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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.
screenshot time
Web chat mod
Turns out we already had a cornflower farm for months. Not sure who build it, but it came in handy today. I marked it on dynmap.
If it was the haphazardly-built one near someone's base on a hill, northeast from town center, then it was me, lol. The one you built looks more efficient though (or at least much cleaner).
After being on vacation, I finally had a chance to log in to the server today. I saw the work that @TangibleLight has done for resiliency of community storage which is really nice. After taking a break from community storage for the past couple of weeks I have energy again to work on it. So I am going to put in some more final polish on various things to get it working better. It has been cool to see the community maintain it while I was gone, which was one of my goals.
On another note, my computer is still not fixed. I have narrowed down the problem last night some more, and have ordered a part that might come by Friday. Until my computer is fully working, I do not plan on visiting some of the newer builds (things don't look too good with a render distance of 5). But I am excited to see what you all have been building once I get my desktop up and going.
I already showed you on the server today, but I'll share a detailed update here for everyone else. I also want to thank Tea directly.
I was a bit frustrated at the passive 'no' to RestartRedstone. I strongly suspect that server restarts are the only* remaining risk to the storage system, and I want to make it robust to that. So, at Tea's suggestion, I have built a restart detector! So thank you, @teaearlgraycold, for the interesting project idea! It's been fun hopping back and forth between the server and my redstone testing world to build a suitable design. I think things are in place, but I want to verify timings over the next couple days before connecting it to the storage system.
* The storage system itself is definitely not resilient to server crashes. There's no way to handle that. The first diagnostic step after a crash should be to look through all the filter chests, and be sure there are exactly 2 of each filter item. If there are extras, remove them and check through all the dropper towers of the multi-item sorter. All the droppers should be empty. It's tedious, but a thorough check is the only way to be sure.
Restart detector details
In spawn chunks, at y=5, there is a Frost Walker restart detector connected to a very slow hopper clock. 23h56m after the server restarts, it sends a redstone signal through the nether via 3 dynamic chunk loaders to the storage system. The timer will begin tonight after the server restart, and I'll log in tomorrow night to verify the timing and adjust the clock accordingly.
The timer at spawn chunks is running all the time, so theoretically has some impact on lag, but I don't expect this to be significant. It's a hopper clock, so the vast majority of the time, all but one of the hoppers is dormant. The only time any chunk loaders activate is when the timer expires; the timer drops a single item through a portal, which is detected in the nether. Then each dynamic chunk loader sends a single minecart to the overworld and back, loading the neighboring chunk and triggering the next dynamic chunk loader in the sequence. They end near the other community storage chunk loaders, where another dropper sends a single item back to the overworld, which is detected for the "begin locking inputs" signal. It takes about 4 seconds to send the signal from spawn to storage.
The plan is to use that signal to lock the inputs for 5m, so any items in-process will be flushed through the system and no more items may be accepted until 1m after the server restarts. I'm going to lock the dropper that deposits items into the primary water stream and also the multi-item sorter's item gate. Once the 5m timer expires I'll activate the usual chunk loader timer to be sure any pending items have time to flush through.
The timer should be resilient to server crashes but, depending on how long it takes the server to recover from the crash, the locking mechanism might miss the following restart. I imagine it also might be broken up by daylight savings time, depending on how the server restart is implemented. In either case the system would recover within 48h.
I appreciate that you noticed the multi-item sorter item gate. I was unsure if locking that and the primary dropper would be necessary, but it probably is a good idea to do both. I am currently researching how to improve bulk storage so that one slice can keep up with the flow of items, but that should not impact the locking mechanism
Thinking on it more, it might be better not to lock the item gate. If items are being deposited, the chunk loader will already be activated and locking the primary dropper should still be flushed through the system within the 5 mins. I think the better logic is this:
When the restart signal arrives, set a 5 minute item despawn timer that locks the primary dropper and activates the chunk loaders (to be sure the item despawn counter ticks). If items were being deposited, they should flush through the system normally. If not, no more items would be accepted till the timer ends (after the server restarts).
However, when the server restarts, the chunk loaders will be disabled until a player enters the area again. - which means the despawn timer will still have a minute left. We could put a second frost walker load detector at community storage which immediately unlocks inputs, so the first player making a deposit each day doesn't need to wait around a minute before inputs are unlocked again. Since the locking mechanism will activate the chunk loaders until restart, the only time this load detector would fire is the first time a player arrives after the restart.
@secret_online mentioned lag, which is something I hadn't put much thought toward. The hopper clock in spawn chunks will slow down during lag, so it's probably best to tune the hopper clock as short as possible, to maximize that 5 minute despawn timer as runway to avoid missing the restart due to lag.
Edit: I'm overcomplicating things. We don't need a second timer, just a simple latch which locks inputs and enables the chunk loaders. The signal from spawn chunks should directly set the latch. A load detector at community storage should directly reset the latch.
There is a chance after severe lag or server crash that the latch isn't correctly reset; so just build an easy manual reset button behind the maintenence door to fix that ad-hoc.
Having it lock even 10 minutes before restart wouldn't hurt. It does not need to be an exact science for the lock to release.
Also, it might be a good idea to wire the chunk loaders activation indicator to the lock, so that input is only unlocked once the chunk loaders are working. However, as I am writing this, that may require redoing the chunk loader turn on signal
This system worked great this time. I'm reasonably confident the locking is working. I'm not locking the item gate, but the clock is timed to give about 8 mins of lead time so it shouldn't be an issue.
I added an indicator light "Inputs Locked" next to the chunk loader indicator. There is a manual unlock button just behind the maintenance access door; if the inputs are ever locked because the mechanism is out-of-sync, just hit that button and everything should reset properly.
Two of my favourite pieces of redstone tech to have existed, as rare as they are to see, are the frost walker chunk loading detector (which also happens to detect restarts when in spawn chunks) and the llama lag detector (which sadly no longer works). It's not that they're necessarily the most useful of redstone inventions, but they're some of the few that betray the inner workings of the game and I always find those edge cases interesting.
Welcome back! Don't forget to take a break from all the storage, do some shopping in the new fangled mall for example ;) Or take a look at the arena that is now back under construction! I also heard that along one of the rivers there is a bunch of new infrastructure.
I am waiting until I fix my computer before exploring the new builds, but I am excited to check those out
@GravySleeve I have been working on figuring out how to improve bulk storage so that it only requires one slice per item. I have not figured out the solution yet, but am getting close. Once I do, we could switch to having fireworks be sent over bulk storage as you previously mentioned interest in doing. Probably the best solution involves having the transfer system do bulk deposits of items into the sorter, instead of doing a trickle supply. My initial thought of how best to do that is to have a shulker loader at the fireworks factory and then a shulker unloader in community storage.
I already have a shulker loader and a dropper setup down at the bottom of the farm. We'd just need to redirect the output over to storage. But why would you want to unload them again once they get there? You want to have loose stacks of rockets available too I'm guessing?
Yeah, I would designate one of the slices of bulk storage towards rockets, so that it is convenient to either grab a few rockets or to grab a shulker
Do we have length 1 rockets as well as length 3? I've always preferred the short ones, since I do a lot of zipping short distances.
I don't know whether it's worth dedicating a slice to, especially since I'll probably be the only one using them, so even if there's a few boxes somewhere I'm fine. I have about 2 2/3 boxes in my ender chest right now, and that'll last a few (but not several) months depending on how much I'm on.
We do not, AFAIK. I believe the only reason we have length 3 ones (according to Gravy) rather than length 1 ones is that they can be autocrafted easily.
You should be able to sneak into the firework farm and craft them manually though
No we have three seconds because I (and a few others) asked if we can have three seconds as it is my main preference. It used to be one second rockets.
I have been lied to and bamboozled
Well, I think it isn't too difficult to make two production lines just have to split the resources at some point or do it based on an overflow mechanism.
Oooor, you go down into the catacombs of the fireworks factory and make multiple stacks with the considerable amount of base resources stored in the overflow chests.
@GravySleeve, might be an idea to route the overflow of gunpowder and sugarcanes to storage as well? Gives people some options as well for crafting things out of them.
I don't think routing the fireworks overflow to community storage is a great idea. There are lava pits in my design that burn the extra sugar cane and gunpowder so they don't overflow. Community storage doesn't have a way to deal with the amount of items produced and would get full very fast.
MOAR COMMUNITY STORAGE!!1!11
I am considering that. I want to get the few remaining kinks worked out before I expand it though.
I have not set it up to handle some of our higher outputting farms, as they already have storage at the farm, and I thought it would be unlikely that people would manually transfer over all of the storage from the farms frequently. Having a small stockpile of the farms in community storage is good, but it was not designed to store the whole output of each farm. If people were to automate depositing farm outputs to community storage like we are discussing with the rocket factory, it would be easy to expand bulk storage to accommodate that.
If anybody needs copper, I cleared out an entire Trial Chamber, so there are 3 double chests of stuff in community storage up for grabs!
There is a manual turtle scute farming area near the hot air balloons at 190 63 -615. If anyone wants to go through the arduously slow process, that is. There is seagrass available on the ocean floor right by.
@gravysleeve
I have been tinkering with the roof and have arrived at something I am somewhat happy with:
There are a few things I am not entirely happy with.
I am going to tinker with it a bit more but likely leave it at this state for now so you can maybe also have a look. Actually happy with what I have and started building it out further. But had to log out, will continue on it tomorrow.@eyechoirs, Gravy and I decided to try to finish the arena since you said it was unlikely you would be able to. We thought it would be a shame to not finish it and not use it.
Edit:
Okay, pretty happy with this now, closeup
Thanks for working on this, it makes me feel a little better about having not finished it. The roof design for the long side of the building looks great, pretty similar to what I had in mind actually.
Thanks!
Here are a few more update shots after the work I did today. Basically the south entrance building is nearly finished:
I also didn't realize until now (or forgot) that the scoreboard comes with a fireworks display. That is going to make finishing that area interesting. Initially I was thinking of putting a commentator box on top of it but that obviously will not work. But enough possibilities :)
That looks fantastic! Did you use Litematica to copy over the design, or did you just eyeball it?
Also, the fireworks are kind of an optional feature. They don't really have as much impact as I thought when I conceived of the design because the players are too far to hear them, and chances are they won't see them when they go off because their focus will be on the gameplay. You could tear them out of the scoreboard and replace with something else if you want.
I have been working on integrating the scoreboard into the rest of the arena. But I am having trouble finding something that works with the redstone and looks good. I have tried several iterations and talked it over with @TaylorSwiftsPickles as well as it is a tricky bit to integrate in the rest of the server. We were wondering if you had something specific in mind there?
Here is what I have tried so far as well:
Edit: This is the last iteration we came up with, I am pretty pleased with how it turned out
I figured out why I hate the current iteration. It reminds me of one of my first minecraft houses, which was an ugly box with an absolutely gargantuan, absolute unit of a roof on it. That's probably why I was imagining a turret or fortress on that specific side.
That's fair, I do agree the roof is rather big the way it is now. Giving the fortress idea a bit more thought what might be really nice is to have two towers on eather side of the score board. Something like this or this. Something along these lines anyway.
Definitely agree! I was thinking that yesterday when you were taking down the two roofs on the side. If we proceed with that idea, we can figure out later in the process whether we go with roofed or roofless towers
Hopped on during lunch and made a quick mockup. It obviously will need a bunch of detailing and I only build it high enough to give an idea.
I am thinking of roofed towers because in my mind they are better for flags on top so we can have a yellow and red flag for each team.
That last iteration looks really good, and is actually pretty similar to what I had planned to do eventually - which was to extend the stone wall out horizontally, all the way to the stands, making the whole scoreboard apparatus basically a big rectangular prism, and then add battlements/parapets and such to the top. And maybe a trim using the copper roof design around the back. I think your design for the base is nice, but make sure it doesn't overlap with the lava pit locations (I forget where those are located specifically).
Also, not sure if you had a design in mind for the curved section which connects the east side of the locker room buildings with the scoreboard, but originally I planned to try alternating vertical stacks of spruce and dark oak logs, kind of like palings. No idea how that would actually look though.
Awesome! I'll continue along this line then.
We double-checked yesterday after I remembered the pit locations as well. It should be fine.
Basically the "back" of the arena? I didn't have anything specific in mind there yet. As it is effectively the back side I wanted to keep it fairly simple, which your paling idea is so I will explore that. The scoreboard back likely will mostly be a stone cube on the backside. Though I'll probably end up extending the ornaments around the top corner. Or possibly give it a roof on the back and make a wall like the locker rooms and other arena stands have on the back.
Edit:
Hopped on to quickly take some screenshots to give a better impression of what I am talking about.
Extra edit:
Think of the spectator experience!
I started eyeballing it, then decided to figure out how Litematica works and used it to project it and build the frame. It did help a ton, though the projection can get confusing at times as well :D
As far as the fireworks go, I like the concept so I might explore Gravy's idea of shooting them onto the arena and see if that works out with the timing.
I find setting the schematic overlay to be translucent with an opacity of about 0.25 makes it much easier to use when building larger structures. The only problem is that the transparency doesn't play as nicely with shaders.
I can't remember how to do it off hand, but there is a way to project one layer at a time as well.
By default, M + Pg.Up/Pg.Down changes the layer mode, and Pg.Up/Pg. Down ....pages up and down though the layers!
You could also angle the fireworks to fire horizontally out into the area above the arena. Might make them more noticeable for spectators at least.
Oh that's something to explore yeah.
How do you do that? Explosives? Water?
Heh, turn the dispenser the other way. :P
Oh, a 90 degree angle :P I missed that you said horizontally. Kinda rude to shoot fireworks at the spectators.
It is possible to use tnt and water to extend the range though, you aren't wrong. Some of the Hermitcraft members did that early in their newest season.
With a one-second flight time it might be fine. Certainly something I am going to experiment with.
Very nice! I had another suggestion, but I had to leave for work before you got back on.
With the help of @TaylorSwiftsPickles we made some good progress!
Well, this has been a busy week, just not on the server. One of my usual Minecraft buddies saw me playing vanilla and started bugging our usual server admin to put up the new server (which has been in a state of limbo for a while), which then inspired them to work on the project they started that was holding them back, which then inspired me to implement the final features of one of my projects so I spent most of my holiday time writing code instead of playing games. Whoops.
Anyway, in-game stuff.
Not-quite-so-live updates (small things that don't warrant a new comment):
This looks awesome! @IsildursBane I feel like you can appreciate this bit of river infrastructure as well ;)
How many of my own shall I donate? :P
Pretty cool that you "own" a mod with so many downloads! I wasn't aware of it before but I absolutely see how useful it can be
As many heads as you like. There are a variety of locations to choose from.
I'm pretty sure a lot of those downloads are due to it being included in a modpack. There's one version that has been downloaded far more times than any other, including updates for that version, and the only real explanation is that a pack included that version and didn't update past there. No idea what modpack either as Modrinth doesn't allow you to do that kind of search.
Oh, I also have added a new case for the agency to investigate!
Love the circle of mushrooms, I might add some armor stand kids skipping around them or something next time I'm on!
Remember not to add an armourstand sculpture of @DefinitelyNotAFae. There is absolutely no reason why they specifically would be anywhere near the mushroom circle.
ಠಿ_ಠ
If you're implying that I should do that, I'd need a player head for them first!
Hopped on the server for the first time today for a bit. Nobody else was on so what's the deal? I can just fly away from town and start building?
Sadly, depending on the day and time, the server indeed doesn't have many players online (if any, except for AFK j0hns) for a sizable part of the day. Most of the time, I either see players online during the EU afternoons (a mixture of EU, US, and SEA folks), and another chunk of players online during EU late nights (mostly US folks)
I recall activity used to be far more distributed during the first months of the server - now it appears to be more clustered. I think there's also a psychological factor though, because, often times, I notice people logging in when they see familiar faces online, and I've also done the same myself.
You can build in town if there’s an empty plot. But yeah go wild! Build where ever isn’t claimed.
Welcome. Depending on the time you join, it may just be a quieter time as others have pointed out. That is one of the drawbacks of having a server with adults is they have responsibilities and so some may not be active for a period of time if work or other things get busy.
To get started, you could either be a hermit and do all the early game yourself or head into town and use community farms and resources to bypass all the early game and start building. Either by using the dynamap website or the message board in town square will help you find resources. Also, the community storage is a great place to get resources (building that is a giant chest in town). Really any area that is unclaimed is free for you to build. We always appreciate new builds popping up in town and filling out the town, but you can also claim an area of wilderness if you want.
Cool, I found the resource chests in town and took an elytra last night haha. That's how I got out into the wild, but yeah I'll probably get some building materials later and build in town. Thanks for the info!
It is linked in the opening post, but if you are looking for something make sure to check dynmap. There are also a few hidden layers to show transport networks and player homes. See the comment I made about it here.
Also, welcome!
@IsildursBane - why is a hopper missing?
I felt more resiliency was needed before I implement that feature. Now that we have a huge supply of shulker shells, I should probably change that over to an autocrafter
Oi @GravySleeve, I believe I designed you a 50/50 randomiser that you can use
Oh rly? I'll be online in like 4 hours!
Sadly that'd have been 04:00 or so for me, & I didn't even see your message because I was sleeping. But the gist of it is:
ASCII Diagram
(O: Observer; H: Hopper; S: Stairs; D: Dispenser)
If the dispenser shoots water, the stairs will get waterlogged or de-waterlogged, producing a signal that will be detected by the observer. If the dispenser shoots another item (be it a lava bucket or an block from a stack of blocks), the change will not be detected
If you extend this pulse (or, even better, use an SR latch) should be able to use this signal as a "switch". For example:
If you use a pulse extender, that'd probably be all; if you use an S-R latch, you'll also need to reset the latch circuit
It's less bulky than my original idea (which involved a stack register and some XOR gates) but anyway, you should be able to put the randomizer far away and just feed the signal to book near the armour stand
After I'm done with work I'll double check in my demo world to see if I forgot to tell you something or if I said something wrong
I understand some of this! XD
I may be missing context... Is this to do with DDR guy?
You can use two droppers facing into each other as a randomizer. Use a comparator to analyze one of the droppers, and into the other dropper place a single stackable item and a single nonstackable item. For example a stick and a shovel.
If the first dropper is empty, the comparator is off. If it has the stackable item, it has signal strength 1. If it has the non-stackable item, it has (iirc) signal strength 3.
It also doubles as a latch: weakly power the first dropper to reset the latch, and weakly power the second one to set it with a random value. Or you can also strongly power the first dropper to clear and set a new random value within the same tick.
The context is that Gravy tried a randomiser from youtube that didn't work, and I randomly (huehuehue) thought of this mechanic a week ago (because I had used "detectors detecting waterlogged stairs" as a mechanic for a very culturally significant area this season) & spent like 3 minutes testing it yesterday before telling Gravy I found a design he could use
After quite a bit of trial and error, I've made my coolest animated armor stand yet! I did end up using the stackable/unstackable items trick after finding it on YouTube. The mall now has a functional fortune teller machine!
Oh that's a great idea! I likely won't be able to check it out tonight... definitely going to look next time I'm on.
I wondered who was making that! I nearly snuck some redstone under it myself, but it felt new enough that someone could still be working on it.
joined for a bit, followed the road to tildes town on foot. Died to the pillager posted on the outskirts. Went back. Died again. Then died to a creeper. Why the heck is there a pillager posted on the footpath to town?!
I'm just trying to gather the odd bit of wood and stone so I can go find somewhere undeveloped to develop! Had to d/c at night because I didn't manage to tool up enough to survive a night and didn't want to destroy any of the developed land to build myself a hidey hole.
Stressful darned game. I'll attempt another jaunt tomorrow
Yeah, we really should do something with that pillager. Not sure who left him there, but he's been there since nearly the beginning of the server. Maybe I'll set up an area he can live in safely tomorrow.
I just thought someone was trolling. It was funny.
I found a mountain to dig a hole into, for my little bunker. I then dug down to Y16 and happened to intersect someone else's strip mine, so I'm going to look for a new hovel when I'm next on :) Somewhere a bit further away.
If it is the pillager near the transit hub, I think @arknata was wanting to disarm it and use it for their base
I don't mind doing some AFKing in a boat to disarm it, I've got a secret_agent report to be writing.
Edit: I have at least moved them away from the path side of the river.