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Tildes Minecraft Survival Weekly Thread
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I finally completed the guardian XP and prismarine (and raw fish) farm! From the nether roof town portal, just follow the prismarine pillars.
Guardians drop XP at higher rates than most mobs, so a guardian XP farm is significantly faster than an enderman farm.
Guardians may try to laser beam you if you’re standing on top of the chests and hoppers, or if you’re down the stairs. But guardian AI will try (and fail) to swim away from you if you’re closer, so once you’re standing on the iron trapdoors you’re safe.
Guardians have a thorns effect if you hit them directly, but the effect doesn’t stack so I recommend a sweeping edge sword. You can kill dozens or hundreds in a single attack and only take a tiny bit of damage.
Next steps will be to filter all the outputs into autocrafters to easily stock up on all the prismarine block types, and add an enchanting setup to help make use of all that XP. For now, it’s excellent at repairing your (mending) tools in no time at all.
Just for an extra bit of detail for people interested. The reason they're better for xp is there is a fixed speed you can absorb xp orbs at and the guardians drop higher value orbs. This means even if you killed more mobs worth of xp in the same timeframe you'd gain more xp per second from the guardian farm due to this rate limit.
To add further, this is partly speculation but I think feeding the guardians into and back out of the nether also means you’re surpassing the mob cap? Certainly if I’m standing in the killing area and sorting through thechests, the guardians stop coming through within two or three cycles (each cycle is 15 seconds)
This server has automatic XP and item grouping (I assume to help with lag and performance) so the XP-bubbles-per-second doesn’t really apply, but certainly the XP-per-mob will outpace an enderman farm, and I’ve gotten to the mob cap consistently at both farms.
For a benchmark, I think if you let the guardians build up until they stop coming through (under a minute) then a single sword swipe gets you from level 1 to level 30, maybe 35.
Good callout, but this server has more aggressive xp orb merging than most, so you can gather huge amounts of xp pretty much instantly.
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 went wandering and found a teeny tiny cherry grove biome.
At Noox's suggestion, I added a little bench there.
I also included a little path to the local village. I imagine some lonely villager makes the walk each day to sit and contemplate the view
Beautiful. Perfection.
I love the use of armor stands as legs. Going to put that in the ole memory banks.
I saw a video the other day of someone using two armor stands to make the base of a desk chair as well.
Stole the idea from reddit and put a back and arms on
https://www.reddit.com/gallery/zuwli6
Our water infrastructure now also services the eastern side of town, it isn't all canals but mostly infrastructure to travel over ice by boat:
Along the ways you can see some pretty awesome views
@j0hn1215 @hamstergeddon
I think when I'm done with the red line I'll return to the wild, watery world of aquatic travels. Miss making canals :D
Heh, it is a lot of fun. Although also tedious, I took a few shortcuts on this route as well just because it was more work than expected.
Related, do you need help with the red line? Or possibly the transport hub? I won't have much time today, but should be able to help out a bit here and there over the weekend.
I could really use some help with the transport hub and sprucing up the individual stops. I've been so busy with making tunnels and placing track that I haven't had a chance to work on any of those.
I'd like to help on the transport hub. I've got some ideas I'll start moving some stuff to the area.
I also extended the rail from the bridge up north past my house.
Looking at the map you might have started work on it already so I'll leave you to the hub and will start work on some of the other stops.
One of the ideas I had for the hub was to bring the canal inside for transfer between transport modes. Just wanted to share the idea, you should of course build it however you see fit :)
Continuing work on the Red Line. I've begun the stretch that goes up into the mountain and I put together a map of what's been built (solid line) and what's planned (dashed line). https://duenas.dev/shared/tildestown-red-line.jpg
My plan for the stop by the pirate ship is a massive water elevator, because that elevation change is just massive. Like totally, insanely massive. The top right corner of the red line will be without stops for the time being and then if people start populating that area, we can add stops for them. Or if anyone's got ideas for an alternative route, feel free to doodle on the above map.
EDIT -- Did a proof-of-concept of a rail water elevator system and it looks like it actually works. I don't know if a sculker sensor is the only way to do this, and idk how you get one in survival at all, but I'm pretty pleased with the design! Screenshots in this directory -- https://duenas.dev/shared/waterelevator/
I think the metro should go further east, using the acacia bridge to cross the river, as I designed that bridge to work with the metro. Here is my proposed route https://imgur.com/a/fdqzhAj. I would also recommend going further west, to include Creesch's boathouse and the village across the river, but that section of the red line is already done
The long-term plan is to have supplementary lines that connect to the loop via the hub (and other stops, but the point of the hub is you go there and can hop on any line you want). So eventually, there can be another line connecting directly west toward Creesch's boathouse. I'm planning on taking a break from the metro once red line is done though, because while I do enjoy working on it, it's not very fun to ONLY work on it, ya know?
In the meanwhile though, I'll alter my plans to hit that bridge.
If you need to alter the road or route the line through my mini farm on the cliff to get to the bridge that's fine.
When it was discussed earlier, the consensus was that the metro wouldn't cover what is already covered by waterways. Basically, have complementary modes of transport instead of competing. The boathouse for example is already covered by the pink loop and connects to the rail network at the transport hub (marked green).
Having said that, I am not entirely opposed to a metro stop near my boathouse if a metro line is eventually made going much further towards Mendanbars resort, for example.
And to be entirely clear, if someone wants a metro line for the sake of it, that is also fine. I am personally just trying to really approach it all from an integration perspective to make things work together.
I just finished stocking up a dye repository (-1070, -60) at my place. There's a full chest of every dye - feel free to take as much as you want, just let me know if any color is running out. I'm also planning to keep glow ink there when I get my glow squid farm up and running. There's an AFK wool farm, honeycomb farm, and clay generator nearby, so the whole area can serve as a one-stop shop for any color related project (wool, banners, candles, terracotta).
Banners! I kinda forgot about those! I definitely should pick a banner style and make my shield pretty, thanks for the reminder!
There are new patterns in this version as well, so that's pretty neat.
I spent some time cleaning up the community farm area last night. Here are some of the highlights:
I know this isn't much of a high value change as we have industrial farms for a lot of things now, but the messiness of the area was bugging me so I thought I should fix it. There's still space to add more in the area, so LMK if there's anything else I should improve.
I think I might spend some time sprucing up some of my own nether roof portals next.
Good stuff! Might need to have tea unlock the spawn area for some upgrades soon too!
Yes indeed. There haven't been a whole lot of newcomers, but they do trickle in and it would be nice to have a little more infrastructure around spawn.
I've expanded the dynmap region by 1000 blocks in each direction.
Now you can see @Bendvis's crazy tree.
Yes, it is a big tree indeed
Treeeee
Pretty :) Btw, what shaders and such are you using?
Iris + Complementary Reimagined (using Unbound settings) and Distant Horizons. The standard shader setup it seems :)
Huh, same indeed as me. Just did look a bit different to my eyes somehow :)
Tweaking the light and atmosphere colours from the settings makes a big difference in my opinion.
I doubt he’ll see this cause he’s not super active on Tildes, but @SrgSlimeTime is responsible for the buildings in the area
Trade hall is almost fully beautified! We did lose a few villagers due to lighting-strikes-them-into-witches shenanigans, but hopefully I've now isolated the roof with enough rods to stop that from happening..
If there's any villagers you'd like to see more of, there's space on the third floor. I was going to check with @TBDBITLtrpt13 if we could make a space just for QuatrtzBoyz(tm), but if there are requests for anything else leave a comment!
Lightning rods actually cover a huge area, 128 block radius. You could get by easily with just 1 if you wanted.
Also, is the villager breeder a permanent fixture of the trade hall? The iron golems spawning is driving me crazy. The villagers won't spawn a new golem if they already have one right? If we stuck a golem inside the breeder with them would that stop new ones?
Oh also i know you only need the one rod but that didn't fit with my aesthetics so now we have like 8 :p
I'd definitely be a fan of having one inside as a pet to stop them from spawning yeah.
I wouldn't mind keeping it as a permanent fixture, esp cause I've designed the framing around it to be part of the building :p i kinda like it just as a fun thing to have haha.
Whereabouts is the trading hall? I sorely need to upgrade my iron armor and stone tools to something shiny and blue.
It's at 60, 200. It's also labeled on the dynmap!
Sure I'll throw a bunch of vills in the empty room next time I'm on to turn into quartzboys(tm)
I've added the new marker-set "Registry" to the Dyn Map. It's unchecked by default, if you want to see everyone's pin, click the 'layer' icon on the left side of the Dyn Map and check the 'Registry' box.
There's a book in front of the announcement board where you can leave your coords - I'll add them to the dyn map as soon as I'm online again! If I'm online already, you can just toss it in chat and I can add it right then :)
Thoughts on Self-Fueling Smelters:
So, my goal is to create a furnace array that can run continuously with dried kelp blocks for fuel. After seeing tman's bamboo powered super-smelter I got curious, which is the better fuel source?
(Bamboo Plants -> Bamboo -> Bamboo Blocks):
-Bamboo blocks burn for 1.5 seconds, and it takes 9 bamboo to make a Bamboo Block.
-Thus, you need 6 Bamboo per second per furnace to run continually
-Bamboo Plants grows (on average*) every 204.8 seconds.
-So, to run 1 furnace continually with this method, one needs 1229 Bamboo Plants per Furnace.
(Kelp Plants -> Furnace -> Dried Kelp -> Dried Kelp Blocks)
-Dried kelp blocks burn for 200 seconds(!!), and it takes 9 dried kelp to make a dried kelp block.
-Thus, you need 0.045 kelp per second per furnace.
-Double this to account for having to smelt kelp plants into dried kelp (A perfect furnace setup like this would have a 55% efficiency (i.e. 45% of the fuel produced needs to be cycled back into the furnace to continue operations), but doubling it allows for some imperfections in the smelting process)
-Thus, you need 0.09 kelp per second per furnace.
-Kelp Plants grows (on average*) every 487.6 seconds.
-So, to run 1 furnace continually with this method, one needs 44 Kelp Plants per Furnace.
Now, Bamboo farms can be run with flying machines for some insane rates, but I think some kelp farms can run that way, too. But there is still a debate to be have about ease of building both. I know that one difficulty I'm going to have is sourcing several hundred observers and pistons.
My initial plan, at least, is to try to build an underground version of MumboJumbo's kelp farm from season 7 Hermitcraft (roughly 6m here: https://www.youtube.com/watch?v=y87rPUCkjrQ&t=462s&ab_channel=MumboJumbo)
Oh, and Durinthal, I'll never forgive you for building your big chest NOT IN A SINGLE CHUNK! j/k
I'm just paranoid building redstone contraptions over chunk borders.
Ha, Mumbo's farm was my first thought as I read your post, and a big smile appeared on my face when I got to the part where you mentioned it.
So my thoughts on this:
Bamboo and kelp tackle different problems IMO. Kelp is more efficient for the use case you outlined: Efficient running for long smelting sessions. Bamboo really shines when you don't need the smelter running constantly, and you want it to make efficient use of fuel for small smelting batches. Bamboo slabs (what is used in tman's farm) smelt 0.75 items per slab. So if I threw in like 43 pieces of sand to smelt to glass, his farm would smelt those items with very little (or no) wasted fuel. The smelter probably can't run all the time, but given sufficient bamboo storage it wouldn't need to. It could handle the bursts and build backlog in the downtime between smelts.
All that said, I think what you are building is a cool challenge and I absolutely think you should continue. :)
I was just today talking to tman about how little fuel is wasted in his design, which is great for the intermittent/small batch work. I think that farm can run ~0.1% of the time (up time).
But, as there would already be enough fuel for 100% up time, smelting things 1 at a time to create as much fuel waste as possible wouldn't cause any loss of function, or slowdown to anything else.
But, I'm hoping to get some way of piping in extra smeltables when no one is actively smelting something. We'll see how that comes together. The kelp farm is going to be a butt-ton of work in itself.
Yeah for sure different use cases. Just the other day I was needing to smelt several shulkers of basalt and ran the 32x smelter right out of fuel. :)
Gosh, I am not ready for that scale yet, and I thought I was nearly at endgame already...!
Well sometimes you just need a crapload of basalt to construct a giant city destroying atomic lizard, y'know?
If you wanted to make it extra complicated, I think it would be possible to use a comparator to see how full the chest of items to be smelted is and then pick the appropriate fuel based on that?
Of course that would require building the infrastructure for both kelp and bamboo and then probably have a hopper cart route to one or the other for fueling the furnaces, so it's a lot of extra work for not much gain. I think it would be a neat challenge though.
I actually just built a kelp farm to dried kelp to dried kelp block farm to eventually fill and power a super smelter. I just built it big enough for me, but you're welcome to check it out. I just use observers and pistons but it could be implemented with flying machines if you have the space.
I built a dried kelp farm right next to the trade hall but for some reason all the kelp keeps refusing to grow. I'm really not sure why it'll work for a day or so but then stop. I thought I had fixed it the last time I tinkered but clearly was unsuccessful in doing so. Last time I checked it wasn't functional.
I'd go with bamboo purely to avoid dealing with water. shrug
Sorry, I was looking at the spacing between roads and the house next door rather than chunk borders. I haven't actually checked to see if the shulker unloader is in one chunk.
I had also been thinking I could make the building structure a double chest since it's just small enough to fit between roads (or at least I'm assuming so; single chest is 14px/blocks and the gap between the roads is 30 blocks so I figured there would be a 1-block gap on both sides) but then the furnace couldn't do the same and wouldn't be able to align with one side or the other.
Oh, also, I have a ton of raw quartz you can have when you need observers!
With the observers you can at least reduce requirements by accepting some inefficiency and only observing a subsection of plants, for example I've built a mini bamboo farm with 8 bamboo plants harvested when one of the plants reaches an observer. The bamboo grows at different rates so some will not be at max height when cut this way, but in a larger farm sharing the observer signal (potentially across much larger numbers of plants) would mean significantly less quartz is required to build it.
@teaearlgraycold, some peeps on the server were discussing the possibility of adding people's homes to the dyn map.
I'm neutral, but if that's what we wanted to do I could add a 'marker set' that would have their icons hidden by default, so that the map wouldn't be cluttered when you open it. If you wanted to see the house markers, you could then simply check a box on the left of the dyn map and the pins would show up.
I wouldn't mind taking care of / adding / organising the pins for that - I like working with dyn map and organising things neatly so that pins are centered on builds and put into the correct sets is like crack to me lol
@creesch tagging cause we discussed this, not sure who else was there - i think @mendanbar as well?
Yup, just seems like a fun idea. Not everyone has signs next to their house and some houses are far away.
That sounds good to me.
Thanks for making this happen. I had no idea that boat house was @creesch!
Something big appears on the horizon....
Friend... or threat?
Clearly we need something in place to stop it from destroying the town!
Edit:
Oh no, it has eaten me :(
I was lowkey hoping that someone might decide to put Kong on the tree farm. Or I suppose you could go with Mothra. :)
Also I'm glad you found the trapdoor. It's a great photo op spot. :D
I would, if I was able to pull off such builds. But these massive things are not entirely my thing.
Might try my hand at a bi-plane flying around though.
Somebody better shoot it in the butt
@Positive That's your call to arms!
Purely hypothetical @GravySleeve.... that scale command in the armor stand book... How big can it go? Could it make an armor stand the size of Ultraman? 😂
The one on top of the villager hall is as big as they'll go with the setup we have. The hermitraft server seems to have a different version of the mod or something because they can make even larger ones and they have a different UI for adjusting them.
This comment helped me understand the reference LOL. I was so confused.
Very cool!
Thanks tea! Just saw you implemented my idea! Crazy that we're already at 95 days!
Now we need a deaths/day stat so that you can get a medal at the end. ;)
Actually now that I think of it, it would be pretty neat if we developed our own achievement system for various things.
Depending on the achievements this could be easy to implement. Any ideas?
Off the top of my head:
I could probably think of more. We could also go more specific for comedy value, for example most dirt placed/broken could be the "dirt farmer" award. Or meters boated could just be the "Sailor" award.
I'm at over 70 deaths now if I recall correctly. I started collecting a few of my heads this morning for decorations. Might as well give me my trophy now. :D
I built a small travel agency in town. It started as a sort of jokey nod to the travel agencies you (sometimes) see in strip malls in the US. I originally intended it to be the "embassy" of sorts for the Cubic Cabana, but given its design and location, anyone is free to run with the concept and expand the scope. Use it to advertise rail lines maybe?
I put a globe in there using a mob head. I can add some armor stand patrons if you want as well.
Ah that was you! tysm, I love the globe :)
I was thinking it might be funny to have a bored looking armor stand dude slouching at the desk.
I can do that! Do you have a particular mob head in mind for the job?
not really... but I was thinking something vaguely humanoid. Maybe a villager? I'll leave it to your artistic license. :)
I think shulker heads might fit the bill too?
This morning I saw that someone decorated the portal on the nether roof which connects to The End. It looks really good and inspired me to tidy up the end portal room. It's not fancy, but you can safely drop directly into the end portal from the surface.
Edit: I wanna put a roof on later and a few other decorative things, but I had to leave for work.
The roof portal was me! I'm glad you like it :D
I'm hoping to decorate some more of the shared portals on the roof when inspiration strikes me again.
I love the new end drop. I did take some fall damage using it, which is weird. But it was very minor, and I love the idea of cutting out steps when getting to the end. The build looks very nice too (and safe from mobs!)
Funny you mention the fall damage. I didn't realize it carries over when you fall through the portal. So the first time I tested the drop I didn't have the water in place and I lost half my health. If it hadn't been for FF4 on my boots I'd have probably lost stuff in the end. I had to scramble fast to fix it before I left home for work so no one would die.
I've started on a design for the transit hub. In the area are a bunch of chests that I'd like to move. If you have stuff stored there please come grab it in the next day or so or I may use it in the build. Thank you!
@eyechoirs I'm in the early stages of conceptualizing a rail extension that might connect our two locations to town. Just brainstorming a bit here so we can start making room for potential stops. I'm initially thinking an underground line that crosses straight East-West under the ocean somewhere between Z -88 and -20. I could also go for an above ground option maybe a bit further South provided it doesn't impede the view or ocean access too much. Maybe we curve the line around the water to the South and swing by the treehouse on the way. What do you think?
Personally, I find an above-ground railroad that passes to the south of the ocean to be the most appealing option. I was thinking of making a foot path along that trajectory as well. I'm not too familiar with the location and format of the rest of the rail system, but if you build it up to that river that leads south out of the ocean, I could probably take up the work from there.
Does the existing railway have a lot of junctions, or is linear preferred? That might impact how the rail connects to @Auk 's treehouse, among other things.
I'm sort of basing my ideas on how the last server worked, and I'm no rail expert. My understanding is that there will be one or more main "lines" in town that more or less loop to various destinations. For destinations outside of that, branch lines are made that usually have a single point connection to the main lines/hub. I'd see our areas firmly in branch line territory, so someone who wanted to get to us would hop on a mainline and then transfer to our branch.
The more I think about it, having an above ground line to the south around the water sounds really nice. I think I'll run with that. :)
I'm going to start building my volcano soon and I'd like to eventually build a secret rail tunnel that connects to my base. It would be nice if there is at least a portion of the track is underground so it'll be easy for me to connect in later. :D
Looking at the map, I see a couple of options:
I'm leaning toward option 2 just so the overall round trip is a bit shorter. Maybe I'll draw a picture a bit later when I have some time.
I was thinking you guys could just do your original idea as planned and I can add a short dedicated line to my island later. I'll have to figure out how exactly to "secretly" add my line but I can work out the logistics later. It would just make it a lot easier to hide my line from view if it connects underground. Originally I was thinking I could just build my line above an underground section of the main line and then drop in from above. Not sure how I could do a secret line back to my volcano, but I'm sure there's a way. :D
@Noox, now they are on the bridges too!
Lord in heaven there's a horse on a bridge.
What's next, a horse on a boat?!
Time to see if I can lead a horse to a mine cart and get us some train horses :D
Has anyone seen any witch huts yet? Otherwise I might go exploring this week, and see what we have access to.
Also, are there any client-side minimap mods that can hook up to the dynmap, but also use the terrain I've seen so far?
I believe there's a witch hut at 950, -1640 but haven't waited around long enough to see if that's actually the case.
It's a Terralith witch hut, but according to the Terralith wiki, that should still spawn witches. It might even spawn more witches than normal because it looks like it has a much bigger bounding box, but I want to test that out a bit first.
On the other hand, I just hung around there for ten minutes and couldn't get any witches to spawn, but ironically I think the structures get in the way of most of the spawns so I think I just need to clear it all out and do some testing there!
But thanks for the info!
I've visited 5 or 6 terralith witch huts and haven't seen any of them populated. I've seen 2 vanilla witch huts and they both had a witch and black cat.
Yeah, I've done the same today with similar results. I'm going to play around with a Terralith hut and see if I can get any useful spawns out of it, but otherwise I'll just have to use vanilla witch huts.
@teaearlgraycold, do you know what version of Terralith is installed? From the changelogs, it looks like witch spawns were added in the most recent version.
We have the newest version that was available 3 weeks ago.
Edit: I think that would be the most recent version
Edit 2: Actually more like 4 weeks ago. So we’re probably missing the most recent patch.
That could explain it then if it's not the most recent update. Thanks for clearing that up! I can get started on a vanilla witch farm then.
I'm not sure if it can hook up to the dynmap (I'm not sure if there are mods that can since I don't know much about how the dynmap itself works) but Xaero's Minimap seems to be the most popular among people here (it's what I use). You could always manually add waypoints from the dynmap to it I suppose.
So I was going to agree, but then found this while poking around:
https://modrinth.com/mod/remote-player-waypoints-for-xaeros-map/
I have not tried it, but it sounds cool! I might have to give it a go. :)
Update: it totally works, and it's pretty cool! It doesn't show map tile data from dynmap, but all pins are copied over, as well as player positions. It also claims to be able to show AFK but I haven't tested that.
Definitely gonna look into this when I get home!
It does seem to work fairly well, although it's quite busy - but I can probably fiddle with the configuration and organise the different waypoints properly. Thanks for the find!
Np, thanks for the suggestion! It's a permanent addition to my mods now. :)
Another area that could use some work is the (under-roof) nether hub. @Noox put in the portal across from the board in town, and I got it linking properly last night. But I have zero vision for the design of the portal on either the overworld or nether side. I'm happy to help build someone else's vision though, if anyone has any ideas. 🤷♂️