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Tildes Minecraft Survival Weekly
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Server host: tildes.nore.gg
(Running Java 1.21.1)
Dynmap: 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:
- 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
) - Dynmap - Adds a live web map
- 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 have added a new plugin, EasyArmorStands, which can be accessed through the
/eas
command. It's got a nice GUI for editing armor stands.demo video - github - first experiment in game
Thanks @Arknata for the suggestion!
New thread, new screenshots!
Edit: Also, @GravySleeve decorated town for the holiday season. So it is time to enable your winter shaders!
Also:
I think it turned out ok, though it was heavily (heavily) inspired by a youtube builder :) I am still planning on decorating my tower floor and building a little something in town but work took over my whole weekend so maybe I'll have a little time this week sometime.
Edit: here's a neat pic I got of it a while back
spooky :)
I was honestly surprised to find it at that location. It is still a very nice location and I really like how it looks.
But I thought you would do something at the cliffside a bit further east? Or is that for a potential future build?
I couldn't figure out what I wanted to put there and found that little island and it felt more in my "style" so I tore the old spot down for the most part.
Makes sense, I am glad you left the little waterfall thing, it looks really neat with the cliff side!
I have disabled fire created by lightning. I found a number of small burned spots around the world and figured it would be too high maintenance to find and fix them all.
Awesome, thanks! :)
I have some more screenshots to share too!
There are some new guests around town!
I also took another screenshot from the top of the tower of heads. This time at night!
I made my way over to @SrgSlimeTime and @Bendvis place (I think both of you worked on this?) and took some screenshots! There's even a giant snail!
I also took some pictures of @mintysaurus' place since I don't remember seeing any shared here yet! There's a crazy item sorting system underneath too!
I'm also getting close to finished with Santa's Workshop Ice Boat Raceway. I ran into a major issue last night though. For some reason riding a boat up a bubble elevator doesn't seem to work anymore. I keep getting ejected from the boat as I ride up through the central spire.
Are you sure it’s all source blocks?
Edit: Tested and it seems to work just fine elsewhere.
Bubbles all the way up!
How about making it multiple stages somehow?
It's definitely the case elsewhere too. I had the same thing consistently happening in the ice tunnel as well when I added bubble water as a "speed bump". It just takes a few seconds until you get kicked out of the boat.
Huh interesting, so the locks I have build for canals only work because they aren't that high. Good thing I never explored makng the mega lock I had in mind for a canal going up the mountain :D
So, @GravySleeve, @teaearlgraycold, @creesch, I have a plausible hypothesis about this issue and how to reproduce it.
If you put your boat above any upwards bubble elevator, you'll see that the boat itself is making weird sounds and movements. Then, randomly, after a few seconds, it will push the boat 1 or 2 blocks up in the air. The boat will of course fall down again afterwards (gravity applies), and this will repeat after a few seconds.
So my hypothesis is that it only kicks you out of the boat if there is no space to push you upwards. I've verified that the ice tunnel's height is too small (and thus kicks you out of the boat), but the canal lock next to the notice board is large enough to not kick you out of the boat.
I know the ice tunnel should be 3 blocks high, but I don't remember how high up the mud brick slabs are. Maybe 3.5, maybe 4, maybe 4.5.
Unless I am misunderstanding you, I don't think that is the cause. I did test it with a bubble elevator earlier this week that did not have anything above it. It still threw me out after 20 or so blocks.
Weird, then I'm not sure what the actual conditions are...
I think @creesch and I have a solution that will work. Basically, I'm gonna make a bunch of smaller bubble columns that go up in steps straight through the center of the spire. You can ride a boat up a bubble column about 20 blocks before getting ejected, so each step up will go 1 block forward and 18ish blocks upward. With the spire getting narrower as you move up, it should work out fine, other than being a lot more work.
Good News/Bad News
Good news: A new delivery of 35.4 stacks of shulker shells has been put into the end loot storage in town square! That's enough to make 1133 shulker boxes! (I filled the blue box, and left another half-full shulker of shells in there as well.)
Bad news: the shulker farm seems to be broken, and no longer produces any shells. But, I might, at least, have an idea why it broke: While killing a stray shulker, the scaffolding to the collection area broke, and while rebuilding it, I think I left a single space in between the top scaffold and the cobble above it, allowing a space for shulkers to teleport to, and from there, elsewhere. (It's also possible that the super-safe bunker actually had some surfaces that they could teleport to)
I do not know how this shulker farm actually is supposed to work, but I can say there are now many dozens of shulkers in the upper reaches of the contraption. Far too many for me to even come close to them, let alone clear them out. So, until we can figure out how to fix it (if it's fixable), or build a new one, that's all the shulker shells we're likely to get for a while....
As long as people aren't using shulker boxes as disposable items I feel like we should be good to go for a while. Thank you for your sacrifices!
Quite literal sacrifices, if you know what I mean...
How far it goes also depends on if we end up integrating shulker boxes into farms and storage systems. I do plan on at some point doing a community storage overhaul, and I am considering putting deepslate, cobbled deepslate, stone, cobblestone, and dirt into shulker boxes automatically. Although, not fully sure when I will do the community storage system overhaul, as I have been playing other games for the past few weeks
I like the idea of auto-shulker-ing blocks. If you run a comparator out of each item's storage chest, you could theoretically, detect any item that's threatening to overflow it's storage chest, and drain one shulkers worth of items from it, and store it in another chest. Maybe put the chest underneath and have a redstone light come on when there's at least one shulker in the "deep storage chest?"
I also was pondering the other day how auto-crafters could fit into a comm. storage design; I think we should compact all possible storage blocks and potentially smelt ores, so e.g. we don't need seperate chests for iron ore, iron nuggets, iron ingots, AND iron blocks.
So part of the storage overhaul is to change the filter types so that multiple items can go into one chest. An example would be a chest for all oak wood variants, such as logs, stripped logs, planks, stairs, half slabs, fences, and fence gates. There will be also a bulk storage system, where one chest would just be dedicated to shulkers of stone blocks but half slabs, stairs, and such would be in another area.
One build I want to get around to at one point is a redstone lab in town, which part of it would be autocrafters for every component, and the other area of it would just be a workspace where people can test redstone without having to switch to a creative world
It might be possible to clear out the shulkers by using an Invisibility potion.
Nude and invisible would reduce their detection range to 1.12 blocks but the issue is atacking them still aggros them and then they can see and attack you. Might need to be invisible and use ranged attacks or potions to not aggro them all at once and die? (https://minecraft.wiki/w/Invisibility for range info)
Yeah, maybe use a potion to get close enough to build a bunker where you can shoot them safely.
Are we going to have our own version of the Emu War on the server? :D
I think I'm going to tear down the super-safe bunker, and build a subterranean one to ensure no shulkers can teleport to the structure, and run hoppers and redstone down from the collection and ON/OFF respectively, so there's no reason that one ever needs to get close to the actual contraption.
If we're talking about tearing things down and rebuilding a newer design, another (fun!) option might be to tnt dupe nuke the area.
Kaboom?
Kailash, when it rises :)
Remember! Take a man kabooming, he kabooms for a day. Teach a man to kaboom... kaboom, kaboom, kaboom!
Brand new to the server, I've already verified but are there any restrictions/guidelines on where I can be building?
Not really, feel free to build anywhere that's open! Good to have you on the server! (I'm usually on, but usually afk)
Within town as long as you keep other builds in mind you should be good to go. Outside of town it is basically whatever you want to do as long as nobody else is doing something there.
If you are unsure about a location you can ask of course :)
j0hn and creesch have already given good answers, but wanted to expand a bit on building in town. As a newcomer it may be intimidating to build in town with some of the already established builds looking quite good. The server is excited to have more people build in town, and we are not that concerned on how good a build is. Several of the nicer builds in town have been worked on over several months, and we do not expect new players who just joined to be building at the same level, especially as they are still building up their resources.
I am starting the overhaul on community storage now. The first step is the tear down of the current storage and putting it in shulkers. Hoping to get it up and going again within the next few days
I finished packing up all storage into shulkers. I also went and emptied all the hopper filters and put those in shulkers as well.
I have gotten a design for the storage overhaul. I am going to use the designs that docm77 uses in Hermitcraft Season 10, although I will simplify things. For the multi-item sorter, I am ggoing with the design docm77 used, which Rapscallion made a tutorial for. So the bulk storage will store less items and be significantly smaller.
The materials I am considering putting in bulk storage are:
I am open to expanding bulk storage items or removing them. Should I add logs to bulk storage?
I am hoping that there is room to expand community storage underneath the house beside community storage if there is room. Right now I am just working on expanding the space for me to work and digging out the area. Long term goal, I want to keep the aesthetics of the storage room similar to the old one.
Edit: Felt like for those just reading, the storage plans may not be clear. The bulk storage will be on one side with each chest dedicated to a specific item. These will be loaded into shulkers. On the other side is going to be the multi item sorters, where multiple items will be sorted into one chest. An example of this would be a chest that sends oak planks, oak stairs, oak signs, and oak fences into one chest, so that it handles all items better. Plus, since it can sort all the odds and ends better, it may become more convenient to check if communal storage has the random items you need (or dumping scraps into after a build).
I have a rough layout of the groupings of items, if I can get others to look over it, and see if I forgot anything or if the groupings need to be reworked. I did it as signs in community storage. I am missing some things, so add them to the signs at the end of the hallway if you notice a grouping that is missed
So I started doing detailed research and gathering materials for bulk storage when my computer died once again. Luckily, it is my MoBo which is 2 months old, so I have put in an RMA claim, and just need to ship it off later today. I am hoping my wife's laptop can handle just really low render distance so that I can continue building it, but it will slow down rebuild a bit. I am trying to prioritize it, since the current state is impacting the server.
Render distance 4 with sodium and tweakeroo disabled particles could be just enough to make it work.
It is a decent laptop from about five years ago, so with lots of optimization, it should be fine. I probably just can't be as relaxed with background processes
Oh, no! Get well soon, Isil's compy!
If there's any help that you could use, let me know. If I have a minute I can at least donate some time/resources!
The computer hopefully should be fixed in about 2 weeks, depends on Fed Ex shipping and how quick of a turn around ASUS does.
I am unsure what help I need, as my computer broke right when I was figuring out details of the bulk storage modules. Also, I have freelance work with a soft deadline of Thursday so may not get much time until then.
I have added a plugin to give players use of the debug stick item. I've provided a chest of debug sticks near the town board.
This is huge! Thanks @teaearlgraycold!
Could potentially do some interesting designs with stairs that wouldn't normally be possible!
Don't mind me while I go poking blocks to see what states I can turn them into :P
What! And they'll actually work for us?!
Yes. But you can't do crazy things like waterlog blocks in the nether. It's for cosmetic purposes.
That's still awesome! I wouldn't want anything gamebreaking anyway, being able to alter glass panes, fences, etc is more than adequate!
@mendanbar look
Secrets? 🤩
No? maybe....
Secreesch
It's done! Sort of, if you go down that special exit you made you will find something new to explore somewhere around that area ;)
I left it in the current state so you can have a look and see how and if you want to expand on it and incorporate it in the area.
I've been away for most of the last few days playing Baldurs Gate 3, but I'm not gone! I plan to start decorating more in town for Christmas soon. I definitely want to have Santa's reindeer pulling his sled through the skies over town. I think I'll add the giant snowflakes again as well if I can make time. I still have a bit more I want to do around the raceway too, and I plan to have it finished before the holidays so people can visit.
Also, @teaearlgraycold, can you add the colored glass panes to the debug stick list? I couldn't change them the other night. I was also gonna suggest adding the glazed terracotta blocks since they can be a pain in the butt to place the way you want.
There seems to be an issue with glass panes. I think the plugin doesn’t support them.
Hello @teaearlgraycold :) I'm new here and I was wondering about the whitelist status cause I can't seem to get my verification accepted
I can vouch for Zzotto if the newness is an issue o7.
You need to be online in the server while doing the verification, I think
Thank you, it worked !
Server FYI on Simulation Distance:
The server simulation distance is set to 8, however, this is not calculated as I thought it was.
When standing in ■ chunk, I thought it worked like this:
↓
■-1-2-3-4-5-6-7-8
When, in actuality, it appears that it works like this:
↓
■-2-3-4-5-6-7-8
My factory/destroyed house are located so that I thought they covered the entire wool farm. But after a few days of experiments, it has been determined that it only covered half, and so only half of the wool colors were being generated.
Thus, I need to move my "primary" afk spot in town. Since I need to move it, I figured I'd ask: Is there thing in town that would benefit from, or be broken by, long stretches of afk time? I'd like to keep the kelp farm, the colored wool farm, and probably comm. storage in my radius, but are there any other suggestions/things to avoid?
I can just increase the simulation distance by one chunk on the next restart.
My observations seem to suggest that this was, indeed, done. For my sanity, can you confirm that you did, in fact, increase the sim. distance to 9?
Can confirm
It is worth noting that community storage may be moved around slightly and extend a bit further in the north and south directions, but that probably will not impact your AFK spot