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Tildes Minecraft Survival Weekly
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The nether
mazehub is further expanding :) Lazerdye is now connected and I am working towards connecting various farms. If anyone else wants a nether portal connected let me know and I'll try to fit it in.Also taking donations for construction. Diorite, stone and glass are much appreciated ;)
Some more pictures:
For those of us who like to live dangerously and fly around the nether, could we have some kind of easily identifiable landing pad with a doorway inside? I've just been finding a random spot and breaking my way in. 🙃
Please do no longer poke holes in the hub
This heli pad is at an entrance close to the center of the hub. Other entrances are marked with frog lights above them so you can easily spot them from the air.
Awesome!
There are various doors so breaking in is not needed. I'll add some heli pads to more clearly mark them ;)
I learned we were not on Normal difficulty this whole time. It was actually on Easy. So I upped it to Normal. Let me know if it should be Hard or return to Easy.
The dynamp is also currently rendering out to 5000 from 0,0.
Edit: I’m also updating Terralith and Nullscape to their newest release (a bugfix update) this evening.
I think we were on Hard difficulty last time weren't we? Also, my death count is gonna skyrocket! :D
We were on hard I believe because some of the more mechanics-focussed players were wanting to take advantage of cheaper villagers?
I know that’s a difference — on hard, a villager killed by a zombie has a 100% change of being zombified, but I believe on easy the villager just dies? But if you cure a zombified villager, they give you a significant discount, and the process can be repeated to get prices down to effectively 1 emerald.
I believe there are other differences and mechanical advantages too, but this is the first one I thought of
I am definitely one of those people that misses villager zombification.
As the server stands right now, it is entirely possible to trade for just about anything you could want via traders, but at the cost of a lot of iron, which then requires a lot of AFK-ing at the iron farm.
I've personally wiped the iron farm out entirely more than once and so I've been leaving my laptop on for hours just AFK at the iron farm to restock the supply.
If we change things over to hard, that removes at least some of the super grindy bits (by allowing villager zombification) and adds in additional things like totems from village raids
Totems from raids are available on normal, as long as your bad omen level is high enough (at least lvl 3?). Though of course you do get MORE drops from raids on hard. The other notable hard-only mechanics are:
1). Zombie reinforcement. When damaged on hard mode, zombies can spawn other zombies. This can be exploited to make an absurd copper farm, for instance.
2). Slime size. For non-oozing slimeball farms, the larger average size of slimes results in higher rates. This is kind of a moot point now in 1.21
3). Mob equipment quality. Mobs are more likely to spawn with gear, including enchanted gear. This can marginally increase xp yields on some farms, as mobs with better gear drop more orbs. Very situational.
4). Spawn rate of zombified piglins from portals is increased on hard. This is SO niche it's barely worth talking about -- I believe some technical players have spun up some wacky efficient portal piglin farms with tick manipulation but generally standard roof gold farms are better for both xp and gold regardless of difficulty.
Overall, I think both normal and hard are fine choices. The only thing you're actually losing out on by staying normal is the reinforcement copper farm, which can kill servers anyway due to the way it spits in the face of the mob cap. But lower villager prices and marginally more efficient farms are also nice to have.
I've been getting along just fine by trading gold and rotten flesh, which we have plenty of. I kind of prefer having to work a bit for the trades TBH.
Also, nice to know why I haven't been seeing so many zombie piglins at my resort. I'm used to playing on hard, so the piglins breaking all my doors have just become a thing to expect.
Does the door-facing-the-wrong-way trick still work these days?
I remember turning sideways when placing a door so that the game thinks it’s “open” when it’s closed, and vice versa, and the AI for zombies would see the “open” door (which was obstructing their path) and not try to attack it. But it’s been years since I’ve looked into it, that might no longer be a thing.
It does still work, but it's sort of annoying if you like using pressure plates to auto close doors behind you, because now all the doors "auto-open"
You can also use turtle eggs to lure them into a death pit.
The only thing about doing that with the trading hall is that the decrease in price is per player. So each player would have to go through and convert all the villagers they want to trade with. Otherwise, each player can set up their own trading hall at their base.
We were def NOT on hard last server. I know because I spent a week zombifying and converting villagers.
As the person who did say to ask/inform people first. I am not opposed to it being set to Hard difficulty. I simply didn't want people to be caught of guard. Afaik it also makes mobs do more damage, I am currently working in the Nether on the portal hub. Now I can mostly handle the damage and know what to expect, with a suddent difficulty change that might end up differently.
I see the arguments for better mechanics, which make sense to me so from that perspective I'm all for it :)
Since my house is mostly complete, I thought I would work a bit on decorating the infrastructure in town. I am starting with some slight aesthetic improvements on the red line of the metro as it comes to me. I may also do work on the roads, trying to standardize roads to 3 blocks wide
Keep in mind that some bits of road I made two wide on purpose as that better fit with the surrounding buildings or area. It's just a few small bits here and there, mostly so that the road does not touch the surroundings buildings. Which, in my opinion, works quite well in a town setting anyway because in reality you also have various street widths and alley ways.
Yeah, I will definitely take each section of road individually and figure out what makes the most sense for that section. Sections like the staircase from Spawn Inn that J0hn is working on makes sense to keep it at 2 blocks wide. However, other sections like the staircase from the villager trading hall to the fountain might look better 3 blocks wide and cleaned up a bit. Also, the roads in general around my place could benefit from being tidied up a bit (and I built some of those roads). I also need to still add some of the finishing touches on the metro stop I redesigned by Durinthal's house and the line east bound from that stop to the next stop
For people in need of stone, I build a little stone farm in the center of town. It is located opposite of the travel agency.
It could be more efficient, but I wanted to keep the footprint low because of the location. The reason for the location is the haste beacon and more importantly the Nether HUB portal. I kept running out of stone for the hub.
Important note, with efficiency V it incredibly easy to destroy the farm. Make sure to aim for the middle of the stone block :)
Some people got a bit lost in the new nether
mazehub. No clue as to why, as it is quite easy to navigate in my opinion. But, I am of course willing to facilitate better travel through the nether! So I went ahead and placed some helpful signs:I hope that helps!
Haha, "Roof access. Also down." is my favorite!
This gave me such a good laugh. Thank you! 😂
I've been scouting out places to build the PVP arena, and I'd like the community's input. The main criteria I used are 1) a relatively flat area of sufficient size (if I had to guess dimensions I'd say 250 blocks N/S by 150 E/W), and 2) within a 1000 blocks or so of town. I came up with 3 good options:
Option 1: Temperate Highlands (-350, -250)
PROS: closest to town and related infrastructure; CONS: might take up real estate other people want to build in eventually
Option 2: Brushland (-800, -300)
PROS: while further from town, relatively close to me, Mendanbar, and GravySleeve; CONS: slightly uneven terrain will require more terraforming work
Option 3: Steppe (200, 1000)
PROS: most open, easily buildable space nestled between two Alpine Highlands biomes; CONS: furthest from town and related infrastructure.
And of course the aesthetics of these biomes serve as a pretty big PRO/CON, but this is also entirely subjective. So please make your preference known in this poll! Or feel free to comment a more detailed opinion.
Separately, I have started calculating the material requirements for the arena. Just going off of the schematics for the arena's main functions (and ignoring the 'king of the hill' mode, which I'm realizing might be too big to fit in with everything else, as well as the mob ejector, which I am still trying to design to work correctly), here is what I'd need:
We have AFK farms for many of these things, though the time cost of generating them and transporting them to the build site is significant. The bottleneck materials are probably redstone (I don't know if anyone has set up a witch farm yet but in my experience it's hard to get a lot of output from them) and leather, which will also be a recurrent cost in order to re-stock armor. This also does not take into account how the various modules will be connected to each other, which will take quite a bit of additional redstone as well as to a lesser degree hoppers, so I'd say probably around 20 stacks more redstone and iron each might be needed.
And of course, I did not try to estimate the type or quantity of just good ol' building blocks. It might well be hundreds of stacks of material, the identity of which can probably be decided after enough people vote on the location.
Witch farms are much better these days — used to be 0-2 redstone dust per witch death, but now it’s 4-8 (4-11 with looting 3) per witch so much faster rates
There IS a witch farm - i just dropped off a stack of tedstone BLOCKS in the community storage, but there were at least another 8 stacks of BLOCKS there! The Witch farm is on the Dyn map, its one of the skull icons!
I had no idea about that; that's very helpful. If nothing else this build is going to require tons of redstone.
I voted for Steppe - I prefer further away from town and I like the biome!
One thing to consider with proximity to town, is lag. If we are closer to town, some users may have difficulties playing in the arena if they have lag. Also, would building it closer to town contribute to the growing amount of lag in town?
That's a good point. I think the location I had in mind is just outside the chunk loading distance for someone in the center of town, but it might clip into it for people spending time north and west of town. Do you know exactly what contributes to lag? Is it just chunks loaded in by multiple parties or is it related to stuff like redstone or entities?
But while building close to town might cause lag in the arena, I don't think the other way around is an issue. The arena may cause lag in the town while it's being used, but in spite of my wildest dreams about the popularity of this thing, I doubt people will be actually using it that often on a literal hours per day basis.
The biggest contributors to lag to my knowledge is entities and some redstone components. If there is a lot of item frames that can cause lag. Having item frames for your storage/decoration is fine, but with how many farms/storage rooms there are in spawn, it would be best to limit item frames in communal farms and use signs instead. Hoppers can also cause lag, but when it is just a chain of hoppers moving stuff along (common in item sorters), putting a composter on top will reduce the performance impact of the hopper.
I think I read they did some optimization on hoppers to help reduce lag as well in this update.
What’s all of the redstone for?
I made a post about this on last week's thread if you want the details, but basically for things things like re-equipping players with armor/weapons after dying and respawning, retractable walls and opening/closing lava pits inside the arena, keeping score (i.e. tracking player deaths).
If you want, you could plop down a chest near the community board for now and label it For Arena Materials - then people can just plop in whatever is still open (maybe having a book there to record what you need wouldn't be a bad idea either)!
I'll be on in a bit and can get on the obsidian collection for you - I wanted to go refill the ender chests anyway :)
I easily have 6 stacks of nether quartz I can donate.
I'm almost done with phase 1 of my volcano build. The outer shell is done and all the lava flows have been directed where I want them rather than spilling everywhere. I still have several phases to go, but I think I want to take a short break to work on a community project.
I said at the end of last server I wanted to make a hall of heroes earlier on this time around so more people could get a statue put up. I've got a spot tentatively picked out pending approval (from @sparksbet I believe?), but I could also build it closer to spawn perhaps? Open to any and all ideas, including a block pallette choice. I'm off work tomorrow so I'm gonna work on it then if anyone wants to join me.
Edit: Volcano plans-
Phase 2-Exterior Deco: Place grassy areas, then replace a lot of the regular stone with stone variants (cobble, andesite, tuff, mossy cobble, etc.). Add flowers and trees.
Phase 3-Lava Flows: Replace stone in the areas where lava flows to make it look like lava regularly flows through the area. (Netherack, Magma blocks, soul soil)
Phase 4-Minecarts: Build multiple layers of floors inside the volcano. Add minecart track weaving around the exterior and through the interior. Connect minecart track into the metro system as an entrance to my base.
Phase 5-Finalization: Add details and things to look at while riding the track through the volcano. I'd like to trap a Warden so part of the ride can be in complete darkness. I also want to perhaps set up redstone contraptions, but have no set ideas yet.
Phase 6-The Forgotten: Anything else I may be forgetting. :P
Edit 2: The block palette for the Hall of Heroes I'm considering is Green Glazed Terracotta, Quartz Blocks/Pillars, Glowstone, with Glowberries growing in the room. Maybe another block or two that I haven't thought of yet...
Edit 3: I think I will build the hall of heroes close to spawn instead. Town doesn't need dozens of extra entities to slow it down.
I haven't logged in for a little while so sorry if I missed a sign or something! I'll hop on today to find your tentative spot (and probably approve it, as I think my existing builds are all complete).
I was looking at the space out in front of your house with the bamboo and glowberries. I was assuming that stuff was yours, but not certain.
Ah, no, the bamboo and glowberries are someone else's! I don't remember the username unfortunately, but they seemed mostly concerned that the glowberries stay where they are and more flexible about the bamboo (and ofc we do also have a bamboo farm now, which helps on that front too).
Pretty sure I'm gonna look for a spot closer to spawn anyway. It'll help keep lag down in town.
I just went ahead and placed a bunch of signs around my house marking it as "Creesch estate", it is roughly the area in red.
I realize that it is quite a big area, quite close to town. But I have various reasons for doing so:
Edit: So...... The area is now actually fenced off. Because I decided I want to repopulate it with villagers and those lovely idiots need to be protected from everything including themselves.
I'll probably start building more houses for villages where there are already a few. If someone wants to also build a fun addition they are welcome. As long as it is suitable for villager use.
The other side of the area I'll likely expand with more pastures and other animal enclosures.
I found the treasure that @teaearlygreycold hid in The End. I took the treasure, which is a Season 1 remnant back with me (unless Tea wants me to return it), and placed a lectern for others to sign when they find it
Edit: I added a new treasure to replace the one I took. It can become a Geocache, where once you find it, you sign the book and take the treasure in the item frame and replace it with something else. Do not use the dynamap to find it
Edit 2: The plan for the Season 1 Remnant is that I will loan it to the museum once it is close to completion to be displayed there
I also found the End treasure the other day, and instead of taking the treasure, I just added a bit more decoration :)
I know Evie found it before me, but did not see the treasure. After mentioning it, she went back and swapped out the treasure I placed for something else. Others have also found it, but initially assumed it was a Terrafirma structure (I did too initially), and just did not investigate it
Sorry for forgetting, but did you play much on the last server?
I played a moderate amount in the last month or two. By the time I joined, the server activity was quite low for the hours I was playing. I had created my house in a taiga biome, and was starting on a larger base when you decided to close it down. I was near the observatory
Ah, so you got the reference for the treasure spot then :D
My response here will be vague so that others get the opportunity to find it for themselves, but if there was a reference between the treasure spot and the observatory, I did not catch that reference. But I do know the observatory as my base was near it on season 1
@eyechoirs @GravySleeve @Auk I started roughing in the rail branch that will serve our area around the ocean. It's just a stone platform for now, but it runs all the way to just north of the metro in town. I ran out of stone, but I plan to snake it a little more south along the coast on our side before it hits the river. That way it should be able to swing smoothly by both of your areas @Auk and @eyechoirs. I'll stop at the river though, and leave the rest up to you if that's ok. I built it wide enough so that carts can travel both ways on the same route, but we can always decide to make a big loop or whatever else sounds good. Also I'm open to suggestions RE design. I was tentatively thinking stone bricks/walls with some mossy stuff and cobble mixed in just because it's a long run and those materials are cheap. But we could also go with some type of wood.
I spent some time today working on the connection into the Transit hub. The bridge was shifted one block to line up with the entrance to the platform. I'll finish up the decoration for that connection later on.
If you have a suggested line color I will update the signs and banner in the transit hub as well.
Thanks! Yeah please do modify it in whatever way makes sense. :)
As for color, I was tentatively thinking some blue variant (light blue, blue, cyan) since we're all around an ocean, but I'm open to other suggestions.
Cyan gets my vote!
Seconded!
I can take over the second half, starting at the river. Stone bricks with mossy ornamentation sounds good to me, I use those a lot of stone bricks so it will match a lot of what I have. Also I agree with blue or cyan for the transit color.
My progress got a bit stalled this week due to an extra heavy work schedule, but I plan to spend some more time on it this weekend. I've got the rough track in place, and have a design for the supports. I just need to get in game and place some bricks :)
I'm also waiting for inspiration to hit RE my actual rail stop. I know where I want it to go, but not sure yet on the building design.
I keep on forgetting to post, but the tree farm got broken last week while I was using it. The server crashed mid-use, and so a TNT exploded by the duper I believe. Whoever fixed it, if you can tell me how to fix it, I will fix it.
Not the builder, but if I'm not mistaken the mangrove tree farm uses the same tnt duper design.
I created a pumpkin/melon farm in the communal farming area to help us get a better source of emeralds. The melon slices are being autocrafted into melons. It is not the biggest melon/pumpkin farm, but I figured it would be loaded often enough that it will output enough, and I didn't want to create a farm that outputs more than we need but causes more lag. If we do need more melons/pumpkins, we can easily add more onto this farm
I've been exploring texture packs and have landed on one I really like called Pixilli. It maintains a lot of the vanilla look and feel while adding more detail and PBR depth when used with supporting shaders (like complementary)
https://imgur.com/a/eXXzOSI
A little walk through the town core
https://imgur.com/a/m7YuK64
Jealous of how smooth your computer renders all that! Looks great :D
Has Mojang been spying on us? Potential changes coming to minecarts!
Heh, I wonder what value would work well on a server as world loading needs to keep up as well. It would potentially make it a viable rival for flying around though!
I think double the current speed would be a good place to start.
The Hall of Heroes isn't quite done yet, but it's close! If anyone wants to start working on their statue, please feel free. Same idea as last time where you can pick a block for your character to stand on, just replace one of the Quartz halfslabs. It's located along the river at spawn, 300, 5. I gotta build a bridge still too.
Hall of Heroes is done! Stop in and set up your statues!
Looks good to me! :)
FYI: I updated all my mods and my game was crashing upon entering any saves (even single player). After some tinkering I found that the newest version of Continuity is the cause. So if you use Continuity and start seeing crashes, might want to try disabling.
Update: It seems to be a bad interplay between Continuity and Indium causing the crash. More discussion here: https://github.com/comp500/Indium/issues/324
The honey block farm seems to have a strange bug that causes it to eat empty bottles when it isn't being directly loaded, so I'm disabling collection for now. There are quite a few honey blocks anyway, so we should be fine for a while.
@teaearlgraycold something is up with the server. Extremely laggy in intervals (slow chat, slow world loading, actions not registering) and people get disconnected even. Earlier apparently it restarted as well.
It is sometimes so laggy that the world doesn't load properly on joining. This caused me to spawn in several blocks lower than where I logged off.
Edit:
If someone just recently build any redstone contraptions or something with a lot of hoppers consider turning it off for now?
I’ll check this in 45 minutes. Rebooting blindly now.
I had similar issues right after scheduled restart last night. It seems to be better for me right now. I have been working on a pumpkin/melon farm in the communal farm area north of town, that uses lots of hoppers. If this ends up being the culprit I can redesign it with a hopper minecart
If too many hoppers in town are already causing lag, should I move the furnace? I have it mostly designed in creative, but it uses a metric butt ton of hoppers...
I don't think my farm ended up being the cause. I think just trying to plan how can we limit performance impacts with farms may be beneficial so that we have performance headroom for other things is worth considering. An example would be on farms that are not used as much, avoid using item frames as they can cause lag, so that there is performance headroom that people can use item frames in their storage rooms in their house
Ive heard that putting composters on top of all possible hoppers helps cut down on lag. So if any builds have hoppers with nothing above them, drop a composter on top and see if that helps.
I've done that for all of my farms and it does help. Apparently there were changes in more recent versions that allow you to put solid blocks above hoppers to also combat lag, but I read that a few technical players did a comparison and still find that composters are slightly more efficient at reducing processing. I can't pretend to understand why, but that was the consensus.
Looks like it still is an issue from time to time. @Gravysleeve reported having lag this morning while not being close to any mechanics. So not sure what is going on there.
@Mendanbar where is the froglight farm located?
Answered in game, but in case anyone else is curious: It's on the nether roof between Talon's base and the Cubic Cabana. I'll make sure the book is updated with coords next time I'm on. Can't remember if I entered them or not.
@teaearlgraycold new weekly thread? ;)
Let him cook.