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  Tildes Minecraft: What do you want to see in the next season?
I'm planning to launch Tildes Minecraft season 3 some time mid November. What mods should we add or remove? Any other recommendations or requests?
Edit: As per the majority of the feedback, season 3 will be delayed until the beginning of January.
I guess we should ping all the people who participated before :) I know that last season a few people joined late because they are not that active on tildes but eventually got pinged.
@443
@Aran
@Admicos
@Aphataeros
@Arknata
@BajaBlastoise
@Bauke
@Benio11xox
@Bront
@BunnySurfer
@Chaosphoenix_28
@ChthonicSun
@ChunkyCorgiTwo
@ColdheartsTalon
@CowsAreCool
@Crestwave
@Crimson
@Delphi
@DisasterlyDisco
@Durinthal
@Endless
@Evie
@Expertbacon
@Felicity
@Fiachra
@FiereChaussette
@Fizz_Cashman
@FluffyKittens
@Flying_Anvil
@Franklin
@GalileoPotato
@Garethp
@Gesspar
@Goodtoknow
@GravySleeve
@Guncxa
@Gweran
@IBArbitrary
@ICN
@IsildursBane
@JCPhoenix
@JIGABOT
@Jambo
@Jao
@Jeremyrab
@JoeyTurncoat
@Johz
@Kranerian
@Kukinko007
@Lishian
@Mahdawg
@MangoTiger
@MaoZedongers
@MarbleMoss
@Mendanbar
@Merry
@Mikie
@Minithra
@Muffin
@Nankeru
@Ningodeshkani
@Noox
@Noriston
@Nox_Ludicro
@Oslypsis
@OswaldTheCatfish
@PeeingRedAgain
@PelagiusSeptim
@PierogInTheButt
@PistolPop
@PistolsPop
@Positive
@ProtoAscent
@PuddleOfKittens
@PugMan
@Rocket_Man
@Rudism
@Sadavir
@SassyCupcake
@ShadowFox
@SovietBen
@Spore_Prince
@SrgSlimeTIme
@Starman2112
@SuperVitality
@TBDBITLtrpt13
@TangibleLight
@Tardigrade
@TaylorSwiftsPickles
@Tharrulous
@ThatLinuxUser
@TheGrumpyWelshman
@TheSkysPaw
@ThrowdoBaggins
@ToteRose
@Twist
@Viking
@Weldawadyathink
@Wes
@YellowPudding
@Zacte
@Zyara
@Zzotto
@adam_kadmon
@arqalite
@artvandelay
@auk
@bendvis
@bkbr
@bo0tzz
@bobstay
@brogeroni
@bugbbq
@bunbun
@cfabbro
@chewonbananas
@coztellation
@crashb
@creesch
@crissequeira
@cubedhexagon
@cyborg
@cycling_mammoth
@d32
@daemon
@danbee
@datavoid
@daychilde
@dedime
@dendriti
@devalexwhite
@dhcrazy333
@dingdorp
@disk
@div72
@dostoynikov
@drifty
@ducc
@dudiest
@eve
@evye
@eyechoirs
@fairewinds
@fakerosetree
@fasmer
@faye_luna
@fiftydollarburrito
@finalbillybong
@fods
@fondlybreakable
@forks
@goryramsy
@grandpacore
@granfdad
@greatsandwiches
@guf
@hamstergeddon
@hereweare
@hungariantoast
@ifvictr
@inewin
@intoxicated_diver
@j0hn1215
@j2d2
@jago
@jakeonline
@joeglen
@json
@jzimbel
@karsaroth
@kenziepond
@ketchard504
@lou
@lou
@lunarpxl
@lynxy
@maximum_bake
@mechap
@meech
@miffy1100
@mild_takes
@millions
@minion
@mintysaurus
@moonkey
@mount2010
@mydogpenny
@mzumquadrat
@nathan0199
@nemo
@noah
@nrd
@oarity
@oasix
@oree
@plinth
@porcupine3000
@prairir001
@priw8
@puida
@revivinglaziness
@rinnetensei
@rubix
@runekn
@rungus
@scratsin
@secret_online
@shx
@skoocda
@snuffles
@soap
@sparksbet
@stardustmz
@steve
@stewgoin
@swchr
@talklittle
@teaearlgraycold
@text_garden
@themagiulio
@thesuda
@tman
@treejuice
@trim
@trimox
@trueterra
@unkz
@verdens
@whs
@willopillo
@xstresedg
@yorhaos
@yukawa0
@yuke
@zatamzzar
@zestier
@zini
If we label this as noise I assume the pings will still work but the comment won't take up so much space?
Think so, not sure.
Yes, pings still work even if the comment was Noise labeled. IIRC, Deimos confirmed it in one of the Book Club topics.
You could also hide it in a section using
<details>@...</details>.Thank you, I appreciate the ping!
Yay! Thanks for the ping indeed!! Excited to join again @teaearlgraycold!
During season 2 I believe I heard there was interest in adding Incendium (the Nether counterpart to Terralith and Nullscape's terrain upgrades). This increases the Nether to take up the full height of the dimension, eliminating building on the Nether roof. I recall some people were interested in the increased difficulty.
Something I've been meaning to suggest is that I think it'd be a good idea to not have Terralith-generated structures density be so low this time.
Last time, we made them so rare due to worrying about how a few of the more "OP" ones could affect building habits and early-game balance (e.g. the castles containing 100 diamonds, of which we only ever found... one, a few weeks before server shutdown :P), but I think the reality is that this isn't much of a concern after the first 2-3 weeks; after the iron farm & villager hall was built, we had unlimited access to diamond gear anyway.
Now, I don't think you need to bump this up really high. By all means we do not want to have a world that is dense in pre-generated Terralith structures. But I feel like last season's distribution was way too low. I'd maybe bump the frequency up by 5-7.
I haven't played in previous seasons, so take this with whatever level of grain of salt you feel that deserves (but have been considering joining the server when it starts again). But generally I feel anything that makes travel be more "in the world" is a good idea. Railway stations, nether hubs, etc have always been good community focus areas on servers I've played on before.
I’m in favour of discouraging the nether roof portals we had, as it can make long distance travel too accessible and trivialises the danger of the nether (usually you would have the trade-off of easier long distance travel mitigated by either the inherent danger of the nether, or the effort and resources required for building safe tunnels throughout the nether)
The biggest reason I originally set up portals on the nether roof these last two seasons was because my home was otherwise pretty far away, and it made early (pre-elytra) trading and resources easier. However I’d happily trade that convenience for high speed rail.
With that said, I’d like to add my voice to the request to not use Incendium, so that we can still access the Nether roof as needed for farms etc. and partly because I still haven’t really fully explored the vanilla nether in quite some time, and it’s not as barren and featureless as The End.
If it works with the minecraft version we are starting the next season with I'd really like it if we can experiment with hsrails.
See also this previous talk about it it would allow rail to compete with flying.
When the idea was coined to close of the Nether roof a few people were very much against the idea. I think j0hn really wanted to do another roof map for example. Having said that Incendium looks pretty cool, the Nether could use some extra stuff.
Having been using Incendium in a single player world for a while, I don't feel like it actually adds all that much. I'd be in favor of keeping the standard nether if people want to use the roof.
I also would really like to have hsrails, per the same linked discussion.
I have preferred building tunnels under the nether to roof portals, but it does necessitate a project to build proper nether tunnels. Having been in charge of one of those before, it's a grind and I don't really want to have to lead that again. Even replicating the simple tunnel design I put together out of common materials (the outer walls were 5x8, I think, mostly concrete and glass. No duping, but I had plenty of sand) over the 2k blocks we actually completed was a task.
If we do plan something like that, then it's nice to have everyone near one of the major axes so that you don't need humongous branches, which does limit building somewhat.
I'm working on a plan to build in the nether. My base will just function as the nether hub. Folk can branch off from there as they desire
Hm, I guess that does give me an incentive to create a nether portal for my future base when I was not otherwise planning to due to it being kind of lore-breaking for a "strictly border-controlled" East Bloc town. But if you're building all around the nether, I might as well pull a "Stranger Things" and add a hidden one as a "secret KGB experiment" in some basement - particle beam and all that jazz included.
I'm just planning to build around the town's portal. I plan to enclose the area and build... something or another... and have some cardinal direction exits. The actual tunnels will need to be done by anybody who wants to be easily connected
I'm in fact planning to have my "megabase" start pretty close to tildetown - starting like 500-700ish blocks away from its centre & extending outward - so there's definitely a realistic possibility of some organic overlap in the nether. That said, I'd probably wait for you to mark your area fully first so I place the portal far away enough that it won't actually overlap with any builds.
What I personally really want to see is:
That said, November sounds too early to me. It's only been, like, 3 months since the last season right now. I was expecting S3 would start at least a couple of months after that, if not more, ideally.
As much as I want the server to be back up and running, I agree mainly for my own personal reasons:
I have been playing some hardcore recently inspired by the short stint of the hardcore server we had (that I only played less than an hour on). My current run has been relatively successful so I want to dedicate my time to that
I am still trying to find fulltime consistent employment, and I procrastinated on that too much by playing on the server last season. Not having the server up yet will give me more time to try and find consistent work.
There is an outright command for that ops can use. I think what was suggested is that we make our own simple paper plugin to make a limited version available for people to get their own heads.
Now I’m imagining a command block in the middle of tildetown with a button that plays the Mario coin sound and drops your own head whenever you press it, and people walking past just seeing piles and piles of heads as TaylorSwiftsPickles is frantically pressing the button as if she were trying to play Rush E on a single wooden button!
Well now that you've painted the mental image I'm going to feel cheated if we don't get to realize this vision.
My carpal tunnel is ready
This discussion reminded me that I had used a head plugin in my very first paper server long ago (around the 1.13 update), and as it happens that plugin appears to still be around and supporting new versions!
Honestly, if it works, it covers 100% of my use cases. I'd be spamming the minecraft heads website way too much either way.
The S1 to S2 gap was 5 months. 4 months doesn't seem unreasonable to me. I've had one player reach out inquiring about a start time.
It was me... I reached out. But it was more to get a timeline so I can start thinking. I'm alright with waiting a bit. Starting mid november would just see lots of slowdown off the bat with Thanksgiving, Christmas, and New Years all hitting.
Personally, I'm also in favor of waiting a little longer. I'm still very much in my busy season with work and as such will be unavailable until at least early November. I'd prefer to be involved from the start but I'll survive if that doesn't happen.
S1 was also a lot shorter than S2. IMHO 4 months is too short of a timeframe. Anecdotally I was thinking of contacting you yesterday to suggest kicking it off after 2025.
I wouldn't mind starting again in November, but I also think that some people need a bit more time to "recover". I'd also be happy with a new year start in 2026.
I also would agree it might be a bit too soon to start again. I have big plans this time around, and I've just recently started doing some planning with the Axiom mod.
Agree that this is handy. On my home server I use Purpur to achieve this. Purpur also comes with a ton of other things (too many to list here TBH) that can be tweaked for an interesting experience, and in my testing performs about the same as Paper (it is a Paper fork after all). If Purpur is overkill however, there is also a Vanilla Tweaks datapack called AFKDisplay that works OK, though it may interfere with the aliases... not sure. If anyone is interested in hearing more about how I configure Purpur, I could be convinced to drop a more detailed write-up. :)
Like a few others, I also believe that it's a bit too soon for me personally. I've missed building with everyone, but haven't yet felt that itch to play again.
I'm also in favour of things previously suggested:
I believe the concern about graves was that it can make death seem like a minor inconvenience instead of a genuine threat to be avoided, and so for some players it would trivialise some gameplay (for example, “let’s kill a warden with no armour or weapons”).
I think that the server has grown to include a wider variety of players, so I would like the option there for the people who want it, maybe as an opt-in choice? I know a few fellow tildes lurkers who joined the server but had previously played Minecraft nearly exclusively in creative or peaceful mode, so dealing with hostile mobs even in the mostly lit up cities when building a house was a bit much for them and they didn’t stick around as much.
As another point to reinforce that idea, I believe for the sake of villager breeding and trading, the best option is to have the server difficulty on Hard, because that means villagers killed by zombies are always zombified. But the higher difficulty also means mobs do much more damage than on Easy, which makes fighting them even more daunting for the aforementioned non-combatant player.
Yeah, as someone who is not very good at Minecraft but enjoys playing around on these servers anyway, I'd really prefer not to have the difficulty changed to hard without there being some option to mitigate those changes. Making death more of a minor inconvenience than a genuine threat to be avoided would be something that would help me be able to enjoy the game more, and I think that should be taken into account in addition to any effects on harder-core players.
Yeah, agreed 100%. This is what I meant to imply with "optional"; I'd like this to be an opt-in so as to not inconvenience people who don't want it.
Plus, the alternative doesn't make death trivialisation and reckless decisions impossible. See, for example, my entire playstyle last season. :P
I'm interested in this, but searching hypixel build battle on YouTube didn't lead me to any videos with examples of this as far as I could tell. I'm curious if this is something I'd want too (I'm pretty sure I do).
I'd be interested to see what you do with that, I know a lot of the Hermits did custom model stuff this season. If we did have that as an option I'd probably find a reason to use it.
Not exactly what you all have been looking for, but I'm going to share because it's cool.
Legitimoose - Particle Image Generator || 1.19 Minecraft Tutorial
I used this technique to make a Herobrine experience/story datapack for my kids, and it worked out really well. Obviously not something that could apply directly to survival, but this technique can be used to craft elements in datapacks that can be applied to a survival world.
Edit: Check the pinned comment on the video for an update on doing this in modern minecraft, since the particle command has changed a bit since 1.19.
Another plausible suggestion on my end would be something like this so we have more options for actually-usable seats/couches etc. aside from the ones made from minecarts
I use gsit on my home server and can confirm it plays nicely with all other plugins. It has become one of my core plugins when setting up new servers.
Being able to sit would be nice!
I have big plans this season, maybe too big, but I was really inspired by this latest season of Hermitcraft. I plan to build a giant floating futuristic (cyberpunk-ish) city with an interactive shooting game minecart ride weaving throughout it. I also am working on a sewer labyrinth with some puzzles and parkour sprinkled in. The last few days I had a bunch of fun making different job robots to sprinkle throughout the city. The reactor core at the city's center should be pretty cool too. I'll post a teaser screenshot or two later. Having said all that, I agree it's a little earlier of a start than I'd prefer. I think the new year as creesch suggested would be preferable. That'll give me a little extra time to get some things figured out ahead of time that are more difficult than I'd like to do in survival (the bottom of the city will hopefully look like it's been ripped up out of the ground, still figuring out how to do it with Axiom and not need to use 100 million blocks to pull it off).
Edit: I'm also planning to integrate animated armor stands throughout the city, kind of like I did with the Big Pig Bakery last server. I want them to wave as you pass by on the railline, or react when you solve a puzzle.
Edit 2: Some screenshots! Spoilers! Basically I want to get the main structure planned out in advance with Axiom because trying to make a 300 diameter circle in the sky in survival without a plan sounded like a nightmare. Similar story with the sewer system, it's nice to be able to fly around and cut/paste different sections together to make the maze. The reactor and the robots were made to take a break from the tedium.
Can't wait to see this Gravy, love the ambition!!!
I'm thinking of taking over the nether side of the town's portal as my base/nether hub.
You want to build in my nether region? Go for it, I didn't have plans for it anyway.
Not just yours, but EVERYBODY's
When you're building in my nether region, please don't chop down the tower I erected there. You may also need to trim some of the bushes.
Everything is getting chopped down first, sorry. But, I plan to help with the burning, too... so there's upside
new bottom surgery just dropped
Oh dang, I thought you were gonna build a nether city to mirror mine, that would've been cool. Maybe I'll think of a good way to incorporate the nether into my build. I could have the city's reactor core pulling energy from the nether. The only problem with that is I'd have to put a nether portal inside the reactor, and that won't be an ideal place to be traveling in and out of constantly. I'll have to ponder this further.
I'm excited to see we're thinking about kicking off again! Real life got hella in the way the last time but I've been feeling the creative itch for a while again (and I miss you lot!!!)
Having said that, we bought our first house last November and have been non-stop getting it ready for the past year, and we're FINALLY set to move in at the end of December, so I expect my free time to be pretty low in the rest of 2025 now that I think about it 🥲 so I'll add my vote for maybe waiting until Jan 2026, but if not then I'll still do my best to join as much as I can, deff in the first few days - need to find the best villager couch to surf on in the middle of town square again 😜
Been looking forward to this! I'm down for any start time that is not Nov 1st. Thanks again to Tea for hosting.
Main thing I'd like to say is, I hope we can build another big Tildetown near spawn. Some of this work starts at world gen, and making sure there is a nice area nearby to build a town in. I think it helps to have a generated village in the spot to further draw people in.
Additionally, I'd love to have a special event like in S1 where the normally protected spawn area can be developed. I think it will make starting out easier for new people and will mesh better with the eventual development around spawn.
When I first joined in as a new player, having the main hub town near the spawn to help get my bearings and have a safe spot to just start out was amazingly helpful. I second a TildesTown 2.0.
S2 we didn't protect around spawn. So it was available for anybody to build there
As a modded player, I've been in the mood for some vanilla Minecraft. However, I typically host my own servers and play with a small group; usually just one or two dedicated friends.
I think it could be fun to do the same thing with some other active players around. However, I feel like it might be a social faux pas to invite those friends to Tildes specifically to play on the server. I know the goal is to have a space specifically for regulars that frequent this site, and I don't want to abuse the system.
I'm sharing this just in case I'm completely wrong in my reading. But I'll err on the side of caution in this case and abstain from adding anyone.
Were I to play, I'd probably be able to start around December.
Eh, do it. You wouldn't be the first person to do something like that; one player invited their two kids, I invited my partner, a friend of mine invited their partner too afaik, and at least one more person invited one of their friends. As long as you're not friends with "bad people", they absolutely belong here.
Tea can also verify someone & give them build access to the server without them having a tildes account. As long as someone vouches for them.
I agree with TSP - good people make the server better.
Also, I'm the one with the kids. :D They respect others' builds and love seeing the incredible things people are working on.
They're already clamoring for S3, but I'm hoping for a January start . The holidays will reduce play-time and I like being active at the very start.
Tea edited the post to clarify it will indeed be a January start
There’s no problem. You can just invite them to Tildes so they can play on the server.
So for changes/mods/other things to do differently this season I have a few thoughts:
I am fine with having nether roof access, but would prefer if primary travel did not happen up there. S2 had an intentional maze like structure that someone built that resembled a castle's intentional maze (I want to say Creesch) for a nether hub. While a cool build, I feel like it discouraged below roof travel. I think a good nether hub would be nice to have, and it seems like ColdHeartsTalon is planning their base in the nether that could act as a hub.
As others have pointed out, for some TildesTown itself was laggy. A solution for this might be to build utilities away from town, and make town more oriented towards just communal aesthetic builds. I think there were a few major offenders for lag in town in S2 for me. The first is the mall, which I think fit the goals of TildesTown and so I think it was worthwhile lag. The other is I suspect community storage might have created some lag. Therefore, I plan on doing community storage differently next time around.
I quite liked the undefined plots in town in S2, but I feel like for some it wasn't clear where they could build. It would be nice to figure out a hybrid approach where it was easy for someone to know where to build, but also not having a predefined grid of empty flat terrain.
I would like to see less focus on trying to keep a nice feeling TildesTown, and more of a feeling of people build whatever they feel like
As for my plans for S3, I have a few ideas:
I plan on creating community storage quite similar to S2, but a lot sooner. I feel that copper golems would not be effective at a large scale that is needed for community storage. Also, golems require leaving one item behind. So I think doing the same design as S2 would be good. I do plan on building it close to spawn but outside of town, to minimize lag impact to only being felt when going to storage.
Since community storage is resource intensive on a few select components, I may rush build a few farms early on or get help from others to build the farms.
I would like at some point to make a redstone lab, which autocrafts every redstone component. However, I have not had any serious plans on this yet.
I will probably do the same thing for my base as S2, which is continuously expand my home in town. I have no plans as of yet on what style that will be in
Going to preface this with the fact that I definitely agree with every suggestion, myself. Further notes:
1 ) The maze was indeed built by creesch as a little bit of a troll, but I'm pretty sure that was long after after the nether roof hub itself was established. IIRC that'd have been 2-3 months in. That said, I would personally prefer if the nether's chunks were extended to load actual "content" so that the upper bedrock layer was located at
$MAX_HEIGHT - 1. This gives j0hn an 1-block build height to do his map art but forbids portals.For the gold farm specifically, if we don't want to WorldEdit out an area of
$SIMULATION_DISTANCE^2chunks for it before the server starts, I'd definitely volunteer to help spawnproof the area with slabs for whoever decides to build the gold farm this time2a ) I agree with the split between aesthetic vs technical division and I support it. I also feel the mall etc. is worthwhile lag, among a few other things and I don't want anyone to limit their creativity by worrying too much about lag.
2b ) That said, there are two considerations regarding moving the technical stuff (farms, comm. storage) away from town.
First, whatever we do, we should still ensure that all major, non-manual farms are in the same general area so that j0hn and I can load (ideally) all of them when AFKing at the geometric centre of it.
Secondly, I believe we should ensure some easy, safe, and convenient access to at least the community storage, via tildetown or spawn.
3 ) I do agree that it was a little confusing, even early on when I was building my giant
phallic structuremushroom in town. But on the other hand I don't know if I'd want it to be something that, uh, "gets slapped on your face" in-game. As in, I don't want those plots to actually be visible in the physical environment in-game and take away from the ambiance.However I also fully respect your preference for having things be "fully in-game" without having to navigate to an external platform (e.g. bluemap) for information - something you had mentioned to me when I made a "metro map" for the De Lijn line in a map. So I think I may have a possibly good enough solution for this...
We can have 1 map room somewhere (ideally somewhere where it wouldn't cause too much lag for the town, so maybe at spawn? idk), where there'll be a map of the entire town, composed entirely of level 0 or level 1 maps. In those maps, we can assign myself and/or other volunteers the task of marking "free plots" there using banner labels, just like I did for the De Lijn line. I guess that'd make me the HOA now? :P. Think of it as the equivalent of a "regional administration" building or something, in real world terms?
4 ) Yes, I absolutely agree. And honestly I'd guess our former head of the HOA @creesch probably agrees too. So long as nobody encroaches on someone else's building(s)/plot(s) without their consent, I believe we should be good. That said, personally I'd probably still consult with, say, you and creesch for any personal big projects in town, if any. Though with my base (theoretically) being located just a few hundred blocks out of town, I probably wouldn't have personal projects in town.
I cannot promise I will not start any more cults, howeversorry, didn't spot the actual mention. So, second reply it is.
I sort of agree. Honestly, my initial driver for being the "HOA guy" was simply because I put in initial time and effort in cleaning up roads. Creating plazas, etc only for some people to just build over them and not bothering to clean up the ends either.
Secondly, I figure that if you want to build closely to other people (aka town) that it only makes sense to stop and consider the environment you are adding to. Most times that was the sort of thing what I wanted to try to have a conversation about. Not about "keeping the town nice" but simply being considerate about the impact of builds on builds that are already there.
This is a balance, of course, but I am not entirely onboard with the concept of having people build "whatever" when direct neighbors are involved.
Having said that, I also do plan to set up further from town this time and hopefully get less involved.
IMO some of the best fun happens when people are up to some shenanigans (in good spirit of course). I'm thinking of things like the season 1 alien attack on the statue's rear, the sheep incident, or the Godzilla vs MegaPickles vs Kiwi vs Enterprise from season 2. We all need to unwind from time to time, and the server protection plugins are always there if any real damage occurs.
To be clear, I fully agree there. I also build the airplane, ICBM and sliced Kiwi there if you remember ;) That also did happen further away from town and not in the middle of town. As I said, in my mind, context does come into play here.
The town itself was full of shenanigans as well, just sized a bit smaller, because huge builds like Godzilla and MegaPickles would have overshadowed it otherwise.
Sorry, didn't mean to sound like I was taking an opposing side. I'm just adding my thoughts to the collective. In my experience we've all been a pretty collaborative bunch, and I've never really felt encroached upon. I hope everyone feels the same about me. I like that there's an unwritten rule where everyone asks permission before building close to another's "claim". I appreciated it last season in the case of the volcano and airport. I didn't object to any of the builds, BTW. I was happy to have some more life near the cabana. I just thought it was a nice gesture to include me. :)
That's all I am advocating for really :)
Would you be able to give some specific examples of things you'd find unacceptable, aside from the cases you mentioned where they covered infrastructure or plazas?
Sorry, can't provide a list with things that are okay. The HOA thing was just a joke, not an actual thing where I have an entire book set full of rules and regulations.
As I said, I often tried to have a conversation about the impact of builds based on the context.
But an obvious example would be like, if you are building next to a few cute small houses it is a bit at odds to build a mega flat directly next to it.
Eh, I disagree, personally. It's something that's not uncommon in real life anyway, and plus, even if I was the person who built those few cute small houses, I genuinely wouldn't mind it. The fact that you're committing to building buildings in a communal "do-your-own-thing" area (where you do not have absolute control), rather than at your own place far away from town, kind of implies that you can't realistically expect your own scenery/ambiance/vibes to prevail. That's a "risk" you're pretty much accepting by building a mini-base there. So I think this kind of contrast is absolutely fair play.
Might be a cultural thing, here there are actually quite a few rules and regulations about that sort of thing.
All I am asking for is a conversation about it with people in situations like that. Which you actually proposed yourself a few comments back. Because some people care more than others, that's all what I mean by being considerate.
If everything really does whatever they want, then inadvertently they will break the first rule of the server towards someone.
This
Works both ways. Sure you can't expect to have full control over your direct surroundings, at the same time you are building in an area with others, so having some consideration for those people seems sensible to me.
And to be extra clear, I am not saying that everything should be run by me. Absolutely not, I happen to have a verbose way of communicating with a strong opinion, it just happens that because I had done a lot of things around town that opinion was about... well town. I like to communicate about things which some people seem to think that it means that I try to dictate things. But all I tried to do is talk about things and get things seen from different perspectives. Which also might be a cultural thing, which I guess gets often seen as me dictating things.
As I said, I plan to build much further from town this time around. So I have less strong opinions about stuff near town. All I am asking is that in general, people still take into consideration that this is a multiplayer server.
This was something that I had to personally recognize myself early on, and then once I worked through it myself I felt a bit more frustration when it felt that others hadn't. A prime example is that j0hn without knowing, created the kelp farm right where I was about to expand, and went with a style that clashed with my build style. I finally found a solution to make it work. I was forced to recognize that part of playing on a server means that I had to understand that people will build differently than what I want, and maybe in a way that prevents how I wanted to expand and build. But through that, I might be challenged to build it differently that ends up working well. And so whenever I wanted to play around with a different block palette or build style that did not work with my citadel, I would start a project in town to experiment
Edit: I want to stress that me explicitly naming @j0hn1215's kelp farm is not because I am mad about it, but because it is not an issue at all. The reason I am being specific with this situation is because I feel that the situation overall was a good situation, and not to passive aggressively throw j0hn under the bus
I think this is all very natural. In survival Minecraft we place every block by hand, and often have to grind many hours just to get the materials in the first place. It's impossible not to make it feel very personal. I've been lucky that my first experience playing multiplayer was with my family, so I got to work through the feelings with people that I cared for by default. It made it a lot easier to assume positive intent. :)
It's a little weird, but I actually pretend I'm interacting with one of my family when someone on the server builds in a way I didn't anticipate. It helps me re-frame the interaction and most of the time I find that I was just being too rigid.
Edit: minor rephrasing
I think this kind of gets at the change I would appreciate seeing with TildesTown S3. Where the culture feels less rigid, and more so that when people build in an unanticipated way that we pivot our plans, rather than feel the need to have every potential plan ran past everyone
At the same time, if I completely follow your logic I should have been allowed to build my little dungeon under your citadel without you destroying it. Which was a joke from my part, and I was absolutely okay with you removing it since it didn't really fit in the context of what you had in mind and planned.
That's sort of what I am talking about. Another thing is that if you and J0hn had been in communication about that you might have been able to combine your efforts and integrated the kelp farm in your citadel.
Basically, if you have neighbors and you do plan to build something I think it makes sense to hit them up and clue them in and ask for feedback. Are you then obligated to incorporate all their feedback, not at all, but it might make you reconsider a few things you were initially planning to do.
Which in itself also challenges you to rethink something.
I think this is a flawed example for a few reasons:
This wasn't building beside me, you were adding on to my build, and also building right where I was clearly expanding to.
If I had more time, I would have incorporated more of it into my build. I tore down the section that was in the way of where I was working. However, some of the passageways I kept. And honestly, where you added the entrance in the monastery was a really good idea that I had not thought of, and if I had more time I would have done more with it.
Yes, but also j0hn would not have done the stained glass design, which also looked nice. Also, at the time of building, I had not expanded close to where it was built, so j0hn had no idea that I was planning stuff there. This is why I never mentioned my initial frustration when the server was open, as I felt j0hn did nothing wrong, and then I learned how to work within the new constraints.
In general, I want to state that my stance isn't for a complete free for all, where people build as they please with no consideration. It is more so that I would appreciate if our culture shifted from it is expected to build in a way that matches surrounding builds and talking to neighbours, to more so that the consideration and communication is more so going the extra mile, but people feel a bit more freedom to build as they see fit in their area of town.
That's all fair, and I think we are actually more or less in line. Maybe with one thing where I feel slightly more strongly about. Which is that I do think that communication, at least the basics about intend to build somewhere, isn't going the extra mile.
Honestly, that's a bad example because:
Might be, but it also ignores the rest of what I am trying to say. Like, is it at all clear what I am trying to say? Because I feel like I am repeating myself and being debated on technicalities here rather than the intend of what I am trying to say. Which, to be honest, doesn't feel good.
No, sorry, it is clear, don't get me wrong. That said:
It's not something we're not already doing, for the most part. There has been a tiny amount of players (I'm not gonna point names and name fingers) who were regularly not asking their peers as you suggest, but those were a minority, and the cases where it actually mattered were even fewer tbh.
Even if we all promised to do this, sadly there's no 100% perfect observability in this context, because at the end of the day we're making assumptions. I feel, no matter what, we'd never have 100% coverage without edge cases.
Good :)
As far as the first bullet point goes, I know this already was done and all I am saying is that I want us to keep doing it. I might have interpreted things wrong on my end, but Isils point of "building whatever you want", in my mind, runs counter to including others.
As far as the second one goes, I am not looking for HOA style rules of regulations or any kind of enforcement. Just have a conversation with people neighboring your build. I think I like how Mendanbar worded it.
Honestly, I think doing a communal effort of spawn proofing an area is a better approach than nether roof or world edit. I personally find that the nether roof itself is too overpowered. With that being said, I also built a ghast farm on the nether roof, so I am also part of it.
Yeah, I would want community storage to have great transportation infrastructure, and somewhat conveniently located. I would want it outside of render distance of spawn, so that people do not get the lag immediately after logging on for the first time. But, I do want it close by, so that it is convenient to use.
Yeah, it is a balancing act as having a bunch of empty lots looks ugly, especially if they do not get filled in. On the other hand, it can be tough for people to know where to build if it feels like there is no space ready for development. I think this was worse on S2 due to such rough terrain. On one hand, the cliffs led to some really cool builds, but they also made it harder to find a place to settle down.
This is a really good idea. I appreciate the very in-game approach, because while I love using Bluemap, I do also enjoy the immersion of having an in-game solution.
Yup, we already had extensive roof access and nobody was using the nether itself much. Once you punched a hole through the roof, I started thinking it would be nice to at least link up the few portals under it to the roof in a mob proof way.
The maze sort of happened when I found multiple cross-linked portals, which I connected just for the fun of it.
I should note, season 1 had a nether hub with a central place that was much more planned out. But due to the nature of portals all being placed at different levels and people just adding their portals in way they saw fit it wasn't really all that less of a maze to me.
The two main factors for lag in town that I can think of are:
1 - Farms with redstone and moving entities
2 - armor stands
Personally, I think the armor stands and what can be created with them add a lot of activity and character. So I wouldn't want to see that curtailed in town. So that leaves moving the farms outside of town. That wouldn't be too difficult or even cause much inconvenience. We can just set up an industrial district outside of render distance from town. That would also keep many of the farms in the same location so they are easier to find.
Yeah, my thought is can we remove the redstone out of town, to make it more accessible and lag friendly for decorative builds. I think an industrial district could be a cool idea, and want to add the third separate district of storage district (so that people do not get the performance impact of all the farms when they go to get stuff from storage).
After some thought, I think it would be a good idea to arrange things in a square of spawn, TildesTown, industrial district, and storage district. From spawn, new players could make the decision of taking a cardinal direction to either town or storage (with industrial being at a diagonal).
I think there could also be a cool redstone opportunity of connecting the industrial district to storage via minecarts to deposit automatically into storage. A series of chunk loaders to keep the minecarts travelling between the two points loaded. Maybe just do a bulk send, and wait for several carts to be full before going to storage, so that the rail route doesn't need to be loaded all the time
I've always wanted to do some kind of funnel from farms to a central storage, would love to help with that if there's a plan down the road.
On your plans for farms and crafting, we should coordinate. By the end of season 2 I did some of that powerful stuff, but I'd rather get it better integrated into the community next time around. Placement still TBD for lag-related reasons.
A few things I liked that I'd like to bring over:
I also had some sightly sillier farms that may be useful if built earlier. For example, I had one that spit out shulkers full of hay bales. Could've been useful if around before people did things like build with a bunch of packed mud. I also want a fully automated mud/clay farm, but since that's not very useful it'll wait.
Yeah, once the server launches I will probably do a post about the various farms needed for community storage to coordinate with others.
As for the redstone crafters, that is a lot lower on my priority list, so if someone else gets to it first, that is fine with me.
I'm going to need moss as close to server start as possible. Lots and lots and lots and lots of moss. And moss carpet
Good to know. My moss farm is possibly my favorite of the farms I designed myself (although with heavy influence from other farms) so I'll definitely make getting it set up a priority.
Guess you could say, it's a mossterpiece
Bad! Bad Pickles!
I contemplated labelling this as "malice" just for discouraging such a beautiful joke. However, malice sends a report to Deimos so instead you get a "Bad! Bad Talon!"
Don't make me ban you before the season starts!
I didn't get to play in the last season, but I didn't feel anything was missing in the first season.
I have some plans for a new base and am excited to play again
-Herven
Count me in with the folks who would like an option for faster minecarts and I'll happily show up in January. Beyond that I don't have much in the way of preferences as I generally like how things had been, I just tend to lose interest after the initial wave of activity if I don't have specific project in mind (which I might try to aim for next time).
A broader thought that's not specific to anything I was planning and beyond my experience: how many automated farms could be permanently active with a chunk loader even if no player's around? I was thinking it could be nice to have an industrial district that's always going without needing someone to be AFK there as long as it doesn't affect server performance too much.
It won't necessarily be needed, because j0hn and I were basically perma-online and typically AFK. I'm gonna have to see how to manage this now that I'll be "playing" from 2 devices (idling from my laptop while @creesch's web chat mod is running on it vs playing from a handheld), but it should be the same for this iteration on my end.
IIRC the simulation distance for the server was 8 chunks, so if chunk loaders load the full 8 chunk distance rather than just the chunk they're located in, that's probably what you'd be going for. But the load wouldn't be so different compared to, say, me being "semi-perma" AFK there (i.e. when not actively playing)
Chunk loaders do a 3x3 grid (at least portal based ones, which are to most common). So it does the chunk it is in, plus a perimeter of one chunk. I do believe there is lazy loading on portal based chunk loaders as well that goes further out, but I do not remember all the details with that.
I can also offer up secret_offline for some AFKing. I've always wanted to set it up as a bot where you can request for it to afk at certain places, but I got discouraged pretty quickly every time I've tried. So for now I log in as them, walk to the spot, then restart the afk bot process.
Oh hell yeah we're so back
I have no strong opinions about new data packs or mods; I thought the last server's list was pretty good. I'm leery about Incendium just because of the effect it has on certain types of nether roof farms, but if that's what the people want who am I to gainsay them.
I always skip Incendium because I feel it's mostly overkill. Of the vanilla dimensions, I feel the Nether is the most balanced and complete, so the stuff added by Incendium feels like too much to me.
Also, There is a fix for Incendium that allows for a taller world height so that you can get the taller world gen while having a normal sized roof. I have not personally tried it, though, so I can't vouch for it.
Here is the link I found through Discord. I have no idea if this will link properly 😬
Excited for next season! Haven't touched Minecraft since I got a bit busy a few months back, and I've been wanting to play some.
The plugins used on the last server were already great.
Regarding Incendium: Personally, I think the nether roof is too useful to give up on. But I'm completely ok if Incendium is decided to be added.
For wishlists, I propose adding the "custom nether portals" and "painting picker" from vanilla tweaks.
The custom nether portals just allow us to build nether portals in other shapes, I think it won't change much of the gameplay at all, just offering more freedom.
The painting picker allows us to pick a painting using a stonecutter, I just think it is a convenient addition.
I wasn't around when the server closes, I can't remember if I said it before, but thank you @teaearlgreycold for hosting.
Sorry for not finishing my build in the mall @GravySleeve, it still haunts me to this day. And great work on the stats dashboard @creesch, considering how late I joined the server last time, my playtime is higher than I expected.
I'd be glad to have these as well!
No worries about the mall! I ended up making a shop in your spot a few days before shutdown: Mojo Jojo Dojo
https://youtu.be/b5ZsUuGabec?si=y2NY_ZvVw-0fZaZ4
Skip to minute 12 for Mojo Jojo Dojo.
I've mostly been playing creative in my singleplayer forever world. I would also be fine with the server starting later that sooner, but it's mostly because my creative energy is mostly depleted after work as the project I'm currently on requires a lot of creative thinking. Not much is left for Minecraft.
As for the mods, I'm a generally vanilla player so it's really unimportant what my opinion is on the matter. Whatever works for you guys is okay with me.
Lastly, my build will be even smaller this time around as that's the type of build that makes me the happiest. I realized that while I was producing my singleplayer showcase series on youtube. Small is doable, big is burnout accelerator. I'm not sure what I'll build though. o7
I'd like to add my voice to the no Incendium votes... I like the vanilla nether. It's considerably better than it was years ago. I don't have strong feelings on building on the roof, aside from it probably locking me out of several farms because I don't have the time to dig out or spawn proof areas of the nether.
Rails and travel within the actual nether is the way to go, keep just farms on the top.
November feels like a good time to me, but my gaming moods are volatile enough I might be stuck in a different game at the time. I'll happily join (being pinged again for the launch would be amazing, pls&ty) when it happens.
I really don't have any strong opinions on anything at this point, aside from hoping we can try out some mods to increase rail speed. As for timeline to start, I'd love it to be sooner rather than later, but I was ready for it to start only a few weeks after season 2 ended :)
Also I suppose now is the time for me to dig up that thread from a few months back where folks recommended some Minecraft YouTube channels to check out to to improve my builds. I'll link it here once I find it, in case anyone's interested.
From Hermitcraft season 10 I'd recommend Keralis, SmallishBeans, PearlescentMoon, Rendog, and BdoubleO100. They really made some amazing stuff this season. I also really like Tango's base, but he spent a considerable amount of his time this season working on redstone games, so probably not the best resource for learning building techniques.
Edit: I forgot GoodTimesWithScar and Mumbo Jumbo! Mumbo in particular did some really cool stuff with the new buildstone ideas that have been circulating. His base has lots of animation using redstone like big fans and a blinking robot face.
Wow, my idea of what "Hermitcraft" is was way off. I've never really been into the gaming scene on YouTube/Twitch, so I just kind of thought it was like a more formal, singular channel with a cast of players...Didn't realize it was a server with seasons and streamers that played together. Which is totally fine! This is actually more fun, imo. Because I started watching Keralis' stuff this afternoon and I've already seen all of those other folks show up, so after only two episodes I already have an idea of who I want to watch next.
Thanks Gravy :)
Seconding all of these, but especially check out Bdubs. I find his videos so relaxing and informative when he's just in the element building, and he's also super funny when he's interacting with others. I think I linked to this before, but he had a video where he turned a sketch into a build that was just so cool to watch.
I'd also like to see the return of the debug stick if possible. I didn't use it much, but I like the creative builds it enables. :)
Agreed, although I still don't understand why it doesn't work on glass panes.
Will the next season be on the new copper update?
Since the start of the next season is being pushed to January, maybe another short hardcore server might be fun?
Oooh, another short hardcore would be fun
Indeed. I was just thinking about a strategy to hopefully keep myself alive this time. :)
I mean, the Pickles manoeuvre works, it's just a boring way for most people to play :P
Will this be 1.21.4 as well? Is this a paper server? I think I may have asked last time but I forget :)
Current plan is Paper 1.21.10. But we'll need mods and such to be updated.
I'm still in the "Minecraft is virtual legos" camp for how I generally play, so any broad changes or anything like that to the more advanced aspects of the game I'm just along for the ride!
I do have some ideas of what I might want to try building this time around, they are all relatively "easy" though in the sense that they aren't complex machines that require interactions with in-game mechanics.
I'm just happy to be playing in a community :)
The one time I tried it my machine could barely run it. I'm not a Minecraft guy at all, but perhaps there's something to be done so weaker machines can participate.
Try installing the Fabric modloader and installing the Sodium and Lithium optimisation mods. Minecraft is very unoptimised out of the box.
Optimization mods are mostly client-side, so you can just install any popular optimization modpack from Modrinth like Fabuosly Optimized and enjoy a big FPS increase regardless of what the server has installed.
What was the mapping plug in that was used the last two iterations?
We used Bluemap this past season, I forget what the mapping mod was called the first time around, but Bluemap ended up being far superior.
Dynmap was the original
I've got a couple of things to fettle before hopping on the Minecraft train.
can I get it to work at all well on a base spec Mac Mini M4
is it possible to control it with a touchpad, I got the Magic (?) Trackpad to work with my desktop Mac due to being more comfortable / fewer RSI issues. I suspect not. Which might leave me trying to control Java Minecraft on a Mac with a Gamepad. That'll be a curious thing to try.
If you do end up needing to use a controller, Controlify makes this a much more bearable experience.
It's strange because I played a lot of Minecraft on game consoles, Switch, PS5, XBox and whatnot, and controller support from the bedrock versions has been almost just natural.
Every time I've tried on Java it's been a janky mess :( Maybe I should just plug a mouse in for minecraft sessions, but I know that will add friction and probably will mean I just don't do much. I always have a controller, keyboard and touchpad plugged in nowadays though.
I'll try that mod though, see how I get on. I tried using a modpack just now on the Mac which included controller support, but it just died somewhere in a shader method.
Minecraft runs well on my M3 Macbook Air. You'll be fine - but don't expect Distant Horizons or anything but minimalist shaders to be playable.
I've played on my Macbook's touchpad a little bit and it's okay. You can definitely make it work.
I realize that it would be much too heavy a modlist for a big-ish server, but a friend of mine and I have been having a TON of fun with Ars Nouveau (magic) and Create (tech), along with a handful of world generation mods. He's been specializing in the Create end of things, tinkering and engineering to bring electricity and running water to his house. I've been specializing in Ars, upgrading my abilities, setting up rituals, and controlling magical minions. I feel like a proper wizard constantly having to reference my spellbook and gather obscure materials to generate magic fuel (source) that power various rituals.
The problem with mods that require clientside installation is that many people (probably myself included) just won't bother with installing them in the first place, or might not even be able to run them if their device is on the weaker side. Daychilde attempted such a server a few months ago and I'm fairly sure it was dead since the very beginning.
Definitely agree. My friend has been opposed to mods because of how complicated they are to install, but I was able to convince him to install the Modrinth app. I was able to create a modpack to send to him and most everything got installed with one click. Highly recommend.
Semi-off topic: Quick question on my end because I'd like to hear others' opinions.
What do you people think is a sufficiently good way to mark a city-sized area as "claimed for future development" in a way that is visible enough for people to actually notice but isn't an eyesore?
I don't have a problem myself with someone building inside that area - if anything, I'd welcome a collaborative base and I've dropped the idea to like 3-4 people already, even for out-of-context builds - but I wouldn't want anyone to be disappointed if they accidentally built a little cottage in the middle of an area that ended up being surrounded by commie blocks, just because they didn't notice
A subtle way to do it could be through wood fences as a perimeter. While it wouldn't look the best, it would be a pretty minimal visual impact and would clearly indicate the claim
You could also achieve this pretty quickly in the early game with bamboo (depending on the availability of jungles near spawn)
Good point actually, I might go hunting for bamboo early on and temporarily fence the area like that until I can build a proper border wall - thanks!
Pretty much how the Berlin Wall was created as well. Well, not bamboo, of course. They started with temporary barriers (barbed wire, etc) and ripping up roads. I believe that the famous photo of an East German border guard fleeing over the border by jumping over barbed wire is from this period. Then in the weeks after, they started building actual walls.
So in a sense, starting with a simple barrier is simply historically accurate ;)
Yeah, although would be a bigger visual impact. The benefit of a fence is that it has a lower visual impact, but is still a clear indicator as prospective settlers would have to journey over the fence (assuming they have not jumped straight to elytras). Bamboo is an easy option though, and I am currently using it as a makeshift mob fence in my hardcore world
As an aside on my hardcore world, I am building jungle huts and have visited the Cubic Cabana for ideas a few times now. It is a great build that you did on S2
I mean bamboo is even more easily farmable than wood & therefore it'd be easy to just get tons of it and craft actual fences with it
I only really meant that it grows fast and can be used to make a quick visual barrier for early game. I'm assuming the area will be better delineated later on at which point the bamboo could be taken down.
Another easier option would be to screenshot the map, draw some lines, and post it here on tildes. We did that in the past for road projects (and I think the airport?) and it worked ok. I think the border wall would definitely be the most effective, though.
Thematically, an iron curtain style border wall complete with watch towers would fit. Maybe some people would argue that is an eyesore, but considering your plans I don't think it is.
More broadly speaking, we could maybe consider a server plugin that allows (soft) claims of sorts? I am not sure it is a thing, but something that would not prevent people from building but give them a little warning alerting them to future plans could be nice.
I am not saying I am going to commit to building it. But what are your feelings on buildings like the palace of culture and science in warsaw or one of the "seven sisters"?
I did think of something like a border wall, especially one inspired by the berlin wall as well as ImpulseSV's (I think? Haven't watched youtube since almost a year ago) s10 hermitcraft base. It's a good idea & I was thinking of encouraging people doing "graffiti" on it, too, but of course it'd take some time until the wall fully materialised.
I'm not necessarily against the idea, but I feel it might be "too much" or otherwise unnecessary and/or others could argue it discourages actual communication etc etc.
Very much in favour; they thematically fit the area a lot, even though I wasn't intending to build one of those myself. I'm theming the area after Poland and Ukraine (incl. reference images). But I'm generally open to lots more things. From serious builds like the above and traditional architecture, to little cottages, fishing huts, and "anti-system individuals" in the wild; from small easter eggs to full-on conspiracies and cults; or even on-theme, respectful pranks such as what happened in Poland as resistance and how it's currently commemorated are all absolutely welcome.
But, hell, even if someone wants to build something a lot more off-topic, we can absolutely find ways to get lots of things included
Probably yeah, it was just a loose idea that popped in my head when typing the comment.
Hey tea, do you recall what you had the simulation distance set to on the server? I want to see how much of my planned base will have redstone loaded.
Pretty sure it was 15
Wasn't that the render distance, with the simulation distance being somewhere between 8 and 12?
Okay I checked it was 9 @gravysleeve