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Tildes Minecraft - Season 3 Launch Day
Server host: tildes.nore.gg (Running Java 1.21.11)
Verification site: https://tildes.nore.gg
BlueMap: https://tildes.nore.gg/map/
Patreon: https://www.patreon.com/TildesMC
Plugins and Data Packs
Data Packs:- Terralith - Overworld terrain upgrade
- Nullscape - End terrain upgrade
- Age Lock [Vanilla Tweaks]
- Armor Statues [Vanilla Tweaks]
- Bat Membranes [Vanilla Tweaks]
- Cauldron Concrete [Vanilla Tweaks]
- Cauldron Mud [Vanilla Tweaks]
- Custom Nether Portals [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 - Provides a live 3D rendering of the game world
- 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) - DistantHorizons - Provides distant LOD map data to players running the client mod
- EasyArmorStands - GUI for editing armor stands
- Hexnicks - Enables Tildes usernames to be displayed
- LuckPerms - Locks down unregistered users
- 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.
We recommend you install our mod web-chat so that you can chat while in your web browser. It turns the server into an old-school chat room.
ππππΊπͺπͺ©π₯ππΎ
Yay Creesch has BlueMap up. archiving locations table
Known locations:Today I learned F3 gives coordinates. I'll keep adding to this list and migrate over when we have new thread or when this is obsoleted by an annotated world map. Please offer others / your own bases.
I put a book at the town's message board, feel free to put your build's coords at the book. I already copied the one @chocobean mentioned here on the book.
I did put some coloring on there for easier reading, if it's hard to follow, please don't worry about it, I can format it when I have the chance.
Awesome thanks!
I'm at -360, 380, basically mountain overlooking the next valley over from Tilldes Town:
https://ibb.co/N6mrpVzq
I'm planning on building on the west side of the mountain, Raider is on the east side of the mountain, Positive and co are on the (EDIT: opposite) mountain overlooking the village
Added thanks!
I'm working on a moss farm at -3430 69 -72. It's not been finished or tested yet but ~90% of it is in place
I forgot to mark the cords exactly, but if you see a village surrounded by a dirt wall, that's me. I'll build a real wall once I get more stone. Or birch logs.
But first I have to lower the whole thing. I can't stand when foundations are sitting on top of dirt instead of solid stone.
Edit: -1250x, 240z are the cords, feel free to stop by but the villagers don't have any good trades... yet
Second edit: Four buildings and about a third of the roads lowered. Stone wall 20% done.
Third Update: Another two buildings lowered. About half the roads done, dock built to the south of town, slightly more wall, levelled some traders, thinking about building a road back to town, or at least to the river. Maybe a canal instead, since I've got a dock now?
Oooh yeah maybe I should have picked near a village too. Sounds fun!
I have started adding these coordinates to our bluemap instance. Markers can be toggled from the menu in the top left corner - clicking markers - gives you a list to toggle and you can also click through - to see individual markers.
I'll add player homes later today, some of them seem to be missing a coordinate number so it is going to take a little bit of work to verify their exact coordinates.
For anyone who wants a factory, farm or home added please give the complete coordinate. You can do so very easily from bluemap itself click on the exact block, then click on the popup to copy the coordinate.
Yas!
I might have two requests regarding the presentation my & Evie's claimed area on the bluemap, but I'll need to sync with Evie first, as those are potentially subject to small alterations depending on what we collectively decide. I'll keep you in the loop.
Though, hm, a small slice of the aforementioned claimed area is outside the map's borders right now
Hey! I just saw this comment thread! My base will be at -465 65 -100
Can you add me (@Macha) to
-302,107,449
(This is slightly moved from my position in choco's list as I'm not building a more permanent central base on my claim, while the one on choco's list is my starter hut)
Also to clarify, Positive and Raider have their own bases, I just mentioned they were nearby for choco's initial list.
Hi! My (near) town base is at
-16, 64, 392
Thanks!
Added :)
My base is at -1825, 416 :D
Thank you, added! :) looking forward to come visit one day. I haven't played Minecraft for more than a decade and I was never good at it, mostly watched friends and helped already ongoing builds, terrible at actually spelunking. This season my goal is to somehow acquire decent tourist grade armour to safely go and visit everybody's homes and see pretty sites.
I'm not too proud to ask for armed escorts eventually, when I feel like I'm not taking up people's valuable new world building time.
I'm not a great builder and I don't knnow how low I'll play, but I set myself the goal of building small, rather than beginning massive project that then never get done. So to start with I'm just doing small manual farms, getting my storage setup, a small iron farm, etc.
Thanks for putting community Storage in the list of known locations. It might help to specify that the final storage system is going to be on the edge of the moonlight forest, roughly where I have claimed the land with cobblestone and torches (but I may need to expand a bit).
It would also help to list the coords for town. I believe they are roughly -250, 70
There's a moonlight forest? This one from "afterlight dimensions" mod? Whats the easiest path to getting this mod if I am running vanilla / Fabric?
Town added, thank you!
Sorry, got the wrong biome. It is a moonlight valley. Since the server is down, I cannot get a screenshot of the specific place I am building, but here is a screenshot from online of the biome
The server isn't down, you just need to use a vpn because something in the data centre it's in got borked
I feel that is partially semantics, as the routing is messed up so that you need to VPN into the US. Also, I am based in North America, where it seemed that those who have been needing a VPN is those in Europe, which shows how messed up the routing is
I mean, yes, but if you want you can still play until a more permanent solution has been found. Also, it isn't just those in Europe, it looks like people from Europe are more likely to encounter it though.
I meant to specify but realized that I didn't that even though I am based in NA, I cannot access it either.
Thanks! Once the map goes up I'll be adding these to there as well. Fyi, if you install a minimap mod you like Xaero's you get a nice map on your screen and it will also show the location under there. It also allows you (if you also install the full map version of the mod) to make bookmarks in game to find location back.
Whatβs the best way to install mods these days?
I personally like using prism launcher and grabbing my mods through that launcher from modrinth. There are a few other launchers around as well, modrinth also offers one (with ads), there is fork from the modrinth one (without ads) and a bunch of others.
My little Lake house / mine / whatever it will become is located -147, 64, 243
Just replying to FYI that I'm building my little swamp hut at -620, -440
Added! :) maybe I'll bring a donkey when I visit haha
I quite like donkeys! The horse that's been lingering by my house just feels out of place. Feel free to grab the horse when you swing by if you want it.
My base is at 200, 88, 236. Itβs an island. I have a ton to work on, but I can only devote so much time. Itβs somewhat close to the town, so if I am in the way, I can move somewhere else.
My lake house is complete enough to share, it's at 520, 650
Oh it's fairly close to me :D thanks for adding
Finally paid enough attention to my coordinates to reply here. My base is around -1992, 71, -358 and covers the valley between two cherry groves so I'm going with a Japanese theme for the area.
Edit: moved farther west (updated coordinates) but same idea applies.
@creesch can you please add @Durinthal to the BlueMap? (see above comment)
:D it's super nice and searchable and THREE-DEE, i feel very happy to pack up my table for the season.
added :)
I actually just moved to a different area over the past couple of days so the old coordinates are out of date, updated my comment with my new location.
added to bluemap
Map is live: https://tildes.nore.gg/map/
Duplicate comment just to make sure people will see it.
I have started adding coordinates from @chocobean's comment here to the map. Markers can be toggled from the menu in the top left corner - clicking markers - gives you a list to toggle and you can also click through - to see individual markers.
I'll add player homes later today, some of them seem to be missing a coordinate number so it is going to take a little bit of work to verify their exact coordinates.
For anyone who wants a factory, farm or home added please give the complete coordinate. You can do so very easily from bluemap itself click on the exact block, then click on the popup to copy the coordinate.
Edit: Added everything from chocobean's list with the exception of @TaylorSwiftsPickles awaiting further instructions for that project.
Nice. My home is at 89 67 -193.
Wow, in 3D! We're living in the future!
Seriously though, It's cool to see my village from the air. The different perspective is making me rethink some aspects of the planned build.
Did anyone see the news about the new baby mobs??
@Noox thought this might be of particular interest. :)
Ooooo that is of interest :D
Alright, I should be ready to go :) Got myself a shiny new 9070XT yesterday (mostly to avoid upcoming price hikes) and reinstalled all the things yesterday.
I am undecided about using Voxy or DH. I really like my complementary shaders, but voxy from my limited testing really seems to perform much better (and actually look slightly better as well).
As a reminder for the people who might have missed my comment in the previous thread. I also made sure to update the webchat mod earlier this week. For those not familiar the mod, it is for those want to use the server as roundabout chat room. It gives you access to minecraft's chat in your browser.
I've decided to keep running Distant Horizons for now. My reasoning is that the DH server side support will help me explore the new world better by generating builds happening in the distance. I will definitely come back to Voxy as it gets farther in development.
That's a fair point. On the other hand I do like exploring the world where it opens up to me. In short, I am not quite sure yet :P
Is there a way to get DH to generate distant builds in "real time"? I was operating on the assumption that distant builds only update when I'm physically close enough for DH to update.
We have the server plugin, so the generation happens on the server now. How DH on your client interacts with that data can be configured (like the distance it will actually render and a bunch more).
Cool thanks! I'll see about tweaking settings next time I'm at my computer
It's enough of a cheat that it convinced me to swap to DH temporarily until I'm done with exploration... :P
@teaearlgraycold it still says i'm not whitelisted
I think the VM crashed now. Website and server don't respond.
Oh no, I just got my coffee and was hoping to play :( Is there an automatic restart? Or are we waiting on a manual fix?
At this particular moment, I believe it's a manual fix, but "how fast" probably depends on whether @creesch has access to the server's console.
Looks like the entire machine is down, I can't ssh into it either. Not sure what is going on.
edit: No, can reach it from a VPN. I think it is a routing issue.
edit2: Yup routing issue, have no issue connecting through a vpn located in texas.
Is some evil doer messing with BGP today?
Can confirm. Connecting via proton free to singapore did fix the issue.
Interestingly enough tracert fails after reaching texas already.
What does this mean for those of us without a VPN? Wait till a routing center sorts its issue?
Grab some free one like I did with proton until then
I'm experiencing issues with any form of connection for OVPN VPN endpoints in a number of American states- and those that do connect correctly still cannot reach the server. Is this a more generalised issue?
No clue tbh. Could be, the VPN endpoint I was on earlier also just failed. Connecting to a Denver endpoint works for now. All I can say for sure is that routing is very much fucked up at the moment.
Waiting on a manual fix, I think :]
@teaearlgraycold I saw in another topic you mentioned getting an offer for the nore.gg TLD. If you're interested in changing the domain at some point in the future we could set up a subdomain on https://tildes.community (like minecraft.tildes.community).
I added a CNAME to point to tildes.nore.gg for now and that seems to work in the Minecraft server browser. I'm curious if that'll work when connecting for real. The website doesn't work for obvious TLS reasons. :P
I think they got scared off when I said it wouldnβt be cheap.
Uh oh. Canβt log in. Says Iβm not whitelisted. I thought this was the way to do it. Am I missing something?
Edit: Itβs fixed.
I can't figure out the verification process. I went to https://tildes.nore.gg/ but don't see a way to verify? Anyone able to help me clear this up?
Hi Herven, did you figure it out ?
The form is on https://tildes.nore.gg/verify
After logging in to the server, refresh the page, fill in the first two fields, then use Tab to advance to the third box and the verification code should appear
Copy it into Tildes bio and then hit the verification button. My ADHD brain somehow didn't register how to click the last step button for a while
I did! I did! Thank you very much. I will see you online :)
@teaearlgraycold Do I need to re-whitelist/verify? I'm getting a whitelist error
I appear to not be whitelisted and can't log in @teaearlgraycold :(
Well, I suppose at this point we can call day 1 over, given that for most people it is already tomorrow, and there's only a couple of us for whom it is still today. Most of you will have seen @Ethinolicbob online, who I've been playing this game with for half a decade now. We've got another server which is basically a shared singleplayer for us, but that doesn't have the sense of community this server does. Anyway, what did we get up to today?
So how much did I play on day 1 in total? Not much at all.
That's productive. I spent about 4 hours on the server and managed to build a tiny cabin, a couple of manual farms, and wasted a lot of time failing to find diamonds.
Just wanted to let you know I used your modpack, and I really like it. I usually play with Sodium, but I don't know what extra sauce you put in there, because I was getting very substantial performance gains on my modest desktop. At one point I was sitting at 666fps without shaders, which is just overkill. Also, whatever mod makes it so you can walk up full blocks like they're stairs -- how did I never think of looking for that before? That one's going to be a permanent addition to my singleplayer worlds as well, I think.
Glad to hear my modpack is treating you well! There are a couple of other mods that help with performance included which focus on different areas of the game. The main ones are Immediately Fast, FerriteCore, and Lithium. On the server side there's also Krypton and C2ME, but those aren't as relevant when playing on multiplayer.
That would be Accessible Step. The person who made it must be really cool ;D
I started using a similar mod a couple of years ago, but then the person maintaining it stopped (they were pretty much done with Minecraft a year earlier, so fair enough. Maintaining mods for a game you no longer play is even more thankless than usual). So I decided it'd be a good idea to try and make that mod myself as an introduction to modding. This was right around the time that Mojang made the step height an attribute of entities, so the actual core of it is pretty simple and should stay the same for future updates. I've since done some automation around it, so the amount of work I need to do to keep it updated for new versions of the game is pretty low.
A true gamer
I saw the restorated portal and was inspired to create some paths myself - one leads back to the Town Center, the other leads out east. I've made them a bit meandering and rough to give that hiking feel (there were some good mini points of interest on the way to keep it fun I think), but feel free to updated them with that secret infrastructure magic if connectivity calls for it :)
Like others, I am unable to join due to the whitelist- I have tried using the new URL, but the interface is not populating the string which I must put in my profile, and even if it did, I assume I would not be able to complete the verification step as "you must be on the server to verify your account".
My bad I forgot to turn off the whitelist which only has previous players D:
Let's call it a 17 minute early access for players from last season.
I am pretty sure I am a previous player and I still could not access the server :sob:. All good though, I'm sure 17 minutes won't kill me :]
I played last season. But I only get "cannot connect to server" messages
Did you typo the host name? Can't connect sounds like a network issue.
I copied it directly from the header. I'm comparing my new desktop to my old laptop to see whats different
Ugh. Even my laptop won't connect anymore! What the hell?!?!
Try connecting with the IP instead.
37.202.199.53I too am trying to get verified and am not getting a verification code when I enter my usernames for Minecraft and Tildes. I noticed that the verification page does some background requests and one is
check-onlinewhich only sends themcUsernameand not the Tildes username which is interesting.The response:
Yes- I imagine it's not sending the Tildes username because this is purely a system which checks if the user is on the server so that the verification step can continue. As the whitelist is a hard whitelist, not a soft whitelist, it's impossible to verify the user?
Community Storage V1 is operational. I do still need to set filters for a lot of items, and also the input chest needs to be moved. At the moment the most helpful thing is if people are wanting to use community storage, to message me when I am online, so that I can help set filters of new items
I have added an input chest so feel free to deposit your items. The storage is located at -550, 80 (just west of town, follow the main road and it is just after the bridge). I will update filters as needed when others deposit items, but I have a pretty good baseline already thanks to @gravysleeve depositing a lot of random gear.
Now that storage is operational, I may want to start getting a train line out to that area pretty soon. Has anyone decided on a location for the transit hub? Ideally I want a straight connection from town center to storage without any stops for convenience
I was pondering a transit hub at (0,0) with an ice road in each cardinal direction forming the backbone of the transit system with minecart tracks branching off from the ice lines.
Sounds great actually. Just know it's extremely tedious and you will probably burn out like I did last season.
That would be really cool. It would also be easy to help people lost in the wilderness that as soon as they get one coord to 0 they would be on the transit system. Depending on where that is in relation to town, we may want a secondary hub in town that services the 0,0 hub, industrial district, and community storage
@Evie has started a rail system connecting our bases to tildetown via the nether. Can we ensure there will be a nether portal available where the transit hub is built, such that this line is included in the floor plan?
Lore-wise, our area is border-controlled, do it'd be a little trickier to connect it via an overworld line; we'd need a border crossing. Whereas on the nether side I plan to pull off a Stranger Things.
Yeah, I plan on having a portal available at storage as well
I meant @j0hn1215's transit hub, probably replied to the wrong comment, sorry
@Evie! No! It will consume you! Youβll be the crazy railway person all season!
Want help?
I'm honestly taking the no-elytra pill this season so transit projects are gonna be big for me
Nice! I'm going to try to do the same, but I said that last season and well...most of my deaths were Elytra related.
edit - within an hour of posting this I asked Evie to grab me an Elytra while she was grabbing some for folks... I am weak. But to my credit I have not used it yet!
You know what, I'll join in too. Sounds like cool challenge considering I'd also be building vertically a lot. And also for solidarity.
I meant "our" as in my and Evie's. But a couple more people also ended up intersecting with it too :P
That was a group effort, a lot of that was from the random chests in town square.
I was going to ask about a place for the rail hub in town. Could it replace the early farms with the pumpkins and such directly south of the trading hall? Or if not there due to proximity to the trading hall (not sure how far south that extends) then maybe a bit west where the land dips just past the livestock, across the street from my town house.
My base is north of the storage area so I was thinking it would be nice to have a junction there where it splits to continue west and north.
I had anticipated the first farm, the animal pens, the area around the message board, would all be redeveloped to be more of a public square eventually. Including a transit station, though I'm not sure if there is enough space there now for a full "hub".
There are already builds below the surface in the center of town, so some surveying will be required to find a good spot for elevators down to an ice road as well.
I think placing a transit hub (maybe secondary hub if we go with j0hn's 0,0 idea) where those starter farms are would be a great idea. Having a junction at storage would be doable, although I am unsure exactly where we want to place the storage transit stop, as it will probably get moved a 100 blocks or so once I make storage v2 but that will be in a month or two
Setup a Froglight farm on the nether roof.
It's location is in the farm book at spawn.
It cranks magma cubes way harder than I expected, so and needs to have more frogs added to keep up with it.
If you use it, you will need to turn on the minecart item collection before you go to the AFK spot, and please remember to turn it off before you leave, as the minecart's go all funny when unloaded and jam up.
Villager trading hall is up and running. Librarians have been "gathered" for just about all the enchants you would need for your armor, tools, swords, and bows (except power5, haven't found it yet). Eventually, I'll get to enchants for spears, crossbows, tridents, whatever.
We still need good resource farms for emerald trades though... so get on it.
I'll finish up making an xp machine next to the hall when I get home.
Wow, that was fast! Super awesome work. :)
I've put up signs at the crossroads in the town center to reserve space for a transit station and other public works, perhaps a nice garden and public square. I'm planning on building some type of "town hall" in the space behind the message board, and the board may change location.
Speaking of the board, we're getting close to filling it in. I'll begin clearing signs starting with the oldest, so that there is always a blank space.
Hm, I was also thinking of making some kind of town hall (albeit later on) because I will need some place to keep the little service I previously spoke about
We should extend the board tbh. We're more players than last season, yet the board is smaller, I think?
Sounds good to me. I'm open to reorganizing the whole area if need be.
I have started placing street lanterns across town and in the process I have been cleaning up torches as well. I noticed that there were/are a lot of unnecessary torches as well. Likely because not everyone is aware of how light works in modern Minecraft. Last season we had no torches in town and took care to also not light spam. I am not planning to personally go that far this season, but I did write a comment last year explaining in detail how light works. I have quoted it below.
I had built a temporary border around my claim with torches that were removed by someone, maybe that caused some of the confusion? I thought the regular spacing (torch - 2 blocks - torch) would have been clearer it was a boundary.
Could have been me who removed those, sorry about that. To be clear, just like the previous comment I linked, it wasn't aimed at anyone in specific as I came across pockets of torches across town everywhere. Sometimes even directly placed under street lanterns :D
Looking forward to seeing you all in-game soon! I'll probably spend the first while getting the basics (and by basics I mean trying to get some starter diamonds and giving up when my luck inevitably fails me), then help out with whatever starter community projects there are. Thanks to the wonder of timezones and the earth being round, I'll have plenty of time to be playing.
I am sure I'll miss having Elytra, but this stage of the game wouldn't be as much fun if we all had them immediately.
Usually the first day is gearing up and exploring. Whoever is online (and wants to) decides where town will be and build up some basic infrastructure and farms. Others go off and figure out where they're going to build.
I think by the end of the first or second week, somebody has usually killed the dragon and elytra become available for those that want them.
Haven't played on this server before, but I'm considering joining in this time. Question: how does the verification for the whitelist work? I don't see anything on the website but I presume that's because the server hasn't launched yet?
When you log in for the first time it'll tell you to go to a URL to verify yourself by telling it your tildes username and then putting a specific "randomised" set of letters and numbers on your tildes profile's bio temporarily. After you click a button to make it click your profile, it'll verify you on the server forever
Is this in place? I just got an error "You are not on the whitelist"
Seems like there are some hiccups with the process that a few of us are experiencing. I'm sure it'll get fixed soon, but in the meantime I'm just refreshing this page occasionally for updates.
I guess I'll just enjoy the menu music while I wait, since I haven't heard anything they've added in years. It's currently playing something reminiscent of Mirror's Edge.
Oh yeah, I love some of the newer tracks even though they are pretty distinct from the OG C418 stuff. My favorite is Eld Unknown
Got my client side mods and whatnot ready and Iβm excited to be there on launch!
OK, I feel dumb, but I haven't played Minecraft in a long time, especially with mods and all that. Though I think I jumped on the Tildes MC client briefly one day at least a year ago? But I don't remember downloading and installing mods and such...
Do I use the Curse client to get all these? Or will they automatically download when I connect?
@TaylorSwiftsPickles already answered your question but yes, I only downloaded client-side mods. Itβs a new world to me as well, despite playing the game for so long, so I had to try a few before settling on them. Hereβs my list:
Mods, shaders, etc.
Downloaded via Prism Launcher.
Mods:
Resource packs:
Shader packs:
I donβt know what half of the mods do but they were installed because some mods that I liked had them as their dependency.
The server is vanilla on the players' end, you don't need mods
Perfect, thank you!
Though I wonder if I should look at some client side mods...Meh, I'll figure out what, if anything, I need once I jump on the server and start playing a bit.
Look at @secret_online's post history and check their modpack that was recently posted. It's fairly close to what I use myself - couple of performance and utility mods.
While a lot of players use client-side mods on the server, I tend to play strictly vanilla. I like the vanilla game and, while I've tried some of the mods before, they don't do enough for me to bother with.
So start without the mods, and add them later if you want to try them out.
I'm really excited to hop on! I remember the first tildes smp, watching from the sidelines as a console-only bedrock player. Now that I have a pc, I'll be able to join in!
From what I saw in screenshot and whatnot from before, there are some super talented builders and redstoners among the tildes people.
I've never played Minecraft online. Are there any etiquette or other rules that I should be aware of besides the obvious "don't be a jerk" stuff for the tildes server?
I'm actually kind of giddy!
On the last two servers there's been a kind of communist, or at least mutualist, vibe: no shops, no economy; people going out of their way to help each other with projects where possible, farms and major storage systems publicly accessible. These aren't rules, just sort of... cultural norms, I guess?
If you're trying to find a spot to build and someone already has a big base nearby where you want to settle, it's usually polite to ask permission to build there; usually, you'll want to avoid doing major builds or digs or whatever right near the world spawn to keep it pristine for newer players; try to build major automatic farms outside of high traffic areas to reduce lag. Basic etiquette stuff that's pretty intuitive imo, and people like building close together within reason and won't stand on ceremony.
If I had a doughnut for every time I created or planned to create a socialist republic, I'd have two doughnut. Which isn't a lot but it's weird that it's happened twice.
Very cool!
I am interested in storage tech but not particularly experienced. I've been researching hybrid bulk halls and input / parallelization systems. Do you think it'd be okay if I tried to build something like that?
I remember somebody on previous threads was talking about tackling the community storage. Maybe figure out who that is and work together? As somebody who's built big storage, having a second set of hands might be something they'd appreciate.
Oh, certainly -- well, that said, I heard talk about not having our main communal storage system right within town, this time, to reduce lag -- all those block entities can be pretty resource intensive -- so just be careful about where you build it and you'll be fine.
You'll want to coordinate with @IsildursBane for that project!
So I plan on tackling community storage early on. The plan is to have it outside of town to minimize lag for those in town, and then chunk load it when handling inputs. Location is still TBD.
For actual logistics, my plan is to create a temporary golem based storage system right in front of where the final community storage will be. Once that is done, I am going to create some farms in that area temporarily to help me build the larger community storage system. I plan on doing the system that docm77 built on Hermitcraft S10, which is also the design I did for Tildes S2 community storage
Cool. You sound pretty confident, so maybe I'll just sit back and learn this time around.
I couldn't get on yesterday, and reading this thread, I'm amazed how much everyone got done! Today is pretty rainy here and my son seems content to lay about, so hopefully I'll be able to get in and say hi to everyone.
So there are a variety of different things that will be needed for community storage, so you could even participate in a subsection. In kind of the order that things need to get done to fully complete it are:
I've been pretty short on time to log in and play. I hopped on for the first time yesterday and started a little hut in the mangrove swamp just off the coast from a valley between two hills with cherry trees, but hopefully I'll be able to pitch in a bit on one of these projects tonight or tomorrow.
I've built a few witch farms in the past, a copper golem sorter is easy too. Never done a shulker farm though, and that's something I want to learn. Also happy to help where I can with the community storage.
I built this shulker farm design on the last season; highly recommend. https://youtu.be/s7JZWGcnHYA
However note we do run on Paper 1.21.11, so we'd need to also apply these workarounds:
I'll look at the design there. I haven't been to the nether or end yet. Going slow, just getting my starter house built and whatnot with the few hours I've had so far. If someone else wants to jump on it, feel free, but I'll check the industrial district each login and if I get my resources together before someone else starts it, then I'll build the shulker farm.
Where is the iron farm? I'm getting sick of stone and copper tools already.
Someone is making a communal iron farm that I am unsure of the coords. My iron farm is a personal one so that I have enough iron for the necessary hoppers to make storage without having to AFK at the communal farm
There is a starter iron farm near town. Take the portal and go downstairs to the west; follow the signs. It's small and slow(ish), but should give enough iron for armor and tools within a few mins if there isn't surplus there.
We will need an upgrade to supply enough for villager trades eventually, but this one is fine for the early game. (This design).
-100/-40 roughly. I'm still working on it but it's already operational, just slow.
If I ever find that spider farm, I'll be in gravy.
O.o
There is a spider spawner very near the end portal that I intend to turn into a farm at some point in the near future.
Edit with coordinates for all the spawners I found around the stronghold. cc @chocobean so you could add the end portal (which will also be my base) to the list of known locations.
I intend to build farms around all three spawners in time.
Very cool, thanks for the discovery locations!
If you're up for doing some trading, we have full diamond gear (and enchantments) available at the trade depot now.
I think we're still missing a few enchantments for things like crossbows and tridents but (I believe; haven't really had enough time to make sure) everything for tools, armor, and swords is available
Super excited! Here's my mod list for this season!
AmbientSounds
Better Advancements
Better Mount HUD
Block Shuffle
Bridging Mod
Continuity
Dynamic FPS
Entity Model Features
Entity Texture Features
EntityCulling
FerriteCore
Freecam
Freelook
ImmediatelyFast
Inventory Profiles Next
Iris
LambDynamicLights
Lighty
Litematica
Lithium
Mod Menu
More Chat History
No Chat Reports
Shulker Box Tooltip
Sodium
Voxy
Xaero's Minimap
Xaero's World Map
Zoomify
Cool list, lots over overlap :D Here is mine for now
Modlist
Accurate Block Placement
AmbientSounds
BadOptimizations
Balm
CICADA
Chat Patches
Chest Tracker (Unofficial port)
Crafting Tweaks
CreativeCore
Distant Horizons
Do a Barrel Roll
EntityCulling
Euphoria Patcher
Fabric API
Fabric Language Kotlin
FerriteCore
Freecam
ImmediatelyFast
Inventory Profiles Next
Iris
Lithium
MaLiLib
MiniHUD
Mod Menu
No Chat Reports
Peek
Placeholder API
Sodium
Sodium Extra
Voxy
Web chat
Xaero's Minimap
Xaero's World Map
YetAnotherConfigLib
libIPN
I'm also planning to look into Extreme Sound Muffler soon. I saw one of the Hermits using it, you can select an area of the map and then select specific sounds within that area to lower their volume (pistons, pressure plates, dispensers, etc.).
Edit: I just added Accurate Block Placement, I hope it doesn't conflict with Bridging Mod.
Damn I thought I had mine sorted, but now I'm going to look into all the ones I'm missing here and see if I want to try 'em out!
To add to the decision overload I just posted my list :P
And here's my mod list, in pack form: https://modrinth.com/modpack/secrets-pack
Some common keybinds
This is mostly for those who haven't used some of these mods before. Some of these are custom to my pack and not the default for these mods, so it's also useful for those who have seen them before.
C: Zoom. Use the scroll wheel to change the zoominess.F7: Light level overlayT: Tool for the current block you're looking atEnter/Return: ChatX+C: Tweakeroo config (configuration for anything with X in the shortcut, and so much more)X+B: FullbrightX+H: Hand restockX+F: FreecamX+R: Repair mode. Swaps damaged items into your hand until repaired. Will mess up your inventory.X+T: Swap nearly broken tools for fresh ones.Shift+X+T: Swap to correct tools for blocks. Can lead to "ghost blocks" on multiplayer, especially at higher pings.X+G: Toogle movement while in freecamShift+X+F(andShift+X+G): Fast left (and right) click (does multiple left clicks per tick, turn the number down or you'll be kicked for packet spam)Ctrl+X+F(andCtrl+X+G): Periodic left (and right) click. Use the config to change the period, but by default it's once per second.Alt+X+F(andAlt+X+G): Hold left (and right) click.M: Litematica,: World map (sinceMwas taken)M+C: Litematica configM+J: Easy place modeMiddle mouseon a villager trade: FavouriteMouse 5in the villager trade menu: Trade all favouritesMouse 5in the world: Free look. Keeps your player's view constant according to the server, but allows you to rotate the camera on the client.Now that it's been a couple of days, I have to say I really love this mod. It seems obvious now that this is how people were accomplishing that mix of blocks look, but I'd been doing it manually by just randomly scrolling as I built.
The downside is I keep forgetting to toggle it on/off when I need to so I either build too much of a single block or start placing random blocks when I need a single!
Looking forward to this. Hopefully this time I will achieve something more impressive than my one session little dirt cabin!
I can't even connect to the server
Well server is now full. You'll have to fight for those slots.
I'm going to be out for the season with an RSI just from refreshing
Dang it! Finally fixed my connection issue and this is what I get?!?!?! Some people, man.... some people
:D have fun everyone! I got the data packs and looking forward to registering to hang out when there is a slot open. <3
TeaEarlGrayCold, is it possible to register myself and another Tildes account to the same Minecraft account? I get motion sickness and will just be hanging out, but someone else in the household would actually want to play. So, if not, I can just "spectate" :)
Try going to the graphics settings and disabling view bobbing & changing your field of view - I've found it helps people
I found bobbing yesterday, I'll look for field of view today :) thank you
(Note to self: wider field of view and wider screen)
You donβt need to install any data packs. No itβs 1:1 between Tildes and Minecraft accounts.
thanks for being super busy making this happen for everyone :) I'll drop by later
Try ginger pills! My wife gets motion sick and, so far, they seem to be the cure for her!
I'll try those and other medications again. I didn't used to have motions sickness just got them one day (after several months of morning sickness). So I remain hopeful that it'll also disappear one day with chemical assistance.
Is there a URL for the map like previous "seasons"?
The map will be added in the next few days, from what I saw in the chat
Made it to world border yesterday on my search for the perfect desert biome (God bless Distant Horizons). I'm not sure if I'm the first one to world border (I'm looking at you, Pickles), but if so, I well claim that prestigious title.
How big is the world (ie how far away is the edge)?
Map size is 16kmx16km, I believe. so, 8km to the edge.
Anyone experiencing network issues, can you please try connecting to this proxy IP instead?
34.0.133.6Edit:
I'll set this up properly soon but for now use either the IP above or
temp.tildes.nore.gg(new DNS record so you might have to wait an hour or so after this edit is posted).Just wanted to report no issues, north america, no vpn
That's working flawlessly for me.
Hmm, I joined after dinner and got dropped twice (can't confirm if it's working now or not as the server limit has been lowered so I'm now locked out)
EDIT: Direct IP seems to work now
Logs in, stalls/downloads things extremely slow, then crashes with connection reset by peer.
Can you do an mtr report on it?
sent via pm
@creesch and/or @teaearlgraycold: I have a litematica blueprint for the spawn end of the spawn bridge I was designing. I can't currently build that end of it myself due to spawn protection, but would it be easier to give me temporary build permission, or should I send one of you the blueprint to build? I'm not married to the design, so any alterations of material or layout would be acceptable.
@IsildursBane: You have said that the comm. storage design is a classic hotel design. Given that my auto-furnace design looks similar to last seasons (A large furnace block), it might not match that aesthetic. If you have any ideas of where the one-chunk furnace might go, let me know and/or reserve me a chunk somewhere if you would be so kind.
I just set the config so on restart (10 hours from now) there will be no spawn protection. Anarchy.
Edit:
The change is live
The auto furnace might be well suited in the industrial district?
Built a tower overlooking spawn. Pretty pleased with it but itβs not a ton of room so I doubt Iβll use it as a full time base. I also built a distant mining cottage to use as a base for mining. Launched a mining expedition this morning, had a fully inventory, and got jumped by some spiders and their pint sized zombie leader. Total loss because my stuff despawned by the time I got back to it.
So Iβll be doing a fresh gear/tools start later tonight. Oh well!
Some pics of the tower and the view from the top β http://hamstergeddon.com/shared/tildes-mc-s3/tower/
Check next to your bed before you go grab gear
Said in-game, but ty :) Your banner is now proudly flying on the front of the tower.
Love this tower, looks great in town!
Gorgeous! Love the rainbow block at the front gates
It's been fun playing with y'all these last few days. I have a few questions as a newbie to the group and playing Minecraft online in general.
Are there rules about client-side mods? I have sodium and some shader packs for performance and visuals, but haven't fiddled with any mods besides those.
I've seen here that folks use minimaps and other mapping tools. Seems useful! Are there strong opinions about what mapping mods are kosher? How does the group feel about using litematica for build schematics? Or freecam mods? Is there a guiding principle or rules or a list of permitted modd?
All of those things you listed are fine and many are using them. Just don't hack at the expense of others and shit. Anything reasonable goes
As already mentioned, for the most part client side mods are all considered fair game except for xray (to find diamonds and other resources). Minimaps are quite common as you mentioned, with probably at least half the players using them. Litematica is less common, but still relatively common and the general consensus is that it is valid to use. Freecam is one that many (including myself) use, and that one depends more on how it is used. If you are using it to get different viewpoints of builds or to observe redstone that is totally acceptable. Even using it to figure out space underground to build would probably vary per person on if it is ok, but those who disagree would probably take the stance on them not doing it personally rather than advocating for getting kicked off the server. I know last season I used freecam for my house in town as it became an underground maze, to figure out if I had space to expand a room without running into something. I know some use the bridging mod (lets you place blocks similar to bedrock, makes bridging across gaps easier) and that would be in the list of mods that I would consider what I personally do not use but am fine with others using.
The guiding principle is kind of does using it enable you to do something that cannot be done without a mod, then probably stray away from it, but if it just saves you time it is probably fine. Unless you are impacting other players, the more vanilla purist minded players might take the approach that it isn't for them but they are fine with others using clientside mods
I appreciate you explaining, and sorry I missed the details elsewhere. I've never used any of these in my own survival worlds because I haven't been able to decide if they "feel right". Maps for example-- I always felt like "learning the lay of the land" is a big part of getting comfy in a new world, but with so many people and such a large build area, this is a lot more daunting. Litematica I think I'm totally on board with for big builds. Freecam is something I struggle with because the view limitations are another thing I've always regarded as an inherent challenge of the game, but I've been learning about terraforming, and it really seems impossible without being able to zoom out every few minutes.
Anyhow, thanks!
It is a valid question to ask. I feel like to an extent my answer was not the most clear, but I think that is a reflection of the various stances of players on the server. I think the biggest thing to keep in mind is your intent behind the mods and how they impact other players. And understand that other players have different levels of what they deem acceptable. For the most part, I tend to lean more towards the vanilla purist side, whereas others I know run various mods. And there just needs to be acceptance of the varying approaches. Another thing to note is we do run terralith mod serverside so it is not a purely vanilla world, and there is a bit more acceptance towards clientside mod.
I do agree with your idea of maps, and personally I do not run them. However, I know some players do a lot of exploration to fill their maps, which gives them a feel for the world. For litematica, my personal approach is to rarely use it, but will probably use it more this season for some technical builds. I personally like figuring out builds on the server, but that does take more time and requires builds to be torn down frequently (last season I moved sections of my base over by one block a few times due to lack of planning).
Freecam is soooo nice for positioning Litematica schematics. I could never go back.
@evie Not sure if you saw but feel free to claim this island if you want it. I did call dips on it but figured it would be too soon for me to start doing anything with it. Be warned, Evoker still in the tower.
That island is super pretty. Whoever ends up claiming it, when it becomes safe one day please let me know I would love a tour
For whoever it was that asked about how to see the biome in the F3 overlay, press F3+F6 simultaneously and change "Biome" to "In Overlay".
To whom it may concern,
The following large area has been claimed by @TaylorSwiftsPickles and @Evie. It concerns the coordinates at x: -3633, z: -25, and an area with a radius of ~600 blocks around the point in question.
As you understand, it's not currently feasible to mark the entire area, but I will try to give hints about it in-game ASAP.
That image startled me for a bit, was certain my base was within the circle until I had a better look. Turns out I'm just a bit off the screen to the right, so I guess very distant neighbours, lol
Yeah, you're ~2000 blocks away, don't worry :P It's partly why I had asked for your house's coords
We could've been closer neighbours, but I opted for a more far away location because I liked the geography more. It's pretty unlikely anyone else will build inside that circle anyway - it's quite far away
Can you share how you got that map and how I can check in game where I am (eg if I'm in the circle)?
That map is from a mod, Xaero's World Map. With the mod installed, it will generate a map for you as you explore. The coordinates at the top of the image is where TSP is standing (see the red arrow), so compare those coords to the coords where your base is to see how close you are.
Thanks GravySleeve! :D I'll find that mod very helpful as well.
I'm sort of striking out at
-599, 388
I have 3 villages to, er, get resources from?(!) around and I've built a little stairway over the mountain to the rear towards two of them.
Ultimately I want to kidnap, er, persuade, a couple of villagers over to live a happy life in a villager breeder, with a view to creating an iron farm at some stage.
I have a policy of not using degradable iron things until I'm self sufficient in iron (made an exception for some shears so I could make a bed).
Anyway, if anyone's plundering, er, trading(?) these villages can you leave enough of them behind please so I can kidnap them. Er. Persuade them into my employ. I usually try and make a couple new villagers before I transport some out.
It's gonna take me a while as I have no rails, and no leads so I'm going to have to tempt them over with bread, and it's a long way, lol
I have small wheat, potato and carrot farms, please feel free to take and replant if you need some.
You can use boats and leads for villagers!
The leads are much stronger now, you can pull boats uphill, just gotta go a bit slow and jump a bunch
Awesome. Need to get a fishing rod or a wandering trader to pop by. Aaaaany day now
I murdered one at my claimed location yesterday (and placed the heads on the announcement board for fun). I can let you take the leads as I won't need them for now.
Can also hunt for slime and craft the leads, I believe there are some people that have slimes and I think a slime farm was going to be created using the new oozing potion
Leads don't need slime anymore either, just 5 string.
You can craft leads now, you just need string.
WHhattttt when did this happen??
This would have been nice to know when trying to wrangle villagers for my iron farm. Now I know!!
Now all I need are spiders. :)
Buuut that might be the most do-able. Just dig around in some caves. Bound to find som.... YOU DIED
Oh this is news to me! I made three trips because I only had one lead, gah. Would have saved me so much time
Oh no is iron quite rare for now ? I found a little site, walked homes with 12 or so and died lol
I don't know as I like to establish myself out of the way a bit before participating in communal resources as much as I can. It's just how I like to play :) And this is the only multiplay server I've ever used but I made some rules and I'm going to stick to them.
Actually I do this on my solo worlds too. I stress about iron, in particular, so I will not build iron gear until I have an infinite supply of iron.
Reminds me I need to make a cobble gen too.
Omg I'm so excited. People have already gotten so much done! Yesterday was a travel day for me so I look forward to joining in tomorrow (and this "season" I'm gonna play on my desktop rather than my steam deck, so be prepared for much more verbose chat lol)
Here come the skelly death messages!
In the limited time I've had to play in the past couple of days, I started wandering the world looking for ancient cities. Since I'm mostly going to be mobile and unattached until I find the right spot, I am happy to hunt for any resources needed for community projects. Please do let me know if there's anything I should be looking out for. :)
I have claimed the strip of land at -15/-90 as the industrial district. If you want to build a community farm, build it there. This will help keep lag out of town and also make a central place that afk people can hang out at and generate resources.
List of current farms:
Sugar Cane
Pumpkin
Melon
Iron (by bootz)
Carrot
Potato
Awesome, I'm on it! If anybody's got a wishlist of farms for me (or others) to pick from then drop it here π
I spent most of today in creative designing a slimeball farm, using infested and oozing potions to go allay -> silverfish -> slime, just to run into some issue I can't put my finger on that absolutely kills the rates lol.
How many allays are you using?
Any more than 2 wasn't making a difference. I've switched up the design and now I'm getting the results I expected. Now I just need to work out where I draw the line (including a potion brewer would be nice, oh maybe I should build an allay breeder for this, and so it goes on...).
@mintysaurus shared the location of an ancient city with me (thanks again!), so I'm planning a raiding party. It's pretty far out (~5k blocks), but anyone that is interested to join is welcome. I'm thinking I'll head out there in the next couple of days depending on interest.
I'm going to spend some time today scoping out the path to the city and probably building a nether portal for easy access. I won't be raiding it today, but I'll post again here in a day or so when I'm "ready" (quotes because I will most certainly die a lot in this endeavor).
@ColdheartsTalon @GravySleeve @secret_online
Once I get my gear sorted, I'm down. Should be ready in a day or two
Count me in if I'm not at work when it goes down!
Happy to join in if it happens to be at a time I'm online! Otherwise don't wait for me.
I've started a little tree village, it's just in its base starting point but I plan on expanding it to actually be more functional.
When I first joined I made a small little house floating over the main large crater, if it's in the way or an eyesore please feel free to remove, I'm not really planning to use it anymore and it was mostly just a Day 1 temporary location near the starting point.
I would love to know your plans for the treehouse base.
Secret had restored the nether portal in that location and we were using for our main nether access.
A path was built between our base and the portal as well as indicative marking for the main western route in that area.
We notice your build has started to enclose the portal so we were hoping to work out if we should move it and the indicative western route or continue with the development of paths given you will be suspended in the trees?
I can move the treehouse, I just started it in a spot and I can certainly expand it in a direction that doesn't interfere with the portal. I'm definitely planning to keep most of it up in the trees so if you have paths planned in the underbrush, feel free to complete that as you'd like, I'll try to keep out of the way :)
"I want Lena Raine to kick me in the stomach"
-TaylorSwiftsPickles, 06 Jan. 2026
Itβs getting weird
I'm currently trying to play in a more transient way to mix it up a little so been making little canals around the place to get my boat with a chest through.
Nice! We had a bunch of canals last season as well! If you are struggling with height differences, a bubble elevator of 2x2 makes for a pretty decent experience.
From last season view from bottom and view from the top. At that time I did two columns of water, one with bubbles and one without but I later realized you only need the one with bubbles.
I think this method would also work well for potential ice boat roads. Obviously, it kills momentum, but when used sparingly it could save an immense amount of work digging/bridging for ice roads.
Using tripwires and pistons it's possible to go up about a block per chunk, but, unfortuneatly, being pushed by a piston slows down ice boats some, too.
That's fine IMO. Last season the De Lijn line was so stupidly fast that it made no sense to travel its serving areas in any other way. Killing some momentum is fine; it's something you'll have to do for each intersection anyway.
Anyway, there's going to be a big bottleneck for you this season. Unlike last season, we don't have a "giant terralith ice spikes" biome to mass-harvest blue ice from - at least not within bluemap rendering distance. I can check with distant horizons but I don't really have any high hopes for it.
I have seen a few biomes with those actually. I'll get the coordinates later.
They do fall outside bluemaps (current?) range
Oh, phew, great. Otherwise it would've been a massive pain for j0hn, as you need 9Β² ice or 9 packed ice for one blue ice block. Crisis averted
X:5770 Y:195 Z:6956 is the specific ice spike but as you can see on the screenshot there is quite a bit of ice around. I didn't explore further at time but there was a bunch more ice on the horizon as well.
I'd completely forgotten about the locks of last season! I've mostly been tunnelling or making cuttings and putting bridges over for now but it's good to have options when there's already stuff around (or stations to connect to!
On the note of canals I'd like to put one east west through tildes town to connect the west lake to the east river. I've had a couple of ideas but I think it will involve a mix of a tunnels and viaducts but I don't want to impinge on anyone's space so open to route suggestions. My current plan is to build a viaduct in parallel with the spawned in bridge to take it from the small stream to the then go under the road until I pop out on the other side of town.
Thanks @jambo and @imperialismus for the quartz and blackstone! I'm quite happy with how the floor and columns turned out.
Although I am disappointed to find that the mushroom trick to break the end portal frames seems to be disabled in the current configuration of Paper. I had hoped to replace the frame so it fits in with the floor like this. @teaearlgraycold is there any chance that config could be changed or a manual exception made?
Also - a bit off topic - I recall last year there were a few debug sticks floating around to edit walls and glass and such. Is there any chance of those being introduced at some point?
I'm running the same paper config from the old server which I believe has a bug that lets you break bedrock using pistons?
Thanks for the info. I'll try tomorrow. It looks like I either need a beacon or a bunch of TNT to do that so... I'll need to be careful with obsidian to protect the rest of the build.
Actually.... Maybe I like it better as end portal frames? If I break them there is no going back. I will leave them alone for a while to see how I feel about it as I flesh out the rest of the build.
I know that this is a long-shot, and it's definitely too late for this specific run, but is there any chance you might host a server with an alternative backend authentication service (e.g., Drasl)?
I absolutely abhor Microsoft & their authentication process is a broken mess. As I sit here I'm waiting on a hung OAuth step which will likely never complete in a launcher full of advertisements for "minecoins", or some absurd micropayment nonsense.
Using Drasl, you can enforce that only users with valid Minecraft accounts can connect- you can even fallback to the Microsoft backend for users with no Drasl-specific account.
You can try using a different Minecraft launcher! I use Prism launcher mostly.
It still uses the regular Microsoft authentication, but I've never had issues with it, except when the auth servers were down on mojang's side.
Oh- I appreciate that you can use third-party launchers. Do you know of any that work fine with the standard .minecraft directory structure- rather than performing some proprietary instance handling?
In an ideal situation I would add Microsoft auth handling to my simple Minecraft launch scripts, but I really don't have the energy right now to reverse engineer the ~5 step authentication and validation process.
I think most of the launchers use the same minecraft structure? but I have not used the actual official launcher for so many years that I can't say for sure. In the past it used to be possible to download a modpack in a launcher and then just copy it wherver the official launcher lived and use the official launcher to play the pack... I'm not seeing big folder changes compared to back then.
This is where Prism installed Secret's pack, which is the QoL modpack @secret_online put together that I'm also going to use: \AppData\Roaming\PrismLauncher\instances\Tildes w- Secret's Pack\minecraft
The folders inside the minecraft folder are the usual ones - saves, resource packs, mods, data, etc.
That's Prism Launcher.
Prism nests the normal folder format within its own instance folders.
I went to update all my mods, which is a pretty short list, but sadly my favourite mod is not updated yet. Unlike most of the players who are running DH to increase view, I run Fog to get a more pleasing horizon fog at the expense of shortening my view distance. It has been updated to 1.21.10, so hopefully 1.21.11 comes soon
Have you given Voxy a try? Or do you just prefer the fog instead of increased view?
I found the fog just a fun vibe. Might try Voxy though at some point. I was not a fan of DH, as I did not like how it rendered
I definitely plan to hop on at some point, not sure if I can today or tomorrow but looking forward to hopping on when I can!
40/40 players huh. I guess I'll see you in the next wave.
Unfortunately, I cannot stay logged in even with a VPN sigh. I also got this error message when it kicked me out before I gave up, lol.
I've been trying to log in for a couple hours now and it's not allowing me either, got a couple different errors myself. Like This one getsockopt or these two once it logs me in and then kicks me out:
Error 1
---- Minecraft Network Protocol Error Report ---- // Could be worse, I guessTime: 2026-01-04 15:52:31
Description: Packet handling error
java.net.SocketException: Connection reset
at java.base/sun.nio.ch.SocketChannelImpl.throwConnectionReset(Unknown Source)
at java.base/sun.nio.ch.SocketChannelImpl.read(Unknown Source)
at knot//io.netty.buffer.AdaptivePoolingAllocator$AdaptiveByteBuf.setBytes(AdaptivePoolingAllocator.java:1824)
at knot//io.netty.buffer.AbstractByteBuf.writeBytes(AbstractByteBuf.java:1139)
at knot//io.netty.channel.socket.nio.NioSocketChannel.doReadBytes(NioSocketChannel.java:350)
at knot//io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:153)
at knot//io.netty.channel.nio.AbstractNioChannel$AbstractNioUnsafe.handle(AbstractNioChannel.java:445)
at knot//io.netty.channel.nio.NioIoHandler$DefaultNioRegistration.handle(NioIoHandler.java:388)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKey(NioIoHandler.java:596)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeysOptimized(NioIoHandler.java:571)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeys(NioIoHandler.java:512)
at knot//io.netty.channel.nio.NioIoHandler.run(NioIoHandler.java:484)
at knot//io.netty.channel.SingleThreadIoEventLoop.runIo(SingleThreadIoEventLoop.java:225)
at knot//io.netty.channel.SingleThreadIoEventLoop.run(SingleThreadIoEventLoop.java:196)
at knot//io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:1193)
at knot//io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74)
at java.base/java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
Thread: Netty NIO IO #9
Stacktrace:
at knot//net.minecraft.class_2547.method_55622(class_2547.java:33)
-- Connection --
Details:
Protocol: play
Flow: CLIENTBOUND
Is Local: false
Server type: OTHER
Server brand: Paper
Stacktrace:
at knot//net.minecraft.class_2547.method_55622(class_2547.java:33)
at knot//net.minecraft.class_2600.method_59803(class_2600.java:47)
at knot//net.minecraft.class_8673.method_60882(class_8673.java:146)
at knot//net.minecraft.class_8673.method_60881(class_8673.java:137)
at knot//net.minecraft.class_2535.exceptionCaught(class_2535.java:134)
at knot//io.netty.channel.AbstractChannelHandlerContext.invokeExceptionCaught(AbstractChannelHandlerContext.java:289)
at knot//io.netty.channel.AbstractChannelHandlerContext.fireExceptionCaught(AbstractChannelHandlerContext.java:271)
at knot//io.netty.channel.DefaultChannelPipeline$HeadContext.exceptionCaught(DefaultChannelPipeline.java:1396)
at knot//io.netty.channel.DefaultChannelPipeline.fireExceptionCaught(DefaultChannelPipeline.java:890)
at knot//io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.handleReadException(AbstractNioByteChannel.java:127)
at knot//io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:179)
at knot//io.netty.channel.nio.AbstractNioChannel$AbstractNioUnsafe.handle(AbstractNioChannel.java:445)
at knot//io.netty.channel.nio.NioIoHandler$DefaultNioRegistration.handle(NioIoHandler.java:388)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKey(NioIoHandler.java:596)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeysOptimized(NioIoHandler.java:571)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeys(NioIoHandler.java:512)
at knot//io.netty.channel.nio.NioIoHandler.run(NioIoHandler.java:484)
at knot//io.netty.channel.SingleThreadIoEventLoop.runIo(SingleThreadIoEventLoop.java:225)
at knot//io.netty.channel.SingleThreadIoEventLoop.run(SingleThreadIoEventLoop.java:196)
at knot//io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:1193)
at knot//io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74)
at java.base/java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.21.11
Minecraft Version ID: 1.21.11
Operating System: Windows 11 (amd64) version 10.0
Java Version: 21.0.9, Azul Systems, Inc.
Java VM Version: OpenJDK 64-Bit Server VM (mixed mode, sharing), Azul Systems, Inc.
Memory: 575751368 bytes (549 MiB) / 1889533952 bytes (1802 MiB) up to 2147483648 bytes (2048 MiB)
CPUs: 16
Processor Vendor: AuthenticAMD
Processor Name: AMD Ryzen 7 7700 8-Core Processor
Identifier: AuthenticAMD Family 25 Model 97 Stepping 2
Microarchitecture: Zen 3
Frequency (GHz): 3.79
Number of physical packages: 1
Number of physical CPUs: 8
Number of logical CPUs: 16
Graphics card #0 name: AMD Radeon(TM) Graphics
Graphics card #0 vendor: Advanced Micro Devices, Inc.
Graphics card #0 VRAM (MiB): 512.00
Graphics card #0 deviceId: VideoController1
Graphics card #0 versionInfo: 31.0.24002.92
Graphics card #1 name: NVIDIA GeForce RTX 4070
Graphics card #1 vendor: NVIDIA
Graphics card #1 VRAM (MiB): 12282.00
Graphics card #1 deviceId: VideoController2
Graphics card #1 versionInfo: 32.0.15.7640
Memory slot #0 capacity (MiB): 16384.00
Memory slot #0 clockSpeed (GHz): 4.80
Memory slot #0 type: DDR5
Memory slot #1 capacity (MiB): 16384.00
Memory slot #1 clockSpeed (GHz): 4.80
Memory slot #1 type: DDR5
Virtual memory max (MiB): 34015.89
Virtual memory used (MiB): 18492.32
Swap memory total (MiB): 2048.00
Swap memory used (MiB): 0.00
Space in storage for jna.tmpdir (MiB): available: 600529.88, total: 952970.00
Space in storage for org.lwjgl.system.SharedLibraryExtractPath (MiB): available: 600529.88, total: 952970.00
Space in storage for io.netty.native.workdir (MiB): available: 600529.88, total: 952970.00
Space in storage for java.io.tmpdir (MiB): available: 600529.88, total: 952970.00
Space in storage for workdir (MiB): available: 600529.88, total: 952970.00
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2048M
Debug Flags: 0 total;
Fabric Mods:
accessible-step: Accessible Step 2.2.1+1.21.11
blue_endless_jankson: jankson 1.2.3
architectury: Architectury 19.0.1
bettercommandblockui: BetterCommandBlockUI 0.5.3
c2me: Concurrent Chunk Management Engine 0.3.6.0.0+1.21.11
c2me-base: Concurrent Chunk Management Engine (Base) 0.3.6.0.0+1.21.11
c2me-client-uncapvd: Concurrent Chunk Management Engine (Client/Uncap View Distance) 0.3.6.0.0+1.21.11
c2me-fixes-chunkio-threading-issues: Concurrent Chunk Management Engine (Fixes/Chunk IO/Threading Issues) 0.3.6.0.0+1.21.11
c2me-fixes-general-threading-issues: Concurrent Chunk Management Engine (Fixes/General/Threading Issues) 0.3.6.0.0+1.21.11
c2me-fixes-worldgen-threading-issues: Concurrent Chunk Management Engine (Fixes/WorldGen/Threading Issues) 0.3.6.0.0+1.21.11
c2me-fixes-worldgen-vanilla-bugs: Concurrent Chunk Management Engine (Fixes/WorldGen/Vanilla Bugs) 0.3.6.0.0+1.21.11
c2me-notickvd: Concurrent Chunk Management Engine (No Tick View Distance) 0.3.6.0.0+1.21.11
c2me-opts-allocs: Concurrent Chunk Management Engine (Optimizations/Memory Allocations) 0.3.6.0.0+1.21.11
c2me-opts-chunkio: Concurrent Chunk Management Engine (Optimizations/Chunk IO) 0.3.6.0.0+1.21.11
c2me-opts-dfc: Concurrent Chunk Management Engine (Optimizations/Density Function Compiler) 0.3.6.0.0+1.21.11
c2me-opts-math: Concurrent Chunk Management Engine (Optimizations/Math) 0.3.6.0.0+1.21.11
c2me-opts-scheduling: Concurrent Chunk Management Engine (Optimizations/Scheduling) 0.3.6.0.0+1.21.11
c2me-opts-worldgen-general: Concurrent Chunk Management Engine (Optimizations/General WorldGen) 0.3.6.0.0+1.21.11
c2me-opts-worldgen-vanilla: Concurrent Chunk Management Engine (Optimizations/Vanilla WorldGen) 0.3.6.0.0+1.21.11
c2me-rewrites-chunk-serializer: Concurrent Chunk Management Engine (Rewrites/Chunk Serializer) 0.3.6.0.0+1.21.11
c2me-rewrites-chunk-system: Concurrent Chunk Management Engine (Rewrites/Chunk System) 0.3.6.0.0+1.21.11
c2me-rewrites-chunkio: Concurrent Chunk Management Engine (Rewrites/Chunk IO) 0.3.6.0.0+1.21.11
c2me-server-utils: Concurrent Chunk Management Engine (Server Utils) 0.3.6.0.0+1.21.11
c2me-threading-lighting: Concurrent Chunk Management Engine (Threading/Lighting) 0.3.6.0.0+1.21.11
com_electronwill_night-config_core: core 3.6.5
com_electronwill_night-config_toml: toml 3.6.5
com_ibm_async_asyncutil: asyncutil 0.1.0
io_reactivex_rxjava3_rxjava: rxjava 3.1.12
mixinsquared: MixinSquared 0.2.0-beta.6
net_objecthunter_exp4j: exp4j 0.4.8
org_jctools_jctools-core: jctools-core 4.0.5
org_reactivestreams_reactive-streams: reactive-streams 1.0.4
carpet: Carpet Mod 1.4.193+v251211
carpet-tis-addition: Carpet TIS Addition 1.73.1
conditional-mixin: conditional mixin 0.6.4
chat_heads: Chat Heads 1.1.8
chatpatches: Chat Patches 8.0-alpha.7
cicada: CICADA 0.14.3+1.21.9-1.21.10
org_yaml_snakeyaml: snakeyaml 2.2
cloth-config: Cloth Config v20 21.11.153
cloth-basic-math: cloth-basic-math 0.6.1
continuity: Continuity 3.0.1-beta.1+1.21.11
craftpresence: CraftPresence 2.7.0
fabric-api-base: Fabric API Base 1.0.5+4ebb5c0853
fabric-resource-loader-v1: Fabric Resource Loader (v1) 1.0.10+78c8b46653
dualbar: DualBar 1.1
entity_model_features: Entity Model Features 3.0.10
entity_texture_features: Entity Texture Features 7.0.8
entityculling: EntityCulling 1.9.5
transition: TRansition 1.0.11
trender: TRender 1.0.10
fabric-api: Fabric API 0.140.2+1.21.11
fabric-api-lookup-api-v1: Fabric API Lookup API (v1) 1.6.113+1fb1cde93e
fabric-biome-api-v1: Fabric Biome API (v1) 17.1.1+4fc5413f3e
fabric-block-api-v1: Fabric Block API (v1) 1.1.10+4ebb5c083e
fabric-block-view-api-v2: Fabric BlockView API (v2) 1.0.39+4ebb5c083e
fabric-command-api-v2: Fabric Command API (v2) 2.4.7+6b42a6003e
fabric-content-registries-v0: Fabric Content Registries (v0) 10.2.14+4fc5413f3e
fabric-convention-tags-v1: Fabric Convention Tags 2.1.55+7f945d5b3e
fabric-convention-tags-v2: Fabric Convention Tags (v2) 2.17.3+8ef948ba3e
fabric-crash-report-info-v1: Fabric Crash Report Info (v1) 0.3.23+4ebb5c083e
fabric-data-attachment-api-v1: Fabric Data Attachment API (v1) 1.8.44+1fb1cde93e
fabric-data-generation-api-v1: Fabric Data Generation API (v1) 23.4.0+69974c4e3e
fabric-dimensions-v1: Fabric Dimensions API (v1) 4.0.28+4fc5413f3e
fabric-entity-events-v1: Fabric Entity Events (v1) 3.0.5+4ebb5c083e
fabric-events-interaction-v0: Fabric Events Interaction (v0) 4.0.44+1fb1cde93e
fabric-game-rule-api-v1: Fabric Game Rule API (v1) 2.0.3+4fc5413f3e
fabric-item-api-v1: Fabric Item API (v1) 11.5.20+d0c46b9e3e
fabric-item-group-api-v1: Fabric Item Group API (v1) 4.2.36+4fc5413f3e
fabric-key-binding-api-v1: Fabric Key Binding API (v1) 1.1.7+4fc5413f3e
fabric-lifecycle-events-v1: Fabric Lifecycle Events (v1) 2.6.15+4ebb5c083e
fabric-loot-api-v2: Fabric Loot API (v2) 3.0.73+3f89f5a53e
fabric-loot-api-v3: Fabric Loot API (v3) 2.0.20+78c8b4663e
fabric-message-api-v1: Fabric Message API (v1) 6.1.12+4ebb5c083e
fabric-model-loading-api-v1: Fabric Model Loading API (v1) 6.0.13+4fc5413f3e
fabric-networking-api-v1: Fabric Networking API (v1) 5.1.5+ae1e07683e
fabric-object-builder-api-v1: Fabric Object Builder API (v1) 21.1.39+4fc5413f3e
fabric-particles-v1: Fabric Particles (v1) 4.2.11+4fc5413f3e
fabric-recipe-api-v1: Fabric Recipe API (v1) 8.2.3+4ebb5c083e
fabric-registry-sync-v0: Fabric Registry Sync (v0) 6.2.5+1718722b3e
fabric-renderer-api-v1: Fabric Renderer API (v1) 8.0.1+f4ffd2e53e
fabric-renderer-indigo: Fabric Renderer - Indigo 5.0.1+f4ffd2e53e
fabric-rendering-fluids-v1: Fabric Rendering Fluids (v1) 3.1.43+4ebb5c083e
fabric-rendering-v1: Fabric Rendering (v1) 16.2.8+f4ffd2e53e
fabric-resource-conditions-api-v1: Fabric Resource Conditions API (v1) 5.0.35+4fc5413f3e
fabric-resource-loader-v0: Fabric Resource Loader (v0) 3.3.4+4fc5413f3e
fabric-screen-api-v1: Fabric Screen API (v1) 3.1.7+4ebb5c083e
fabric-screen-handler-api-v1: Fabric Screen Handler API (v1) 1.3.161+4fc5413f3e
fabric-serialization-api-v1: Fabric Serialization API (v1) 1.0.5+4ebb5c083e
fabric-sound-api-v1: Fabric Sound API (v1) 1.0.51+4fc5413f3e
fabric-tag-api-v1: Fabric Tag API (v1) 1.2.20+4fc5413f3e
fabric-transfer-api-v1: Fabric Transfer API (v1) 6.0.24+4fc5413f3e
fabric-transitive-access-wideners-v1: Fabric Transitive Access Wideners (v1) 7.1.0+014c8cec3e
fabric-language-kotlin: Fabric Language Kotlin 1.13.8+kotlin.2.3.0
org_jetbrains_kotlin_kotlin-reflect: kotlin-reflect 2.3.0
org_jetbrains_kotlin_kotlin-stdlib: kotlin-stdlib 2.3.0
org_jetbrains_kotlin_kotlin-stdlib-jdk7: kotlin-stdlib-jdk7 2.3.0
org_jetbrains_kotlin_kotlin-stdlib-jdk8: kotlin-stdlib-jdk8 2.3.0
org_jetbrains_kotlinx_atomicfu-jvm: atomicfu-jvm 0.29.0
org_jetbrains_kotlinx_kotlinx-coroutines-core-jvm: kotlinx-coroutines-core-jvm 1.10.2
org_jetbrains_kotlinx_kotlinx-coroutines-jdk8: kotlinx-coroutines-jdk8 1.10.2
org_jetbrains_kotlinx_kotlinx-datetime-jvm: kotlinx-datetime-jvm 0.7.1
org_jetbrains_kotlinx_kotlinx-io-bytestring-jvm: kotlinx-io-bytestring-jvm 0.8.2
org_jetbrains_kotlinx_kotlinx-io-core-jvm: kotlinx-io-core-jvm 0.8.2
org_jetbrains_kotlinx_kotlinx-serialization-cbor-jvm: kotlinx-serialization-cbor-jvm 1.9.0
org_jetbrains_kotlinx_kotlinx-serialization-core-jvm: kotlinx-serialization-core-jvm 1.9.0
org_jetbrains_kotlinx_kotlinx-serialization-json-jvm: kotlinx-serialization-json-jvm 1.9.0
fabricloader: Fabric Loader 0.18.4
mixinextras: MixinExtras 0.5.0
fallingleaves: Falling Leaves 2.0.3
ferritecore: FerriteCore 8.0.3
hatlist: Hat List 1.5
immediatelyfast: ImmediatelyFast 1.14.1+1.21.11
net_lenni0451_reflect: Reflect 1.6.1+curseforge
iris: Iris 1.10.4+mc1.21.11
io_github_douira_glsl-transformer: glsl-transformer 3.0.0-pre3
org_anarres_jcpp: jcpp 1.4.14
org_antlr_antlr4-runtime: antlr4-runtime 4.13.1
itemscroller: Item Scroller 0.30.0
jade: Jade 21.0.1+fabric
java: OpenJDK 64-Bit Server VM 21
krypton: Krypton 0.2.10
com_velocitypowered_velocity-native: velocity-native 3.4.0-SNAPSHOT
lambdabettergrass: LambdaBetterGrass 2.6.0+1.21.11
spruceui: SpruceUI 9.1.0+1.21.11
yumi_mc_core: Yumi Minecraft Libraries: Foundation 1.0.0-beta.1+1.21.11
yumi_commons_collections: Yumi Commons: Collections 1.0.0
yumi_commons_core: Yumi Commons: Core 1.0.0
yumi_commons_event: Yumi Commons: Event 1.0.0
litematica: Litematica 0.25.3
lithium: Lithium 0.21.2+mc1.21.11
locator-heads: Locator Heads 1.6.3
malilib: MaLiLib 0.27.2
minecraft: Minecraft 1.21.11
minihud: MiniHUD 0.38.2
modmenu: Mod Menu 17.0.0-beta.1
placeholder-api: Placeholder API 2.8.1+1.21.10
nowplaying: Now Playing 1.6.0+1.21.11
peek: Peek 1.21.11-1.4.9
puzzle: Puzzle 2.3.0
midnightlib: MidnightLib 1.9.2
reeses-sodium-options: Reese's Sodium Options 2.0.2+mc1.21.11
scribble: Scribble 2.0.0-beta1
sodium: Sodium 0.8.2+mc1.21.11
sodium-extra: Sodium Extra 0.8.2+mc1.21.11
soundcontroller: Sound Controller 1.2.4
spark: spark 1.10.156
fabric-permissions-api-v0: fabric-permissions-api 0.6.1
status-effect-bars: Status Effect Bars 1.0.10
syncmatica: Syncmatica 0.3.15
tweakermore: TweakerMore 3.28.0
tweakeroo: Tweakeroo 0.27.2
unilib: UniLib 1.2.0
voxy: Voxy 0.2.8-alpha
org_apache_commons_commons-pool2: commons-pool2 2.12.0
org_lwjgl_lwjgl-lmdb: lwjgl-lmdb 3.3.3
org_lwjgl_lwjgl-lmdb_natives-linux: lwjgl-lmdb 3.3.3
org_lwjgl_lwjgl-lmdb_natives-windows: lwjgl-lmdb 3.3.3
org_lwjgl_lwjgl-zstd: lwjgl-zstd 3.3.3
org_lwjgl_lwjgl-zstd_natives-linux: lwjgl-zstd 3.3.3
org_lwjgl_lwjgl-zstd_natives-windows: lwjgl-zstd 3.3.3
org_lz4_lz4-java: lz4-java 1.8.0
org_rocksdb_rocksdbjni: rocksdbjni 10.2.1
org_tukaani_xz: xz 1.10
redis_clients_jedis: jedis 5.1.0
web-chat: Web chat 1.5.0
org_xerial_sqlite-jdbc: sqlite-jdbc 3.51.1.0
xaerominimap: Xaero's Minimap 25.3.5
xaerolib: XaeroLib 1.0.45
xaeroworldmap: Xaero's World Map 1.40.4
yet_another_config_lib_v3: YetAnotherConfigLib 3.8.1+1.21.11-fabric
com_twelvemonkeys_common_common-image: common-image 3.12.0
com_twelvemonkeys_common_common-io: common-io 3.12.0
com_twelvemonkeys_common_common-lang: common-lang 3.12.0
com_twelvemonkeys_imageio_imageio-core: imageio-core 3.12.0
com_twelvemonkeys_imageio_imageio-metadata: imageio-metadata 3.12.0
com_twelvemonkeys_imageio_imageio-webp: imageio-webp 3.12.0
org_quiltmc_parsers_gson: gson 0.2.1
org_quiltmc_parsers_json: json 0.2.1
yosbr: YOSBR 0.1.2
Loaded Shaderpack: (off) (fallback)
Yumi MC Core: 1.0.0-beta.1+1.21.11
Error 2
---- Minecraft Network Protocol Error Report ---- // Please insert The Internet CD #4Time: 2026-01-04 15:48:39
Description: Packet handling error
java.net.SocketException: Connection reset
at java.base/sun.nio.ch.SocketChannelImpl.throwConnectionReset(Unknown Source)
at java.base/sun.nio.ch.SocketChannelImpl.read(Unknown Source)
at knot//io.netty.buffer.AdaptivePoolingAllocator$AdaptiveByteBuf.setBytes(AdaptivePoolingAllocator.java:1824)
at knot//io.netty.buffer.AbstractByteBuf.writeBytes(AbstractByteBuf.java:1139)
at knot//io.netty.channel.socket.nio.NioSocketChannel.doReadBytes(NioSocketChannel.java:350)
at knot//io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:153)
at knot//io.netty.channel.nio.AbstractNioChannel$AbstractNioUnsafe.handle(AbstractNioChannel.java:445)
at knot//io.netty.channel.nio.NioIoHandler$DefaultNioRegistration.handle(NioIoHandler.java:388)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKey(NioIoHandler.java:596)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeysOptimized(NioIoHandler.java:571)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeys(NioIoHandler.java:512)
at knot//io.netty.channel.nio.NioIoHandler.run(NioIoHandler.java:484)
at knot//io.netty.channel.SingleThreadIoEventLoop.runIo(SingleThreadIoEventLoop.java:225)
at knot//io.netty.channel.SingleThreadIoEventLoop.run(SingleThreadIoEventLoop.java:196)
at knot//io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:1193)
at knot//io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74)
at java.base/java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
Thread: Netty NIO IO #0
Stacktrace:
at knot//net.minecraft.class_2547.method_55622(class_2547.java:33)
-- Connection --
Details:
Protocol: play
Flow: CLIENTBOUND
Is Local: false
Server type: OTHER
Server brand: Paper
Stacktrace:
at knot//net.minecraft.class_2547.method_55622(class_2547.java:33)
at knot//net.minecraft.class_2600.method_59803(class_2600.java:47)
at knot//net.minecraft.class_8673.method_60882(class_8673.java:146)
at knot//net.minecraft.class_8673.method_60881(class_8673.java:137)
at knot//net.minecraft.class_2535.exceptionCaught(class_2535.java:134)
at knot//io.netty.channel.AbstractChannelHandlerContext.invokeExceptionCaught(AbstractChannelHandlerContext.java:289)
at knot//io.netty.channel.AbstractChannelHandlerContext.fireExceptionCaught(AbstractChannelHandlerContext.java:271)
at knot//io.netty.channel.DefaultChannelPipeline$HeadContext.exceptionCaught(DefaultChannelPipeline.java:1396)
at knot//io.netty.channel.DefaultChannelPipeline.fireExceptionCaught(DefaultChannelPipeline.java:890)
at knot//io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.handleReadException(AbstractNioByteChannel.java:127)
at knot//io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:179)
at knot//io.netty.channel.nio.AbstractNioChannel$AbstractNioUnsafe.handle(AbstractNioChannel.java:445)
at knot//io.netty.channel.nio.NioIoHandler$DefaultNioRegistration.handle(NioIoHandler.java:388)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKey(NioIoHandler.java:596)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeysOptimized(NioIoHandler.java:571)
at knot//io.netty.channel.nio.NioIoHandler.processSelectedKeys(NioIoHandler.java:512)
at knot//io.netty.channel.nio.NioIoHandler.run(NioIoHandler.java:484)
at knot//io.netty.channel.SingleThreadIoEventLoop.runIo(SingleThreadIoEventLoop.java:225)
at knot//io.netty.channel.SingleThreadIoEventLoop.run(SingleThreadIoEventLoop.java:196)
at knot//io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:1193)
at knot//io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74)
at java.base/java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.21.11
Minecraft Version ID: 1.21.11
Operating System: Windows 11 (amd64) version 10.0
Java Version: 21.0.9, Azul Systems, Inc.
Java VM Version: OpenJDK 64-Bit Server VM (mixed mode, sharing), Azul Systems, Inc.
Memory: 141783728 bytes (135 MiB) / 665845760 bytes (635 MiB) up to 2147483648 bytes (2048 MiB)
CPUs: 16
Processor Vendor: AuthenticAMD
Processor Name: AMD Ryzen 7 7700 8-Core Processor
Identifier: AuthenticAMD Family 25 Model 97 Stepping 2
Microarchitecture: Zen 3
Frequency (GHz): 3.79
Number of physical packages: 1
Number of physical CPUs: 8
Number of logical CPUs: 16
Graphics card #0 name: AMD Radeon(TM) Graphics
Graphics card #0 vendor: Advanced Micro Devices, Inc.
Graphics card #0 VRAM (MiB): 512.00
Graphics card #0 deviceId: VideoController1
Graphics card #0 versionInfo: 31.0.24002.92
Graphics card #1 name: NVIDIA GeForce RTX 4070
Graphics card #1 vendor: NVIDIA
Graphics card #1 VRAM (MiB): 12282.00
Graphics card #1 deviceId: VideoController2
Graphics card #1 versionInfo: 32.0.15.7640
Memory slot #0 capacity (MiB): 16384.00
Memory slot #0 clockSpeed (GHz): 4.80
Memory slot #0 type: DDR5
Memory slot #1 capacity (MiB): 16384.00
Memory slot #1 clockSpeed (GHz): 4.80
Memory slot #1 type: DDR5
Virtual memory max (MiB): 34015.89
Virtual memory used (MiB): 14855.01
Swap memory total (MiB): 2048.00
Swap memory used (MiB): 0.00
Space in storage for jna.tmpdir (MiB): available: 600603.44, total: 952970.00
Space in storage for org.lwjgl.system.SharedLibraryExtractPath (MiB): available: 600603.44, total: 952970.00
Space in storage for io.netty.native.workdir (MiB): available: 600603.44, total: 952970.00
Space in storage for java.io.tmpdir (MiB): available: 600603.44, total: 952970.00
Space in storage for workdir (MiB): available: 600603.44, total: 952970.00
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2048M
Debug Flags: 0 total;
Fabric Mods:
accessible-step: Accessible Step 2.2.1+1.21.11
blue_endless_jankson: jankson 1.2.3
architectury: Architectury 19.0.1
bettercommandblockui: BetterCommandBlockUI 0.5.3
c2me: Concurrent Chunk Management Engine 0.3.6.0.0+1.21.11
c2me-base: Concurrent Chunk Management Engine (Base) 0.3.6.0.0+1.21.11
c2me-client-uncapvd: Concurrent Chunk Management Engine (Client/Uncap View Distance) 0.3.6.0.0+1.21.11
c2me-fixes-chunkio-threading-issues: Concurrent Chunk Management Engine (Fixes/Chunk IO/Threading Issues) 0.3.6.0.0+1.21.11
c2me-fixes-general-threading-issues: Concurrent Chunk Management Engine (Fixes/General/Threading Issues) 0.3.6.0.0+1.21.11
c2me-fixes-worldgen-threading-issues: Concurrent Chunk Management Engine (Fixes/WorldGen/Threading Issues) 0.3.6.0.0+1.21.11
c2me-fixes-worldgen-vanilla-bugs: Concurrent Chunk Management Engine (Fixes/WorldGen/Vanilla Bugs) 0.3.6.0.0+1.21.11
c2me-notickvd: Concurrent Chunk Management Engine (No Tick View Distance) 0.3.6.0.0+1.21.11
c2me-opts-allocs: Concurrent Chunk Management Engine (Optimizations/Memory Allocations) 0.3.6.0.0+1.21.11
c2me-opts-chunkio: Concurrent Chunk Management Engine (Optimizations/Chunk IO) 0.3.6.0.0+1.21.11
c2me-opts-dfc: Concurrent Chunk Management Engine (Optimizations/Density Function Compiler) 0.3.6.0.0+1.21.11
c2me-opts-math: Concurrent Chunk Management Engine (Optimizations/Math) 0.3.6.0.0+1.21.11
c2me-opts-scheduling: Concurrent Chunk Management Engine (Optimizations/Scheduling) 0.3.6.0.0+1.21.11
c2me-opts-worldgen-general: Concurrent Chunk Management Engine (Optimizations/General WorldGen) 0.3.6.0.0+1.21.11
c2me-opts-worldgen-vanilla: Concurrent Chunk Management Engine (Optimizations/Vanilla WorldGen) 0.3.6.0.0+1.21.11
c2me-rewrites-chunk-serializer: Concurrent Chunk Management Engine (Rewrites/Chunk Serializer) 0.3.6.0.0+1.21.11
c2me-rewrites-chunk-system: Concurrent Chunk Management Engine (Rewrites/Chunk System) 0.3.6.0.0+1.21.11
c2me-rewrites-chunkio: Concurrent Chunk Management Engine (Rewrites/Chunk IO) 0.3.6.0.0+1.21.11
c2me-server-utils: Concurrent Chunk Management Engine (Server Utils) 0.3.6.0.0+1.21.11
c2me-threading-lighting: Concurrent Chunk Management Engine (Threading/Lighting) 0.3.6.0.0+1.21.11
com_electronwill_night-config_core: core 3.6.5
com_electronwill_night-config_toml: toml 3.6.5
com_ibm_async_asyncutil: asyncutil 0.1.0
io_reactivex_rxjava3_rxjava: rxjava 3.1.12
mixinsquared: MixinSquared 0.2.0-beta.6
net_objecthunter_exp4j: exp4j 0.4.8
org_jctools_jctools-core: jctools-core 4.0.5
org_reactivestreams_reactive-streams: reactive-streams 1.0.4
carpet: Carpet Mod 1.4.193+v251211
carpet-tis-addition: Carpet TIS Addition 1.73.1
conditional-mixin: conditional mixin 0.6.4
chat_heads: Chat Heads 1.1.8
chatpatches: Chat Patches 8.0-alpha.7
cicada: CICADA 0.14.3+1.21.9-1.21.10
org_yaml_snakeyaml: snakeyaml 2.2
cloth-config: Cloth Config v20 21.11.153
cloth-basic-math: cloth-basic-math 0.6.1
continuity: Continuity 3.0.1-beta.1+1.21.11
craftpresence: CraftPresence 2.7.0
fabric-api-base: Fabric API Base 1.0.5+4ebb5c0853
fabric-resource-loader-v1: Fabric Resource Loader (v1) 1.0.10+78c8b46653
dualbar: DualBar 1.1
entity_model_features: Entity Model Features 3.0.10
entity_texture_features: Entity Texture Features 7.0.8
entityculling: EntityCulling 1.9.5
transition: TRansition 1.0.11
trender: TRender 1.0.10
fabric-api: Fabric API 0.140.2+1.21.11
fabric-api-lookup-api-v1: Fabric API Lookup API (v1) 1.6.113+1fb1cde93e
fabric-biome-api-v1: Fabric Biome API (v1) 17.1.1+4fc5413f3e
fabric-block-api-v1: Fabric Block API (v1) 1.1.10+4ebb5c083e
fabric-block-view-api-v2: Fabric BlockView API (v2) 1.0.39+4ebb5c083e
fabric-command-api-v2: Fabric Command API (v2) 2.4.7+6b42a6003e
fabric-content-registries-v0: Fabric Content Registries (v0) 10.2.14+4fc5413f3e
fabric-convention-tags-v1: Fabric Convention Tags 2.1.55+7f945d5b3e
fabric-convention-tags-v2: Fabric Convention Tags (v2) 2.17.3+8ef948ba3e
fabric-crash-report-info-v1: Fabric Crash Report Info (v1) 0.3.23+4ebb5c083e
fabric-data-attachment-api-v1: Fabric Data Attachment API (v1) 1.8.44+1fb1cde93e
fabric-data-generation-api-v1: Fabric Data Generation API (v1) 23.4.0+69974c4e3e
fabric-dimensions-v1: Fabric Dimensions API (v1) 4.0.28+4fc5413f3e
fabric-entity-events-v1: Fabric Entity Events (v1) 3.0.5+4ebb5c083e
fabric-events-interaction-v0: Fabric Events Interaction (v0) 4.0.44+1fb1cde93e
fabric-game-rule-api-v1: Fabric Game Rule API (v1) 2.0.3+4fc5413f3e
fabric-item-api-v1: Fabric Item API (v1) 11.5.20+d0c46b9e3e
fabric-item-group-api-v1: Fabric Item Group API (v1) 4.2.36+4fc5413f3e
fabric-key-binding-api-v1: Fabric Key Binding API (v1) 1.1.7+4fc5413f3e
fabric-lifecycle-events-v1: Fabric Lifecycle Events (v1) 2.6.15+4ebb5c083e
fabric-loot-api-v2: Fabric Loot API (v2) 3.0.73+3f89f5a53e
fabric-loot-api-v3: Fabric Loot API (v3) 2.0.20+78c8b4663e
fabric-message-api-v1: Fabric Message API (v1) 6.1.12+4ebb5c083e
fabric-model-loading-api-v1: Fabric Model Loading API (v1) 6.0.13+4fc5413f3e
fabric-networking-api-v1: Fabric Networking API (v1) 5.1.5+ae1e07683e
fabric-object-builder-api-v1: Fabric Object Builder API (v1) 21.1.39+4fc5413f3e
fabric-particles-v1: Fabric Particles (v1) 4.2.11+4fc5413f3e
fabric-recipe-api-v1: Fabric Recipe API (v1) 8.2.3+4ebb5c083e
fabric-registry-sync-v0: Fabric Registry Sync (v0) 6.2.5+1718722b3e
fabric-renderer-api-v1: Fabric Renderer API (v1) 8.0.1+f4ffd2e53e
fabric-renderer-indigo: Fabric Renderer - Indigo 5.0.1+f4ffd2e53e
fabric-rendering-fluids-v1: Fabric Rendering Fluids (v1) 3.1.43+4ebb5c083e
fabric-rendering-v1: Fabric Rendering (v1) 16.2.8+f4ffd2e53e
fabric-resource-conditions-api-v1: Fabric Resource Conditions API (v1) 5.0.35+4fc5413f3e
fabric-resource-loader-v0: Fabric Resource Loader (v0) 3.3.4+4fc5413f3e
fabric-screen-api-v1: Fabric Screen API (v1) 3.1.7+4ebb5c083e
fabric-screen-handler-api-v1: Fabric Screen Handler API (v1) 1.3.161+4fc5413f3e
fabric-serialization-api-v1: Fabric Serialization API (v1) 1.0.5+4ebb5c083e
fabric-sound-api-v1: Fabric Sound API (v1) 1.0.51+4fc5413f3e
fabric-tag-api-v1: Fabric Tag API (v1) 1.2.20+4fc5413f3e
fabric-transfer-api-v1: Fabric Transfer API (v1) 6.0.24+4fc5413f3e
fabric-transitive-access-wideners-v1: Fabric Transitive Access Wideners (v1) 7.1.0+014c8cec3e
fabric-language-kotlin: Fabric Language Kotlin 1.13.8+kotlin.2.3.0
org_jetbrains_kotlin_kotlin-reflect: kotlin-reflect 2.3.0
org_jetbrains_kotlin_kotlin-stdlib: kotlin-stdlib 2.3.0
org_jetbrains_kotlin_kotlin-stdlib-jdk7: kotlin-stdlib-jdk7 2.3.0
org_jetbrains_kotlin_kotlin-stdlib-jdk8: kotlin-stdlib-jdk8 2.3.0
org_jetbrains_kotlinx_atomicfu-jvm: atomicfu-jvm 0.29.0
org_jetbrains_kotlinx_kotlinx-coroutines-core-jvm: kotlinx-coroutines-core-jvm 1.10.2
org_jetbrains_kotlinx_kotlinx-coroutines-jdk8: kotlinx-coroutines-jdk8 1.10.2
org_jetbrains_kotlinx_kotlinx-datetime-jvm: kotlinx-datetime-jvm 0.7.1
org_jetbrains_kotlinx_kotlinx-io-bytestring-jvm: kotlinx-io-bytestring-jvm 0.8.2
org_jetbrains_kotlinx_kotlinx-io-core-jvm: kotlinx-io-core-jvm 0.8.2
org_jetbrains_kotlinx_kotlinx-serialization-cbor-jvm: kotlinx-serialization-cbor-jvm 1.9.0
org_jetbrains_kotlinx_kotlinx-serialization-core-jvm: kotlinx-serialization-core-jvm 1.9.0
org_jetbrains_kotlinx_kotlinx-serialization-json-jvm: kotlinx-serialization-json-jvm 1.9.0
fabricloader: Fabric Loader 0.18.4
mixinextras: MixinExtras 0.5.0
fallingleaves: Falling Leaves 2.0.3
ferritecore: FerriteCore 8.0.3
hatlist: Hat List 1.5
immediatelyfast: ImmediatelyFast 1.14.1+1.21.11
net_lenni0451_reflect: Reflect 1.6.1+curseforge
iris: Iris 1.10.4+mc1.21.11
io_github_douira_glsl-transformer: glsl-transformer 3.0.0-pre3
org_anarres_jcpp: jcpp 1.4.14
org_antlr_antlr4-runtime: antlr4-runtime 4.13.1
itemscroller: Item Scroller 0.30.0
jade: Jade 21.0.1+fabric
java: OpenJDK 64-Bit Server VM 21
krypton: Krypton 0.2.10
com_velocitypowered_velocity-native: velocity-native 3.4.0-SNAPSHOT
lambdabettergrass: LambdaBetterGrass 2.6.0+1.21.11
spruceui: SpruceUI 9.1.0+1.21.11
yumi_mc_core: Yumi Minecraft Libraries: Foundation 1.0.0-beta.1+1.21.11
yumi_commons_collections: Yumi Commons: Collections 1.0.0
yumi_commons_core: Yumi Commons: Core 1.0.0
yumi_commons_event: Yumi Commons: Event 1.0.0
litematica: Litematica 0.25.3
lithium: Lithium 0.21.2+mc1.21.11
locator-heads: Locator Heads 1.6.3
malilib: MaLiLib 0.27.2
minecraft: Minecraft 1.21.11
minihud: MiniHUD 0.38.2
modmenu: Mod Menu 17.0.0-beta.1
placeholder-api: Placeholder API 2.8.1+1.21.10
nowplaying: Now Playing 1.6.0+1.21.11
peek: Peek 1.21.11-1.4.9
puzzle: Puzzle 2.3.0
midnightlib: MidnightLib 1.9.2
reeses-sodium-options: Reese's Sodium Options 2.0.2+mc1.21.11
scribble: Scribble 2.0.0-beta1
sodium: Sodium 0.8.2+mc1.21.11
sodium-extra: Sodium Extra 0.8.2+mc1.21.11
soundcontroller: Sound Controller 1.2.4
spark: spark 1.10.156
fabric-permissions-api-v0: fabric-permissions-api 0.6.1
status-effect-bars: Status Effect Bars 1.0.10
syncmatica: Syncmatica 0.3.15
tweakermore: TweakerMore 3.28.0
tweakeroo: Tweakeroo 0.27.2
unilib: UniLib 1.2.0
voxy: Voxy 0.2.8-alpha
org_apache_commons_commons-pool2: commons-pool2 2.12.0
org_lwjgl_lwjgl-lmdb: lwjgl-lmdb 3.3.3
org_lwjgl_lwjgl-lmdb_natives-linux: lwjgl-lmdb 3.3.3
org_lwjgl_lwjgl-lmdb_natives-windows: lwjgl-lmdb 3.3.3
org_lwjgl_lwjgl-zstd: lwjgl-zstd 3.3.3
org_lwjgl_lwjgl-zstd_natives-linux: lwjgl-zstd 3.3.3
org_lwjgl_lwjgl-zstd_natives-windows: lwjgl-zstd 3.3.3
org_lz4_lz4-java: lz4-java 1.8.0
org_rocksdb_rocksdbjni: rocksdbjni 10.2.1
org_tukaani_xz: xz 1.10
redis_clients_jedis: jedis 5.1.0
web-chat: Web chat 1.5.0
org_xerial_sqlite-jdbc: sqlite-jdbc 3.51.1.0
xaerominimap: Xaero's Minimap 25.3.5
xaerolib: XaeroLib 1.0.45
xaeroworldmap: Xaero's World Map 1.40.4
yet_another_config_lib_v3: YetAnotherConfigLib 3.8.1+1.21.11-fabric
com_twelvemonkeys_common_common-image: common-image 3.12.0
com_twelvemonkeys_common_common-io: common-io 3.12.0
com_twelvemonkeys_common_common-lang: common-lang 3.12.0
com_twelvemonkeys_imageio_imageio-core: imageio-core 3.12.0
com_twelvemonkeys_imageio_imageio-metadata: imageio-metadata 3.12.0
com_twelvemonkeys_imageio_imageio-webp: imageio-webp 3.12.0
org_quiltmc_parsers_gson: gson 0.2.1
org_quiltmc_parsers_json: json 0.2.1
yosbr: YOSBR 0.1.2
Loaded Shaderpack: (off) (fallback)
Yumi MC Core: 1.0.0-beta.1+1.21.11
Are you seeing packet loss? Can you run mtr to analyze where itβs coming from?
It is basically affecting everyone at this moment tea. I ran a trace earlier and it actually fails somewhere in texas. I'll give you some more detail later.
FYI everyone is having problems right now, but especially EU folks. @Creesch did some looking around a while ago
I have the same errors as u/ToteRose Tea, but will be at my computer again in 45 or so if you want me to check too!
Edit: i have 0 clue if it's packetloss sorry hah :p
This is what I'm seeing from inside the Netherlands https://bo0.tz/u/BS6Zwg.png
Iβve got a little base planned for the lukewarm ocean around 119/-1708 and the ocean monument at 289/-1697.
So far my two deaths have been from f
Drowning. So maybe my underwater dreams arenβt great lol. But Iβm going for it!
I'll keep an eye out for nautilus shells and heart of the sea to contribute toward a conduit, but it'll probably be slow going unless you (or someone else) really focuses on searching for the materials.
There had been two Hearts of the Sea in the chests in the middle of town, not sure if anyone took those or if they were moved to the bigger storage.
I have a heart of the sea and was able to fish out one shell so far. But any donations are appreciated!
I have several heart of the I'll never use, do you want one or two more?
Yes! That would be great. I can pick up if you give me cords
Now that I've figured out how to use Litematica, is there a good place to find schematics for automated farms? I've been searching around and found a few sites with lists of basic structures but not much for technical builds.
I'd be starting with YouTube, especially because there'll often be a farm explanation and sometimes a build tutorial included. Most good farm creators will link to schematics in their video descriptions.
There's also a tangled web of technical Minecraft Discord servers that have channels with schematic downloads in them.The Technical Minecraft Catalogue has a lot, but there are also other servers for more specific areas of the game.
I'm likely mispelling these, but ianx04 and gnembom are make great videos for farms. they not only show you how to build it but also tend to explain what things do which helps you learn and troubleshoot later. They also sometimes have world downloads with just the build in it.
another thing to make sure about when looking for builds is that it is for java (not bedrock) and which update it runs on (too old and the mechanics might not work anymore).
Worth mentioning that while gnembon is known for creating really good farms and explaining the logic behind them, they haven't been making many videos recently due to being hired by Mojang. Still a fantastic resource to look at though, since gnembon is both a fantastic farm designer and explains various mechanics to help design farms
I tend to not check the descriptions of videos that closely, that's a good reminder. Also thanks for the server link, though I dislike that things like this are buried in Discord servers and not easily findable on the greater Internet.
I've been able to find a few on abfielder.com. They have recently started locking some behind a paywall though, so YMMV.
Thanks, looks like a good starting point.
What is Litematica? I've seen it mentioned a few times now as a client mod.
It's a client side mod that allows you to visualize builds as ghost block schematics in survival. A lot of us use it to transfer complex builds into survival from creative worlds or elsewhere.
Litematica Modrinth page
Oh /that's/ what it does?! I thought it was like a thing for designing outside and pasting into the game, like world edit, I think (I'm not up on this sort of thing, I basically build dirt houses and manual farms).
That actually sounds quite interesting. Does it come with templates? (goes to look)
It actually can paste in creative or with cheats enabled, but most of us use it as a blueprint tool. It doesn't come with any templates, but you can share schematic files, and there are places online where you can get them (check the other replies in this thread for some ideas).
Bonus: Abfielder has a tutorial series from a few years ago that provides a good intro to Litematica. I used it to learn all that I know.
@evie and @ethnolicbob both of you have mentioned interest in helping build a gold farm. I have not started anything towards a gold farm, but am hoping to start on one soon so I thought I would start a thread here to help with planning.
Do you have a location in mind?
Do you have a farm design you want to build?
Do you have a specific feature or design requirement to be implemented?
Correction: @EthinolicBob
@Evie if you decide to build it on the nether roof that's above my (our?) current portal, I have no objections. Connection to the town is taken care of that way, and the gold farm may also get a more "immersive" entrance as I'm planning to build a "corrupted-a-la-Stranger-Things-Upside-Down" commie block around that spot.
You should almost always build a gold farm in the nether wastes biome above the nether roof. I would go for the classic ilmango gold farm -- with fixes applied for the current version, it more or less maximizes the piglin spawns a single player can get. Requires a lot of magma so I'm happy to help with the collection thereof/anything else
I afk'd at the froglight farm and most likely have enough magma blocks to work on the farm. I collected some turtle eggs but probably need more.
I was originally thinking of designing a justglotz gold farm featured on docm77 season 10, episode 39 however after building a minecart collection system for the froglight farm, I have worked out that this server is too unstable and unpredictable for minecarts (loading and unloading an area resets the momentum of the minecart on paper which leads to collisions)
Because I want to maximize gold (the end goal being chaining the farm to a bartering machine) I was thinking of designing it based on gnembon's farm as it utilities player killing to up the output of items.
If doing this, we would need to pick a spot over a lava lake to reduce the area needed to mobproof below.
Thoughts?
@bo0tzz @Evie @IsildursBane
There is a suitable location above a lava lake with little landmass at x:-207, z:-129
I have adapted gnembon spawn platform design and included:
Outside of half the magma blocks (which I can get the other half from afking at the farm) unless your online it will get built, as it will just take an hour or 2
@ColdheartsTalon let me know if you want to build a piglin bartering module attached to this. I'll leave a signed hopper that will feed gold ingots.
Secret and I knocked it out in about an hour.
Whats left is spawn proofing the parts of the nether that is within range below.
Its not glamorous, but if you have minihud, go to the farm and set a despawn sphere and start spawn proofing the area
Overall really nice farm, thanks for building it. I will start helping out on the spawn proofing sections soon. One issue I noticed is that over time at the top of the drop chute where there are the two pistons with the observer clock, piglins start to accumalate on the right side and do not get pushed down. This leads to the farm having its output stall within 5min for me. screenshot
Looks to be an artefact of the vines spreading. @Ethinolicbob we might be able to stop that with some string?Solved. The actual issue was a weird timings issue where that piston was getting zero-ticked, meaning the pushing wasn't actually lasting long enough to push the piglins all the way over. As soon as they stopped in the vines their collision was disabled and they could no longer be pushed. Solved by breaking an observer and placing it again, which caused the piston to play nicely again.
Maybe we do need an off switch, if only so we can turn it off and on again to fix weird things like this.
Yeah there were a few artifacts found on the server that differed to my test environment.
Overall, I was cutting a corner with the clocks up the top and not having a on/off accessible from the kill room.
I have now got an on/off for the piston clock and that has been connected to the pistons at the top, so should be much ore stable.
That and secret fixing the vine spreading, we 'should' be good
I'll build the barterting farm off of it. Let me know when you're done and I'll take a break from my nether hub.
I've cleared out plenty of magma blocks so you shouldn't have to. Check for them in community storage or in my chests in the hub
It was completed by the time you sent this :D
Seems weird that the server has still maintained some instability. I assumed that most of the issues we were experiencing at first were due to high traffic since last season was quite stable.
I'd be happy to help as well. I think I heard ColdheartsTalon say they want to build a bartering farm; the two should probably be colocated (maybe even wired into eachother)?
Summoning @ColdheartsTalon
I have started on building up my supplies to build the intermediary community storage that is golem based. I still need some bamboo and also figure out the location once town is decided
Community storage is planned to be around -550, 80. Just west of town by about 300 blocks, just across the river. Render distance is about 200 blocks, so has some buffer to avoid it being always loaded in when in town. I may push it a bit further west to give some room for town to sprawl, but want it to be close-ish so it is not too inconvenient
Edit: I started clearing the area. The plains right by the river will be temp community storage. On the edge of the moonlight valley biome will be community storage, which I have done rough marking with cobblestone, but may claim more land
Seems inconvenient to access if it's away from town. I thought it was great that it was right in the middle before.
I agree, but I was also noticing at the end of S2 that town was starting to experience lag. Moving it to out of town (and just out of render distance) makes it close enough to not be inconvenient while also helping town be accessible for more players. Once we get a transit line up and going, I want a dedicated line from town center to storage with no stops inbetween.
So with my iron and bamboo farms working, I plan on now starting on the basic community storage. I have started laying out chests for it, and hope to get it up and running within the next week. At the moment, item donations that would be useful are food, quartz, redstone,
and some more dirt (as I am making temp farms out of dirt). Donations would be best placed in the chests near my iron farm, as that is my current build spot. Right now my system has been to run into the community chests in town and pillage them as needed.I have started getting a vision of what I want the exterior for the final storage hall to be (although that is still at least a month or two until I start on that). I plan on putting it on the edge of this forest and style it similar to the Lake Louise hotel/Grand Budapest hotel. However, still a long ways away from fulfilling that vision
Eth and I don't have much in the way of redstone and quartz to spare right now, but I have delivered 5 stacks of dirt and 2 stacks of steak for you.
Thanks that will cover my dirt needs
Aw, teh server be full :(
It's got some spots now :)
My family member is touring the map now playing
waiting for verification, which, understandably might take a whileWow my base M4 Mac Mini is really terrible at running Minecraft. I never noticed on local play, but I was below 30fps that whole session. Feels bad. I started digging a hole. My food source is berries. I have stone.
Running the Fabulously Optimised modpack. Might have to do some research into if I can make this work actually well.
Seems like a decent start :)
Try with just Lithium and Sodium installed. My M3 Air runs MC pretty well (45FPS) at 6K resolution.
I'm going to have to do something indeed. I don't understand why I didn't see this poor performance on local worlds with the same mods installed. I think I'll take the opposite approach, go pure vanilla then add in lithium, sodium and xaero maps
Edit: Sodium Extra Settings, and turn on Mac mode to get the game to not render at stupid resolution if you have a "retina" (or any hidpi screen), and instant massive frame boost.
I'm gonna start working on a sweet berry farm next time I'm on.
They're my primary food source! Or they were until I got potato.
I swear they cost more health to harvest than you get from them. Chck. Chck. Chck. STOP Chck. Damnit
Oh thanks for the spider farm by the way. I found it eventually. Tunnelled there all the way from my mountain base. And built a big ass-staircase right over the door. Got me some strings!
Has anyone gotten a supply of string? Or would be willing to part with scaffolding?
There's a spider farm you can get string at.
roughly around -571, 304 (I think)
I know there is a portal in the nether but I have not gone through it.
From memory:
Go through the town portal and head downstairs the the west. Head right at the fork toward ToteRose's portal, but go past it. IIRC, the spawner portal is around the corner to the left.