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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.
Hey all, been a while since I've been on the server, or even on Tildes. Just saw that Gravy found my YouTube channel which reminded me I should probably explain why I dropped off for so long. Actually I feel bad that I didn't keep people informed, since many were contributing to the arena project, or just using one of my AFK farms, and maybe my absence was concerning. Hopefully this will provide some context.
I've posted about this on Tildes before, but I'm not sure how many people on the server are aware that I have several serious health issues. Foremost among these is severe ME/CFS and autoimmune small fiber neuropathy. These have a major impact on my ability to function; I don't have a job, and frankly it's kind of nuts that I spent so much time playing Minecraft to begin with. In retrospect, this mental exertion probably wasn't good for my brain due to the ME/CFS, though I doubt this had any bearing on my recent crisis.
Around September and up through October I started experiencing intractable migraines. I've had infrequent migraines for most of my life, but these new ones were more severe and would last for a week or more at a time (the technical term for this is status migrainosus), and there was very little gap between them. During this time I was not really using my computer much, I remember I dropped in on the server for like an hour once but overall I wasn't able to play Minecraft during this time. By mid November I was on several new medications and now I'm only having a short-ish headache every few days on average. But visual sensitivity, which is common during migraine, is still a major issue. ME/CFS also causes visual problems, especially loss of ability to track motion, and I think there's some interplay between these factors where I have trouble using my eyes for very long without causing various neurological symptoms. I've been using screen reader slash text to speech software if I use the computer, and to type stuff I've either been using a dictation app, or if it's a short thing I just type with my eyes closed and do a quick visual once-over or run it back on the text to speech.
Oddly, my YouTube channel, which I hadn't been updating, started getting more views around this time. I had a bunch of half-finished and even mostly-finished videos sitting around, unposted, so I asked a friend of mine if he'd be able to finish them for me, as I wasn't exactly able to do the video editing myself. We've been putting those up periodically, and it's been nice because I get a few appreciative comments a day where I get to respond with a few insights about music theory, which makes me feel like my life isn't completely falling apart.
I guess due to this massive change in daily habits I stopped really thinking about Minecraft. To be honest, I was starting to get slightly burnt out as I finished the arena, though I still wish I could have finished the exterior and seen it in action. Hell, at this point, I miss playing with you guys in general. Hopefully, I am able to improve upon my current limitations - I'm trying a few new medications in the near future, and also I'm trying to get a pair of prism glasses, which are used to treat proprioceptive dysfunction (which I suspect might be related to all of this). On the other hand, I have no money and I'm losing my health insurance at the end of the year (America, amirite), so that will probably make things more difficult.
So, sorry for being out of contact, and hope all you good people are doing well.
Good to hear from you :) sucks that you have these health issues, I hope that things keep getting better! Don't feel bad for not playing, I think most of us were just worried.
Oh also, before I forget, I had also written up a guide for using the arena. I'm not in a position to check whether every detail is accurate as I described it (this was written a while ago and I think I had made updates to the arena without revising the guide), but hopefully this will help if anyone actually wants to try using the arena:
INSTRUCTIONS FOR USE OF THE BLOODSPORT ARENA
The arena has many settings, and while it is designed to be as intuitive and user-friendly as possible, you should familiarize yourself with this step-by-step protocol for setting up and playing deathmatch games. Read ahead, and if you have any questions (or if you need to report that something is broken), please contact me (eyechoirs) in game or on Tildes.
STEP 1: EQUIPMENT
Proceed to each team's equipment room (located upstairs from the locker rooms). There are a number of double slots which funnel equipment into players when they re-spawn - 8 double slots which dispense 1 item each (nominally for all four armor slots, a sword, a bow, a shield, and an extra item or splash potion effect), and 4 double slots which dispense 8 items each (nominally 2 slots each for arrows and food). The upper slots allow for the contents of two shulker boxes to be used and are not strictly necessary in small games. Place shulker boxes containing these items into the indicated slots. There may be extra items in shulker box storage located in the outer wall of the equipment rooms, but if not you will need to provide these items. Feel free to borrow the shield banners hanging in the equipment rooms to make more shields (they can be duplicated onto white banners).
Once all equipment is set up, go into each spawn room and run through the equipment tunnel once. This will flush out the loaded items from the previous game and load in the first set of items for this new game. Before doing this you should check to make sure the double-doors that connect the arena with the halls are open - if not, you may have difficulty exiting the arena (see step 4 for door controls).
STEP 2: SETTING SPAWN
Each player should remove all items and armor and set their spawn point in one of the spawn rooms now (or while the other player(s) set up the equipment). Each spawn room has 4 cubicles, and spawn can be set by looking through the window at the bed.
STEP 3: BEACON EFFECTS
Proceed to the main hall and take the elevator downstairs to the beacon controls. Here you can set any desired beacon effect for the game. If no effect is desired, simply break and replace the beacon block.
STEP 4: GAME SETTINGS
Return to the main hall and take the elevator upstairs to the control room. Proceed to the leftmost end to select game settings. In 'free play' mode, score is not kept. In 10, 20, or 40 point games, the scoreboard will reflect player deaths (in 20 and 40 point games, the small 'side scorebar' will fill up to 2 or 4 points before adding a point to the main scorebar). If the scoreboard is currently lit up at all, press the 'reset game' button. Next there are door controls. If you are want to serve as the 'game master' for this game (e.g. a fifth person for a 2v2 game), then you may close the gates and doors once all players are confirmed to be in the spawn room. However, if you want to participate (and no one is available to serve as the 'game master') you will need to leave the gates and doors open.
STEP 5: EFFECT SETTINGS
Now select the settings for each game effect. For each effect there is an 'auto mode' - this allows the effect to either be activated periodically or randomly toggled periodically without needing a 'game master' to control the effect. The timer for the auto mode is an adjustable hopper clock. To set the timer for roughly N seconds, place N items in the hopper. There are a few barrels with stone blocks located in the control room to be used for this purpose. Keep in mind that once you activate the effects' auto modes, you should return promptly to spawn and begin playing if there is no 'game master'.
The first set of effects are the item ejectors. The ejection points are located under the north and south most bridges. First, check to see if any items are leftover from a previous game by flipping the 'pull up items' lever (it may take 15 seconds are so before all items are returned). In order to load items, make sure the 'pull up items' lever is off, and place the desired items in the shulker boxes and flip the 'send down items' lever. If auto mode is turned on, you may also decide whether the timer ejects items from both ejectors, or from a single random ejector. Note that if you want to eject items manually, set the eject mode to 'single'.
Next there are a few arena hazards - these include 2 sets of 4 retractable walls, a set of 6 small lava pits, and a set of 4 large lava pits.
Finally, there are the mob ejectors. The ejection points are located on either side of the arena towards the center. Note that manually ejecting mobs requires that auto mode also be activated. In addition to auto mode, you can set 'night-time only mode', which will only allow mobs to be ejected at night (during the day, mobs will burn and may ignite the players). Note that mob spawning rate will be proportional to the percentage of active players on the server who are in the arena, as well as the ground covered by players in the arena due to complex mechanical limitations and may not keep up with the auto mode's timer.
STEP 6: PLAYING THE GAME
Once all settings are selected and all players are in their spawn rooms, the game may begin. If there is a 'game master', they should allow the players to get their first equipment before opening the gates. When a player dies and respawns, the opposing team gets a point - incrementing the scoreboard as well as briefly flashing the opposing team's color in the beacon beam. Since this mechanism depends on respawning and exiting the spawn cubicle, each player should respawn promptly after dying, and should take care not to step on the pressure plate more than once, which will record additional points. In addition to reflecting scored points, the beacon beam will also flash green whenever an item is ejected.
All players are expected to display good sportsmanship. Camping near the opponent's spawn is frowned upon. If a player suddenly needs to leave the game, the other players should pause until the situation is figured out. Also, under no circumstances should any player dig into the floor. Please don't make me regret the aesthetic choice to use dirt.
Once one team scores a winning number of points (10, 20, or 40, depending on the game setting), the top bar of the scoreboard will light up and fireworks will go off. The doors will automatically open as well, allowing players to return to their locker rooms. If a team has won, the opposing team's top bar is frozen, so there is no ambiguity in a close game. At this point, a new game can be started by following this protocol from the start. If no change in settings is desired, make sure to check the equipment supply hasn't run out.
APPENDIX: GAME MODE IDEAS
Games for equal teams (1v1, 2v2, 3v3, or 4v4)
STANDARD: full leather armor; shield, wooden sword; bow; 16 arrows; 16 food.
CHAOTIC: beacon set to speed boost or jump boost; equipment dispenses splash potion of jumping, swiftness, or slow falling; swords and bows enchanted with knockback (either as equipment or provided in item ejector).
A GENTLEMAN'S GAME: no food or swords; equipment dispenses splash potion of slowness.
GUESS WHO: non-colored armor; you'd better pay attention to nametags, and sneaking is extra risky.
DON'T BLINK: stone or gold swords, but with no shields, bows, or arrows; beacon set to strength; equipment dispenses splash potion of swiftness.
BURN THEM ALL: flint and steel, but no shields, swords, bows, or arrows; mob ejector set to high speed and night only mode off.
LAVA PITS: wooden sword with knockback, but no shields, bows, or arrows; equipment dispenses splash potion of weakness; beacon set to regeneration; all lava pits set open - quickest kill is to knock someone in
Games for unequal teams (1v2, 1v3, or 1v4)
JUGGERNAUT: single player with stone or gold sword, but no bow and arrows; equipment dispenses splash potion of strength and regeneration. multiple players with spectral arrows, but no shield and sword.
HIDE AND SEEK: single player equipped with sword, bow, arrows; equipment dispenses splash potion of invisibility. multiple players with standard equipment. spectral arrows provided in item ejector.
Co-op games (1-4 players on the same team)
MOB SURVIVAL: no food; mob ejector set to high speed and night-time only mode off; game set to 10 points - see how long you can survive against the onslaught!
Just want to say, happy to see you post again man!
Hey! Good to hear from you! It was actually @teaearlgraycold who found your YouTube channel via your bandcamp account. Sorry to hear you've been having a rough time with your health, and I really hope things continue improving for you!
Edit: Everyone should subscribe to eyechoirs YouTube channel!
https://youtube.com/@thepopdescriptivist?si=B-mNDpp99dWhs3zR
Gotta look out for my players. I wasn’t going to poke you. Once I saw the uploads were still active I was content. Ironically it wasn’t you uploading.
I read over this comment when you initially posted it, but took the time today to fully read through it (including looking up what ME/CFS is). It is cool to hear that your YouTube videos started picking up. When Gravy, Tea, and myself were talking about it on the server, I was impressed on how well YouTube was going for you. To respond to your comment about missing playing with us, I am unsure what accessibility features minecraft has, but if it interests you you could hope on to just hang out in chat. I have occasionally joined the server to hang out in chat, and others probably have too.
That reminds me, I have been meaning to make a mod that makes chat accessible in the browser outside the game. Exactly for this purpose so I can hang out without having to be in the game. Basically you start the game, the mod will start a little webserver exposing a web chat client, you go to localhost in your browser and can chat from there.
I know it is technically feasible, I just haven't gotten myself motivated enough to actually start working on it.
I know dynmap has/had that feature. I think there was some discussion about it a while back, but I don't remember why we didn't enable it this time around. It wasn't that great though, because there was no way to view chat history, so you had to watch it constantly to be part of the discussion.
Yeah the dynmap thing is pretty bad and a bit broken as well. That's why I wanted to make a mod myself.
I remember wayyy back in the day I used some mobile app that implemented just enough of the Minecraft server protocol that I could join a server from my phone and chat. Was always a bit hazardous since you needed to make sure you left your player in a safe AFK location before logging out, or if you didn't you needed to remember not to join from the phone as you'd have no knowledge of being attacked or losing items.
A server-side plugin to expose chat via some api would be better since it avoids that player-being-physically-in-the-world problem.
There is also DiscordSRV plugin which proxies minecraft chat with a discord channel; but I don't really want to advocate for having two places for discussions. That's what this weekly thread is intended for.
Ah yeah, joining with a headless client like that can be dangerous. What I am making is part of the regular client so you need to just start minecraft, login and after that it will make a chat client available in the browser. The idea is more that I am on my own PC and just want to have minecraft itself in the background but still have an eye on chat.
I got a prototype working with basic functionality. Now I need to actually clean up a bunch of the code and various stuff to make it a little bit more foolproof if I want other users to use it.
Stuff like:
Oh - that's really neat! So it's entirely local, not a server plugin. I haven't seen anything like this before but now you describe it, I could use something like this!
In case you do want to play around with it, I put what I have on github now. You can download a very early version from there: https://github.com/creesch/minecraft-web-chat/releases/tag/v0.0.1
Yup, entirely a client mod. As I said, I still have a lot of work to do, but I will make it available once it's done.
Hey! There's that new thread I was waiting for!
Santa's Christmas Village is now officially open! Make sure to find your way over to Santa's Workshop Raceway and try to claim fastest time!
Edit: Follow the penguins on the nether roof!
The new Shulker farm is operational! Just a short hop away from the main end gateway, at coordinates
-8, 1160
.I have built a stone wall boundary around it; this is the area in which the shulkers can teleport. Do not build within this area unless you're sure you can make it teleport-proof. I've built a staircase up to the AFK area.
See the video for details on how to use the farm - but it's pretty straightforward. Flip the "On" switch and head to an AFK spot. Turn it back off before you leave, and that's it.
There are two AFK spots. The lower one at the main level is totally safe. The one up the stairs lets the shulkers have line-of-sight to you, so the drop rates go up about 30%. However, since they shoot at you, it is not totally safe. @teaearlgraycold suggested to add a regen beacon, which is very wise. I'll do that at some point.
I'd like to build a structure around the thing to decorate a bit and contain all the stray shulker bullets. The area around the farm can be hazardous while it's running.
I'm not sure what kind of theme to go for. Any suggestions?
cc: @TBDBITLtrpt13,@IsildursBane, and @j0hn1215.
It's a huge square, so I'd make it look like a shulker head! Would be relatively easy to build too I'd think.
An opened shulker shell with a head inside
Remember to change the farms book at the message board with the new coords.
@creesh and @noox can we please get a dynamap change with the new coords?
I'll get on that :)
P.S.
Helps to be pinged with the proper nickname ;)
I don't know how I typed it in a way that some would consider to be wrong, but I stand by my decision
My hero!!
I see there's a boost AFK area that's considered unsafe. Could a beacon with regeneration fix the unsafe problem?
I think it would. Tea also suggested this but I haven't gotten around to adding one, I spent all my time for today fixing the broken boats. If you (or anyone else) get a chance to, feel free to add one! Otherwise I'll do it at some point.
I AFK'ed it for a bit today and it was really producing, great work. However, it seemed to stop producing shulker shells after a bit. Not sure what is happening
It looks like the shulkers managed to break the boats, then all fought to the death. There was a single shulker remaining at the end of it.
I replaced the boats and got that shulkers back in the spawning chamber. I also built a platform which I hope will protect the boats in the future.
While I was collecting materials for this I noticed a few errant shulker shells in the storage system where they shouldn't be. For example there were two or three shells in several of the chests near "organics".
I also recall adding a bunch of smooth stone in the system the other day, but couldn't find it in "stone variants" where they used to be, nor anywhere else or overflow. Not sure if someone else has used them or if they've been lost.
Edit: See here, I think the issue is resolved. I'll keep an eye on it. At the very least, those changes will greatly reduce the frequency the boats need to be replaced, and the spare shulker will ensure it's easy to get it back running again if they all kill each other.
So I checked again and the shulkers had destroyed the boats. (Just one of them, thankfully, so I was able to recover all the shulkers without too much trouble.)
In the pinned comment on the video, there's a note about it:
I've tried the roof, but clearly it is not sufficient. I think the issue is that when you fly up to the farm, if there are any shulkers in the layers of scaffolding they can see you. Then the shulkers at the top start firing due to pack aggro, and problems occur.
So I'm calling the farm "closed for maintenance" andwill add the armor stands as described tomorrow. I guess the idea is the shulker bullets hit the armor stand before they can reach the boat.If this also fails, then building a structure around the thing so the shulkers can't see or shoot outside should do it, although that's significantly more work. I was planning to build a structure around it eventually, but I'd like to get the farm stable first.
There are videos posted in their discord - these links are mostly for me so I can find them tomorrow, but here you go if anyone wants to take a look.
https://discord.com/channels/1080391435074936852/1230148173247287367/1236715340293996686
https://discord.com/channels/1080391435074936852/1230148173247287367/1236715442517708922
Placing those pistons looks like it will be a nightmare; the shulkers will flock to them. I wonder if it is possible to do this with the armor stand datapack instead of pistons; simply place the armor stand on top of the fences and lower them down with the book... it might be worth trying. @GravySleeve do you have any idea if that would be an possible alternative?
If you need any supplies for building a cover, a vast supply of various concrete powders is accumulating in the End!
Having all this concrete ready on hand will be excellent when it comes time to start decorating shops in the mall!
I can't watch the videos mentioned, the links aren't working for me. However, if you're trying to push an armor stand inside of a fence, that should definitely be possible with the armor stand book.
Oh right, you'd need to join that youtuber's discord. Here's the invite from the video description. https://discord.com/invite/7n2gEXJeAT
But yes, they remove two stacked fence posts, place the armor stand, then push the fences down into the same space. I'm thinking with the book it is possible to shift the armor stand down exactly 2 1/2 blocks from standing on top of the fence?
Easy armor stands worked great! I placed the armor stands as described in the video, but the shulkers still managed to break one of the boats. Since it's easy to manipulate the armor stand positions with the plugin, I'm trying a new arrangement of armor stands which should hopefully cover more of the problem areas while still allowing the farm to function normally. Things seem to be working well but I'll keep an eye on it for a while.
I'm tentatively declaring a grand re-opening of the farm!
I also reorganized the boost afk area with a ladder and added the Shulker Smacking Station, a little area where you can take a looting sword to get shulker heads. This also doubles as a position for a back-up shulker to hang out, should the others break the boats and kill themselves. This one should be able to get the farm going again.
I watched the video, I think you should be fine using the book.
I took out the smooth stone for the mall, however there were blocks that got sorted into the wrong places again. I want and reset all the filters and removed the incorrectly sorted blocks, then put them in again to test, however I found that items are still accumulating up in the filter chests. I meant to tag @IsildursBane on this issue again this morning, but ran out of time before work.
Fun. I will look into this a bit more, but kind of unsure the cause at this point
Yeah, totally understandable. Sometimes a thing just doesn't work.
I was thinking on this issue and it's possible myself or someone else unloaded the chunks before the chunk loaders could activate. If you drop items into the above ground input chest, I bet it takes at least 20 seconds or more before they activate. How difficult would it be to run a redstone line to the surface for a 'safe to leave' indicator light?
I believe this is the case, where chunk loaders are not fully activating. I am working on installing an indicator light both upstairs and downstairs, that will flash when the chunk loaders are active. I am going to install an and gate, so it will also only flash when all three chunk loaders are running. In this process I am also cleaning up the redstone spaghetti for the chunk loaders, and just make the chunk loaders something that others can maintain
I have added an indicator light at the bottom, that flashes when all chunk loaders are active.
It will be quite trivial to continue the torch tower to upstairs, I just need to route it around some of the sorters.Edit:
The top is added now too. However, with these indicator lights, I was able to figure out that after running for a bit, it appears that any one of the three chunk loaders might randomly break. That is probably the culprit for the sorter breaking recently, where a section may suddenly no longer be loaded midway through a sort
@IsildursBane new storage looks awesome! Great job
Thank you. I have had a few people help me on some stuff the past few days. I am still looking for help on some minor tasks, but it is fully working now
Hey all! The Tildestown Mall is coming along nicely! The first shop, "Boots 4 Feet" is now celebrating it's grand opening!
If anyone wants to claim a space to build their own "shop" go for it! I'm going to slowly work on filling the others in as I continue building the roof and movie theatre. I recommend thinking of what the shop will sell, then finding a good palette of blocks to use on blockpalettes.com
I sure hope I didn't pick a bad place to build!
I'm starting work on the Tildestown Mall over in the industrial district
northsouth of the tree farm. I've got a basic look done for the front already. If anyone has any input or suggestions, I'm all ears. I decided to improvise the design as I go rather than copy an IRL floor plan like I originally planned because none were quite the right size and shape, or they were overly detailed. Once I start getting some of the walls in place, people can start claiming rooms to decorate as various shops!I just had a look earlier today, that things is going to be massive! I'll be sure to claim a shop once things are ready. That does remind me though, tower room?
Don't worry! I haven't forgotten my tower room! It's such a small area to work with, and I want it to be cool. I think I have an idea, though, so I'll clear that off my todo list soon!
Right now I'm planning to have the back section be a movie theater, so that will be fairly easy to make and fill a lot of the space. On the other hand, I'm pretty sure I'm gonna add another layer up top making for three floors' worth of shops in the other section. I'm guessing right now there will be room for about 21 different shops.
I have spent a lot of time with minecraft open today without actually playing because I was working on the chat mod I mentioned elsewhere in this thread.
It still is in a very early stage of development but usable. I just tagged a new release for anyone who wants to give it a spin: https://github.com/creesch/minecraft-web-chat/releases/tag/v0.0.2
Just grab
web-chat-0.0.2.jar
, you will also need the following dependencies:EDIT:
Community Storage has a bug in it, not sure the culprit but it is currently not working properly. I am currently trying to figure out the cause, but until then it is not workingI believe I have solved this bug. See separate comment on bug - Problems with chunk loaders, still working on thisCommunity storage is pretty much finished, just working on putting the finishing touches (and fixing one bug that I think I have now found the culprit). But as others are using it, there has been various comments and discussions on how to make it better for the community, instead of just what made sense to me as I was building this. So I want to open up a discussion here of what do others think need to be added or changed?
I added a redstone torch next to the overflow container that will light up when the overflow chest is more than a third full.
@Durinthal I believe you were the original one who built Community Storage. You should come check out the new version, which is in the same place. I tried to keep the decoration similar to what was done when you built it the first time around, I just improved the redstone
One thing that has come up is how to label the miscellaneous items. So far what has come up is to use main category items in item frames or multiple item frames if that makes things clearer.
There are various options to visualize I made a screenshot with 2 places highlighted:
I was thinking of just replacing the stair underneath the sign with a representative block - cobble for cobble variants, maybe bone block for organics? Keeping the signs there as well should clarify any potential confusion. The signs are helpful for close-up UI, but from a distance, it's really hard for me to get my bearings in MIS.
I think either that, or put a representative item in an item frame next to it, and nametag that item with the full category name. This is what I do in my home storage (Well, I've always intended to nametag the items, just never actually gotten around to it...)
@TangibleLight I see you went ahead with the representative blocks idea, I think it works quite well
With some credit to @GravySleeve and @teaearlgraycold! Generally tried to pick blocks that are visually distinct enough that it will hopefully be easy to identify where you're headed from a distance. It's been helpful for me, anyway.
A potential oversight is that we removed the signs, and I don't think anyone replaced them. I'm personally content to only have the representative blocks, but it might be good to have some real text that lists the intended purpose of each column.
You removed the signs!! I had all of them glowed up and honeycombed already. :(
Actually... I never specifically removed the signs, but I'm pretty sure I recall being down there with no signs there. I'm having a real tough time actually remembering if they are or not.
Were they standing on the stairs below them? Then they were definitely broken. Were they hanging on the second chest? Then they might still be there.
I'll check when I get on tomorrow, if they are in fact missing I'll replace them.
I think you just didn't notice that I replaced them already. They're attached to the chests now instead of standing in front.
I think in lieu of a named entity in a frame, I think the signs do a good job at removing ambiguity and reminding you of what's in there - which goes a long way towards learning a system!
I think with item frames, something to consider is performance impact. The sorter is relatively lag efficient, but is large and it also has chunk loaders that turn on when the system is actively sorting. This means that we will want to try and minimize the performance impact as much as possible. Especially since it is in town, and we want to keep town as lag free as possible for those who have less powerful computers, town is still accessible. I am not against item frames, but it is something we do need to consider
I am not entirely following, are item frames that heavy on server performance?
They are not super heavy, but they are an entity so they are heavier than signs. At the size of community storage, one item frame for each category should be fine, but multiple per category may start to add up
Ah, I am not sure if it will be that big of an issue but I see your point. It would be a shame if we can't do it like that as it makes things easier visually.
Also, some filters still seem to not work as expected. I am fairly sure they are setup correctly (the decor ones) but they do not end up in the chest and I cannot find them elsewhere in the system
Some other filters work fine though.
I am not sure if it would be an issue either. But the other limitation is what single item do we use to represent categories? Also, as I have used the system extensively in the past few days, I have memorized rough location of each category, so is it something that becomes less important as people get used to the system? Is my logic of it not being friendly to new users contradictory to other comments I have made about town navigation? Yes, it is contradictory, so I am unsure if my logic of just gaining familiarity is valid. But I think there is also a difference between new users navigating town and people navigating community storage quickly
I have done more testing, I think the filters are working now. Just need others to use it and see if the problem persists
We can use up to four above the chests is my thinking.
That then raises the issue of increasing the amount of item frames, and that is where the accumulation of item frames concerns me. We could test it and see, but that is my concern.
Edit: I checked, and there are 48 sections, and I am thinking of adding on another some more for future expansion. So having four item frames for each category would be just under 200 item frames. 200 item frames should be fine, the question is is another 200 item frames on top of other things in town fine for everybody or will it make town a laggy experience for some? And that is what I am concerned about, is balancing a usable and functional system with making sure that it does not cause lag for people
Bug report:
Symptoms: Filters were increasing above being two items, and then going into overflow
Cause: Unsure exactly the culprit I have three theories.
Solution:
Conclusion:
Need others to use the system to see if bug persists
I did some more testing, and it appears to be solved. I will just monitor this issue as more people continue to use the system
I left a shulker and some stuff in one of the overflow chests in the area I added yesterday. You can throw all of that stuff in to test.
I already did and did not seem to cause issues
I am still having issues with the chunk loaders. I am currently trying to come up with a new solution. I need to research good chunk loaders that have an on/off switch that will restart when they fail, as my modifications are just making a mess of the design I started with
Felt I should start another sub-discussion on the categories in the sorters. Is there items you feel should be a separate category? Are we missing any categories?
@j0hn1215 Since we have the chunk loaders, which cover the community furnaces, would it be possible to get a redstone signal for when the furnaces are active? If so, we could have the furnaces trigger the chunk loaders and people would not need to wait around for their stuff to smelt. The one concern is that I have noticed that when you add a shulker full of items to be smelted, the droppers dispense items quicker than the hoppers can keep up. With one shulker, it catches up and items do not despawn, but with even bigger smelting jobs, I don't think that would be the case. So with large smelting operations, I would be concerned with item loss, and the large smelting jobs is where using the chunk loaders would be convenient. Also, might not be worth turning on the chunk loaders for a small job, so maybe doing a switch to turn them on may be best? But then people will probably accidentally leave them on
Yes! I actually already have a furnace on signal, though it's not hooked up to anything. The copper bulb in the smelt room is hooked up to push a redstone block down into the underside (originally intended to activate some kind of piston device to change the giant furnace block texture from off to on. Not yet planned or implemented yet) I can show you next time I'm on.
I did find the redstone line you mentioned. I just need to send a redstone signal down to the chunk loaders to turn them on/off. I need to think of how I want to approach that.
I also should look into optimizing some of my redstone for lag, as I am starting to have an increasing amount of redstone for the chunk loaders and I want to try and minimize performance impact as much as possible
If anyone else is on today, could someone turn off the gravity duper, or at least swap the red and orange concrete for other colors? (It'll also likely need to be unclogged)
I had intended on doing that this morning, but I am currently too ill to move everything around. Ideally I'm better by tonight, but my 2 year old has had hand-foot-mouth for a few days now, so there's no saying how long the whole family will be laid out...
@Arknata and @creesch are online right now, maybe one of them is familiar with the machine?
Oh I just logged out, but will get back in and figure it out. Last time I couldn't make heads or tails from the instructions in there :P
Edit:
Honestly couldn't figure it with the limited time I had. So i just put down some chests and emptied the red and orange chests to those.
Thank you!
@teaearlgraycold you hopped off before I got around to looking this up but:
https://youtu.be/sAzzbrFgcUw
I did march in this show, and it's the most likely video people might have seen
Plus I'm still kinda proud of us for this one
Well, there is now at least 10k+ of every color of concrete powder available in the storage room right underneath the End spawn platform! There's also a full double chest of shulker boxes full of stacks of sand, so if you need ~50k sand for a project or something come get it!
A good suggestion: Use some concrete in your mall build!
I haven't been really active this week, except for the failed raid farm project (if anyone wants to try to get it to work feel free). I did make a few screenshots though:
Completely unrelated to the current server. But, I had to look something up from the previous server world. So I figured I'd share this nice overview of the previous town
That is not shadowfax, that is my other horse that I have. I do believe it was @TaylorSwiftsPickles that put it up on Noox's roof
I just took a look at the playtime chart for the first time in a while. @j0hn1215 has afk'd for over 25 of the last 30 days! Peoples champ!!!
Thanks! It's gonna be hard to improve on that time, sometimes I need to use my computer for ACTUAL work. I also think there's a memory leak in one or more of the performance mods I have installed - after 16+ hours of uptime, it sometimes just crashes when I try to move, and usually takes 4+ minutes to actually close the game after I quit.
But as far as AFK time goes, Isil built a clever chunk loader at comm. storage that ensures that everything is processed, and my In-Town-AFK-Spot only covers the boneblock and colored wool production. What other AFK options might be useful?
The shulker farm has been pretty borked from the start TBH. The design I found on YouTube doesn't work super well in 1.21 (nice to find that out after the hours of work) and I haven't yet found a replacement design that seems like a viable alternative.
Edit: I may have found one design that claims to work with a couple small adjustments; I'll try to hop on and get that built and working when I have time between work and wedding prepping.
Which design is it? And what's the variant you found? I'd be happy to help over the next few days.
I have built ianxofour's farm in the past and, yes, that first shulker is a bit of a pain. But it's incredibly efficient and reliable. If the current one is borked I might consider just building that.
https://youtu.be/s7JZWGcnHYA
There's a pinned comment that contains a link to the changes in a separate video.
Oh, that fix is not too bad. And the farm itself looks even simpler to build than ianxofour's! I am wary of shulkers teleporting onto those blocks while building the extension, though.
I'd use walls to fill all the potential teleport spaces before placing any solid blocks to try to avoid that. And you could leave them as walls instead of trying to replace those top three with buttons; I think a shulker would teleport to it in the time between breaking the wall and placing the button.
Whenever I have some time to get online, I'll take a look if you haven't already done it. I need to get some shulker boxes anyway...
I hypothesize that the supporting scaffolding might have played a role in the failure of the last farm - shulkers have strange rules about scaffolding that might cause them to teleport to an invalid spot, forcing an immediate second teleport at the new origin point. I know while afk a shulker killed me by teleporting inside my little bunker. I also think I built my bunker too close to the farm, which allowed a nucleation point for errant shulkers.
I've started construction of this near the main end gateway; around 0,1175. Much easier to get to than the old one! There is a single living shulker that survived the end busting in that first city. It's critical that it doesn't die. I wonder if it's a good idea to try spamming healing potions on it and get it to duplicate itself before moving it, just so there's a backup in case it dies. I got it to teleport near the surface; for now it's just buried near the end of the rails.
I built rails to move it down to the main level where the farm will go, and I've collected all materials for the farm. I don't want to move the shulker until the farm is ready. There are a few invisibility and splash healing potions in a box near the rails.
I don't want to start the build tonight since it's late, but I'm planning to build the thing in a day or two when I have time to properly complete the thing and debug any issues that come up.
Healing potions should be available at the potions lab in town, you will just need to modify it to be a splash potion
Yeah, that's where the current invisibility and healing potions came from. At the time, I figured I only need a couple, so I hit the button and grabbed those three of each. It's a really useful machine!!
But I think I've decided that it's best to try to duplicate that shulker before proceeding. So my project tonight will be to grab a bunch of splash healing potions and get that shulker to duplicate - if it dies, no point building the farm there. If it duplicates and I get one or two backups, I'll proceed with more confidence.
Is there a space at the potion lab to create splash potions? I just manually used a brewing stand and some gunpowder to do it. I imagine it wouldn't be too hard to create a bulk processing setup that loads up a few brewing stands in parallel to convert potions to splashing. If nothing like that already exists, I might add one after I'm done with the shulker farm.
There isn't a dedicated spot for it. I never got a good idea for adding in modifiers, so I never implemented it. I came up with a good spot for it today, so maybe I will implement that soonish
I want to call it "the splash zone" and when you open the chest to insert items for processing it drops a thin slice of water on you.