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Tildes Minecraft Survival
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Server host: tildes.nore.gg
(Running Java 1.21.1)
Bluemap: 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:
- Bluemap - Adds a live 3D web map
- 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
) - 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.
Last week I had some extra time, so I started work on the "Creeschology non-evil totally not mad scientists research center". Some screenshots:
The Big Pig Bakery is now open for business!!!
Edit: I think I might do some armor stand magic with the big pig so that he waves any time someone walks into the shop!
Edit2: The Big Pig will now wave a friendly greeting as you enter his shop! :D
I really appreciate how much you committed to making automated pumpkin pies.
I mentioned this in-game, but thought I would repost it here, on how it contradicts the idea of minecraft being "solved." By solved, I mean there is a highly optimized play style, and it is foolish if you deviate from it. This highly optimized play style is using golden carrots as food source that you obtain from having a large villager trading hall, using elytra for travel, and only building the highly optimized farms found on YouTube. While that play style might be required for content creators to produce builds in survival that the algorithm wants, it is problematic for individual players to view it as the only way to play the game. Your creation of a pumpkin pie factory is the fun whimsy that I feel is needed more
So I started work on my house after a long break on it. I am realizing how compact the structures are underground as it seems like most attempts at building something I end up brushing up against another part of my base. I did add in another room, which allows me to look outside. It is getting close to some of the abandoned builds near my place, but luckily I was able to squeeze it in. I will probably end up rebuilding it a few more times before it is finished, since I have not preplanned it, and I think the placement is not quite right yet. Screenshot
For people who are a bit newer on the server, I want to recommend checking out my place. I have added various secret passageways that makes exploring my place a fun experience for others
I decided to use the new room as a map room. Mapping out town was a bigger project than expected, and really shows the scale of town. The biggest things I noticed in mapping this out is where the dense parts are and also a couple of noticeable holes waiting to be developed. However, some builds do not show up that much on the map, neither do slopes, so it looks like there is more space on the map than there actually is
Edit: In mapping out town, I quickly ran out of space due to some of the sprawling nature of it. I think I will build a dedicated maproom of the server somewhere, and then not be limited by the wall size. This build would probably have to be out in a remote area in case the project expands larger than I initially suspected because item frames can cause lag.
New to the server this last week or so, seemed to have run into a lot of you in the server already so thanks for being welcoming!
I've mostly been spending this first bit of time setting up a home base and connecting to the main town. Finally added a more stylized roof to the house and have cleaned up some of the interior and other aesthetics. Eventually I plan to try and make an automated wheat farm in the back of the property along with some other general nice to haves, but those would be more longer term while I get reacquainted with the game. Been years since I played and there are so many new and interesting things that have been added.
I have plenty of exploring to do with everyone else's builds and hope to gather some inspiration from everyone else. I've been blown away with everyone's creativity and knowledge of how the game objects interact to create awesome final designs.
Just saw your message about the pickles looking different depending on where you placed them. I suspect that the answer is that your water is not actually source blocks. You might wanna use the kelp trick thingy to turn everything into water source blocks.
Community Storage Update.
The bulk storage did not have a good way to refill the shulkers that it needs. I had an input, but I disconnected it since it had the potential for people to put filled shulkers into the system, and that had the potential to break the system. So, I have been manually restocking it, but not any longer. There is now a small bamboo farm, which will feed chests, and a large stockpile of shulker shells so shulkers will be autocrafted when the system runs low on shulkers. In the future I should divert excess chests into storage, but that is a future problem (probably in two days due to j0hn and pickles using j0hn's afk tower nearby).
I have managed to create a smart overflow system, where once there are enough chests stockpiled, the excess gets routed into community storage. But to prevent a trickle input constantly reactivating the chunk loaders (and maybe creating a feedback loop where storage chunk loaders never get turned off as a result), the excess gets sent to a chest and once there is already items being entered into community storage, a hopper unlocks and feeds the overflow into community storage.
This bamboo farm is quite small by design so I am not expecting it to feed a large amount into storage, but this trickle amount may become useful down the line for hoppers and other projects. Ideally the farm should only be large enough to feed bulk storage, but in reality it will create a bit of excess that can be of benefit for other projects. If we are wanting a better supply of chests, it may be beneficial to create a larger farm elsewhere. I have started adding to some of my more recent farms shulker loaders and a small bamboo farm to feed an autocrafter for shulkers and that seems like a solid self-sustaining system
Nether tree farm now running. If anyone needs any of those specific blocks let me know. I'll build up a good amount of both types, but I don't want to overload community storage so if you need a lot it probably won't be there even though I'll have it.
I also was trying to use a design I found online for the overflow of this system: try to compost anything that overflows, keeping only bone blocks and non-compostables. Sadly, the design I found sometimes bugs and compostables get through so I guess I need to design one myself. Or I suppose I could choose to not care, but it bugs me an irrational amount so I'll probably redesign that part. That's what I get for not designing that part myself.
@dhcrazy333 I see you are building a rail line (at least I assume it is you) and are about to run into the big tree roots.
Last time bront and I looked at expanding the transit hub for more rails we figured we have place for stairs going up to the roof for two more platforms. So what you can do is something like this where you raise the rail to be above the cyan line.
If you are confused, no worries. I'll hop on in a bit and put in the stairs to the roof so you have a better understanding of what I mean.
Edit: Ran out of time (lunch break), but I made a start of the second level of the transit hub.
What we can also do instead of bringing your line-up is bringing the cyan line up and have your line go to that platform. Nothing is set in stone about the design of the second level either, except for the placement of the stairs I guess :)
I like the placement of the stairs to the second level. Never knew what to do with that blank wall.
That actually looks like it would work perfectly, wasn't sure the best way to connect it given the limited space so I figured I'd put in a rudimentary start and we could figure it out from there. Was also going to see if you wanted to have the line stop at your place as well since it's right by mine. I'm planning on expanding that rail out a bit at some point anyway, just not sure where.
Edit: Looking at the Bluemap maybe it can follow the river south a bit past your place and head towards some structures in the south/southwest, such as -489x 336z, -405x 812z, and -237x 917z, and beyond. There seem to be some towns even further south from those areas.
I think that the station at your place is enough to cover mine as well. Expanding it further south sounds like a neat plan. I am sure I can find a neat spot for a subway station at the research lab ;)
Edit:
Took the liberty of connecting the line up to the second level of the transit hub.
Edit2:
Actually, it might be nice to have a rail line through my cave... so I might set up a station there
You did a great job with the 2nd level to the transit hub! Rail connection looks good and having it go through the cave is nice as well. I was planning on updating the underwater section to be mostly glass for aesthetics and then maybe working on laying the groundwork for the line to move on towards the south/southwestern path to your research lab area.
Sounds good to me, possible stops could be the museum/haunted house area, fairhill, research lab, the alien/abstract build, raid village. So something like this
To be clear, just my thoughts not me trying to dictate the route ;)
I will start prepping a station somewhere around the research station.
Edit:
We could even consider extending it all the way to the arena and have a transfer station to the lime line. Effectively creating a loop of sorts.
Alright, got inspired and the line now connects to my estate underground. Technically to the grotto and cave tours :)
@trim seems like you got killed while being afk. I collected your stuff and put it in a shulker near your front door.
We do have a sea pickle farm in town if you'd like to use it. It's over behind the mangrove tree farm. Glow Lichen also works underwater if you want some diversity in your lighting.
I used the sea pickle farm in town the other day and underestimated it's efficiency. I only needed like 3 but ended up with multiple stacks. I dumped most of what I didn't use into community storage. So there should already be some to take if you don't want to bother farming yourself.
The retrofitted guardian farm is done! Now with MOAR sorting.
Ended up completely gutting the interior and rebuild it from the ground up. It now sports four sorters that all converge in the same chests. This should make it more than capable of keeping up with someone wacking guardians.
I also took the time to make sure navigating in it is easier and doesn't feel as cramped as the previous version.
After modernizing the transit stop across from the mall, I started modernizing a bit more of the infrastructure around it. I see a lot of potential to create a modern district of town in the area surrounding the skyscraper farms and the mall. So I am thinking of straightening the roads in this area and using a more modern styled streetlight. I think having a modern section of town would be beneficial as it would be a more inviting place to do modern builds, which I think currently Tildes Town lacks
I discovered that lanterns atop lightning rods make quite nice lamps
That may be a good option for around my house, but near the mall I am wanting a more modern look so I am thinking I will use beacons
I think it gives a kinda steam punky look and can work with the other variants of copper and some of the greener woods.
How do people feel now about upgrading to 1.21.4? Last time I asked there was an issue with Distant Horizons not being updated. It looks like there's still no stable version for 1.21.4, but there are development builds which may be good enough.
I don't think it would negatively impact me in any way. I checked the mods that matter to me and they all have 1.21.4 versions.
I know Evie mentioned that some update, sounded like maybe the next one, would cause the gold farm to stop producing xp. Is this the update that would have that effect? I do still use it for xp, but not a big deal if I have to use a different xp farm. Mostly just curious what consequences there may be from the update that aren't mod support.
Oh the gold farm no longer producing XP would be a bummer. It is my go-to place to quickly repair stuff as there is it is quick and easy to get there and get some XP.
You should try the xp machine I built under the enchanting shaq, it's very efficient.
Is this in the center of town? My Elytra needs repair soon haha
Yeah the enchanting Shaq is right next to the sign board in the center of town. Go down beneath the trapdoor to get to the xp machine.
Sorry, but I don't really like using it. It is a bit more involved and out of the way where with the gold farm I can just fly in while I am on the roof. Often there is even still some XP floating around making repairs a matter of seconds. Otherwise, I just have to throw a snowball and be good to go in like half a minute.
It is just plain more convenient for me.
There is a ton of string sitting at the bartering farm that you're welcome to.
I also know a lot of my comments are, "you don't need to ___ because we already have it." Please ignore them if you actually want to do the thing. I'm not trying to take gameplay away, just let you sidestep projects that you might otherwise find tedious.
If you're building a mob farm at bedrock, you're really gonna need to light up the caves around you if you want decent rates. Most people build them way up in the sky to avoid that extra work.
The "out of the way" problem is likely to get fixed pretty quickly if the gold farm stops producing xp. The reason is that I'd probably just build more of the infested xp farms as little xp stations in convenient locations for my own sanity.
That works for me.
My point was, if we update you won't be able to use the gold farm for xp anymore. In that case you can use the xp machine in town as a fast alternative. Unless you need tons of levels, in which case the guardian farm would be the next best option.
I get that, but if 1.21.4 has only minor benefits for us (Since the world is already generated) having the gold farm no longer work is part of my arguments as it is my preferred XP farm as well.
The endermen farm is pretty good for fixing tools.
True, but also out of the way. The gold farm is right there at the town portal making it incredibly convenient. I know there are alternatives and if we do happen to upgrade I will use those. But before we do, it is a factor (although tiny) that does play into my considerations.
Is this an indirect way to say that you'd like if the de lijn line
gekoloniseerdexpanded its operations to include the ender portal? :PI think that we have enough good alternative XP farms that I would prefer us to keep updating than to stagnate to keep one of them working. Even if the features are small, I would prefer us lose one XP farm and gain other stuff than to stagnate to keep the gold farm producing xp
That's fine, I am voicing my personal argument here. Personally I also don't see it as stagnation given that it is what we do with the world that matters more. There is a reason that there are servers out there that have been healthy for years and are still on some ancient version of minecraft.
Also because we are effectively only one minecraft version "behind" as far as added features go if I am correct.
And to be clear, I am also not against newer versions entirely. But I do like to weigh things out.
While they can actually wander through, there is also a mechanic where overworld nether portals just somewhat rarely spawn zombified piglins in them. I think the idea behind the mechanic is to give the illusion that some could be walking through even though the nether may not even be loaded at the time. And as far as I know the portal ticking thing to get them to spawn more is just a bedrock thing.
The xp thing I referenced is that the gold farm we have is a cramming farm. They spawn on big platforms and run toward the player until they drop into a spot with a bunch of entities (mine carts) and then die to entity cramming. Historically this design has given xp even if you never hit any of the piglins, but some upcoming patch is supposed to change that. Said patch will also reduce the rates of gold so maybe we'll want a looting farm instead, but I'm unsure anyone is excited by the idea of building one. To be honest I'm not even entirely sure what a looting gold farm looks like with mob griefing off because the standard setup uses turtle eggs and that zombified piglins run at them to trample them.
If it would also stop producing gold too, rather than just xp, I can probably AFK there for a few days and completely fill up the chests with enough gold to last us about as long as your cobblestone farm's cobblestone :P
My understanding is that it would still produce gold, just at a lower rate. Something about the drop table for deaths by non-player being a weaker table.
Although I want to reiterate that I don't actually know if this is the patch that would change this. I just remember Evie mentioning it and it sounding soon.
I just did a bit of research, it seems this change hasn't been announced for any upcoming version yet. What has happened is the official bug tracker was updated to indicate that the developers have a fix for the bug. Whether the change will go through remains to be seen.
DH is a big one for me, but if the development builds are good enough I am not saying no outright.
What would be the benefit of upgrading for us? The world is already generated, so are there any mechanics that are a must have?
Also, what about the paper plugins, those all good?
Edit:
DH remains my main concern, I checked out their discord and yeah there are development builds but those effectively are nightly builds. So depending on when you download them they might, or might not work properly. I can see this being annoying for people to properly figure out and debug.
Other than that all my own mods seem to have new versions available.
I think it would be a matter of finding one good dev build and sharing that amongst our user base. Between all of us it wouldn’t be much work.
Okay, but that isn't the only question I asked you ;) What about the other stuff like paper plugins?
when I asked Tea about upgrading recently, he said there is a possibility of deleting some of the loaded world which does not have anything built in it. There are also added mechanics such as bundles that may be fun to play around with. If we can get some of the stuff from a pale garden, that could also be a fun addition to builds
Edit: i forgot to mention the concern with not being sure how deleting some of the loaded chunks would interact since we run modded terrain. Vanilla terrain can handle this well, but unsure how Terralith would fare
I looked at bundles and must be missing something. They don't add extra space as I understand it so I am not quite sure what you would use them for.
Pale garden materials might be a nice addition indeed. Though if it means loosing other mechanics then I am not entirely sure which side the scale balances towards in my mind.
The use case I have seen that makes bundles interesting is you could use it as a utility belt and keep stuff like an enderchest, crafting table, stone cutter, and other one-off things in it, and then it only takes up one inventory slot instead of several
Makes sense, actually do get annoyed by some stuff like that at times.
Btw, if we are talking about new features. Resin and creaking stuff also sounds like it might be a bit interesting.
@teaearlgraycold, I "fixed" the nether tree farm I built so that it no longer triggers you when you come by. I just added a 3rd layer of TNT to chop off those top bits.
I noticed the guardian farm almost ran out of stuff and spent a while wacking guardians. I then noticed that some items didn't seem to filter down to the chests. After looking into it a bit more it turns out that they eventually do, but that the output is so high that the system can't really cope with it.
I also don't really like the way chests go all the way to the bottom if I am being honest. So I am brainstorming about a better system. I have a few things in mind, but it also means the guardian farm will partially be out of commission for a little while. Though anyone would still be able to use it for XP and output will still be there but likely unsorted in some sort of temp overflow.
The guardian farm is now a construction site. It can still be used for XP but half the loot is currently not routed anywhere. The other half goes to half of the new shiny sorting system. I'll try to finish the rest of it tomorrow.
If you just needs spruce logs, I'd use the tree farm in town. Or if you prefer there should be a decent amount in community storage.
Edit: If you just want to know a better way to chop manually, cut out a spiral staircase upwards using the tree itself to reach the top, then cut out the remaining logs on the way down.
What I tend to do for 2x2 trees is to just create a staircase while cutting the tree. So cut the 2nd, 3rd, and 4th block on e.g. the bottom right, then climb it and cut the 3rd, 4th, and 5th block on the top right, then climb it and cut the 4th, 5th, and 6th block on the top left, and so on.
once at the top then you can chop down the staircase easily
Edit: I see Gravy wrote the same, sorry, I just woke up
I have a bunch of things I added to my to-do list recently. I plan to build a cherry tree farm and a mud farm in the industrial part of town, and then put more buildings around them. I'm also going to move the propogule farm inside the building with the mangrove farm since they go together and it's such a small machine anyway. Then I'll likely move the sea pickle farm to a location with a bit more space so I can put a building around it too. That should really make the industrial district look more dense and interesting.
Excellent! I was pondering ways to make the (as yet unfinished) roads feel a little less empty, and adding a few more "buisinesses" along the roads would do wonders. I should work on roads some soon...
I am going to start redesigning the transit hub across the mall to be a bit bigger and have a more modern styling. I may also push back the archway to eyechoirs arena to be south of the mall, to try and tie in the farms to the mall area better
I got the rough design in for the new transit stop and made the track functional again. I still need to add some more decor and I want to try and play around with the lighting in that area some more. I also am going to move the stonebrick arch to be south of the mall, as it kind of acts as a now unnecessary divider between the mall and the industrial area.
Crossed a few things off my list today. I moved the propagule farm, relocated the sea pickle farm, then designed a skyscraper in creative and rebuilt it on the server.
Unrelated to MC, but I also went and saw Paddington 3 today and it's every bit as good as the first two.
Edit: @creesch would you please update the map marker for the sea pickle farm if there is one? Thanks!
Just finished building the cherry tree farm! I'm considering building an attached bonemeal farm due to how this system works (tnt dupers won't activate if dispensers are empty).
Pinging @creesch again for another pin on the map. :P
Yup yup, I'll get it added no worries.
I understand if you want to attach a bonemeal farm, but if you don't want to put in that effort I have plenty of bone blocks and I could just bring some over. Presumably more than this farm would ever use. I think I currently have roughly 50 shulkers of bone blocks
Oof! I thought my 5 shulkers of bone blocks from the near- town kelp farm was a lot!
I feel like sunrise needs to build a skeletal Godzilla to join the regular one...
This comment made me curious enough to take a full inventory of my shulkers of bone blocks, including ones that are sitting queued up in shulker unloaders in other farms. I currently have 81 total. 49 sitting in my storage and 32 in shulker unloaders of various bonemeal-intensive farms. This is before grabbing some to give to Gravy, so I guess I'll need to fill more to keep my numbers up.
So if anyone does want to build something big with bone blocks let me know and I'll hook you up. Or even if you just want to use a bunch of bonemeal I have plenty.
And to anyone curious why I built a third bonemeal farm: this is a big part of why. I'd estimate that my bonemeal consuming farms have consumed somewhere between 30 and 50 shulkers of bone blocks. This meant I needed something a bit more powerful than the builds that already existed.
Oh yeah, that should do it! If you want to drop off a few shulkers, I think that should cover it for quite some time.
I'll bring some over in a bit. I grabbed 20 of them, but then needed to walk away from my computer for a while.
Edit: deposited a chest of shulkers of bone blocks at what I think is the cherry tree farm.