22
votes
Tildes Minecraft Survival Weekly
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.
My computer is working again! This means that I am going to start exploring some new builds that have happened since late November.
The list of builds I want to check out are:
If you think I am missing any build from the past month and a half, let me know as I want to check it out
New thread new screenshots :)
Dynmap reminder
As a reminder the server dynmap has some functionality people might not be familiar with but is very valuable:
If anyone wants their home added or if farms are missing leave me a message here as a reply or ping me, I don't always remember to check the books at the town message board.
Only thing about the map is, I wish that north was up, because it makes finding directions very hard for me. I.e. cursoring straight up or down or left or right to look at co-ordinates results in diagonal movement within the game.
Can I rotate the thing so that north is up? I couldn't see how
You had me confused for a sec, then I realized that the link in the start post opens up in isometric view. North is up if you change the view to a normal map. If you go to https://tildes.nore.gg directly it will afaik always open in normal map view.
Ah thanks! That was what I was missing. And I've just noticed the link you posted and the link in the top post look the same, but the top post one has lots of query parameters that I completely overlooked!
That dynamic map is amazing by the way.
I'm planning on trying to make my way 3500+ blocks south, to the pink penis forest. That looks like a good place to set up.
Basically straight south from spawn. Getting there without dying with enough resources on me that I can get a start will be a challenge indeed.
Definitely enjoy your time in the pink penis forest! :P You'll also have a neighbour nearby, as (I believe) @Arknata has a base a few hundred blocks east of where you mentioned.
Considering there are now two people who live so far south, I'm now even mkre seriously thinking about expanding the De Lijn line (blue ice tunnel at bedrock level) all the way to your future base and Arknata's area...
I wouldn't say I live there yet, lol. It's a goal. I'm stuck up in a bunker in the side of a mountain much closer to spawn than I'd have liked, encroaching upon someone elses mining operation, so I need to move.
It's just a long old way. Need to get my stick and my knotted bundle ready.
As others already mentioned, boating all the way to (as close as possible to) there is probably your best bet. In the first couple of weeks of the server being online, TBDBIT and I charted out most of the server up to the world border, using boats for the most part, so it's definitely a fast and relatively safe way to travel large distances.
When you set up base at a specific spot in the pink penis forest, feel free to let me know, as I do plan to continue the ice tunnel all the way to @Arknata's area anyway, which is close :)
I should go boating again for a bit! Has been a while since I did that. Probably taking a little break from the arena and finish that in the weekend and do some good old fashioned sightseeing by boat.
Also will fill my map again as I needed to switch from journeymap to xaeros because journeymap for some reason started causing rendering issues.
You're definitely remembering someone else; I don't think I was the one that did a bunch of exploring, at least not intentionally
Fairly sure it was you and I who ended up going to the edge of the world in various sides of the map, albeit separately. It might not have been intentional but I definitely remember seeing you near the edge of the world a few times back in the early days :P
As a general rule of thumb, we don't bit on this server :P Going at it alone is a perfectly valid way to play, but resources are also commonly shared. For example in town you might have noticed the big chest building, that is community storage with a ton of resources.
Anyway, play how you like of course, just wanted to point out resources are available if you want to.
It's just that ... if I'm tempted to gear up for free, a lot of the drive to play the game goes away. If I can step in to a server full of iron or better gear and great tools, then I lose interest. I felt an acheivment of finding enough iron to make my first bucket last night. Always make a bucket with your first iron...
I'm not that great a builder (and, I'm still overstating it) so I get the most from minecraft from the struggle. It's nice to have the offers, but I must re.s.i.s.t....
Actually looking at the map, boating out east might be better. Lots of islands and who-knows-what out there.
Yeah totally fair!
Also, boating is indeed a great option. If you enable the transport layer on dynmap you'll also notice various canals and passages.
I've added a branch to the branch of the red line, meaning my place is now connected to the rail network! I know we also have this whole discussion of changing which mapping plugin we use, so this might be one of, if not the, final edit to the dynmap.
I not happy with how the tunnel turned out, I had a completely different idea in mind but I just needed to build something. I may tear out the current decoration and completely replace it, but it will be in the same location at least. I also need to complete interior of the train station, but that's mostly going to be detailing at this point.
I added it to dynmap :) I'll also add it to the export I made for dynmap.
Personally I like the tunnel setup btw :) But I also know how sometimes you can have something in mind and not quite get it to work.
Oh btw, while standing semi afk in your new station I got assaulted by a skeleton. I took the liberty to do a round with lighty and found a few dark spots around the area where I placed torches.
If you want the area to remain a bit more dangerous just let me know, and I'll remove the torches.
Thanks, I've had some close calls with creepers nearing the armour stands before, so it's well past time I did something about it. I've removed a few of the torches, especially along the cliffside, which is making the area dangerous again. I tried replacing the cliff torches with lichen, but didn't like the result so it's back to darkness.
I'm mostly writing this part down to consolidate my vague thoughts, so please don't see this as me going after you for making my base safer (I appreciate collaborative efforts on servers, as it's the only thing that separates it from "singleplayer with chat"). If anything it's shown me that indeed yes my lighting has been bad and I probably should do something about it.
I've been trying some new things with my building on this world, and one of the main ones is lighting around builds. I want there to be more of a dynamic range in the lighting, with buildings well lit, the ground around them lowly lit, and the cliffs and natural areas in darkness. I think it's lived up to my artistic vision so far, most of the ground areas have a light level below 7 while still being above 0, the buildings are nice and bright to draw the eye in, and the backgrounds fade away at night.
It's not just this build, but the secret_agent one too. In the secret_agent build, the hallway is dark, except for the lamp that draws you towards the right side with the office and some light leaking through the apartment doors. When you go down the right side, the office itself is at a similar light level to the hallway but has a lighter block palette so draws you in that way (which is why I wanted the door to stay open). Outside the build there's no lighting at all, because it's meant to blend into the background of the mall and not call attention to itself. The exact opposite of the enderchest store ;)
The dance club in the portal tower doesn't really fit this model of lighting, but I took the time to make the blackest possible map art (I have done a fair amount of digging for my builds, but it still doesn't beat the one day I spent placing concrete) to kill as much lighting as possible. It's a space that should be dark, yet most of the floor is >=10 thanks to the froglights in the main elevator and the light leaking in from other floors. But that ends up working to its advantage, since with that might light you can actually see the armour stands and "read" the room.
This is getting long, so I'll stop explaining and get to listing. These have been my rules/guidelines for lighting:
Unfortunately, that means that it's not exactly safe around the base. I've sort of just learned to hide myself around a few corners from exteriors when semi-afk, but that's absolutely not something I expect everyone to just pick up on. I don't think I intended to write as much as I did when I started this comment, but it's been nice to write it all out finally.
(This was way too long. Whoops)
One way you can provide safety without adding light is by using non-spawnable blocks. A mixture of half slabs, pressure plates, carpets, and buttons would work. I am a fan of occasionally decorating with stone buttons as rocks, and it doubles as spawn proofing
String also prevents mob spawns and is pretty subtle.
Nice guidelines and more than fair enough :) Don't worry about the length, I have found myself writing entire essays as well trying to type out my thoughts on things. I figured there was some method to the lights which is why I only used torches (easy to spot and remove) and also included the offer to remove them.
Playing around with lights is also something I quite like to do. Although it is made very difficult because of the different (lack of) shaders people might use. Black concrete is one of my favorite darkening materials as well. I used it under my house for the cave/river viewing platform in the basement. On the previous server I also used it to make a hallway disappear in darkness.
By the way, I think a few creesch clones have taken up jobs for the same warehouse as the Pickles clones. Strange how the two always seem to end up in the same places...
Ah, that must be the creesch shipping company crew!
They outnumber us....
Creesch bringeth and creesch taketh away
@teaearlgraycold
I am not saying that we should switch away from dynmap, but I just came across bluemap and it is pretty awesome. Not sure what the server impact is either, but the demo looks awesome.
Github readme
Let’s do it. I could see it being less impactful than dynmap as it’s so old and inefficient.
Neat! Don't throw dynmap out right away though, all the markers and stuff would be lost.
Looks like blue map does need config files for those. Although I saw one plugin that ads commands for markers.
There isn't storage space for both. But I can back up the markers.
Not sure if it is possible, but would be nice if we can import them in bluemap. Looking at the format I feel that some form of conversion should be possible.
https://xkcd.com/1319/
Not sure if that really applies here :P I am bringing it in before you dive in ;) Anyway, it looks like there is a plugin that allows players to manage markers in game just like with dynmap dmarkers. Though it talks about markers for players specifically.
If you want to go with the config route I don't mind diving into that and converting our current markers to the bluemap format.
edit:
I have gone ahead and exported all markers using the ingame commands (web-chat is really handy for copying over all the output ;)) and converted it to json
Looking at the bluemap marker format conversion should be trivial. So I can get started on that later today.
Alright, should be good to go with importing if I didn't make any massive mistakes.
Bluemap uses HOCON for configuration which is a superset of JSON. So as far as I understand JSON is valid HOCON.
It looks like markers are configured per "map" which likely will be each world. So based on that I converted the dynmap markers to three configurations for the overworld, nether and end.
I put all three configuration in a gist which you can find here.
For the icons I used the current dynmap icons. Which you can grab from the dynmap repo, but I also put them online here you can even directly link to them in the config if you want (I don't mind the traffic).
Edit:
@teaearlgraycold: Realized bluemap can also be run locally against world files. Obviously I don't have the world files for the current server, so I made it render the previous server iteration. It took a while to render, but now that is done I can confirm that the markers should work. I had to do one tweak to get the icons to align properly but other than that it works fine.
This looks absolutely amazing. I would be in favor of having this enabled, even if it covered less of an area than DynMap in order to keep down server impact.
This is fantastic after playing around with it for a moment. A big perk with this is that you can change the angle, so it is a bit easier to explore builds in 3D, even allowing a spectator mode. However, with the changing angles, we can no longer build for a specific viewpoint on dynamap :( But also, my cathedral area in town is completely covered via dynamap...
Woah! This feels like Perspective View mode in Catiav5.
I finally managed to tunnel all the way through the ice mountain east of spawn using nothing but stone tools and a prayer, to start exploring the archipelago on the other side. That was some challenge with the ice turning to water and trying to flush me off the edge.
I'm back in my hovel now, waiting for my crops to grow for food, then I can go find a place to build something more permanent. Got my eye on a copse of trees looking nice.
Edit: there's development out here that I didn't notice before. Looks like my journey will be longer still. Back to resource gathering :)
The secret_agent has completed another investigation (and spent enough time writing notes and the report to pacify one of the pillagers along the river)! Creesch approached me about the proliferation of clones around the server. An extra copy of the report (as well as my notes) can be found in the storage room of the secret_agent in the mall.
I appreciate the thorough investigation!
After doing some testing over the past couple days, I think I can conclude that the simulation distance is currently 8, and not 9. The sheep colors on the far side (9 chunks away) of the farm didn't seem to be producing, while the ones on the near side (8 chunks away) consistently brought in wool.
Experiment #1 → I set up a redstone circuit that consisted of a chunk-straddling doublechest being drained by two hoppers. One hopper leads to a chest placed in the 8-radius chunk, and the other hopper leads to a chest placed in the 9-radius chunk (This is effectively the setup for the shear-feeder I built to semi-automate re-filling the shear dispensers). Both output chests remained identically filled in each afk test. This would seem to imply that the hoppers in the 9-radius chunk are simulated.
Experiment #2 → I set up two parallel dirt rectangles, one in each chunk, and dropped a grass block on one side of each rectangle: After 3 trials, it seems clear that the dirt blocks in the 9-radius chunk were not experiencing random ticks.
Does "Simulation Distance" separate "Entity Simulation Distance" from "Random Tick Simulation Distance" and from "Entity AI Simulation Distance" (This one could affect if sheep will eat their grass)? Or do I just not know how un-simulated chunks work?
Note all the below applies to Vanilla and Fabric servers - there are surely some subtleties here related to Paper servers than I'm not sure about.
There are three kinds of events that matter here. Chunk ticks include random ticks, and handle things like grass spreading. Entity ticks include things like mob AI and item despawning. Tile ticks include things like hoppers.
https://minecraft.wiki/w/Tick#Chunk_tick
https://minecraft.wiki/w/Chunk#Level_and_load_type
Simulation distance is the radius of a square of chunks which are entity ticking. One chunk (square pattern) beyond that are also "lazy" chunks, which do not tick entities but will process tile ticks. The layer beyond that is still loaded, so containers can be accessed (like your chunk-straddling chest) but no ticks are processed.
Chunk ticks only occur in entity-ticking chunks which are also within 128 blocks of a player (8-ish chunks), in a circular pattern. Since chunk ticking is a circular pattern and entity ticking is a square pattern, there are some chunks in the corners and edges which are entity ticking but not chunk ticking. In these regions, sheep can eat grass but it can't grow back.
(I believe) Hoppers work in lazy chunks (hopper item transfer is a tile tick), so assuming simulation distance 9, they should work up to 10 chunks (square pattern) away from the player.
I would guess you're encountering the 8-ish chunk circular chunk tick radius; the grass is not growing back for the sheep to eat in that region. The fix could be as simple as moving your AFK spot about 8 blocks toward the sheep.
I don't know if a hopper can pick up items in a lazy chunk. I'd guess it can. I know a hopper minecart cannot.
I don't know if a dispenser can shear a sheep in a lazy chunk.
I'd guess it cannot.Thinking more, I'd guess it can? I'm honestly not sure. I think it's a scheduled block tick that accesses the sheep entity; I don't think the sheep entity has to tick for it to be sheared. Unless shears work by signaling to the sheep "shear yourself when you are ticked" in which case it would not. I don't know how shearing is scheduled so I really can't say.Edit: There's a distinction between scheduled ticks and tile ticks that I don't think matters, but it might, so I updated this comment. I'm not super confident now that hoppers work in lazy chunks... I think they do but I can't verify at the moment.
@john1215 I fiddled with minihud a bit. Here's the center of that problem chunk and here's a 128 block cylinder about that center. It looks like your tower is just out of range, but your storage room would work.
Also I noticed a message in chat that you starved to death. I hope you put items in your ender chest; I didn't see anything when I noticed and came by your tower.
I thought Java chunks use Chebyshev distance, rather than Euclidean distance? Have I been wrong all these years?
For some things yes, for others no. The region of entity-ticking chunks is chebychev about the chunk you are currently in. The region of chunk-ticking chunks is horizontal euclidean distance about your exact location.
So if you move within a chunk, the region of entity-ticking chunks won't change, but the region of chunk-ticking chunks can. That's what this image on the wiki is trying to show. https://minecraft.wiki/w/File:RandomTickRange.png The player is not centered in their chunk, so the chunk ticking region is asymmetrical.
And, at default values, the entity-ticking region is always bigger than the chunk-ticking region. You can change the former with simulation distance, but the chunk-ticking region is hard-coded to a 128 block radius.
Also bedrock is wildly different. I'm only talking about java.
I had no clue until now, thank you for the explanation!
Just wanna make a quick post to remind everyone (and to inform our newer members), The Hall of Heroes still has plenty of open spaces, and I can easily expand the hall if it fills up. It's across the white quartz bridge near spawn, down along the river.
With the EasyArmorStands datapack now on the server it's easier than ever to make a cool statue of yourself!
I've added myself to the hall. Unfortunately the elytra doesn't follow the body of the armour stand so it's clipping through, but there's not really anything I can do about it.
Your local neighbourhood armour stand witch will see if she can find a workaround for it
Love it!
Fixed, let me know if you like it this way or if I should return it back to its original state
I thought about trying that after I'd logged off for the day, but didn't really want to log on again to try. Thanks for actually doing it.
I've made one adjustment: the elytra is being held in the hand rather than the head. With it in the head the stand itself was in the next space over and would have prevented building since there was an entity there. With it in the hand slot I could move the armour stand inside my area.
To be fair I thought about just rotating the head 180 degrees in 2 axes to achieve the same effect, but I thought I'd get a confirmation from you actually liking it first before actually doing it :P
I messed around with OBS Studio a bit today and figured out how to record videos. I just uploaded a new video of my volcano base since a few things have changed since @creesch recorded one for me. I plan to record a video of my haunted house soon too. And definitely a mall tour when it's finished.
@j0hn1215, after you left I thought about it a more and I offer one more compromise. I am okay with the road, but with dutch style pedestrian friendly crossings like this one.
I went ahead and also created them in game. If you don't like it that's also fine. That just means that @TaylorSwiftsPickles is going to stage a protest with armor stands :P
So safe!
Alternatively the Greek version is just jaywalking
@GravySleeve I've left a gift for you on the nether roof beside the volcano's portal. If you need a hand with the other half of the project, I'd be happy to help out.
LOL! Just found them! Thanks a bunch! I only needed one, but now if I make a mistake I'll have backups. Or maybe I'll put all three of them under the volcano instead of just one.
I learned this from experience when moving mobs in the past. It's a pain to have to re-set up your transport lines after tearing them down. That was unlikely to happen with elder guardians, but I thought I may as well move all 3 once I had the rails built.
If anyone else wants to decorate a shop in the mall, there are only 3 unclaimed spots left, plus 1 space in the food court!!! Grab one before TSP and I get to all of them! :P
What about Tbsp? :P
Tbsp isn't invited! Not after what happened last time!
Is there anywhere I can get some dripstone? I found 2 whilst exploring, messed up my lava farm, and destroyed them.
My only overland lava source is quite a long way away and anyway, I'd like to have a renewable resource for it.
Haven't seen a wandering trader, and any event, I don't have much emerald.
So... anywhere I can nab a couple of dripstone? Or maybe better (or as well), the blocks that grow it
If the community storage doesn't have any, the chests scattered around my mushroom island might have some. I don't rember for sure though. I can probably also find you a dripstone cave when I come online, as I've pretty much explored roughly 1/3 of the server with my map mod enabled.
That would be awesome. I should have realised that a pretty lava farm made from glass blocks should have been secondary to a working lava farm. Got my dripstone flushed away and burned. Bah!
I didn't find any in the community, just managed to afford a couple from a random wandering trader, but chances of meeting another seems pretty rare. I've not seen one by my house in many hours.
Noted then, if you don't find any on my mushroom island either (take the blue ice tunnel from the metro station) then I'll either tell you the coordinates of a dripstone cave when I come online (EU afternoon today) or bring you some directly (if you're not online)
Yay. I will enjoy attempting to find the mushroom, thanks!
Edit: Found some in storage! I'm saved ! TY
I was gonna say, there should be extra in storage leftover from my volcano. I made a dripstone farm last server but they are really slow, I found if you need dripstone it's way faster to find a big cave full of it and set up a beacon.
Ah , I don't want to farm the dripstone (well, not yet, and not really, but eh, if it can be farmed, I'm not against).
Rather, I want to use the dripstone to farm lava. Which now works :)
Hey @TaylorSwiftsPickles, I hope you don't mind what I've done!
That's a free plot for the most part, so anyone could do anything there :P But I like it!
The honeycomb design is one I saw in a YouTube video, but the lapis/skulk/ice design is my own, and it came out cooler looking than expected. It's definitely a lot of fun thinking of ways to use blocks that way! I wish I had thought of doing custom mushrooms last server when I made my giant nature preserve.
I definitely like them and it works great for that empty little area that nobody ever claimed! If you want to experiment with more designs in that little plot, feel free to :)