25
votes
Tildes Minecraft Weekly
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) - DebugStick - Gives the ability to craft debug sticks in survival
- 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
- hsrails - Allows for 4x speed rail travel
- LuckPerms - Locks down unregistered users
- Otherside - Fix for mob farms involving Nether portals
- 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.
Screenshots
Cool to see the progress on the rail line! I was thinking about adding a little decorative cable car line from the Industrial District to the north side of TildeTown (since that's where my apartment building is) but I wonder if I could just expand that to be a little local metro line instead.
A more localize north south line might be fun as well yeah :)
Local metro, such as a single looped, or mono, type of rail?
Single looped that just went between the two, I think given how spread out everything else is, it doesn't make sense to have a whole local metro system, just high speed rail.
edit: I think it could make sense to have a little loop between lower TildeTown, Industrial District, North TildeTown, and downtown.
What distant rendering settings are you using? That cactus looked cursed in that first picture!
12 chunks, after that it is distant horizons. Honestly I didn't even notice :D
Chick Chick and SP-350 are cute :)
Thanks, they are!
I love the "Hi!" And I'm going to keep it as a feature near my ancient city portal 🙂
There is now a giant tree in the middle of the nether hub. The town portal links to the portal at the top.
For elytra users, fly off. For non-elytra users, there is a trap door next to the portal. Fall down to get to the base of the tree (completely safe, there is powder snow with carpet at the bottom to absorb all fall damage). To get back up, there is a minecart elevator. Look straight up and hold right-click to speed your way up.
Eventually, there will be other trees to the other portals with rope bridges connecting them
N00b diary 004
Enchantments!
Digging safely under the garden continued. I happened upon my first lapis lazuli cluster, and decided to dig around it, leaving the ore alone for now. I know by now nothing is too rare for the server collectively, and I do mostly want to take things slowly, but three factors made me decide to ask a big favour for an enchanted tool: (1) in case I run into more animal blocks that need SilkTouch to safely remove, like if I need to move a whole bee hive somehow, and (2) if I don't need an ore right now maybe I should keep it as a block for when I use a tool with Fortune to extract more quantities? (3) Finding a fishing rod with a minor enchantment on it and being able to maintain it using the community anvil by spending level exp makes the concept feel less intimidating.
Special thanks to @Taylorswiftspickles again for the awesomely named SilkTouch + Mending pickaxe, Midnight (Til Dawn Edition). In game head canon is that a random TS track plays every time it's in use, and the bejewelled diamond axe blade refracts Eras tour stills against the walls, animated by the torch light flickering flame. Game music turned off; Swift albums playing while garden digging continues.
There's a third enchantment on it but I'm not sure what it does yet. For now I'm being careful to put it in a box if I'm going anywhere where (for example) I might fall into lava and die.
Digging
Found my first diamond!! It's pretty far down under the garden, where different rocks started appearing such as black stone and checks notes deep slate. Didn't hang out there too long. Continuing with the horizontal tunnel to look for Iron first. Because of the motion sickness, I'm mostly digging long passages with few turns. The tunnel came back up to the surface in a swamp area just north of Tildetown. The last ascending loop can be dizzying -- I was reminding of a Minecraft trick I knew from more than a decade ago: the water elevator. Which reminds me to talk about:
Tourism!
I've been reading the chat messages and the threads here talking about the high-speed rail, but even after reading the wiki I wasn't quite sure how it all works. And then while walking back from community storage, I got the invite to try! Creesch, Talon and Hamster showed me how the rails work. Basically, it's like getting into a boat: pick up a minecart, place on track, forward to move, and when it hits a powered rail block it zips; is momentum conserved in Minecraft? How does the cart safely come to a stop? Anyway, press E to exit. I'm thankful the rail sections are very straight! Getting between town and storage is now more fun :)
And then and then and then! The guys were ever so kind and escorted me to Poland via the Nether portal. I'm sure portals were a thing when I last played, but being a complete casual and only ever interested in creative mode, I just never tried. From Tildetown portal, arrived in the grand cavern. Something was aggro'd and I did have to hide behind the three while they made short work of the (?) piglin and baby zombie. So....unlikely to be back there by myself for a while. I did want to walk around and check out every stop, the way I love to travel irl, but I didn't want to hold people up much longer. Made it to Poland -- it's huge! By area it's our server's biggest project I think? TSP showed me her coal rectangular block monument, and when we chatted about brutalist architecture another day that's my image of what they look like lol. For now, I am going to keep peeking at Poland via the Blue maps, nether feels too scary. On my way back out I realised I didn't know how to use the portals; while wandering around, something hit me pretty hard and I logged off in a hurry before I died, phew. Read the wiki some more, logged back in later, thankfully whatever it was must have been dispatched or despawned. Portals work by standing in them for 4 seconds, not thru.
Home!
The spider fence finally rebuilt. But truthfully I haven't stayed up nights waiting to see if they are indeed holding. Sheeps don't come through single door gates; widened the main entry to French doors. Lured in a few more, and this time they're put into a fenced area maybe won't despawn.
Discovered the off hand slot; was wondering what the empty shield icon in inventory does. I can put hay in there to lure while the regular hand build fencing or shear or open door etc. The fenced area has double set of gates to prevent following sheep from escaping. Oh, yes, shield goes in the off hand slot as well but I think one has to face the enemy and use left mouse button actively to block. If it's not passive, it might as well not exist for me, but I'll give it a try. Speaking of fighting things....
Spiders!
Last week, Positive assured me that the spider farm is perfectly safe, but I had my doubts. After spending my levels mending, I thought, what have I got to lose. I learned about Ender Chests, which are apparently linked across all instances in the world, but particular to the player -- like in Resident Evil. Having parked all my stuff in the one at community storage before visiting Poland, I proceeded to Positive's, south of community storage. The biome is quite distinct, with fairy tale coloured foliage; I'll look it up next time.
The spider farm area has a chest, a sign, and some doors. My initial assumption was that one walks through the doors into the well lit cavern to look for spiders and hopefully not die. It's much simpler than that. Spiders are spawned from a block called a spawner, which is tucked away from player reach, above a steam, which carries the newly spawned spiders along until they're stuck behind a glass wall, just above the chest, accessible by a thin slot for player attacks. The player is this safely out of reach of their attacks, and the water flushes more spawns down as well as washing drops into the chest. So clever, the first players to have figured these things out!
Shamelessly stood there for a while levelling up and collecting threads. I do believe this is the solution to (1) fishing rods (2) animal leads. (3) Repairing my epic pickaxe.
Lava chicken dispenser outside gave me mixed feelings. They're pixel chickens, they exist to feed the players and they don't have the capacity to suffer. Anyway I'm nowhere near being vegan full time. But somehow wish they could walk around or something? Which is an insane thought because I have no problems stacking 100 Hen Hens in slime rancher in a bin or yeeting them into hungry slimes. Maybe it's their little vacant pixel eyes.
Upcoming:
Knight Boat: the Crime Solving Boat. From where my tunnel ends, I want to build a nice smooth boat canal to community storage/Tildetown. The water won't turn pretty crystal blue because that's just the biome. But maybe I can still make it a little prettier or at least more straight a path so I don't get sick on the boat.
N00b diary 005: composting!
Prior to today, the only semi-automated thing I've done is a wheat field that's auto harvested by letting water run over it, pushing the products into a little ditch tile. After the wheat plots have been operating for a while, I've accumulated quite a few stacks of unnecessary seeds. Heard about composting them, but it was pretty painful putting seeds in one at a time. Positive suggested hoppers.
The Wiki didn't sound too difficult, and the garden dig did turn up a small stack of iron, so I gave it a try. Tried few permutations of box <> hopper <> composter, including one where the hopper was somehow outputting into the dirt wall.... Every time I had to disassemble, one of the items would disappear into one of the other components *Face palm * In the end I got it working. The hopper suggests side loading was supposed to be possible but after a few fails, further fiddling for another time. Right now my stacks of seeds are gone and that's a small Victory.
Horses!!
I had tamed a white horse near Kinnabari's from the first day on the server, but never had the iron to make a saddle before now. Today was the day!
I brought some more apples and hay, but the horse did not want any more. It accepted the saddle without any more riding; is it possible this is still the same White from day one? Decided to ride horse home, entered via the copper doors, and dinged my head on the doorframe.... Added Copper trapdoors for extra height.
Horse wandered around the garden while I worked on the composter. It occasionally visited the sheep pen and neighs at them. :) When I was done, Horse has somehow jumped into the pen with the sheep. Hmmmm. I know this is procedurally generated emergent behaviour, but I'll choose to believe Horse wanted to hang out with the sheeps.
Next:
1.5 try Horse + boat there
Glad the hoppers (eventually) worked!
Hoppers can indeed sideload....typically, composters are an exception and can only be filled from the top.
Minecraft weirdness, got it :) without your comment I would be shy to try it again for other loaders. Thanks!
Similarly, but not the same:
Furnaces:
😵💫
huh! cool ~
but also, whole bucket of lava that can flow a few squares to smelt one thing seems .... expensive
I think you get 100 items smelted from 1 lava bucket if I recall correctly.
Oh that's a much better exchange rate. I just didn't have a large stack :) thanks!
eh, it's a renewable resource now
While I will gladly take credit for assisting in your adventures, I was not actually part of them - though it sounds like it was a fun time.
In regards to your fixing tools on the anvil: you can only do this a limited number of times before it gets too expensive. Putting the mending enchantment and using an xp farm is the superior way because it will heal forever (unless you break it).
I'm guessing but I assume the other enchantment TSP put on your pick is either Unbreaking or Efficiency. Unbreaking works thusly: Every time you use a tool, you will use up some of its durability (amount of uses before it breaks). Each level of unbreaking increases the possibility that each use won't be reduced from the durability. This makes the tool last much longer than without it.
Efficiency essentially decreases the amount of effort to break a block. For example (and this isn't the exact ratio) if a block takes 5 swings of a tool to break, increasing the efficiency on the tool could get it to 1 or 2 swings instead - making the tool faster.
https://minecraft.wiki/w/Enchanting gives a breakdown of all the enchantment types, what tools they can go on, and more useful info. I basically keep this website up in a browser and search for any mechanic I need answers to.
Thanks Talon :) there's SO much knowledge in this game
And also, oh no who is my forgotten benefactor O..O I need to take more screenshots of my adventures
I have found that if I ever feel weirdly bad about the animal farms in minecraft, accidentally falling into one or accidentally breaking a block so the animals escape quickly cures me of that notion.
Trust me, you never want pixelated chickens to die MORE than if you accidentally find yourself surrounded by 500 of them, doubly so if they're now also free roaming and you have to manually hunt them down lest the entire server be chicken-fied by your hands :p
That sounds like a hilariously terrible time: benny hill music playing the whole way, plus accidental falling downs and inadvertently activating mine carts with chickens in them, and then chasing more and getting run over by a cart with chickens.
I love this so much
I have an additional question:
What is this black block with a tiny magma cube on top ? img -- I don't know the name to look up and I don't want to mess it up even with /co inspect just in case it's some delicate operation. I've seen a number of them on river edges.
N00b diary 006
I'm trying to make my house safer -- got killed by a skeleton spawned in my own backyard kinda sucks. There's this Light Overlay mod that shows light levels in numbers as well as semi-transparent red/green pillars.
This mod: (
/lightoverlay configto enter the config menu)https://modrinth.com/mod/lightoverlay?version=1.21.11
Needs these two
https://modrinth.com/mod/fabric-api?version=1.21.11
https://modrinth.com/mod/overlaylib
but that didn't help ;_; a zombie riding a zombie horse jumped my walls. I managed to kill the horse, but died enough times my pickaxe Pickles made me de-spawned. Evie offered to make me a new one, and Gravy kindly flew one in for me. Thank you everyone.
I'm going to seal up my entire yard with a glass ceiling. =..=
Kinnabari came over to help with that effort, we got some sand from the beach where I found sea turtles, but it's really boring watching me place wall bricks lol So they went into my boring tunnel for a peek and asked me what this thing was under my house. I said, no idea, I specifically avoided going into any caverns, but it is kind of weird that it's all orange green on the minimap. They dug into it and died a couple times -- it's a bronze themed trial chamber apparently? I was pretty amazed they got pretty far with copper armor and a regular iron sword. They want to try again tomorrow / whenever adults have time. I'll ... be .... outside the chamber i think.
Edit: from the wiki this looks like a crazy fancy place.... we'll leave it alone for now
lol those blocks were my waypoints so I could find my base on like day two. I kept getting lost past the swamp. You can totally get rid of those. I thought I had broken them all, but apparently not!!!
:D Oh no let's leave them! Now they're fun decor leading to your place.
Another option if you really don't want a glass ceiling is to just light up a larger radius around your base. IIRC zombies have a max detection range of 40 blocks, so with enough of a non-spawnable buffer they would sit far outside the detection range and never come near. Moats and rivers are also good options, depending on geography and preferred aesthetics.
That might be an easier solution. Basically light up a 40-60 block perimeter around my house. Maybe an additional moat. :/ fill it with lava or something.
Hopefully my "chunk" is far enough away from everything else that I'm not introducing unnecessary light pollution.
There is a really simple way to tell what a block is. Press F3. There should be a section titled "targeted block" and it will will you the type of block you are looking at.
In this case, it is chiseled polished blackstone
Trial chambers aren't too bad if you know what you are doing. There are a bunch of mob spawners inside. Unlike normal mob spawners which continuously spawn mobs, these spawn a specified amount and then have a 30 minute cooldown before they start again. As long as you stay in one area and finish off the mobs before moving on, they are fairly simple to deal with (though some areas can be really tough with how the spawners are located). If you aren't that comfortable with fighting, its probably best to stay out.
On the flip side, finishing off each spawner gets you a trial key which can be used to gain loot.
Is there an official entrance to these complexes? Or just drop in from the ceiling anywhere and clear one room at a time?
I think Kinnabari will be interested in trying, I'll stay away until they clear the place out, then go in for a safe tour.
I do not believe there is an official entrance. I would recommend breaking in from a side wall, just so its easier to get out (and build a little room with a bed and chests)
Oh i like that. The "Moonlighter" approach of having a little rest stop with food and storage chests etc. Outfitting the little "inn" is definitely more my speed than going into it.
More like a "RUNWAY!" and "Oh crap, I died" zone
respawn, pick up B set armour weapons to try to recover A set point.
I think it might have been someone else who was playing with you. I have no memory of this whatsoever.
But do you have a carbon monoxide detector?
[I understood that reference].gif
I had to look it up :/
Just realized I'm not the only person in the house who likes Minecraft. Got it figured out, and have been informed that I swaped around the controls in an annoying way.
I enjoyed your reference
Yup, "borrowed" your account :P
Thank you from the bottom of my heart for all of the Hearts of the Sea that I was donated.
Also!!! The trading hall is amazing. I know I grumbled a little this weekend about not being able to find anything but I Jest I Kid. It’s amazing and y’all are doing god’s work out there.
Season 3 "Mall"
Earlier this morning*, a discussion on the server ended up brushing on the topic of having a kind of "purely decorative shopping centre" near (but not inside) the town, like last season's mall. However, we thought we should probably choose something a lot simpler to build this season.
I brought up the Modiano market as an example to @creesch, who seemed to quite like it as a concept, and thought we might build something like this already.
Considering we're still fairly early into this season, I'm thinking we should temporarily limit the amount of "shops" a person can opt to decorate to "1", so that as many of you as possible have the opportunity to decorate a "shop".
Thoughts?
* Timezone: CET
I would like a stall! :D
As the proprietor of last season's mall, count me in! I want to rebuild Xultar for those who didn't see it last season.
Reposting from last week's thread for visibility:
I'm opening beta registration for my wireless ender pearl network. There will be 8 slots for the beta, but beware there will certainly be errors and incorrect teleportations as I get the bugs worked out of the design. No warranty!
Please only reserve a slot if you're okay with accidental teleportations and willing to work with me to debug issues.
Each registered player will have a designated ender pearl stasis chamber at each node, and any node's stasis chamber can be activated from any other node. So, for example, you could travel to the TildeTown node and activate your stasis chamber at the guardian farm to immediately teleport there.
Each stasis chamber is a magazine that can hold multiple ender pearls, so you only need to reload periodically. There will be an indicator to show when you've run out - so do keep an eye on that. You can't teleport if it's empty!
The one caveat is that we play withBig thanks to @teaearlgraycold for disabling that!ender_pearls_vanish_on_deathenabled, so if you die you'll need to travel to each node and reload.The TildeTown node will be located just south of Town Hall. I intend to build nodes at various popular community locations:
Along with a personal "home" node at the bases of people involved in the beta test or the few people with bases very far away who are interested.
Feel free to build a node at my flying city base! It'll be handy and it works well with the lore! I have some areas reserved for particular buildings, but if you let me know how much space it would need, I can cordan off an area later tonight.
The big requirement is it needs to be aligned to a chunk border. The footprint of a full public node is about 18x18 centered on a chunk (ie extending out 1 block into the 8 adjacent chunks). You can see the layout for the TildeTown node if you need a reference.
A rough guess from memory: the receivers and stasis chambers extend upward about 15 blocks into the ceiling. The transmitters extend downward about 10 blocks into the floor. So about 30 blocks total height.
The footprint of the personal node is much smaller as it only houses a single stasis chamber and teleports to a fixed destination - 5x5 not crossing a chunk border - but the height is about the same.
Teen is asking if it can play on the server. I know that other youths play supervised, but this one would mostly be playing at a different time than me (single PC household). I'm not sure if it'll be allowed from our end yet, but I thought I'd take the temperature here before even starting that conversation.
Any objections or concerns?
Some things that come to mind. None objections, more things to consider.
With bob and bunny people know to tone down some of the more adult conversations. People might be not as aware with nemo jr around, something for you to keep in mind.
We only have one explicit rule with a lot of implicit rules following out of that one. Something some teens struggle with or are aften not aware of. As long as they are made aware I don't really see an issue.
No objections -- @Positive's kids are on the server as well (right?)
I think each Tildes account is tied to one Minecraft account; is sharing account what you have in mind?
Correct - they're on the server - ages 8 and 10.
They roam around town and other safe areas, although the older (Bunny) is a bit more comfortable exploring solo.
In general, they are 1) in awe at what people are doing, 2) overjoyed to be on the server, 3) aware of the privilege of participating. "Dad, come look at this" or "Look at what I found!!" are constant refrains.
They are the servers biggest fans.
They watched (and rewatched) the broadcast done by @Teaearlgraycold of the raid in the ancient city. They were excited/scared/thrilled to be part of the Ender Dragon fight (they told all their friends). They constantly talk about what @Noox would think about various animals / pets.
They're also intensely curious. Today, the younger (Bob) was just watching @ColdHeartsTalon as they worked on the nether hub. Talon was kind enough to involve him in the build. @Creesch has also benefited from Bob's supervision and also involved him. Thank you both for the kindness.
I know that kids can be a lot, but I truly appreciate the kindness, tolerance, and patience. Also, they've been on the server since S1, but it feels like they're interacting with more folks this season.
Much love to this community.
I enjoy having them on the server and it makes me think about involving my own kids at some point. I think 6 is a bit young, but from the ages above, I suppose Bob was about that age during s1, give or take? I guess I could have mine join as "read only" players who can't build anything, just so they can have fun running around and looking.
Btw, Bob and Bunny are hilarious. "Bob I like your hat", "ok" had me laughing hard the other day.
That's one of the nice things about kids, they can sometimes point out how absurd or just merely learned our social conventions are.
The best part about it is usually that I'll say something to Bob, get an 'ok' and then u/Positive sends me a whisper with what Bob actually said 'out loud', which is usually much more eloquent than 'ok' :P
d'awwwww :D
Bob uses this to mean so many things. Sometimes he sing-songs "oh-kaaay." Other times it's "Oh, kay!" Still other times he is yammering non-stop about how what he's going to do in response to something and then I see "ok" in chat (hence the clarifying whispers).
I always figured it was him letting you know he has seen your message. Even if minecraft characters are limited in what they can do it is amazing how much expression comes through once you focus on that. There is a clear difference between bob just vibing around, bob observing people and bob observing people and really wanting to participate.
So the extra whispers confirming that sort of stuff are really nice :D
100%
He loves following the work done by "creeck." big fan. :D
Also, he rode the rails all over the place the other day. Loves it.
I've been wondering myself how to pronounce creesch.
Like Sean Connery would say "crease", I've always assumed.
There is no right way ;) https://www.creesch.com/about
I didn't realize you were one of the creators of the mod toolbox! That was so useful back before reddit went to shit. Good stuff.
There's an actual description of the original pronunciation (and "etymology" of the name) on https://creesch.com/about.
However, I still go with the very Polish kriszcz. And in some ways the point is that the name has no "true" pronunciation and anyone can pronounce it however they want.
I like that pronunciation, if only because sz is one of my favorite phonemes.
I've always thought of it as Kree-Shh.
Right? And I totally love it.
Yeah, most of my playtime these days is with a child in my lap.
My 3 year old is great at pointing out a non-full hunger bar, and absolutley loves the giant cactus build!
Maybe your 3yo can help with the naming (Bob and Bunny can't settle on a name). The suggested options are:
However, we can also go with something off the list, or some combination of the list.
Josie, my 3 year old, has spoken! TSP wins with "Señor Prickly Bodil Stewart, Khaki Platypus of Cactuar"!
I like it and will update the sign :)
Rooting for "Señor Prickly Bodil Stewart, Khaki Platypus of Cactuar"
Correct. We had frequent talks about how to respect other people's builds. They spent a lot of time watching me building, as well as my interactions with others.
Luckily, both of my kiddos are rule followers and have always been able to respect the builds of others. There was one minor slip-up early on (Bob in the Easter egg hunt in S1), but the kids learned.
Oh also, speaking of Bob and Bunny. I needed two names for the charged creepers that are going to be powering my nether portal this season. So I asked chat and @TaylorSwiftsPickles suggested Bobaelia and Surferbunny. And so they are.
Well I've had similar talks about basic server etiquette with the kids when the 3 of us were playing together on a server here at home, so maybe they're ready to be unwhitelisted for a while as they learn the ropes. And then one day I'll let them build with me really far away from everyone else's stuff :)
Ha! To be honest I'd forgotten about that entirely. I don't actually remember what he did and I didn't realize at the time how young he was. I just remember scolding him with a "whoa, not cool bobaelia". Whatever it was he did, it was easily fixed.
I think he hadn't realized that breaking bushes was against the rules of the egg hunt (I think he was looking for eggs). He started bawling once he realized he'd messed up. Happily, he quickly calmed down once you reassured him and once we fixed it.
I didn't join previous season, what are the rules and etiquettes for Easter egg hunt if we have one again?
@GravySleeve spent a LOT of time building an island's ecosystem from the ground up. It was dense and awesome. :)
In light of the effort, the rule of the hunt was was: don't break things. In other words, no destroying foliage / plants to look for eggs.
Oh I see! If there is another attempt this season I would love to help
I used item frames to hide 100 chicken eggs, 10 sniffer eggs, and 3 dragon eggs. I tried to hide them in increasingly difficult spots.
I had actually thought about hosting it again in my cybercity, but it won't be far enough along to be a good location. Next year for sure though, maybe someone else could host this year, or we could do it around town.
I remember Bunny taking exception to my UFO shooting your giant statue in the butt, setting off the wars in S1.
I'm glad they are participating more, its always more interesting being involved. I've got 2 nieces, so I have no problem with them hanging around me if they want. And, as I told you in-game, if they want to help out, I'll usually have something they can work on. Maybe I can even come up with something they can do on their own to express some of their own creativity instead of just following my directions.
So much fun :)
Teen has its own account, but we only have one PC that will run Minecraft.
Welcome <3
The Guardian XP farm and the associated vendors, sorting, and auto crafting are done. There's room to make minor incremental improvements:
However, for the moment, this is good enough for me.
Find it by heading north out of the nether hub (nice job, Talon) and following the sea lanterns (nice job on the road, Creesch). It will be obvious.
@Lynxy, before the torch police pays a visit I figured I'd light up the area I have been cleaning up today. I figured your build doesn't really fit with normal lanterns so I went with an alternative approach. I hope you like it ;)
That's a fitting solution! I love it :)
@TangibleLight your ender pearls no longer vanish on death!
Bluemap stuff
Nether roof
We now have a seperate map for the roof
Adding markers.
If you want stuff added to bluemap. Reply to this comment with the X Y Z coordinates. You can get the coordinates very easily from bluemap itself click on the exact block, then click on the popup to copy the coordinate.
I'll add the following things: Player homes, Farms, Factories, Portals, Train routes and stops, Canals, Potential other important community landmarks
For people who find it a bit annoying to haver to go to bluemap to find locations. I just found out that there is a mod that integrates with Xaero. Some people might recognize as it was previously also available for dynmap, but it now also works with bluemap which is nice :)
By default it becomes quite busy with markers on your screen. Here is the general configuration I have set for now where I have removed player homes from the whitelist. In the
Hudsection of the settings I have setShow Marker WaypointstoNeveras well.Please add the Guardian XP farm to the overworld map: 223 161 -1762
The guardian farm is awesome BTW. I had to re-enchant some gear last night (series of unfortunate events) and it was so quick for gaining lots of levels.
added
Could you add the Breeze farm I've built? The entrance is at 1102 62 248 in the overworld.
added
My flying city is far enough along now that it can be added whenever you have time. -2436, 1273
Also, I should give the city a proper name, so maybe I'll think on that while I work tonight.
Y level?
-2436, 177, 1275
Ty, added!
Update on Community Storage V2
What is done
I have finished building all of the sorting mechanisms as of a few days ago. Both bulk storage and the multi-item sorters are built. Building the sorters is the largest part of the project, but I still have various other sections to build. I have not set any filters for them yet
I have also used the layout of S2 storage to get rough categories in place. I kept the layout roughly the same, so that those who played in S2 can rely on their knowledge of that system to help them find items
What still needs to be done
I still need to build all the surrounding infrastructure to make it work, which are:
What you can help with
I have labelled each chest with their tentative categories. For bulk storage, I just took the output of the farms in the industrial district and assigned a section for each item output. Half of bulk storage is unclaimed, with the idea that as more farms get built we can add a section for bulk storage for them. For multi-item storage, the categories are the same as S2.
The part that you can help with is to view storage in game, and if you notice any missing categories or flaws in the proposed categories, comment them here. We do have room to expand if needed, so if something makes more sense as its own separate category we can do that
So I am making good progress on the input system. I am hoping to have it up and running soon, as the main thing that is left is to sort out shulker boxes from regular items. The reason for this is that the sorter this season will have a single chest for input that will handle both shulker boxes and loose items to make it easier.
I have also looked into the layout for the input room and I will be able to have it align with the road in that area. Therefore, I plan on having the road cut through community storage rather than have it curve around it.
Nice to hear! I became rather fond of that road from all the running back and forth I did on it before I finally connected to the nether rail line this week.
I was always planning on having the road exist to some extent. However, the road did get built through my land claim, so if needed I was going to shamelessly have the road curve around storage. Luckily, it lined up so that where the road was already running worked well to have it cut through storage. Running the road through is going to create some interesting design restrictions for when I start to create the building around storage though
What do you mean by item transport? Asking before I type out an entire comment based on assumptions :)
Moving the items around storage. Hoppers and water streams
Ah, I was definitely thinking in the wrong direction then. Carry on!
My simple "apartment" building has been complete for a few days now so feel free to claim a unit for yourself. @chocobean you mentioned wanting an upper story unit, you can take the first unit on the top floor immediately left of the stairs, the one without a balcony. I kinda cheated and built a balcony for my own "penthouse". Feel free to expand your to include a balcony for yourself if you'd like :). The same goes for anyone else as well, please feel free to customize your units and even expand your units outside the bounds of the building. I also built the building to be elevated so if anyone wants to add some sort of ground-level "basement", please feel free to do so. I'm not really sure what can be done in that space besides adding some ground level apartments haha.
Its been claimed yay! Thank you Artvandelay! Thank you very much :D I've put a bed inside so if I die in/near town again at least I'll respawn reasonably close (lol). I've been wanting a little space in Tildetown for that, but didn't really feel like taking up space when everything is so fancy and there's a bunch of grand plans. So having a unit is exactly what I want!
In particular, I love the view of a happy ghast floating around and hearing its coo-ing noises. When I play dwaft fortress, I always think it's silly of the Dwarfs (☺) to have favourite animal noises in their bios sometimes, but that's pretty true in real-life, we all have small things that just somehow warm our hearts inexplicably.
The space is so much nicer than my survival cobblestone rectangles. Right now, I'm gathering wool to carpet the space. I'll be paying a bit more attention to how others are decorating their space as well; didn't seem as important before.
@creesch found me wandering around a bog area, near a (former) witch's cabin from whence I looted a potted azalea, which will go quite nicely inside as well. Yoink!
Completely understand how you feel about being intimidated by all the big grand builds on the server, I'm exactly the same! The last two iterations of the server I just built a tiny tree house to stay out of people's way. I'm glad you enjoy the apartment, I'm happy that at least one person enjoys it :)
As someone who did some pretty nice builds last season, I have some thoughts on this. The first is that it is worth noting that some builds have had several iterations. Last season, my house at the end was quite impressive, but the first iteration was nothing too impressive. Even this season, the difference between the original trading hall and what it is now is quite the difference. So I encourage you to give yourself grace and let yourself slowly iterate on your builds. The second thought is a conversation I had with @GravySleeve last season, where we both felt that the other builds on the server were pushing both of us to build better. It ended up with us having built better stuff than we had done previously. So my encouragement is to use the other builds on the server as motivation rather than discouragement. I remember last season I would visit other builds for ideas when I was stuck trying to figure stuff out (particularly Evie's base, since we were both playing around with gothic architecture).
You make some good points! I actually used that motivation to even build something big in the first place this season and I think my build turned out alright. I'll definitely iterate on it overtime but I'm happy with the first iteration I've got so far.
Pmo that you would mention me without @'ing me. But uh yeah I always see like little details and techniques in other people's bases that really stick in my craw and help me improve. It's funny, last season your and my builds were conceptually similar and this season mine and @GravySleeve's are, there's always inspiration to be found
Unsure what "pmo" stands for but it seems like you are upset that I did not @ you. I am sorry about that. I did not mean offence to it.
Pmo is short for "pissing me off" but with like a glib nonserious connotation! You certainly don't need to apologize :)
And here I thought it meant project management office
I thought Prime Minister's Office, like, getting called into the principal's office for being in trouble
@taylorSwiftsPickles has claimed a unit as well :D
That reminds me, i should mark my unit "visitors welcome"
I looked around earlier and I love this idea! If there's an empty room in a week or so I may take one just for the challenge of decorating a small space (if that's ok!).
Feel free to do so! The building is for anyone and every purpose!
I've completed a basic little structure for the cable car idea I had last week! Built two little basic "stations" and have connected them with an iron bar wire. The wires are then suspended with two wooden poles. It's extremely basic, I need to add little fences as "fare gates" and need to add proper flooring to the stations but it's coming together nicely. I'll add two cable cars to complete the build soon.
edit: Added 2 cute little cable cars to the system and began decorating the stations. Final thing is to smelt some glass but venturing out to get sand is a little annoying haha.
I've built Etho's 360° player launcher from his latest Hermitcraft episode, and added a bit of Wandering Trader flair to it. It's pretty cool, but very hungry for Wind Charges.
Unfortunately it doesn't seem to be as useful for long-distance launching as I'd hoped. As soon as you go outside of chunks the server has loaded it will reset your velocity, which sucks when you're otherwise travelling several hundred blocks per second. It probably still has use for long distance travel, just not as quickly. I found during testing that if you angle upwards for even a short amount of time the game will send you skyrocketing upwards. On one particular launch I ended up at y=2000, though that one did have a bit extra charging time.
If you want to give it a go, feel free. I've added instructions along one of the side walls. As I mentioned it uses up wind charges very quickly, but you can launch multiple players at a time to help with the efficiency. Just beware of staying in the powdered slow too long. I built it floating in the sky above the roof portal tower at Eth's and my base.
So uh yeah that did happen. In order to get my stuff back I at least destroyed one block of snow. But you might want to double check if I didn't break anything else.
I had good fun with it before this did happen though! I put in about 15 breeze rods as payment.
Footage of creesch testing the new machine
Hmm, I wonder what you hit on the way out. I might have a look and see if there are other blocks that can be used to hold it all in.
Thanks for the Breeze Rods! I might have to sign up secret_offline to Tildes so they can interact with the world and ride the minecart at the farm while I'm at work.
I remember in Etho's video that when he first built it that there were issues of player deaths, but after a bit it got sorted out.
I've now replaced the slabs at the bottom that were holding the bubble columns with rails, so there should no longer be anything that could possibly get in the way while launching. In case it somehow does kill you again, the dispensers above the snow have buckets to pick up/place it down again, so you can use those to temporarily clear the area.
I'm still having velocity resets happening all the time, including really close to the platform at low charge levels (like, less than a second). I don't know whether this is the game's built-in check (also shout out to the Fabric project for making mcsrc, being able to read the Minecraft code whenever I like is great), which can be disabled with by setting the
elytra_movement_checkgamerule to false. It seems likely, given that the code there is basically "if going too fast, don't".I will ping @teaearlgraycold to see if you'll consider changing the gamerule (even just to test whether this is the cause of the velocity resets), but I will also say that this player launcher will almost certainly cause lag spikes when people use it because the server will try to load chunks along the way.
I'm not sure if it's the same code running, but I know Minecraft does have some anti-cheat for checking if a player has moved too quickly. There are mods to disable it, such as Too Fast, which I tend to install whenever I run a server.
Looking at the same patch from RandomPatches, it is overwriting three values. One for elytra, vehicles, and general player movement. So it's possible the gamerule you mentioned is only affecting one of them. I assume your contraption relies on elytra, but I do see the rule
player_movement_checkalso exists, in case that's relevant.Whenever the movement code runs, it logs "<Player> has moved too quickly" to the log. So someone with server access could confirm if that's what's kicking in when players are having their velocity reset.
Reading the game's code, the
player_movement_checkgamerule applies when the player isn't flying,and has a lower limit of 100 blocks per tick as opposed to the elytra's 300 blocks per tick. I don't think I'm actually going that fast on launch, especially on lower charge times, but I really have no way of knowing.I've just restocked the launcher, because it was completely empty. It takes 7 stacks of breeze rods to fill it up, which is, uh, about 6.5 hours of AFKing at the breeze farm. I really need to add more Trial Chambers to the minecart loop.
I've mostly completed the local Hospital! Stop by if you need to rest, regenerate, heal or talk with Nurse Joy(ish).
I've also built a small scale brewery with plenty of awkward potions ready to go. I'm writing up a book for instructions but basically the left 5 brewers are to create your 'level 1' potions that require awkward potions as bases. Once you've made those, you can move over to the right 5 brewers to upgrade them with either glowstone dust or redstone dust. Flip the switch on each bank up for 'brew mode' (potions automatically load and begin brewing), once the potions make the brew sound, flip the switch down to dump the completed potions into the box, then flip the switch again to start your next set of potions.
https://ibb.co/bj1jSZTY
https://ibb.co/mjvYkn3
https://ibb.co/6Rjrh06J
https://ibb.co/GvZQ1xLJ
How come you didn't use a custom armour stand for Nurse Joy?
Honestly I just wanted a villager with a thing on it's head, it's more 'lively' and I'm quite happy with how silly it looks with their nose sticking out the front :)
That brewing setup will be very convenient! If you want automatic brewers set up for anything, I'd be happy to build the design I used under the slime farm.
I started down the road of automating the whole thing but I thought it'd be more flexible if it was semi-automatic, this is my 3rd variation and it definitely may change at some point so I will be sure to reach out! thanks :)
I really appreciate this! I've never done any of the potion quests but feel encouraged to try
Thank you
I let the kids hop on for about 30 mins separately last night. The both fell to their deaths multiple times, but that's largely due to them being more accustomed to playing on the Switch. I may need to look into getting them setup with a controller mod.
I gave them a little tour of the town and both of them wanted to ride the rails, but they couldn't since they're unverified. And they're already asking about when I'll let them build. But they're not ready. We need to brush up on the etiquette a bit more. I'm thinking maybe another week or so? I just want to make sure they're not causing issues for folks or spamming chat or whatever.
Even then my plan is to take them to my floating island and have them build with me there in solitude for a while before I let them go near other people's stuff. It's not that I think they'd maliciously do anything (they're total sweethearts), but they're 6 and accidents happen.
Also @TaylorSwiftsPickles and @j0hn1215, the kids were excited to see people in the game so we visited you while you were AFK. John if you have an extra block of white planks, that's my bad!
Hamster, your littles are welcome to visit my tiny garden when you think they're ready for someone else's stuff but need a low stake trial. It's all N00b easily replaceable stuff that only takes a minute to fix instead of high speed rails, complex machinery and end loot.
That's where that came from! I thought I was going crazy! :) And they're welcome to tour and/or visit my inanimate body whenever. Soon I should have something a little more cozy than a pile of dirt in a corner...
Poland update
The "Big Flattening" is slowly coming to a pause. A stupid amount of work has been done already, with a few more parts currently planned, but after that, I'm going to have to stop terraforming and start planning out and/or building parts of the city.
Sadly, this means I'm going to have to keep the whole area as an ugly moss platform for the time being. Because, well, I can waste time and effort flattening out this entire thing already, sure, but for now, I don't know whether I'm actually going to need it - and on the other hand, there's no point in making proper contours (especially on the east side) yet either, for the same reason. (Also I'm sick of flattening things instead of actually building; it's been almost 1 month)
Therefore, I shall apologise to my neighbours, @Evie and @GravySleeve, for having to stare at my hideous moss platform for an uncertain amount of time, whenever they're looking towards the north.
I don't know much about the current metro project, but I saw this interesting video today for an automated metro system.
jazziiRed: Designing the smartest metro system in Minecraft
@teaearlgraycold, heard anything back from support about the connection issues? People have been DCing left and right again for the past two days or so.
They closed my ticket without doing anything :(
If someone can send me an MTR report I can open another ticket.
I'm out for the weekend but if nobody else does I can get you one by Tuesday.
Of course the moment you ask for a MTR report the issues vanish and they all look perfectly fine. As soon it is starts happening again I'll get you the info.
If anybody would like to be included as an armor stand in the netherhub, I'm taking head donations. There is a chest in the town portal tree (in the base). Plop a head in and I'll put you somewhere.
If you would like to look as close to your skin as possible, let me know what color armor to make.
If you would like a particular scene, just let me know.
The idea is an oasis in the nether. So lots of lakes and rivers and trees with rope bridges
I have added transport lines to Bluemap including stations along the routes.
Last season we had this layer hidden by default, but people couldn't find it. If it annoys you, you can toggle it off through the menu in the top left.
That magenta north line goes FAR
Gold farm now has 'Premium AFK' mode, as well as a handy chair lift to a better position to afk at.
It still yeilds more gold with a looting sword but if you want to afk, it works much bettet than my 'Crappy AFK' module i hastily installed.
Havent been on much so only work ive done around our base is a bamboo farm. Im pretty happy with it. Its totaly over engineered and needlessly complicated, but i wanted to chalenge myself with something new and tried to make it somewhat aesthetic.
Im in the middle of plans to build a massive kelp farm in the industrial district to feed fuel a industial 64 furnace super smelter.
Is the 'Premium AFK' a subscription, or a one- time payment?
And that keep farm would have to be truly massive to keep up with a 64 furnace array! I know my planned build of a one chunk 16 furnace array + kelp farm required a huge number to maintain continuous smelting.
Also, maybe we could work together on some furnace stuff so as to reduce effort duplication. I'm out of town for the next week, so it might all be done by then. The exterior look is my primary desire: 16x16x16 cube to look like a furnace block, with some redstone to make the fire light up when the furnace is on. Let me know if you're interested in collaboration, otherwise, I might just build my design out by comm. storage for increased convenience.
Absolutely!
I had a similar vision so it would be good to work on it with you.
My plan was to create a version using cubicmetre's design as inspiration.
For the kelp farm, i was planning on using an ilmango design. Its compact, modular and stackable so we can keep adding layers until we got the throughput needed. Because the industrial district is usually loaded by someone afking, i dont think it would take much to make a large stockpile of kelp blocks
Yes, I could definitely kelp you with that
My only real furnace "innovation" is the togglable flame texture on the big block. I think it really sells the animated furnace block texture, although it does require some map art to work (a full red, yellow, white, and orange map, which will take some doing. I do have some ideas about an efficient end platform for map art, but I'll save that for another time)
Looking into the ilmango kelp farm: Woah! I've been using a Mumbo design that works great, but is MUCH less space efficient.
Have you considered putting the super smelter across the river closer to comm. storage? It never came to fruition last season, but there was talk of being able to pipe things directly from comm storage to a smelter system. Something to consider.
I think with the aesthetics I have planned for community storage, and the aesthetics you have planned for your furnace array, I think the best plan is to put the smelter in the industrial district. Plus, it would be easier to route inputs from the farms into the smelter at the industrial district. Rather than have inputs of storage be routed to the smelter.
I was planning on having the smelter in proximity to the kelp farm (which is already in partial construction in the industrial district) so that fuel could be directly linked in, however having the smelter near the storage makes a lot of sense. I can easily put a shulker loader on the kelp farm and an unloader in the smelter so the maintenance of the smelter would be ferrying an inventory full of skulkers of fuel periodically.
As for piping directly to comm. storage, I wasn't part of last season however, since storage is @IsildursBane baby, I would get their weigh in.
Oh, yeah, if the keep farms already under construction over there, I think auto-fueling trumps most things.
Would that I could log on now, but alas, not until Wednesday/Thursday.
I already weighed in, but I do think that industrial district might be best for a few reasons. Also, while at comm. storage would be convenient, with the high speed rail line, commuting between storage and a smelter at the industrial district would be pretty quick.
Looks like it now gives ~1 stack of gold blocks per hour - not bad at all. I'll AFK there for ~16 more hours before I return to the industrial district
Not too much from me the past week, but I still have some screenshots to show off.
Let's start with when I was bored AFKing at the Shulker farm, where I freecammed my way back to the main End island and looked back. I'd noticed this before, but Voxy always renders the actual world on top of its LODs, which normally isn't a problem but does come up if you freecam away from reality. I lined up the shulker farm with one of the obsidian pillars of the island, massively reduced my FOV to zoom in, and took this interesting shot.
I mostly did 3 things this week.
Breezes are actually a pain to farm, because they only spawn in trial chambers, and each spawner has a 30 minute cooldown on it. The chamber I've built this farm in has 3 spawners, and with each spawner making 2 breezes per cycle that's a whole 6 breezes for an average of 72 breeze rods per hour with Looting 3. Each spawner is in a little box to funnel the breezes to the Nether. Breezes have a tag that makes them persistent, so they don't despawn, meaning I can sit in a minecart that takes me past each of the spawners in a loop and go off and do something else. This does mean that they do slowly build up over time in the nether, but the rate is a whopping 12 per hour so that's not actually an issue for the server. When you're done minecarting, you pop into the nether and attempt to kill all of the Breezes without them pushing you around or breaking the scaffolding. I need to do a better kill chamber at some point, but that is not now.
I have two ideas to improve rates the farm.
Finally, I just want to say wow! to a few of the projects happening around the server at the moment. One night Eth and I were pretty tired so we decided to just go on a world tour. Particular highlights for me were:
I don't have screenshots from that night, but maybe that's a good thing as it might encourage others to go out and have a look themselves.
Getting so in-character I made kultura zapierdolu a thing even in minecraft /s
Thank you kindly!
Fyi, there is also a gunpowder and paper farm.
If you're meaning the one out at x:25 z:2642, I've found it to be much slower than either the witch farm or the ghast farm for getting gunpowder, and the witch farm also gets redstone which is useful for obvious reasons.
I'm not sure why I just seem to have strings of connection issues (internet itself seems to be fine - at least, roommate is streaming in the other room and I'm not aware of any hiccups) from time to time. Maybe it's just the server telling me that I should in fact go to sleep early today...
Anyways, my adventures can be summed up as... I am STILL wishy-washy on where I want to "settle", or even what this build would look like (realistically I'll just steal a design off Youtube or something). And while I am wishing and washing I just Stardew Valley it up with a very slowly growing and also very hideous villager
jailtrading hall, animal pens that are just holes in the ground, and the very occasional foray into some hole in the ground. You know, the same stuff I have been doing in Minecraft since 2015 (minus the villager stuff but you know what I mean).I do need to look at where my nether portal puts me on the map relative to town and look at what transit can look like, because I want to see what others have built without the 5-10 min commute!
Speaking of Stardew Valley again - I believe @dhcrazy333 wanted to build Pelican Town this season?
Been out of town and busy with some other IRL stuff lately (and got sick), haven't forgotten about y'all! Do plan on trying to hop on a bit more but so far it's seeming like I won't be able to be as active as I was last season. Will still get on when I can. Last I was on I started to explore some of the things y'all have been creating and it's looking great so far!
I've been quite busy for personal reasons and haven't been able to keep up with all of you people's progress/projects, could anyone be so lovely to make a summary of what's happened these past two weeks? I've been reading all the comments here and there because there are some interesting things, but it's hard to keep track of everything!
Oef, a lot did happen so I am not sure any summary can do it justice. I am sure that even for people that have been able to join there are things they are not aware of. (There certainly aren't any extra secret tunnels).
But uh:
But to be totally honest, I wouldn't worry too much about missing something. Just join when you are able and take in what you can, possibly ask people online if they have anything cool to show.
@Positive @Noox I think you did a lovely job on the trading hall so far! One thing I did notice though is that I keep getting turned around finding the lower levels. The reason, I think, is because the stair cases lack some contrast which basically hides them unless you are standing at exactly the right spot.
As an experiment I took the extreme approach of replacing some stairs with quartz variants. Here is an example of stairs down that without the visual cue could easily be overlooked. Personally I actually do think it makes for a nice fit, but more importantly to my eye this also looks easier to navigate.
Also, don't take just my word for it ;)
Over time I would get used to it. But it would be nice if people are able to find their way around a bit easier from the start of course.
I am not saying the quartz slabs and stairs need to stay, they just serve to illustrate the point.
Btw, I approve of Catcreesch looks like an excellent supervisor.
Yes I figured they've been there for a week so they deserve an official title ;)
Kittty!!! :D
I actually also went to the wrong place several times. While I was navigating through the south side fairly easily, a lot of the times I mindlessly ended up on the top floor instead of the bottom floor of the north side due to the interior design. But in typical pickly fashion, I also couldn't care enough to fix it
That's not a bad point! @ u/positive, we could always adjust them into pale wood stairs, or maybe use those grey/white dotted stairs? Let's see what works!
@Noox I built the glow squid farm you requested (it's next to the afk bunker), but it's very slow until all the underwater caves in the area are lit up or drained.
Thank you for building this!
Ooo awesome, tysm!!! And slow is still much better than nothing :D!!
I mean seriously slow lol. I think it only generated like 15 ink sacks since this morning.
I repeat my earlier statement ;) better than nothing!!
@bo0tzz I did light up all water near the squid farm but rates were still poor. I did check on the farm we had previous season. Which was of a different design but also had the AFK spot really high up.
I have now build a scaffolding tower to the same level (144) and rates seem to improve considerably.
So the conclusion is that later today there will be a construction crane in the industry district ;)
Edit:
Did some searching. You need to be at least 24 blocks away from the nearest spawnable block (water) but within 128 blocks. That is basically the sweet spot if nothing else is involved. But, it is recommended to afk up and away from the spawning area near the 128 block limit. This is done because it effectively unloads mobs and stuff below the farm which allows for more squids to spawn.
All of this also makes me think that the current location still might not be ideal. There is the iron farm with mobs above it (although I am not sure they influence the calculation) and if there are people around in the industry district spawn rates will drop.
I might experiment with creating a new glow squid farm a bit further out just to see how the rates will be there.
They do not. The game has multiple mob caps for different categories. Glow squid fall under the "underground water creature" cap, which has a limit of 5 (barring nearby player shenanigans). They're also the only thing in that particular cap, so even regular squid don't affect glow squid spawning.
Interesting, I hadn't expected the afk distance to matter that much!
The farm is currently around y 20, so there's plenty of room to just move it down further.
Moving it down might cause issues with surrounding caves, but it is something we could explore. I might just build a second one under the one you made to see what happens.
Output is now roughly at three stacks btw so certainly not bad.
Edit: Created a second farm at bedrock. Curious to see what that will output if any
Haven't done a whole lot since the last thread Just a couple of small projects here and there.
I built some proper stables to house the growing collection of mounts. I also managed to find not one, but two skeletal horses wandering around town? If they belong to someone and escaped, let me know. I haven't gotten around to saddling them up yet. I named them Waldorf and Statler.
I built a rail stop in the nether. From it I plan to lead to all my far-off places
I reworked the portal on my pretty pink princess floating island. I still don't like the top...I need to rework it a bit. I continued to carve out little creeks throughout the island. The plan is to make all of the waterfalls off of the floating island connect to the lake I made on it. Not realistic, but still neat! I built a bridge connecting the portal island to my new built water elevator, which is discretely behind a waterfall.
Eventually I'll start building some houses and figure out a way to bring villagers there. Hoping to get a proper village going eventually. But I'm lazy!
Legend says that if you look up at the sky and shout LORE, the villagers will magically appear
@lynxy, @LunamareInsanity, @Shadowfox, & more - missed you all, I hope we get to see you on the server again soon! :)
@creesch How would you feel about me moving or removing the high speed railroad launcher in front of your place? I had hoped to grade and encourage more building in that area, being right on the main road, but the high speed rail thing is in the way of that plan.
The cannon can go for sure.I realized it is not up to me. Bob and Bunny have been the prime users of the cannon. Kidding aside, probably fine.As far as grading goes, that depends on what area you'd want to grade. I don't think we should grade everything, that just makes everything flat and boring. For example, I specifically build my house with the slope in mind.
Having a completely graded plot next to me would, suck a bit.
Edit:
I am also not sure we have people still actively looking for plots? Around Bauke's place there are still a bunch of marked plots available. The southern slope of town also has the area cleared. The bigger "issue" (notice the air quotes) is that a few plots have been claimed for a while but remain empty.
Basically, if you have seen those pictures of detroit with all the vacant empty plots, I'd like to avoid that ;)
Now that my house at base is done, I was hoping to build a town house as well, so at least one person will be looking. Though I'd prefer a "rugged", unaltered plot.
Stuck in the hospital right now, though, so I might be awhile in claiming one.
Get well soon, Nemo :) 🌷 hopefully you're not in pain
I'm not sick, much worse: It's one of my kids. Checking out today, at least. Just a little non-fatal poisoning. ]:
Nemo, how's kiddo? And the rest of the family as well. If you need someone to talk to about the ordeal, you can PM me or share on Tildes, a bunch of us are parents. sending good thoughts 🌷 🌷 🌷
I'm still pretty freaked out but kiddo is very much doing better. It's been a stressful ordeal and the house is a mess, but I'm back at work and slowly catching up on housework. It was really nice to zone out for a couple hours on the server last night just landscaping my hinterlands and trying to catch and convert zombie testificates. I got one!
*squints really hard at the word
*Wiki's
Oooh, it's a race.
Anyway, glad kiddo is doing better :) Minecraft can be peaceful and meditative when life gets messy. Glad we have the server up
Oh that is much worse, what a scary thing to have happened. I'm glad they're checking out today.
Oef, just saw this. Glad they are okay though.
Plenty of unaltered plots available as well. No worries there. Hope you get well soon!
I am following Isildur's suggestion from last season, in that most people prefer a nice flat ground and well established plot to choose to build. So far, it has worked out quite well.
I would not assume to know when people are done looking for plots. All of the plots I have made recently have been claimed, even though it felt demand was slowing down. I also have only cleared a few plots at a time to prevent too much blank space.
I intend to free up plots near the center of town which have not been touched for over two weeks. While I respect an early claim, I feel you should build something or risk losing the spot.
Last post/discussion I saw was, the area near Bauke's place is no longer recommend for building more residences as it is too close to the industrial district.
To be more specific, my current plan is to make available the plot opposite Durinthal's home. The space opposite Creesch's home, I do not plan to grade, but I will clear cut some trees between there and the hospital.
I think there is a mixture of preference. I think at times people feel unsure where to build, and sometimes the possibility of a location is obscured through having trees. On the other side, some players like having the rugged terrain help them define their build. Also, it is worth having some trees around in the empty spaces, so it doesn't look barren. I guess what I am trying to say is that it is a balance.
Another area that can be expanded out to is westward. I did leave a buffer on comm. storage with the expectation that town would develop a bit west. To have community storage outside of render distance, the rough border would be about where the aether portal shrine is. So having town expand to almost the river edge would be fine in that there would be a smaller section of town that loads both town and comm. storage, as I was trying to avoid the lag of comm. storage stack with the lag of town.
Yeah not disputing that, just saying that not every spot is suitable for that.
As long as people know it might be a bit more laggy with all the redstone it is probably fine. I think @Bauke would love some more neighbours.
Sounds all good to me :)
The cannon is gone.
But I am actually confused again. I thought you were talking about what is marked here with 1, but you seem to be talking about the thing I marked with 2. But that plot is already graded and claimed by someone.
They haven't been online in a while so we should check in with them if they still intend to build there.
If you actually mean the area behind durinthal I spent quite a bit of time cleaning out the gravel, putting dirt back in, and generally make it work with the little river scene joeglen made. If you want that bit graded I'd request you let me do it :)
Edit: To not spam you with another reply. I'd be happy to help grade and make ready some building plots in a few areas. South of Durinthal there actually is quite a undeveloped part of town where the road abruptly ends. Considering where town "center" is we might want to stimulate people to build there. Bauke previously cleared trees there and Joeglen build the little river scene so with some plots that actually might be rather attractive.
There are also a few other corners where I feel it makes a lot more sense to level out terrain.
Thanks for moving the cannon! I do think it is a cool and fun build to have and would want to set it up again somewhere nearby.
That plot you labelled as 2, I graded early on and made available. Someone did build on it but did not leave a sign with their name. It has not been touched for a couple weeks now. While I agree following up first would be the respectful option, I also believe not touching the spot for this long is a pretty clear sign it is abandoned. And that would be OK if it wasn't right in the middle of town.
I'll leave a small sign announcing my intention, but eventually I will clear the plot and make it available again if it continues to sit.
Some freshly created plots and new roads
This was actually talked about on the server and the consensus was that doing a mention on tildes first is preferable. Otherwise I do fully agree.
I was inspired by this conversation to actually try and motivate builds south. So I have started creating graded plots there. When I am done I think there is easily room for 4 decent builds possible more depending on the footprint.
Cannon is fine to go / be moved.
Not that it actually applies to you, obviously, but the whole thing made me think of my favourite Polish meme ever
If someone want to research how to reconfigure Paper to allow for @secret_online's copy of Etho's player launcher I can make the necessary changes.
Set 'max-elytra-speed: -1' (-1 removes a speed limit)
gameplay-mechanics:
elytra:
max-speed: - 1
Increase 'max-player-speed'
Set 'disable-elytra-movement-check: true'
If there are anticheat plugins like Grim, Vulcan, Matrix, they can also reset velocity if they get a false posive flag for illegal movement speed
I disabled elytra movement check but can't find any config values with the other names.
@Bauke you've got mail. Figured you are missing something in your petting zoo :)
Hey @teaearlgraycold - would you be able to investigate whether our current "world protection" configuration offers any way to prevent mobs & projectiles (but not players) from destroying armour stands and item frames?
We had a few issues like this last season (e.g. creeper explosions, pillager arrows), and it would be nice to prevent such behaviour to begin with. It'd be great to have an easy way to disable this type of mob griefing without having to do any kind of permission changes, like giving specific players the ability to toggle armour stands' "invulnerable" tag
I can globally disable mobs from breaking armor stands.
I'd say let's go for it?
This breaks the workflow of my build that crafts armor stands, then drops them in the way of a name tagged skeleton shooting an iron golem. The skeleton breaks the armor stand, which releases a pressure plate.
I use the resulting signal as a fairly simple redstone clock.
With an attached cobblestone farm, auto-smelter, fuel farm for the auto-smelters, and a witch farm for sticks, it's a 100% sustainable redstone clock!
This post is a joke if that isn't clear.
https://xkcd.com/1172/
Doesn't locking the armor stand prevent it from being broken?
Making it invisible does weirdly enough, but that's not typically practical.
No, just prevents you from taking the armour/items by rightclicking
The mob farm at home: https://tildes.nore.gg/map/#world:-3331:67:-180:0:-0.89:1.51:0:0:free
I'm sure you could automate that somehow. I believe in you
I had a similar problem with my pyramid build last season! This season I'm just planning on building the whole thing solid...
I’ve been searching for a suitably large river area for a Drowned farm.
Edited this post to say the original spot wasn’t going to work. I will post better coordinates later
I feel like it's too close to town/storage, but I'm not hugely picky.
Maybe over by (90,650)?
Thanks I will check that out. There’s another spot near 2302/1290 that has potential