no idea this existed.
I completely forgot about that. I just rejoined!
As I mentioned in chat earlier I was thinking about a community storage warehouse and where to put it, how about around 0, 120 which is just north of town square and across the street from the transit hub? It would mostly be underground and extending north toward the river where no one's currently building and have a street level entrance to both the east and west; I've already built a preliminary set of stairs down to start digging out the space.
I noticed a canal runs under the eastern street so there could be a water entrance closer to the river too.
Ooh mooring for storage could be neat :)
Warehouse is now open at 0, 120, just look for the giant chest half-buried into the ground.
My next step is to
move the entrance at ground level up a bit to be flush with the bottom of the "chest" then(edit: done) continue expanding the storage area itself. If anyone else wants to decorate the area in/around the chest be my guest!I think I'd eventually need a slime ball for a sticky piston to add a shulker unloader, though I don't imagine that'll really be necessary until we also have a shulker farm up and running.
Another idea I had is to integrate a crafter system for compacting (e.g. iron ingots get shunted off to be turned into iron blocks that get sent back through the system rather than stored as-is) though I don't know how many things that would be useful for.
So sorry life got really busy for me the last few days so I haven't been able to work on a Shulker farm. I'll get on that when I have time, hopefully tomorrow afternoon/evening
Also I have a few slime balls in my (very unorganized) storage. If you feel like flying up to the unfinished house poking out of the mountainside above Gravy's house you're welcome to them.
In my quest for lilypads (quest successful!) I came across a swamp (actually the biome was terralith:frozen marsh or something like that...) so I now have a bunch of slime balls. Let me know if you want some and I’ll drop them off?
Just two for now would be fine if you don't mind, can drop them off in the construction materials chest in the corner of the storage area (behind the glass/water column) or my mailbox on the south cliff east of town (210, 10; below the pirate ship). Thank you!
Well I’m four days late, so I assume you might already have all the slime you need, but I’ve put some in your mailbox now
Ah thanks! I figured the new slime farm would be good enough but hadn't actually gotten around to it yet.
Heck yeah! That's a perfect spot.
Would anyone be interested in building/using a spleef arena? I have a neat design in mind, with multiple levels and a playing field made out of basalt (meaning it can be automatically regenerated for each game). But it would be a lot of work to build, and if no one wanted to use it, it would be rather pointless.
Also, it seems like a good idea to set up some ender pearl stasis chambers in town, if that hasn't already been done. They'd be especially convenient with so many people on the server. I haven't spent much time in town so I don't really know what area would be best for them, but if someone can pick out a spot I can build them (not that they're that difficult).
I'd never heard of spleef before but it sounds super fun! I'd be up for it!
If you remember Durinthal's sandstone arena on the old server, that was gonna be a spleef arena when finished
Alas, I am not a creative person so I never finished designing it.
Just be sure to leave instructions for how to use the stasis chamber(s) near them for us noobs
Zedaph built a similar spleef game recently on the hermitcraft server. Seems fun to try. :D
Edit: And a stasis chamber sounds fantastic!
I'm finally back from my trip so I'll be playing a bit over the weekend! One of the things I enjoyed about the previous map was the metro system so I'd love to have one built in this world too.
That's being worked on! The cool thing of this world is that we also have extensive waterways. So the metro system that is being build is integrating with that. Servicing parts of the map that are either farther away or not easily reachable by canals like mountains.
Re: The cobble box on the waterfront.
The idea: Build a 16x16x16 box, matching as closely as possible the texture of the furnace block:
https://minecraft.wiki/images/Furnace_%28S%29_JE4.png?93891
Entering through the "mouth" of the furnace, you'd be able to deposit/collect items from the autofurnace inside. This autofurnace would consist of 5 (or more) furnaces, powered by a kelp farm -> Dried Kelp ->Kelp Blocks self-sustaining cycle. With a ~200 kelp farm, this would be able to fun 5 furnaces continually, which, while isn't the fastest furnace system, requires no other input and could smelt an arbitrarily large number of items no cost. (And bonus points if redstone can be hooked up to make it look like the lit furnace texture when the furnace is active)
The waterfront location was chosen for it's proximity to transit, and nearby available water to make a (beautified) kelp farm. I understand the HOA's concerns regarding putting a 16m grey box on prime beachfront property. I will admit, it's larger than I expected.
A few potential solutions (I thought this would easier to explain here than on dozens of minecraft signs):
I'll almost certainly need some help on this regardless of where/how it gets built!
I just had a look in game.
We can actually lower it five blocks and it would be level with the river. It is then also partially enclosed by the landscape from three sides making it much more integrated in the landscape.
As far as this HOA member is concerned, that would then actually alleviate any worries I had.
Edit:
Having it flush with the river would also allow for a nice mooring dock directly to the entrance.
So, I moved it down some blocks, and made a mock-up of the front. There might be a place for it east of there (~50,~90) built into the clay shell. It's not quite as close to transit or water, but It's a big enough space and a higher up entrance might work given the local elevation changes. I'm not sure which one I like better.
East of it you move it closer to the underground canal entrance to town. That could work potentially.
Another oddball idea that might also satisfy the HOA: If it could be sufficiently lowered we might be able to place something like a town park/garden on top to further integrate it.
I'm wracked with indecision, but I think the replica furnace block could go super well just north of the community chest you built - Inlaid into the ground as much as the chest. I wanted to make sure that digging out to the east of the chest won't muck up anything storage related: if the kelp farm is put underneath, it could go pretty deep.
I'm still torn on which way it should face - south/east allows it to be seen easily on the dynmap, but west faces the transit hub.
Hm.
Well, I'd personally argue that in-game experience is more important than the arbitrary directions shown by the dynmap.
So, I moved the furnace location to next to your big community chest. I made a mock up, and I think it could work well there. Is it super close? yes. Is that the actual pixel spacing between a chest and a full block, yes.
If it's too close, it could easily move as many as 8 blocks north.
Just a heads up, when you start plotting out where you're going to put the actual furnaces, take a look at the chunk borders (F3+G). If you still wanted to do the thing where the outside of the building lights up while the furnaces are on, you'll probably want to have the furnaces in the same chunk as the t-flip-flops that record their change in state. Otherwise, they might de-sync if the furnace chunk is loaded while the t-flip-flop chunk isn't. This probably won't happen all that often, but it will happen eventually.
Sorry I didn't reply earlier. The big chest was built by @Durinthal I believe. :)
That's perfect in my opinion, I had been considering adding a smelter in the top area of the storage facility anyway before you began the furnace. Could even add a storage donation chest there to easily send things down if you're smelting not for your own use.
As far as the underground goes, the storage area extends north in the Y 20-35 range but above that it's free space to build out a kelp farm.
This is tricky since AFAIK there's no way to detect the furnace state via redstone, only the amount of items there are in it. e.g., an active furnace with 10 coal and 10 ore will put out the same comparator signal as an inactive furnace with 20 coal.
If the system is built so that they kelp is constantly refreshing to exactly the same level, you might be able to use a comparator signal strength to measure whether anything is in the top slot. But this becomes tricky to build for spatial reasons, because you need to use long redstone paths and prevent them from connecting. You probably wouldn't be able to put the furnaces right next to each other.
Let me know when you actually start building this because it seems like a cool problem I would enjoy taking a whack at.
Wouldn’t the furnace turning on and off count as a block update? (For detection either by an observer or just from a redstone torch burnout based detector?)
Then you could plug that into a simple toggle or maybe 1-bit memory and use that to light up the building?
After a simple test in a testing world:
Comparator: detects if anything is in the furnace (things smelted, to be smelted, and/or fuel). so that wouldnt be a viable method since there will likely always be fuel in the furnaces waiting to smelt
Observer: triggers during a furnace state change (ie, turns on or off). This would be the way to do it
If you point an observer into the new copper bulb it should do exactly what you want, turn on when the furnace turns on and then back off when it's done.
Huh, you might be right about BUDs picking up furnace state. That would make the whole thing pretty easy actually. Shows what I know, lol.
I only recently build a wool farm based on sheep eating grass blocks (and the grass regrowing in the dirt) which entirely used block updates to trigger a redstone torch burnout clock, so “block updates triggering detection” has been on my mind recently. If this same conversation had come up just a few weeks ago, I would have had no ideas to contribute.
That said, if you’re a redstone tinkerer, check out ianxofour’s super simple sheep wool farm, I think you might be surprised by how many different ways you might be able to use redstone torch burnout!
That farm is ridiculous. I am continually impressed by ianxofour's ability to find weird game mechanics and exploit them.
It may be simpler to consider the system on when items are added to be smelted and off when the same number of items have reached the output storage. A bit fussier to track, but would be more "accurate".
I actually like the idea that you'd enter from the top window and that it would be somewhat buried. Would be a lot more interesting than just plopping it on the surface. I also think it could probably support quite a few more than 5 furnaces. I'd recommend making it some power of 2 (8, 16, 32) so that standard Minecraft stack sizes go easily into the array.
The trouble with more furnaces is that each furnace needs ~50 kelp plants to continuously smelt. More furnaces would grow the farm pretty quick.
Although, I suppose adding more furnaces would work, If there's a buildup of fuel, more would run, but at least 5 would be guaranteed to run forever.
Maybe enter through the top and have the bottom part sticking out the side of a hill so you can see from outside if it's in use. Could also maybe set up some campfires triggered to light/unlight when used, so smoke rises above it as well!
HOA member here who placed the sign ;) Just to be clear, I do have a vocal opinion at times. But, it is just that, an opinion.
The plan to make it resemble an actual furnace is actually a fun idea! I do fear it would still mostly look like a stone cube from a lot of angles.
This would probably already help a lot. If it is placed away from the water a bit, it could in theory go down a bit more and then have the river bank slope down towards the entrance. Would consume a bigger footprint overall but would be even less dominant.
I personally like this one a lot. It allows you to have the furnace front visible and gives you a lot more options to expand. We'd need to double-check, but I feel like there are enough options between the spawn and town that are still open to pull this off.
I am almost done paving the streets and placing streetlights. Even if I am not, I can use a break from it. So I'd be willing to help as I don't have any other projects lined up for now.
I tried writing this post entirely as a letter to the HOA passive-aggressively arguing my case. But, after several attempts, it always seemed to come off as actually passive aggressive. I'm going to scout around town for a second potential location and see what's available. I also did realize that, with soul sand water columns, the difference in y level between furnace and farm is easily surmountable
Will be reposting this in the new thread when it goes up. But writing it down now before I forget.
A few people have mentioned that they would very much like to use distant horizons but that their computer can't cope. After reading a bit more about it, I realized that for some of them it might work but they do need to make sure things are in order.
A few pointers:
I was one of those people, I already use Sodium, Iris, and ImmediatelyFast, and I'm running on a laptop. I don't think tweaking the settings will do enough in my case, but thanks for the tip, I might give it another try anyway!
Yeah it is not going to magically make it work for everyone. Certainly not when you already have those mods installed and the settings tweaked for performance. But given that some people might not be all that familiar with mods in the first place I figured it might help a few people get a better experience with performance and possibly even DH :)
Hey tea, random thought! Is it possible with the playtime counter to include the total playtime for all players? It would be neat to easily see the total number of hours we've put in as a collective!
Yeah I'll look into that
@ThrowdoBaggins I finally got enough string to convert all my excess bamboo to scaffolding. I ended up with about 5.5 stacks. I put them in a chest with your name on it outside my cabana on the beach. :)
Thank you! I’ve collected it now, and have nearly everything ready to go! Just need to find a swamp or do a bunch of fishing...
I've also been fishing to get shells. I need 5 more to make the conduit, then I should be ready to raid the monument and take out the elder guardians.
Update: Conduit crafted! I also found another monument a little further out that may work better. It's in a deep ocean with pretty much nothing else around. I don't think our schedules line up that often, so I may just go ahead and clear it of elder guardians next time I'm on the server. 🤷♂️
Yeah go for it! I’ve been busy this weekend with life stuff so I haven’t had as much time as I’d like, but I think I just need a bunch of lilypads and I’ll be good to go! Feel free to murder the elder guardians, but my design (well... ianxofour’s design...) leaves the monument intact, so no need to drain it or demolish it.
I cleared the monument of elder guardians, so it's all ready for you. :)
Coords on the nether roof are -369,279. Monument is just to the south.
Thank you for this! Guardian farm is now build and operational!
Glad it worked out. :) I tried the farm and it's great. Amazing how much faster the XP flows with guardians.
OK, I'll probably try to take that on later this evening (US West coast time). I think I'll go with the new monument I found, as it's in a much deeper ocean with a lot less nearby land. The mob cap should be entirely filled by the farm if you build there. I'll drop the coords of the roof portal here once I'm in game again. Forgot to note them down last time.
@Evie - so this is like those pranks where they glue money to the ground? https://i.imgur.com/KO7oj8j.png
I didn't put that there! I'm afraid I'm the intended victim of this prank -- but like a Minecraft billionaire, I'm so netherite rich at the moment that bending down to pick up this ingot would actually decrease my net worth due to the inefficiency
I posted on the announcement board but haven't been on to see if anyone responded yet.
Looking for a spider spawner (or maybe two) to turn into a string farm. If anyone knows the coords, let me know and I'll get working on that later today.
There’s already a cave-spider spawner that I turned into a grinder — bubble column entrance is in town at the base of the stairs which lead up to the fountain (so from the notice board, head directly to the fireworks shop and a bit past it)
There’s definitely opportunity to find another spider spawner and have a go, because this cave spider spawner was so close to bedrock that I couldn’t do the full height design, so the spider spawn rate is reduced compared to a full scale one. Still fine as an interim measure, but definitely worth looking out for another one!
I used it to get all of my string a couple nights ago, and it was definitely plenty fast for me. With a looting 3 sword it only took me a half hour to get nearly 3 stacks of string.
There's a pretty large network of mineshafts a little west of where my base is at -1000, 0. I've stumbled into perhaps a dozen spider spawners while exploring it. I don't know if this is too far from Tildetown but you could always set up nether roof access.
The shulker farm is officially....."functional"...
Coords are 3387, 79, -1672
I'm not sure it's working properly tbh. It's EXTREMELY slow (less than half a stack per hour slow) and I'm not sure why that is. I followed this guide and I'm not getting anywhere near the numbers he does. Maybe someone who knows more about the game than I can fix it?
https://www.youtube.com/watch?v=U2MXTGPycGs&t=166s
OK, so rates are def slower than expected. While I was waiting I looked up the video linked from the schematic download, and found this note:
They then link to this newer iteration: https://www.youtube.com/watch?v=s7JZWGcnHYA&t=0s
And on that video there is an FAQ that explains further:
Seems like this was an unintentional Mojang nerf, sorry. :/
so my dumb ass just flew too low in the end because I blindly copied this inty journeymap. Now I just want to double check
Edit:
Alright, found it. Also noticed thay dynmap does use the same notation as you do. And to be clear, I am a dumb ass for blindly diving down while I knew the end is not that deep.
It looks to me like there are quite a few schematics of this farm available here. If no one else beats me to it, I can probably grab one of them later and line it up just to see if everything is placed in the exactly correct spot.
So I was able to align the schematic and it matches perfectly to the farm in world. I turned it on for a while and it seems to be working just fine. I did notice some shulkers appearing in the nearby end city, so maybe there is some cannibalization happening? I'm going to continue AFKing for a little longer to try to get an idea of rate to report back.
Even though it is slow I do appreciate having it! I had this idea in mind for my storage that works fairly well with normal chests but would be even better with shulker boxes.
So I am just going to log in and stand there for a majority of the day now ;)
Yeah I should qualify that it is working, and it's plenty for my needs. Just in the ~30min I was there I got 40+ shells. I only needed 12 so the rest went into the barrel in town.
I have to work on connecting my hacienda with spawn. I get lost every time. I marked it with my mc name "gnawky" in case anyone stumbles upon it.
With the spawn or the town? ;) They are different things and most stuff is happening around the town.
Spawn, it's the closest to civilization.
I'm building a fancy new slime farm near the trade hall in town. The main part of the farm is pretty much done. I gotta get a few slimeballs for oozing potions to start the process and set up the storage part. The tutorial video has them autocraft in blocks and then puts them into a shulker box loader, but I think I'll skip the shulker box loader.
There should still be slime balls in the chests in my house (just up the mountain from yours)
Feel free to grab as many as you want
I'm 90% sure we're following the same slime farm tutorial, but I put mine closer to the community farms lol! I didn't quite finish though so feel free to grab the pumpkins and splash potion of oozing from the hopper there.
I'm watching bigbooty17's video. Didn't realize we were duplicating our efforts!
Yep, so was I! Super well laid-out tutorial, and I'm glad I tried it even if I'll dismantle the duplicate farm. Closer to the city is probably better anyway.
Farm is "done", but I want to do a few things to improve it before it's ready for general use. In the meantime I left several stacks of slime blocks for anyone who needs them.
It looks like the auto tree farm may be having a problem. The bottom log doesn't get broken by the TNT. Comparing ianxofour's litematica blueprint to the build doesn't show any mismatches.
That thing kept having problems last server too. I wonder if there's a more stable design out there.
The tree farm was repaired! I suspect @mintysaurus is responsible. Thanks minty!
Last time I was a bit confused on how this one is supposed to work as it seems to contain more automated bits compared to the one on the last server. Are those just optional and do I still need to stand there with bonemeal and saplings?
Yeah I could also use some guidance on how to use it.
There's a readme now. lmk if anything is still unclear.
Yeah they're largely optional. The lever on the left in the semi afk spot will dispense bonemeal for you automatically so that the stack in your hand doesn't run out. The one on the right will dispense saplings. Both are optional so all you really need to do is flip the lever at the bottom to start the TNT and then stand in there with bonemeal and saplings.
I have a sniffer in a pen behind my hut at the cabana. I only found the one egg so far, so no sniffer farm just yet. But feel free to stop by and grab any of the random pitcher/torchflower seeds found in the meantime.
I found an armadillo and brought it to my base. If you are looking for armadillo scute to get wolf armor, let me know.
Update: I built the sniffer a proper farm spot in the community farm area and added automatic drop collection. I still only have the one sniffer, so the farm is super slow and can't be used to get sniffer eggs yet. Once I get a second sniffer the farm will be able to produce sniffer eggs. I put the coords in the farm book in town.