16
votes
Tildes Minecraft Survival
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.
Community elytra are back in stock! Made a trip to the end and gathered a dozen of them or so.
If you pick one you still do need to enchant it btw. Didn't do that for all of them.
Dozen?? You absolute madman
I got lucky mostly :) Also encountered some weird stuttering with the end having trouble to load. Makes me wonder if paper has some sort of cold and warm caching of chunks or something.
Are you wanting to build a house in town, but not sure what areas are free? Maybe you have a build somewhere in the world and want to build a townhouse?
Here are four plots currently available right in TildeTown. If you like one, go ahead and claim it and build away!
Plot #1 - Located near the Transit hub and a pretty river, this is a great spot for a small town house.
Plot #2 - A great spot on Southcliff, this plot comes with a stone well on the property. The raised minecart lines could be moved with proper planning and HOA permits.
Plot #3 - The largest plot in town, this spot is next to the Big Pig bakery.
Plot #4 - A nice little hidden gem of a location next to the river and the trading hall. Be advised there is a train station nearby this plot, preventing some building underground without moving anything.
I appreciate you setting up some plots in town. Sometimes newcomers may struggle to find a place in town, since it does appear to be relatively filled. You did forget to mention there are also some spots across the street from you and zatamazzar in case someone wants to build on the edge of town. Also, the southern stretch of road by the mall is also all empty
And if close-to-town is wanted, but a bit more space, the Great Southern Road is open :)
Although one might need to keep an eye on the battles in the area. Spaceships and lasers and whatnot.
Are you already forgetting about your Northern road? ;) no wars and other weird stuff going on there and plenty of room for development ;)
Didn't figure that counted as very close to town. Lol.
Although the connection to downtown is clearer from the north than the south. :)
Not only clearer, it is also actually closer if we take the message board to be the center of town. To the south there is first the industrial tower district, then the mall (which is quite large), then the war zone as well as some other stuff.
Nice overview! I'd say that east to Plot #1 north of the road there is also plenty of space for some buildings. North of there over the canal next to the river one could also still build something facing my estate docks.
But those are already a bit further away from the town center. As far as central locations go I think these spots are great!
As far as urban sprawl goes, these are roughly the areas I know that have plenty of room for some neat developments.
I've also slowly been clearing some room behind my main house to flatten it out a bit, a path can definitely be built there and create a new little village/community. There's some trees in the area, some hills in the back, and is relatively close to the main Tildestown.
I loaded up my backup copy of the Tildes Minecraft Server 1.0 and made a video tour of my island base, as well as a quick tour of town for anyone who missed out, or for anyone feeling nostalgic. Eagle-eyed viewers will notice a prototype volcano I built in the background, and if you stay until the end, you'll see a build I made in the last days of the server that no one ever got to see!
Edit: I might do another couple videos tomorrow if anyone wants to see anything in particular. I'm gonna look a bit closer at a few specific buildings in town such as the head shops, the duck hunt game, the courthouse, and @Bendvis' and @Positive's bases since they are close to town.
I started making a list of all the cool things I wanted to comment about, but quickly realized I would be commenting about every 5 seconds. So I'll just say this:
Thank you for sharing. I thoroughly enjoyed the trip down memory lane. There were some things I don't think I ever even saw before. Also thanks to @teaearlgraycold for hosting and making the map download available. And thanks Mojang for building this game such that we can load up old worlds and old versions and get these nostalgia boosts. :)
If there's anything in particular you want me to go look at, I can make more videos!
If you get bored and if others ask, I'm curious about the path to spawn - I did a bit of that connection. And had started a little village close to spawn. :)
Ask and ye shall receive!
Ahh, that was delightful, thank you! I'm amused to see one of the roads I never did extend that nobody else did either. heh. The bridge survived, and people built off it. And the little village survived! :)
I chuckled at the zoom-in on "hrrmmm". :D
fyi - we included a statue of all the contributors that we could recall in the "Hall of Heroes." Gravy visits the hall at this point in the video:
https://youtu.be/nYNl2262SVg?t=1065
Your statue is in there at the 18m39s mark, Daychilde. :)
Ah, I'm naked!
But the log. lol. I guess I got a reputation for building wood stuff. I'd imagine my building on the server recently only reinforces that. lol.
Thank you for pointing it out! :)
Such good memories on that map. I'm starting to get the MC itch again, might have to pop back into the current server.
Ahhh, that's delightful. I see roads I made, and the lots I made that eventually filled.
That really makes me want to be involved from the beginning of the next reset - not to dictate the structure, but hopefully assist some with having a good road network that makes it easier for new folks to get around. Not a grid, but some main roads that go all the way through, hopefully :)
Thanks for the tag! Lots of nostalgia here. :)
If you do wander into my house + the statue, consider capturing:
In addition:
I missed some things, but I made a few more videos today. See my other comment in the thread.
If we're revealing secrets....
My island house has a basement containing all of my organized and color coded shulkers and a view of my mini-sub. I might be rebuilding that sub as part of my underwater facility for the current server.
Also the courthouse has the Justice-o-matic in the basement, which is fun.
Edit: Oh and you should also do a video showcasing the excellent armor stand work you did on the pier/docks. That area especially looks fantastic with shaders at night.
Edit2: Also worth checking out the offices upstairs in the courthouse. Say hi to Phil in the permit office.
Just want to give a quick update on the future super smelter, since I'm designing it in creative which means I'm not online during my normal Minecraft hours. I'm trying to design a good portion of this myself since it's been a while since I've done a redstone project that wasn't mostly taking someone else's design and 3D printing it.
The design journey so far
I spent some time going through different shulker box loaders on the Storage Tech Discord server, since the box loading speed ultimately determines how fast I can make it. I found a nice design for a 2x loader that handles mixed inputs, since I can't guarantee that only boxes of one type of item will be put in at a time. It also doesn't appear to rely on subtick timings (beyond the normal phase order), so should be fine on a Paper server.
The design is kinda neat, once it detects items are no longer going into the box it will eject it. Only problem is that I also want to eject the box if there's been no items added for a short time (i.e. the smelting has finished and there's still a partial box). I've done some spaghetti on to of it to do that, but as I was writing this comment I realised that it would also happily eject a completely empty box and there's not enough space to read the contents to tell the difference so maybe I need to sort empty and non-empty boxes at the end? Great... I'll add that to the todo list.
So how many furnaces does that support? 2x hopper speed (2 x 2.4 = 4.8 items/second) combined with a furnace's smelting time of 10 seconds means it can support 48 furnaces running at once, so that's how many I'm building for. To reduce hopper latency on item return I'm breaking that up into 4 banks of 12 furnaces. I suppose I could also use carts to bring the items back to the loading, but that requires more coordination of carts and I already have enough cart madness to think about for the next stage.
So with item export and furnaces mostly sorted now, item input is my current concern. Water streams are a no-go, since I want to send out batches of 48 items at a time, and that'd all just be picked up by the first hopper. Minecarts it is. With the furnace layout I have, it takes just under 10 seconds for a cart to pass over all of the furnaces, which is annoying. I'd rather be able to fill the cart with twice as many items and have it bounce back when it reaches the last furnace, but I'd need the round trip time to be 5 seconds to avoid wasting smelting time. So I'm currently thinking of doing some track switching, which if you've seen the spaghetti I added when I connected my base to the red line... yeah... This should be better though.
If I had just settled on somebody else's design I could have built it over the weekend. Who knows, I still might when I hit yet another weird challenge based on the strange requirements I've set for myself. Taking someone else's design will mean compromising on at least one of them, but it would mean we have a working smelter so at some point I'll need to make that decision. Until then I'm having fun solving this puzzle one bit at a time.
The community farms station of the redline never really had a proper station part underground. I also never liked the long walk down and up. Today I tackled both:
Wow! That station remodel looks great! Gonna hop on soon and check it out.
https://youtu.be/65cW0kQJlK0
his starts at the current terminus of the Great Northern Road at an unnamed village. We proceed through Tildestown to The Great Southern Road. We detour to the current state of The Great Western Road which will connect to the pyramid in time, then go back to the Great Southern Road.
We take a side journey to an unnamed road to a village, then back and to the current end of the Ggreat Southern Road.
The village off to the west will be linked with a village to its south, and the Great Southern Road will continue south to a village, which will be its terminus for a bit.
New thread! So time for the weekly:
Screenshots and videos
Screenshots:
Airport development
Last week (or the week before?) it was suggested we need an airport for people to do aircraft builds. I have been looking at locations and am likely going to create a modestly sized airport in this area. Basically not an international airport because that would be too massive but also larger than just a jungle airport with a dirt packed runway.
Since @Mendanbar's resort and village is closest I cleared it with him. As long as I keep plenty of trees between the airport and his location, which I am planning to do anyway. It will be a while before work gets started, I am still thinking things through and also need to clear the area.
Weekly Bluemap updates and PSA.
Bluemap is a server map available in the browser. Not only does it allow you to look at the world (in 3d!), it is also used to mark things like player homes, farms, factories, and transport options.
A few tips and tricks:
If you want to add something as a marker on Bluemap, just reply to me here and I will get it sorted.
I am not even done digging out the mountain. The best part about building underground is that I dont have to do exteriors for every room I build.
Thanks for naming this. I had come across it in game, but was unaware of the cultural significance of the cute blue shark.
Laying in bed, cuddling my 1 metre long BLÃ…HAJ shark, I can testify to the above :P
I love the atmosphere in this place. When @GravySleeve told me that it was run by donkeys I assumed it was armor stands or villagers with donkey heads. I was pleasantly surprised to find actual sassy donkeys behind the counter.
note: Started to play with the stub of road next to the netherwart farm with blessings from Mr. Bane, then realized that's heading straight to your area - I'd thought it was well enough away, but came back to this thread to check, so I have halted my work, and the little I did can be undone easily if it's in the way. I'll leave that alone until airport's done at least - sorry I misremembered. I thougt it was north of where it is and there was a bit south of it that was well enough away. I specifically wanted to note that here as I don't want to step on your toes, I'm just excited for the project, and I'd like to see more roads, especially in areas near town, although I'm trying to leave areas alone that are wanted to be left alone. lol.
If you had gone further it would have gone straight into where I am planning to build the airport. So you realized just in time :)
I just spend my lunch break outlining various thing in game with wool.
Relevant for you are the yellow lines, that is where I have planned roads so far.
The end of the road the west is something I am still thinking about and also depends a bit on @mendanbar because it can extend to his resort and then go up north, or it can go straight up north.
The little magenta road bit is for @dhcrazy333 to decide on. The path to their front door would then be extended and connect with the road.
Red isn't roads, thats where the airport itself will be ;)
As far as building the actual roads go, if you are itching to get some roads done I am absolutely okay with you turning the yellow outlines into proper roads.
Pardon quick reply from Mobile:
What's your vision for road width and materials?
What if I added a road straight west from next to my house on the north side there where the red line is glass to link up? I'll draw it later
When I realized where I was, I was like oshi--- hehe. Thank you for being gracious as I realized I had possibly impinged on your plans which want intended! And thank you for letting me play. A good test to make sure I can work in a way that is compatible - hopefully for future collaboration (with you but also others) :)
For the red marked road here probably three wide. The other two connect from smaller roads so probably two wide.
For materials, as long as it doesn't have birch block sidings I don't have a strong opinion right now ;) But probably good to use the materials where each section branches of from? Basically I'd like them to be natural continuations of the roads already there.
Like the green line labeled with (1)?. It's not just the red line you need to deal with there is also the Cyan line (2) you need to deal with. You are probably better off going up slightly more north and up the hill closer to the "ass hole" (3). That would allow you to go over both lines, then after the asshole you can either get the road to drop with the terrain or make a nice little bridge there going over that little waterfall (the waterfall is very much intentional, check out the source ;) )
Thinking about it a bit more, the blue line I marked here might make a bit more sense, at least in my head it does.
Magenta road looks like it could be a good opportunity to add additional housing lots. Was already starting to clear some space behind my house, wouldn't be a bad idea to flatten it out a bit more for more housing or even a park of some sort.
Replies:
Love the little creesch who joined in on the card game! :D
I also really like the emblem for the luminous concordance, I should try to make one for my volcano. I also need to revisit in game because it's been a while.
The black tower belongs to ColdheartsTalon if you wanted to tag him too.
If you mark out an area to clear and level for the airport, I could help with that when I get off work in around 9hrs after this comment.
I put in some time outlining where I am planning the airport with red wool. So if you are in a clear-cutting mood, go wild in that area ;)
Done and complete!
Nice, thanks!
Technically still got a bit more to do, I didn't terraform outside the edges very much, but that won't take too long.
No worries, the road side I already largely did yesterday. The rest might need some adjustments after I figure out the fencing situation and all that.
Glad you like the little creesch :D
I know, dunno I figured he is busy with the big hole in the ocean project :P But yeah, @ColdheartsTalon.
As far as the airport goes, I am not quite sure yet how big I want it to be. I am firmly in the planning stage so clear-cutting services aren't quite needed yet. Thanks for the offer though! Once I have a better idea of how I want to handle the project I'll leave a ping ;)
If you'd like to coordinate a westerly-directioned road, please do let me know. If there's an airport, perhaps a road continuing to the west would open up more area for development as well. :)
Also, I believe you're not fond of birch - which I am fine with. If you'd like a discussion about upgrading the Great Northern Road to an andesite-based road like the Great Southern, I'd be willing to work on that as a part of road discussions as well.
Potential road network expansion: https://ieh.im/s/firefox_MAWOMRu8wt.png
Depending on landowner opinions, everyone's opinions…
Yeah, if any western direction is laid down I'd like to do that considering the airport placement does come into play as well as some other considerations.
I don't mind birch planks btw, what you are thinking about is me commenting on birch logs being used as sidings.
I would assume that you'd want to do roads involved with the airport, hence "coordinate" phrasing. I assume you're less interested in roads outside the airport, in which case if you provide stubs out to where you get bored and don't care, I can pick them up from there. I was also volunteering to do similar work to the Southern road if you pointed me to where you'd like me to do that work, if you're happy with my building style.
So there's no worries, I'll keep out of the way, but volunteering to be pointed to anything you'd like, and then I'll add beyond where you care, if that makes sense :)
I dont have much more to do in the tower, though there's still a bunch of space inside. I really need to get back to tree building outside, but thats tough work.
Otherwise, I'm using the little amount of time I have online to work on my hole.
I am slowly building a new underwater facility there. It will hopefully be ready for a grand opening soon.
My dumb ass read underwear facility
Well I have been building the place while invisible and not wearing armor (to avoid trident drowned encounters)... So I guess it's an underwater facility I constructed in my underwear?
So I am starting to plan the road to my expansion. There is currently the furnace array in community farms at 14, -86 (near where my beacon currently is), which is kind of in the way. I see two approaches, and am currently undecided on which one to take, so want feedback from everyone:
I build a straight path from the main road to my entrance. I would terraform the area around the furnace array, building up the ground and making it partially underground. The entrance for the furnace array would end up being in the side of a hill. The road would go over the furnace array that would be partially buried.
I do a curving road around the furnace array and leave it as is.
I am undecided on these two approaches, so want to hear feedback. I think for option 1, the existing design of the furnace array interior, I think it could have a cool vibe being built into a hill. However, it is also an early server build, so I want to be cautious in modifying it.
My inclination would be to ask the person who built it, but I'm drawing a blank at the moment. I'm embarrassed because I even remember chatting about the nice design of the array with that person, but can't for the life of me remember their username.
Tman, I think?
My guess would be @TBDBITLtrpt13 since they built a lot of the technical stuff early on, but tman might be a good guess.
Wasn't me; or if it was I don't remember doing it. I'm fairly confident most of my early farms that I built eventually became obsolete as people built bigger and better farms anyway.
The only places I really have any kind of personal attachment to on the server are the trading hall and my...truly hideous hovel shoved into the side of the mountain above Gravy's house. Anything else I built, feel free to destroy lol.
Furnace arrays on the server are interesting as this one has been replaced with one in a better location, but not a larger capacity. The one in community farms is still the best option for large jobs.
The trading hall and your house are two builds that are going nowhere, so you picked good builds to get attached to.
I might have to get the HOA (@creesch) involved with this! You're bringing down my property value!
Sorry, if it was newly built you would have a case. As it is, this is a historic landmark.
Have you SEEN it?!?
Then again there are some pretty ugly historic landmarks out there.....
Of course the HOA is completely useless! :P
Those asshats threatened to fine me for excessive lantern placement when Iwas just trying to protect the town from mobs!!!
I think you might be right, but I can't find anything about the conversation I mentioned. I guess I'm misremembering and the conversation was all in game.
In general I'd advocate for few changes to the area unless it is farm related. As it still primarily is the community farm area. Having said that, there is no reason the entire roof section of the furnace needs to be visible, but I also don't think the entire thing should be buried.
I was actually looking at it today and I feel like there is a sort of middle road. Hopefully this bluemap link works as I copied it from my phone. I feel like you can easily turn part of the roof into the road and extend the edge of the stairs a bit further to have the road meet up with existing road.
Basically integrate, not dominate.
Btw, I am sure you already thought about it as well, but I feel like roadwork would be incomplete if you didn't make a second road towards the big crane.
I wouldn't fully bury it, but it would probably be partially buried. The idea would be the road goes over it a bit off center, and I would try to blend it in with the terrain so that it is partially buried and built into the hill, so that the road going over it feels more logical
That sounds like what I also had in mind. So, sounds good to me :)
https://ieh.im/s/i_view32_lKcsosVrPy.jpg
Man really had to go
I've made some more videos of Server v1.0! This video takes a more thorough tour of town, this video is dedicated entirely to the courthouse, and this video tours a couple of the larger builds East/North of town. Let me know if there's any other video requests! Enjoy!
Cool to see this all again. Thanks for doing it, Gravy!
I found out that due to my op rights EAS has some extra options. Since nobody else can use it, it obviously wouldn't be okay for me to use this in my own builds. But, spawn now has this floating text to welcome new folks. I figured that was okay usage of this. There might also be two fabulous llamas from a test I did, but that will be the extent of it.
Those llamas are absolutely fabulous!
Intense derby this month
NOOOOO!!!
Grr, my wife just haaaad to go into labor shortly before server reset on Friday! I think this was part of your plan all along, Pickles!
Oh wow! Congrats John! Boy or girl?
A happy, healthy, hale bouncing baby boy (still working on a name, though!).
But at what cost, Gravy, AT WHAT COST!!
Oh wow!
Gravy's not gonna know. It's up to hospital and insurance. I'd check with them.
Also...
C O N G R A T S !
Luckily, the American Healthcare system realizes that a baby will never learn Personal Resonsibility(tm) unless their parents pay thousands of dollars to birth them.
God bless the USA!
Only a few thousand after you pay your monthly healthcare system entry fee.
My condoleances on the playtime board position, congratulations on the new kid!
Warmest greetings to the newest member of your family!
The king has reclaimed his throne!
Been exploring around a bit since my time off, I think I stumbled into the wrong neighborhood
You mean you stumbled into the best neighbourhood 😤
I did a lot of terraforming today and hid my expansion near the entrance of the Cathedral Hall Station of the red line. I also reconnected the road between the diorite bridge and the metro station. Overall I am quite pleased with how well that terraforming went (there is probably more terrain that I built up than people realize. I do still need to reconnect the small section of the birch road between the station and community farming area, as I did have to break a portion of that due to my terraforming.
I don't mind taking a look if that bores you, but if you'd prefer, of course no worries. It seems the birch-log lining style isn't so popular, so very low on my list has been to perhaps re-do that - either removing the lining, or making it spruce or dark oak. :)
You could also just strip the birch! Would be easy to do and the stripped texture is way more appealing.
If you want to tackle it, go for it. You probably need to take a slightly different route due to the changed terrain. I would recommend extending it further east before going south directly above the transit stop. The reason for that is it currently terminates at a cliff I have made, and digging into that cliff is not an option as it is covering part of my base.
Wiser words never been said before
Imagine literally screenshotting yourself and posting it online.
u just jelly
New side project: https://ieh.im/s/firefox_Ae8CnQsOhi.png
So I have gotten the rough build of my expansion done and have just been working on details recently. I am realizing I should have planned out lighting for the hall in advance. I feel like there is no real good solution for good wall mounted lighting. We need a fancy wall torch in the game
It isn't a solution for your wall lights, but for overall lights I really think chandeliers might be a good approach for the hall itself.
I also recommended chandeliers in chat yesterday, so I completely agree. There's a lot of space available to build some really cool ones, and they'd absolutely belong in there :)
I might do chandeliers when I get around to lighting the center, but for such a high ceiling, they would not provide much light on the ground
In my mind chandeliers would be hanging at the height of the balconies. Though that might still not be that much light below.
I think you can do some cool wall torch things using transparent item frames or armour stands, but depends on the scale you're going for
I like the idea of invisible item frames. For some reason, my vanilla purist mindset views invisible item frames as valid, whereas armor stands for details as invalid (posed armor stands as people filling in a build similar to the mall or bar I view as valid vanilla).
I have gotten spoiled on some of the decorations from some of the modpacks we don't have, for sure, even if I also tend to build simply. lol
Maybe hoppers pointed into the wall with beacons on top?
I think beacons are maybe not the right stylistic block, but I should play around with hoppers. Do we have fire tick on or off?
On
I made some decent progress on the airport, we now have a runway, nightshot. Now I just need to build the rest of the airport :P
Are you using any reference images or anything for this? Or just winging it? I wouldn't mind helping with some structures if you want.
Winging it seems appropriate for an airport.
A bit of both to be honest. I have been referencing official guidelines and stuff for the runway to make it at least inspired on reality.
I am still thinking about the layout for the rest of the airport. Which I am planning out at least as far as the footprint for individual buildings goes. Once I have done that I was already thinking about seeing if you are available for the actual design for some of those buildings.
Just don't forget that the aiming point markings should be about 1000 feet from the threshhold markings:
That's 305 blocks, so the runway might need to be lengthened a bit
;-)
Hence inspired on reality ;)
"Defense" not needed when I'm just kidding you <3
My sibling in whatever denomination (or lack thereof) you roll with. You know very well that sometimes you just have to reply even when it's clearly all in jest. ;)
I'd actually commented on that some days ago, almost no real plane (except VTOL & V/STOL aircraft) could actually use this runway :P