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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.
So I have made good progress on Community Storage V2. The input system is complete and so is the chunk loaders. The main tasks that are left is connecting the chunk loaders to turn on when the system is processing, setting filters, and priming the system with shulkers. I have setup a VM on my homelab server for afk use, so that is currently running to get the minimum of five shulkers of shulker shells. After that, I will also need to gather up at least five shulkers full of logs (not bamboo logs). Then, with a simple shulker autocrafting setup the system can be primed. I am hoping to get this running by Friday hopefully, since V1 is starting to overfill on some items.
Would it be worth building a big automated tree farm, or is this just a case of running the existing one for a while?
Unsure. I have not used the tree farm much this season so unsure exactly what the output of it is like.
Is it possible to get an "Old Thread" link in these threads? It'd make finding then easier.
Set it up for you
All hail Tea!
I built him a shrine earlier but then he escaped from it.
"He'd be put on a pedestal and worshiped whether he liked it or not!" energy
-S2 TaylorSwiftsPickles building a creesch cult
Screenshots
I didn't take that many new screenshots this week.
Other stuff
I saw we have a lot of sad lonely dried up ghasts in the barter farm. So I have (poorly) hidden a bunch of them over town for people to find and hopefully raise.
My oldest kid made the same connection when he was watching over my shoulder last night. Looks even more atmospheric with your complimentary shaders.
Good news for you btw! I saw that the next version of complementary will get voxy support.
Yes! That is fantastic news. I can finally get my puddles back! 😂
Excuse me, that isn't the eye of Sauron. Its the sun. If you make your shaders look less hell-hole, you'll get better oasis vibes
My shaders perfectly resemble the environment you decided to build in :P
But not the environment I am building. I'M TAKING BACK THE NETHER
I see, I'll file a ticket with the shader developer to inform them about this development.
You better set them right
The Chick Magnet seems to be outputting cooked chickens instead of the much more salable raw chickens. Is this... intentional?
Very much intentional. I did not realize people still used produce to trade for emerald tbh. Iron is much more efficient and we have ample supply.
Not to mention melons and pumpkins
The "Tildestown Railroad Enthusiasts Headquarters" is now open for business on the first floor of the Vandelay Condos! If you're interested at all in trying out the faster rails new to this season, swing by and grab some supplies! We've got it all -- Rails, powered rails, carts, bamboo blocks, redstone, and most importantly a train emoji on our sign!
Pics:
(I donated some rail supplies to @creesch, who then donated even more back to me later. I'm taking what's leftover and donating it to the people because we're communists)
Bluemap stuff
Rail lines
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.
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
squid ink farm (17 66 -133)
sugarcane/gunpowder (6 185 2642) (nether route available via south hispeed rail)
House Jambo (121 168 3916)
This one was already added. I'll make sure to add the other two as well :)
I heard tell there's a (manual) mushroom farm somewhere but I didn't see a marker for it on the bluemap. I got my mushrooms another way but it seems like something to note.
If its a farm, check the industrial district. The mushroom farm is in there. As are most farms that aren't biome specific
I've added a (slow, inefficient) squid ink farm (17 66 -133) - it's good enough for when the resident pickle afks in the industrial district to stack up over several days, but it's immensely slow because I didn't want to ruin the river. If we at some point need a better, faster farm, it'll have to be away from the scenic views of the industrial district. I mostly just wanted some black glass, and detoured to build a farm while I was bumbling around. It's far slower than just killing squids with looting 3, but there's like a full chest of ink in there now so it's something!
I also added a water feature to the hospital and an infirmary on the second floor in case you need to rest your tired bones :)
Might be because I am dutch, but draining the river seems like the sensible approach here to me :P
I'm in
I am slowly, VERY SLOWLY, demolishing a (out of the way) trial chamber. I currently have more than a shulker of copper, and a shulker filled with fringe copper stuff. I need quite a bit of it, but I'm happy to share a couple stacks of copper if anyone needs! I'm enjoying the trial chamber destruction so will be continuing happily.
In an effort to make it easier to fully enchant items, I've been "going through" a LOT of villagers (i.e. armorers, fletchers, toolsmiths, and weaponsmiths).
I think our current set is good enough (only max-level enchants listed):
Armorer - boots unbreaking III, feather falling IV
Armorer - boots projectile protection IV
Armorer - helm unbreaking III, projectile protection IV
Armorer - helm aqua affinity
Armorer - leggings unbreaking III
Fletcher - bow infinity
Fletcher - bow unbreaking III
Toolsmith - shovel unbreaking III and silk touch
Toolsmith - pickaxe unbreaking III
Toolsmith - axe unbreaking III
Weaponsmith - axe unbreaking III and silk touch
Weaponsmith - axe unbreaking III
Weaponsmith - sword sweeping edge III
@creesch - you have a bunch of Weaponsmith heads in your mailbox. It seemed the right place to put them. <3
New thread, new progress update.
I worked on two main builds over the past week.
The first was the result of a discovery Eth made one day: a mole had made its way into our cave. Maybe it wasn't a mole, maybe just a @hamstergeddon. Unfortunately, the level they were digging their rail tunnel at intersected our cave and would have gone straight through our iron farm. So, after some consultation with Eth, I built an underwater glass tunnel in a similar style to the road tunnel higher up in the base and dug a connection down to it. I dont have my own screenshots, so I'll use Creesch's instead.
The second is the Spruce Community Portal's portal in the Nether. I asked @ColdheartsTalon if they were accepting trees built by others, and they said yes, so I designed and built a tree. I'm quite happy with how this turned out, being my first serious attempt at a custom tree. The hanging lamps are to mirror the ones on the overworld side of the portal, as well as to light it up so you can actually see the branches more clearly.
The saga of the wind charge player launcher has probably come to its end. After some more experimentation with @teaearlgraycold we still haven't been able to get a long-distance launch at a speed that gets from home to Poland at any reasonable pace. That was sort of my original hope, that I could zoop over at pretty much any time, probably breaking Poland's airspace laws in doing so.
Other than that, there's been a lot of small bits of work. I think my major rush at the start is over, and I'm going to have to settle into a slower rhythm otherwise I will burn out.
σ_σ
I've started work on the local metro line I was talking about in previous threads. I plan on making it go from the Industrial District to the north side of TildeTown and eventually connect with the town hub. My main motivation for it is mainly just to bring more eyes on the little cable car project I made as I kinda built it far away from everything else. If you've spotted a big mess of scaffolding west of the Industrial District, that's me! I plan on keeping the rail line directly under our roads with minimal intrusion on the land plots.
I haven't made much progress on it yet though so if anyone has any objections, I'm more than happy to stop and revert the landscape haha.
I think you intentions of not disturbing anything are great. But, you'll likely find that you will actually encounter a fair bit of stuff so close to the surface already. Also, if your plan is to connect to town center you probably want to go down a bit.
Yeah so far I haven't encountered much since I'm still north of town but as I get closer I expect to run into things like the trading hall.
There is also a bunch of caves that are actually being used and have various features. It is actually pretty crowded. Certainly close to the surface.
I remember seeing one and thinking about routing the line through there but I thought against it. Will definitely be careful as I build out the line into town.
You might need to click "Update Map" for now... But I'm finally planning out builds!!