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Tildes Minecraft Survival
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Server host: tildes.nore.gg
(Running Java 1.21.4)
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.
Titanic is coming along nicely. Started filling out some of the exterior features on the bow and stern. Still need to build the super structure, that will likely be next. Need lots of white concrete and oak for the decks, working on building up a stock. Interior is going to take a loooong time to complete, so I think getting the exterior mostly done is best.
There's also now a nether portal on the bow that links to the roof. From center town roof portal, follow the white concrete blocks.
Screenshots
I realized I haven't shared many screenshots lately.
The bussines district:
-Rainbow underpass and Cherry grove park
In other news:
Bluemap updates and PSA
I have been working on updating Bluemap markers so things like farms, transport stops and player homes are all up to date. The orange line also has been added @dhcrazy333
As a PSA, the transport layer is hidden by default but can be very handy. The reason it doesn't show by default is because it also can clutter up the map.
If you want to add a farm, your house, or some other important landmark ping me on tildes with the coordinates. There are also books in the town square, but I tend to forget to check them. :P
Creaking farm for resin
We now have a creaking resin farm! Operation in principle is simple:
In case you do arrive when it is already night the spawning area might already be flooded with no creakings. In that case there is a button you can press that will remove the water for a few seconds. This allows the creakings to spawn.
The creakings will flow back to the top of the spawning platform if you turn your back to them. This is fine, just stare at them and they will float back down.
Purple line work
@j0hn1215, I have not continued the purple line yet. Partially because it will also be passing big you and I wanted to double check if you mind the path I have chose.
Unsubstantiated rumors!
Just wanted to say I absolutely love the vibe of the Cherry Grove Park. I'll need to go check out some of the newer stuff in operation! Been so focused on resource gathering for Titanic I've neglected to do some more typical exploring.
While I was working on the shell of the Creaking farm, Tea hopped on and we found they were still spawning in a few spots they weren't supposed to. We think it's fixed now if you get a chance to test it before I can (9ish hours from now).
Hrm, I also fixed a few spots a few hours ago. They sure are persistent buggers, I'll keep an eye on the situation.
Mmm, persistent burgers... 🤤
Fyi. the slabs need to be bottom slabs otherwise they will still spawn on top of them. I just found another spot, could be that it was me misplacing them but I am just mentioning it just in case.
What texture pack and shaders do you use? I'm considering switching things up from my current set.
I use Lite_Shaders 3.1 and Clayful 128 as my res pack.
For resource packs I use these:
For shaders I use Complementary Unbound in combination with the Euphoria Patches mod. The way that works is you install both, then when you start minecraft Euphoria copies Complementary, adds some stuff and you end up with with a copy in your shaders.
I installed Euphoria a while ago because of a silly effect, but there are some neat things in there I have grown fond of. Like Nether portals being different colors per biome.
If you are after what you see in my screenshots, specifically with these settings:
Just save it to a text file, go to your shader settings, on the top right you'll find a import button you can use to import the file.
I hopped on after a while again and decided to contribute again to the growing Metro system. I added an extension to the Cyan line (again) this time westward to the area near the clocktower and natural history museum. I built a basic entrance to the station in keeping with the cherry tree theme, if anyone with more building and design skill wants to change it, feel free to do so. I'm also planning a connection between the new TildeTown West and Town Central station but I'm just not sure where I could create the entrance for it on the Town Central side.
Been a fun week so far!
So when I overhauled the town central station so that it was above ground, the idea was that it was not going to be a hub of a transit stop, but for newcomers exploring on transit to find the town square. This was done to help create more natural exploration for newcomers, instead of having to tell them to go to Bluemap to orient themselves (I am very pro Bluemap, I just want the server to be navigable in-game without it). I felt creating multiple transit line capabilities there was less necessary since it was so close to the transit hub, that for line switches people could go to transit hub and change lines. However, you could modify it by having the cyan line use the old Town Central station underground. Most of that stop still exists, it is just boarded over, as I felt like leaving the existing stop boarded over created some cool lore.
Actually, that makes a ton of sense! I think I'll continue to think about what to do here throughout the week. I don't want to over-complicate things and keep things as simple and clean as possible. I don't think a connection between two stations is 100% needed but would be cool haha.
I like the concept of having a small branch line that connects two stations of different lines together, and overall it is a really cool idea. I think even the locations you chose make logical physical sense. However, since both stops are only one stop away from the transit hub, it seems less necessary (but also, anything beyond a dirt hut is less necessary). A different connector is instead of going east to town, go west and connect with the
purpleorange line in FairhillAs IsildursBane already said, the transit hub is more intended to be the... well ... hub ;) Their suggestion of repurposing the old station platforms underground is a nice one though. It is currently boarded up, which is also a vibe :D
Edit:
Extending it a little bit could actually make it connect to the new orange line creating a new loop.
Some mod related stuff
Web chat 1.1.0 is out!
The mod I started on at the end of last year.
Lots of thanks to Tea btw who made a lot of the improvements found in the mod.
Distant Horizons also has been released for 1.21.4!
So, no longer needing to download daily builds. Modrinth link.
Since the back of the message board in town has been reserved for so long I decided to actually start work on why it was reserved in the first place, a town map. I started on it earlier this morning, but had to log off for work, so I'll continue work on it later today.
So I have a town map in my house and depending on how much of town you want to include the back may not be big enough. Town sprawls a decent amount so you may have to either zoom out the map one or will have to make decisions on which builds you want to cut off in the north/south axis
I did the latter, it is a map of town and surroundings, so something will eventually be cut off. I still managed to get quite a bunch on there with some creative landscaping. Zooming out was something I did consider but then so much detail gets lost that I didn't like it.
I have some ideas to include some other landmarks somewhere though. That will be a bigger build and take more time.
Looking at it in game, it might be worth considering pushing the entire map over one in the west direction. Your final column in the east has nothing of value, so pushing it over one in the west would allow the map to display the full volcano. Also dropping the final row in the south and expanding one row in the north would probably allow for chew and zzotto to be included in the map and would only lose Godzilla
I'll think about it, the first suggestion would move town center to be off center. I also really liked being able to include godzilla.
In the end it is going to be compromises regardless. Because I also really would have liked to have Noox included as well as eye choirs. Neither are feasible either.
As I also said, I am also considering some other options. For now most of the things that do get cut off are positioned on the trees next to the board. But, I am also thinking about some other things.
I wonder if you could do something similar to what US maps do to show Alaska and Hawaii? Perhaps show them as some sort of inset.
Also crossed my mind, but then it becomes crowded quickly.
So I have been thinking about making a big map chamber under the town square (there is amazingly nothing directly under them yet). Or maybe even take your travel agency and give it an (underground) extension and do a bigger map there on the floor with separate maps on the walls.
ha, the idea of the strip mall travel agency having an underground map room just cracks me up. Love it.
So as I mentioned in my other comment, I managed to get in quite a large area around town. But, there are still some builds that are cut off or simply too far away.
I thought it would be a fun idea to place those on the trees as if they are billboards wrapped around them. So that is what I did. For example the fresh breath kingdom and the volcano both are represented on the trees with labels for people to even know what they are.
I still have some other ideas in mind, but those either require underground construction under the plaza or possibly some expansion of the travel agency mendanbar build.
Maybe we could switch the tree to a pale or dark oak so we have a 2x2 surface to put those maps on?
How about we go with a giant custom-built fir tree so we're also ready for next christmas
I am not a fan of that idea, I'd like to keep the current trees and plaza intact. At this point I feel like that area is pretty much the historic downtown.
Like I said, I am thinking about other ideas. In the meantime I have labeled your volcano appropriately ;) (and some people might even get the reference)
You were able to fit an impressive amount on that map. I'm pleasantly surprised to see the cabana and volcano make the cut. :)
I am currently in the planning phase of modifying the red line of the metro. In particular I am planning on modifying the northern section which runs between the community farms stop and the spawn inn. My plan is to move the line roughly 60 blocks south so that it is in close proximity to my house and then add a transit stop inside my house. The entire reason for this addition is I want an easy way to move between town center and my house when I forget my horse and there is no transit stops near my place.
Makes sense, the north bit of the red line can easily dip south sooner than it currently does.
Yeah, it was designed early on in the server, and town just ended up establishing more southwest than what some of us were expecting. I know Bront was considering adding a northern stop and a road to help encourage development in the north. I talked with Bront on the server today and Bront is fine with me changing the line placement instead of their plan. Honestly, I would love to see more development in the north side of the river, but honestly I am realizing now it is pretty limiting to specific projects.
I have gotten the new stop at my place completed, which I am naming "Cathedral Hall Station." There are still various details I need to complete, but the basic functionality is working. I also added a public entrance to this stop at 139, 127, -119 that still needs to be decorated and a road expanded to if anyone wants to do that (@bront if this project still interests you, it is now a smaller project). The track between the farming area station and the spawned inn station is all new tunnels. Therefore, I decommissioned the old line by turning off the lights (the tunnels are mob-proof already) and placing anvils at the end of the lines. Sadly, the decommissioned track is not that accessible from the community farm station, and is really only accessible from the spawned inn station.
@hamstergeddon I understand your decisions on tunnel decor a lot more after doing just this section. I am also a lot more impressed at your dedication in doing all the work you did in making the red line so early into the server.
Edit: The comically remote station entrance. The inside is better, I swear.
Bluemap has been updated! :)
Thank you. Minor nitpick, can we please change the marker of the station from "Red Line: IsildursBane" to "Red Line: Cathedral Hall Station"? I know that this line is primarily done to service me (hence directly incorporating it into my house), but I did add a public entrance to help serve others if there ends up being more builds in the north.
Sure, done :)
Hopped on the server briefly to take a look. The new station looks amazing! Very grand. You have done a great job with it.
I definitely will add even just a small path leading back into town. And maybe some lights around that station entrance because I got mobbed when I checked it out lol
The grand nature was for it to blend in aesthetically with the rest of my home, since one side of the station directly connects to my house. I originally wanted to build it smaller, but to get the vaulted ceilings looking nice I had to keep expanding the width, and then it became too wide so I had to expand the length. I still need to figure out some of the ornate details to add into the walls to break up the grey featureless walls.
hah, yeah the decoration decisions were intentionally made to be simple/easy because I knew if it was too ornate or required too much material-gathering, I'd get fed up with the work and never finish it!
My design for the northern stretch that I redid was a bit more ornate, larger tunnel, but relatively simple materials. I had the advantage of using a netherite pick and I felt that my plan was a bit ambitious. The large sections that you had done now seem a lot more impressive. I have a new found respect for larger tunnel projects (and a lot less judgement for long undecorated tunnels).
I have started work on the new station. There is still a lot to go still but overall I am quite happy with how it is turning out. I have learned that cathedral vaulted ceilings are a pain to do in minecraft at a smaller scale both in figuring out how to do it, and then in repeating the design.
@Bront I am planning on making an entrance to the transit stop that will not be in my base. This entrance will be at roughly 132, -122, so there is the option to have a road to a northern transit stop roughly where you were planning on building the road.
My redstone factory is done enough that people are welcome to come take items from it's output storage. People are welcome to use it to fill up redstone boxes with no need to limit to taking a few random components.
https://tildes.nore.gg/#world:136:79:-4456:0:-0.03:1.31:0:0:free is both where its at and is showing the level with the barrels to take from. In game there are item frames on the redstone lamps. The lamps actually indicate if that item is currently disabled, but you don't need to worry about this (ex. the recipes that use copper have a little in the barrels but are disabled due to not having much left).
It has all of the redstone components, most of the containers, some redstone-related light blocks, all the rails, and some utilities blocks that are common in redstone builds (such as trapdoors, fence gates, etc). I am planning to add scaffolding to it at some point, but it hasn't been a priority.
Output Item List
Barrel
Chest
Composter
Crafter
Decorated Pot
Dispenser
Dropper
Furnace
Hopper
Comparator
Repeater
Redstone Torch
Lever
Note Block
Observer
Piston
Sticky Piston
Target Block
Redstone Lamp
Copper Bulb (paused)
Daylight Detector (paused)
Lightning Rod (paused)
Rail
Powered Rail
Activator Rail
Detector Rail
Wood Button
Wood Pressure Plate
Wood Trapdoor
Sign
Scaffolding (space reserved, but not filled)
Wood Gate
Stone Button
Stone Pressure Plate
Iron Trapdoor
As for using it: just go to the bottom floor and take items from the barrels. Please don't mess with any of the minecarts, pots, levers, or anything else of that nature. Ideally the stuff to not touch would be covered and be behind a maintenance door, but to be on the safe side stick to pulling items out of barrels that have item frames under them and assume that literally everything else is just the guts of the build.
Everything is free, but certain raw resource donations are welcome. Specifically copper and string are what I'm low on and wouldn't be opposed to finding in a chest nearby.
The build isn't actually complete, but it'll probably be a while before it is. I'd love to pretend I'll get around to building a nice shell structure for it, but I know it'll be a while before I have the time, inspiration, and motivation to do so. If someone else likes building facades for structures let me know and I'll tell you the few constraints. I'm more of a "make it work" than "make it look nice" person so I'd happily give up the decorating portion.
Edit: added the location and full list of output items.
I noticed today significant performance impact at town square. At my house I am sitting at around 60fps, the big pig bakery as well I am sitting at 60fps, but town square I am sitting around 20-30fps. There is a lot of stuff in that area that could be the culprit. I checked with GravySleeve and they also noticed town square being choppy. The biggest offenders are probably community storage, villager trading hall, and the new maps (since item frames can be a bit resource intensive). There may also be something else occurring in town that could be resource intensive.
@creesch, until we figure out the culprit, it might be a good idea to hold off on a larger map room in town that you have mentioned considering doing.
Sure, I didn't have concrete plans anyway. Let me see if I can figure anything out or if we need tea for that.
Edit:
Nothing concrete so far based on logs and running a short spark profiler. I also did build a map wall on my estate and it doesn't look like it alone had a meaningful impact on the fps there.
Edit2: I think I found the culprit, I had installed "speed lights" on the lime line (basically copper bulbs that would continuously cycle using two observers facing each other. As soon as I turned that off FPS improved slightly, but more importantly the area did feel a bit less "laggy".
Let me know if it also improved for you. To be clear, fps is still lower in the area, I think that was already the case, just not as choppy.
Edit3: Just did some testing with pickles, fps is low in several areas around the town square depending on what you are facing. But it really doesn't feel sluggish or choppy anymore. The FPS being lower makes sense, I think it was already lower there, because there simply is a lot more going on overall. Certainly compared to the big pig bakery and your home.
It does seem less choppy on my end now. I still have some frame drops in that area, so it is not the smoothest experience, but that is to be somewhat expected. I will probably poke around sometime in the future and see if there are other ways I can try and improve the performance in that area. I have noticed that there are a few areas in town that does have some performance impact. It is a balancing act of building what we want wherever we want to as well as keeping the performance impact reasonable so that it is accessible to those with lower end systems.
While feeding cows this morning, I noticed that the auto-cooked-chicken farm (at the community farms) seems to no longer have any chickens present. Also, it was randomly dispensing lava, which seems suspiciously correlated, if not necessarily causative. Not sure how to fix.
If I had to guess, the latest update may have killed all the chickens. I've noticed that with paper servers in the past (specifically with cooked chicken farms and cow crammers). I built both the chicken farm and the cow farm, and I agree with @IsildursBane that they are no longer needed. We have other better farms now for food and leather. Perhaps they could be removed and replaced with a more aesthetic animal enclosure?
I approached it with my godly aura and it started working again
It really was the weirdest thing. A few of us were watching chicks spawn and die the next time the lava came out. Then tsp walks up and, almost like to prove us insane, the chicks now fit under the lava again.
My guess is that someone disabled the chicken farm by removing the chickens as a chicken farm is no longer needed. The lava dispensing would be part of the normal operation of the chicken farm.
The ender pearl prototype works! (screenshot)
The bigger receiver will look something like this, with several of the dispenser modules stacked on top of each other. Each one of those lamps is individually addressed across all the copies of the receiver; so all I need to do is connect that signal to the appropriate stasis chamber.
Compacting the improved stasis chamber is more difficult than I expected, though. There are a lot of limitations on how to move the ender pearls about in such a way that they cannot hit the walls; otherwise there's a chance you're teleported into the belly of the machine. Clearly not desirable. Doing a lot of testing with tick warp to try to make sure things are reliable.
If I can get it to work reliably the design will be something along these lines (screenshot) where you throw several pearls into the chamber and it lets you know when it needs reloading. The pressure plate also detects the number of entities present, so I could have it warn when there's only one left.
One of the points I'm struggling to make reliable is to have it automatically align the pearls, so the player doesn't need to do anything other than throw their pearls into the machine. I think it is possible to detect the pearls falling through, but again, the timing and making sure pearls don't hit the wall is very tricky. Also, as it stands the design wouldn't fit into one floor of one chunk, so I'd either need to build vertical or compromise elsewhere on the design at some point.
I think this is the most robust and featureful the stasis chamber is going to get. https://i.imgur.com/ImBCcos.mp4
The main body is a 3 wide footprint, which is bigger than I'd prefer, but I think the compromise is acceptable. It can be tiled 2-wide by reflecting and offsetting every other chamber. That's a bigger footprint than I'd prefer, but I think it's an acceptable compromise. If you are near the edge of the block, the ender pearl can hit the wall and teleport you up into the machine - you'll either fall back down naturally (no fall damage due to the water) or can easily swim out. I've never gotten it to teleport me into the machine if I'm anywhere near the center of the block.
I thought this doesn't happen on our server? Pretty sure pearltransit has enderpearls in stasis even when I'm the only person online
It is new behavior with 1.21.4. Ender pearls now load their chunk, vanish when you log out, and re-appear when you log back in.
Pearls have always vanished on death, but that's a gamerule since 1.20. A while ago I floated the idea of turning that off to mostly negative response. But I've since come around and I think it's probably better to keep the default behavior.
So the little bamboo farm to produce chests in community storage has been quite productive. The original plan was for it to produce a bit to feed shulker crafting for bulk storage and then an additional amount would overflow into storage for use. However, it crafted way more chests than necessary, so I have removed most of the bamboo plants. If someone is needing a lot of hoppers or chests for a project, feel free to add the bamboo plants again. I have added access to this farm by adding a door on the right side of the input chests down at the bottom.
In addition to Gravy's suggestion, maybe it could also produce scaffolding. Diversify the bamboo farm portfolio ;)
There is not really an easy way to do that with the existing system. If we want more bamboo products autocrafted it is probably best to make a dedicated farm that crafts multiple things.
You could dump some into the chest of chests for the shulker autocrafter down at the end of the hall in community storage (whew, what a sentence).
I started digging out a rough path following the river south east of town to hopefully create a river walk similar to what we have on the northwest side of town. I think I'd like to set a 2nd home type area somewhere in the mountains either on the east fork or continue it further south down past Godzilla.
Edit: Path has been a bit more filled in, there's a small little cottage for anyone passing by to rest their legs. Also a decent view Godzilla vs. @TaylorSwiftsPickles.
I'd like to preemptively inform you that I shall not be held responsible for any stray spears along that direction :P
I've accidentally created... art
Alright, got pretty far with the purple line today!, it weaves through town finally entering the home of @hamstergeddon connecting to the railway they already made a while ago. As a note, the stretch after Hamstergeddon's home is mostly a nice cave and ice tour as it circles back without any stops at the moment. That will be my focus in the near future.
Edit: now also listed on bluemap
oooh!! I love it!
Also started expanding it further already :) I am hoping to have it connected to @trim and also your pirate base later today, maybe tomorrow.
That sounds rad! Once I know where it connects I'll make some kind of station :)
Also, my pirate base? I see a ship in the water but I really don't like underwater exploration, I have died way too many times in other worlds, losing water breathing and water enchanted gear so I've not explored it at all
No, hamstergeddon's pirate base north of you :)
Ahhhhh gotcha.
Whoever modifies the sign last gets the prize
@creesch I placed it in the center of my main hall
graci