22
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.
Screenshot time!
I was on holiday, so only a few this time.
Do the horses not run away if not enclosed?
They do, but they are tied up with leads
Comm. Storage V2 is going pretty good. Most filters are now set, so very few blocks make it to the overflow. I am now working on designing the exterior and just making it all look nice. However, I have noticed two issues:
There seems to be on one side of bulk storage that the blocks stutter, rather than flow smoothly. I am unsure what is causing this and am just puzzled.
If a category in multi-item storage gets too full, it breaks the system and starts breaking all filters beyond it. This happened once with the food category, but I was able to fix it. However, it is making me consider adding overflow protection. The easiest way to do that is to move the sorters up two blocks, which sounds like a big task but should not be that time consuming.
Edit: I also forgot to mention the possibility of adding non-stackable item sorting. There is a space I left in mind if someone wants to tackle that. If you have a design of how to sort non-stackable items, let me know and I can show you the rough area I had in mind and set it up so that you can get the stream of only non-stackable items
Edit 2: I have since moved half of storage. I will not have time this weekend to do the other half, so I am postponing that until probably mid next week. Storage is currently operational as is
This feels like the exact problem that an army of Copper Golems could help solve. Of course it would only sort items that already exist in the system, but it should keep the final overflow relatively empty. As a bonus, they already do some level of grouping of similar items.
So overflow is separate from non-stackables. I am already sorting out non-stackables and just loading them into shulkers to be stored separately. I haven't looked too much into using golems for sorting non-stackables so that might be the way to realistically do it. But, I have enough on my project list, so if someone else wants to tackle it let me know
So I have finished moving one side of storage up two blocks. I have not done the other side, and looking at my schedule for the next few days, I will probably not get around to it until middle of next week. It takes a few hours to do this, so I want to get it done in one sitting(ish).
So instead, until then, I am going to work on designing the aesthetics of storage. I have finally got most of the lobby designed, as well as figured out a design for the facade. The problem is that the entrance is right where the hill meets the road, which is awkward. My plan is to terraform and move the hill back significantly and turn it into a cliff.
@nemo thanks again for your help in the terraforming and the roadwork west of storage. I did neglect that road section, with just making it barely useable. I haven't fully planned out how to merge the cliff with the terrain yet, so I am open to suggestions. However, I was initially thinking something along these lines. With that plan, I would have the cliff follow the red line, slowly sloping south, and the faded orange section below the line roughly level out. Then, remake the terrain/foliage to match what it was before, just at a lower terrain. However, if you have other ideas, I am open to them. Kind of my main goal is to just adjust the height of the area then restoring the foliage to match how it naturally generated
Edit: Also, don't feel like you need to work on this terrain. I have kind of taken the approach that for the next bit that comm. storage is also my base. I do plan on building an ever expanding townhouse at some point, but for the moment comm. storage is acting as my base and since there are creative design decisions I am content with that
@creesch I have designed enough of the facade and finalized where the facade will be for comm. storage that if you want to, you could move the transit stop closer. If needed, feel free to cut down any trees. Once I have finished the terraforming and building the exterior, I do plan on rebuilding some of the trees found in that area, so don't worry about tearing down any.
Also, speeking of transit infrastructure, if someone wants to tackle the road between the bridge and storage, feel free to do so. Currently, the bridge is 4 blocks wide, while storage is aligned with an odd number system. I talked with @Positive in-game before finalizing storage design, and they are comfortable with someone either widening or narrowing the bridge to have it better align with storage. So, if anyone is looking for a road building project, they could design the road from storage to the bridge (and maybe adjust the bridge if needed)
Edit: I thought I would add kind of what the rough plans for the area are. Bluemap screenshot. So the blue rectangle is where I plan on terraforming down, and then having a cliff edge to bridge the different terrain heights. The green rectangle is roughly where I plan on readding in some of the trees from the moonlight forest, so that the building looks like it is peeking through the edge of the forest. The orange box is where I plan on readding in those low shrubs/trees that were native to that area from terralith terrain generation. @Bront has mentioned wanting to add in statues, so I have said that I have minimal plans for anything beyond the tuff foundation, so might be good to leave space for that when moving the transit stop. Tentative area I suggested for statues was to have two flanking the entrance
I'll see about setting up a nice station :) Maybe also one that allows for transfers so that we can set up a line going further west.
As far as the road and bridge goes, the other side also comes into play as I build the gate around that road to four wide and making it smaller or wider would then cause it be misaligned on that end with no easy way for me to make it aligned.
I do think that on the storage end the transition is much less noticeable (but I might be biased there). An easy way to make the transition even less noticeable is to create an intersection towards @Positive and kids their base which would be a four wide road.
Edit: Thought about it a bit more. If someone is up for making adjustments to the bridge I kindly request to leave the road towards town to me. I have some ideas there to make a transition from whatever width the bridge will be.
So @Bront built the road last night, and actually came up with an elegant solution. Bront wanted to place a memorial marker near where V1 was, and use that as a way to narrow the road. I then provided some of the copper golems that was used as the sorters in V1 to help make the marker. I still have a few more golems that was used in V1 to use as details in the decor of V2. If you want one or two in making the transit stop, let me know and I may be able to spare a few.
Ah, neat! I was going to do something in the same spirit but with a plaza with multiple roads splitting off. That way it wouldn't also matter all that much. Might still something we could do incorporating the memorial. Though the current simple one is quite moving.
I could use one to man the ticket sales desk as on the other ones.
I can spare some copper blocks if you need more golems.
It is less so needing copper for more golems, and more so using the specific golems that were part of comm. storage v1 as decor for v2
@ColdheartsTalon I installed the armor stands update and it should be present after the reboot. It's possible this breaks your existing books and armor stands but if it's truly the updated version of the last one it should handle the upgrade.
Sounds good. I haven't really done many of them yet. I just wanted the better options for when I do
Come check out CrAzy HaMsTeR's DISCOUNT MOUNT EMPORIUM!!! No credit? No problem! Horrible driving record? No problem! No money? Slight problem, as we do expect compensation (though only for the purposes of this joke). Located in scenic "that weirdly empty area between east of town and the Industrial District". Stop by today!!!
https://images.hamstergeddon.com/jpHYHzdg.png
Btw, I took all of the horses that were parked near the dragon statue and moved them into the lot. If they belonged to anyone, my apologies. I figured this could just be a dumping ground for loose mounts, as I keep finding random untethered ghasts and horses wandering about. Think of it as an adoption center for lost mounts, but under the guise of a used car lot.
This build needs a wacky waving inflatable arm flailing tube man.
I did start on one, but it just looked like crooked crucifix... Maybe something fun could be done with armor stands instead?
Wacky waving inflateable arm-flailing tubeman is complete! Come see!
Your redstone is set up in a way that it fully powers sometimes and stops. There should be a better way to do it so its always working if somebody is around.
This seems like it should be scaled up. Those balloon figures are usually bigger than people
Love it! https://images.hamstergeddon.com/yCKgxuho.png
I'm thinking an animated armor stand should do the trick.
I can do that in the next couple days!
I haven't been able to play at all due to a minor health issue and I miss my tiny yard a lot
Oh no :( Do you need someone to check up on your in game yard for you?
Worst that could happen is the animals are despawned I guess? It should be okay :D I'm looking forward to playing this weekend
Hey everyone, I claimed a patch of land in front of Creesch's house (there should be a cherrywood sign on it). I'm currently a bit preoccupied with IRL stuff and I'm not sure when I'll be back. So iif anyone want to build on it, please feel free to do so.
I also have a chest with materials on there, please feel free to use them.
Looking forward to having you as my neighbour, take your time! (I'm across your lot :D)
@GravySleeve thanks for noticing the overflow issue that was occurring with storage. I was working a gig today so would have gradually made a bigger mess if you did not notice it. I think one of the leading culprits was that when I moved storage up I misplaced a hopper. The other thing that needed to be done was to check for any stray items in the droppers in the system when it was not actively sorting. I did that and am running the overflow items through the system overnight to test. I will not have the time to check tomorrow until late in the day, but if it seems normal feel free to take down the signs
I happened to notice the new thread while not too busy at work, so here's what I've done over the past week.
The main project for the week was updating the Nether roof portal tower on top of our base. I was never satisfied with the previous one and we're moving away from a wood-based build palette towards what Eth has coined "Trader chic", so now was as good a time as any to design and build a new tower.
It has both a bubblevator up to the portal (turn hard left upon entering), and also a staircase winding up the inside for more traditional foot access. Partway up the internal staircase becomes an external one before going back inside. There's some basic decoration inside, but since the space is very cramped I wasn't able to take any interesting screenshots. As usual, I invite people to come on over and take a walk up yourself. I think between this new build, the bridges going through our cave, and the Emerald Embassy in town, I have a pretty good idea of what the main stylistic elements of this style are. Now I just need to figure out how to push the boundaries in different directions and see how I can use it for different purposes.
Also I discovered a hole that was dug under the old tower that went right into our villager area where apparently someone was wanting to start another branch of the transport network? I do actually have plans for where a rail station would go in our base eventually, which will likely connect up to @hamstergeddon's rail line. It will be much closer to where the main entrance for our base will be, which I suppose is my next major project to be thinking about. Though, I suppose if there are going to be competing rail networks, I'm happy to just connect to both of them.
I also got around to my first armour stand work of the season, those being little monuments to the farms that Eth and I have built on the server. These can be found in the upstairs gallery of the Emerald Embassy in town.
This does mean I now have my armour stand building kit ready to go, so I will start doing some small pieces here and there. I did do too much of it too quickly on the last season, so I want to pace myself a bit more this time.
I've continued to keep the gas station stocked with rocket materials. Usage seems variable, but we're going through at least a couple of stacks of gunpowder per day, which about lines up with my expectations. Soon I might design a larger build that has shulker unloaders so I don't have to worry about being away for longer periods of time when I inevitably take a break from the server.
If you want to learn how to do animated armor stands, I'm offering help/tutorials this season. Also, if you want to build another gas station in my city, I'm at a point now where I could find a good spot for it! I certainly have been going through them lately. I've had to stop using the gas station in town cause I didn't want to hog them all for myself. If you build one in my city I'm gonna add a small creeper farm and sugar cane farm to supply it, I certainly get enough mobs when i make dark areas now that everything is lit up.
I definitely want to build more gas stations around the place, and if you're using a lot of rockets then it's the perfect place.
Good to know, in that case the actual crafting redstone is pretty small (I mean, you've seen the gas station in town), and it can be reduced a bit if you don't need the indicator lights to know when it's running low on materials. I should be able to fit the redstone in a pretty small space, so there'll be plenty of room to make it pretty.
How big are you imagining? I haven't actually been over to yours recently so I don't know what scale of building you're going for.
Well at first I thought I'd just have you build an exact copy, but given the scale and theme of my build I'm now thinking it should be a more ambitious design. Like a factory building where you can see the items going into the system through pipes and then the rockets come out another set of pipes. I'm also thinking I want to attach a shulkerbox loader so I can swap out an empty shulker and replace it. I'll have to mess around in creative soon.
I finally built a house (a real one haha) on my town-plot!
I welcome everyone who wants to take a look, but please beware: there are LOOSE ocelots (and bees) running around, so make sure you close the first door behind you before opening the second one!
Also: feel free to breed my ocelots if you want one for yourselves!
P.S. @ u/Positive, I left a surprise for Bunny and Bob in the hidey hole :D
Are there any tree branches or tire swing, and soft comfy things in there for your ocelots, and do they remember you?
Thanks for the breeding adoption offer :)
There are!! Haha. I gave them things to jump and play on, there's also some grass and flowers ;)
And yes! Ocelots and Foxes work via the 'trust' system. They won't ever be tamed, but when they see me they won't run away, and generally chill :) esp ocelots are really funny, some do this head banging dance when they see that you have raw fish in your hands hah.
You're welcome to hop by my house, I have a shulker next to by bed that has 'petfood' - you can use it to breed ocelots, or just gain their trust if you want to see the headbanging :)
That sounds super cute thank you :D
A Plea for Help with an Eternal Reward!
If anyone is willing to fill in the glass platform in the end with glass (all materials in a chest just to the south), and mine all the endstone bits underneath the glass, let me know. For, then I will build unto you a mighty tomb! A vast mastaba tomb near my pyramid complex, complete with a custom made slab stele to commemorate your deeds for all eternity!*
A Listing of the Gods!
Who all has ever been given admin privileges for any amount of time? @teaearlgraycold and @creesch obviously, and I think @Evie ran the shutdown command on season 1 or 2, but I feel like I'm missing a few others who've run a command or two on the server. I'm looking to create a pantheon of other minor deities, so has anyone one else ever been "Elevated" in some way?
*Offer valid only once I actually start the pyramid complex, and contingent on time/dedication/sleepiness.
@Noox at some point also had extra privileges to edit dynmap. Not sure if she was ever full OP but at the very least some sort of map/navigation related deity.
Well, huh. It's not admin privileges, just invulnerability, and I wasn't sure about this, but it looks like I had been
/god-moded for like 30 seconds once, by Tea. On 2025-01-11, around 20:30 CET, I was spamming the chat with deaths using Mendanbar's funny death message machine, and:I... guess this makes me Atropos
I can think of nothing more thematically appropriate for Greek myth than to grant invulnerability just to spite someone who wants to die.
I believe @ColdHeartsTalon also has admin perms but rarely (if ever) uses them
Just give me a reason
I asked Tea if he'd whitelist my kids' accounts and he did, so I think that makes me a minor prophet?
Random aside, but in the Christian tradition the books in the Bible written by prophets are divided into major and minor prophets. The logical assumption is that the major prophets are ones who have done bigger things, but the actual distinction is based on how long their respective books in the Bible are. Major prophets just wrote more than minor prophets. The major prophets probably are more recognizable and known compared to the minor prophets.
tbf, were I to write a book about my accomplishments, it would likely be a shorter book. Maybe more of a pamphlet. Tri-fold, if I'm lucky!
Curiosity led me to a brief Wikipedia search. The Jewish scriptures' prophet books section like this
With the former being folks like Eli, Nathan and Joshua. I think Joshua is also a prophet in the Islamic tradition.
For this season of the server, is there any continuity with the lore of previous seasons gods and prophets ?
So, thanks to the efforts of @Evie and @bo0tzz, the glass platform is complete and open for (manual) business!*
If you'd like to make some transparent map art, go right ahead. The intention is mostly for carpet map art, but as long as you clear up after yourself, feel free to use whatever blocks you want. The hopper collection system and carpet sorting system is finished, and all that I need to add is the flying machine water system to flush out all the carpet.
However! it turns out that making a moving water source block is less trivial than I first thought it might be. Water sources must be 0-tick pushed (not pulled) by a sticky piston or are destroyed. This complicates even further when it comes to 2-way flying machines. Most flying machines with water components are seeking to create a linear curtain of water, and not just a moving waterfall.** The only video I've been able to find close to what I'm wanting to build is this, but it'll take a lot of tinkering and altering to get it to work for my purposes. If anyone who has more experience with flying machines (I built my first one yesterday) wants to do some tinkering to try to get a 2-way source-block-moving flying machine, let me know, I'd love some help.
* We'll talk later about whether to translate or transliterate your names into hieroglyphics soon
** The curtain idea might work, if it can be made 2-direction and so that it destroys the source blocks on its return journey, but this also seems tricky
I messed around with it a bit and got (so far) a one-way flying machine moving a waterlogged block out in front of it (https://bo0.tz/u/GWCKvY.png). However, I haven't been able to figure out making it bidirectional.
@bo0tzz, I don't know if you've done any more tinkering, but I managed to make something out of minecraft's bespoke water physics.
With the aid of 50 separate flying machines one can create a "mountain" of water over the entire 128x128 block area of the glass map art platform, thereby breaking any and all carpet placed over its surface. It barely works, but it does (mostly) work.
This is the device, surrounding the glass map art surface covered in yellow carpet. First, it releases a curtain of water right in front of the banks of flying machines. The flying machines travel at the rate water spreads, so are able to pull the water forward, but only so far.* But, by chaining 10 machines together, they can pull the water along the entire platform. Then they return to their original positions leaving behind 50m tall semi-permanent mountains of water. All the water can be made to slowly drain by closing off the original water source blocks. Then, the platform would be clear and ready** for the next design!
It's very fragile, a little lossy (Expecting about 7 carpet lost to the void per flush cycle), unwieldy, would be difficult to build, and I hope a much more elegant system of moving source blocks exists to solve this problem instead. But if moving water source blocks proves untenable, then at least we have a weird solution.
* In most of these shots, it will look like entire sections of the machine are horribly broken, but rest assured, those are graphical glitches that happen on my computer whenever I try to run this machine. Bodes well, right?
** Current designs leave exactly 50 carpet unbroken on the platform, and another ~160 carpet to be manually picked up from the corners and other naughty places that catch carpet for no reason at all, but the other 98.5% of the carpet is picked up by the hoppers surrounding the platform. The whole flushing procedure takes about 4-5 minutes.
Damn what a contraption hahaha, that's awesome. I haven't done any more tinkering (or minecraft at all) myself
Definitely shows more promise than most of my designs. I'm going to download the world file from that video, but right now I'm trying out a stationary water column pushed out by a simple flying machine. We'll see how it goes.
Where are you looking for help? The end is a pretty big place.
I've been out of town on holiday the past week, so not much progress from me since then. I just logged on this evening for the first time since I've been back and took a peek around the server. It's always so cool to see what progress people have made after a short break!
I was particularly impressed by the Ender Dragon statue at town square, but I'm not sure who exactly made it or when. It's a fitting monument for such an event!
I finished digging out the space around my nether portal, what I've dubbed "the atrium" pending a proper name. Shoutout to @ColdheartsTalon for filling in the gaps in the walls with their spare netherrack to stop hoglins from raiding me while I experiment with lighting.
While I was on holiday I was struck by inspiration for the chandeliers that I intend to hang in the space. I will continue to play with placement and color to work out the best way to keep the space feeling open and allowing more detail to be visible, but I'm happy with this rough draft.
In keeping with the theme of space filling curves: the floor is a Hilbert curve while these lighting fixtures are Dragon curves. There's some double meaning there with the end portal that I quite enjoy.
To relax a bit and try to take my mind off the bigger projects, I built a flag near the town square and spotted Talon atop it. It's meant to mimic the 'swoosh' of the Tildes logo but still look like it's flowing in the wind. From above or on a map, the segments of the flag are 2x2 tiles that form the logo, although the "top" blue and "bottom" red segments are shifted by one pixel to avoid holes in the flag. I couldn't figure out a way to keep the flowing look without that shift.
I welcome anyone to revise the shape to make it flow more true to the source material, or to improve the lighting situation. I just threw some glow lichen on the thing, but surely something brighter and more elegant could be done.
I love the flag! I happened to notice it while flying around and had to stop to appreciate it. I immediately caught on to it mimicking the swoosh of the Tildes logo, so good job on that!
I believe the dragon statue was @Bront. I love how protective she looks of the egg, almost curling up to pounce at whatever creature/player is trying to take it.
Cool idea to use the dragon curve for the lights. It has such a distinctive shape that works well for a bespoke lighting fixture in some expensive place.
I'm glad the mood landed on the lighting; that's exactly the inspiration. The vacation was to Las Vegas, and walking past the shops in the Bellagio I saw this lighting fixture in one of the hallways. "Some expensive place" is certainly a good descriptor. The texture of the glass reminded me a bit of froglights, and all the angles reminded me of fractal things like Koch curves or trees or, as I settled on after more thought over the week, the Dragon curve.
Aside: if you ever find yourself in Las Vegas, "O" by Cirque du Soleil was truly excellent and an unforgettable experience. I highly recommend.
The community workshop now comes included with two command blocks for player heads. One outputs tea heads, the other one will give you your own head.
Aww, now there won't be chat logs filled with murder just because I needed to get more of my own head.
I mean, I am not stopping you. You just have options now ;)
Been very limited on my available time, don't think I'm going to have many creative projects in the near future, but something Stardew Valley themed is still something I would love to do.
In the meantime I'll just do a little creeping around
If anybody is interested and didnt know about it: I just came across this calculator which gives instructions on the cheapest way to get enchants on your gear and avoid (if possible) it getting too expensive.
https://iamcal.github.io/enchant-order/
I've never been a huge fan of how the "prior work penalty" works. It's way too technical for how vanilla Minecraft should feel, and has a real impact on creating gear. Yet few people seem aware of how it works.
At the very least, I feel the prior work count of gear and enchanted books should be visible somehow, even if it requires advanced tooltips to be turned on. There's no indication right now if something has been worked before, potentially screwing up the math and "bricking" a tool. You can at best make an educated guess from the total cost of combining items in an anvil.
Which is another weird thing. I don't see why Minecraft doesn't calculate the cheapest XP cost for you, instead of requiring you to test swapping the order of items in the anvil. The work cost comes out the same either way, if I'm not mistaken.
It doesn't come out the same. And it is apparently cheaper to combine books then add to your gear. Straight adding enchants to my boots, I could only get 5 enchants. Combining books how that website suggested, let me get 6 enchants.
There is nothing intuitive about the best way to combine enchants, which is why I shared that link when I found it.
What I meant is that when combining two items in an anvil, the prior work cost assigned to the new item is equal to the higher existing work cost of the two items, plus 1. So the order of those two items (left or right) doesn't actually matter, but the XP cost still fluctuates. My suggestion was that the game calculate the lesser of the two costs for you, as a matter of convenience.
But yeah, the order in which you combine items over multiple steps absolutely does matter. I haven't used the calculator yet, but generally you want to use a "pyramid" approach to build up towards your final tool, avoiding working the same piece as much as possible. And since there's no in-game display of prior work, you need to just remember the value for each item.
Yeah, this burned me last season when adding swift sneak to my pants. Wasted a perfectly good enchantment.
Weekly bluemap PSA/infodump
1. Bluemap?
Bluemap is a live 3d map of the server you can access through this link. On it we also maintain markers for things like player homes, landmarks, farms, factories, etc.
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.
The list you see in the menu is specifically for the world you are currently viewing. So if you are, for example, looking for farms that nether based you should make sure you have the nether selected.
2. 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
3. Viewing markers in game
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.So I looked into restart detectors, and I think this option of the two I presented is best. Tea is this something that would be compatible with our server config and something we want to install?
Sure. YOLO.
That's the energy I want from a server admin. Who needs dev when you can make all the changes in prod
This requires a server restart to take effect, but I am fine waiting until tonight's scheduled restart.
Prod has always been the best testing environment.
YOLO retracted. This is a Fabric mod and we are running Paper.
It seems like this is the data pack Hermitcraft uses https://github.com/hermitcraft-official/RestartRedstone
This was another option I was considering. It seemed like it required a bit more work to have it working as intended, but does seem a bit more platform agnostic
Haven't played too much this week yet but wanted to thank @Positive and @Bront for renovating my rail line in TildeTown Union/Central station. I had originally bored around the staircase statues for the Trading Hall since I didn't want to disrupt the symmetry lol. I've also continued the overhead lamp motif from the high-speed line over my own line so it looks a bit better integrated. I've given my line a blue color since it draws heavy inspiration from the NYC Subway and its C line is also blue. I do plan on improving the tunnel design in the near future but that'll take a while haha
You are in luck! A blue flag is one of the available options for bluemap. I'll add your line tomorrow.
Thanks! I was going to tag you in my initial comment to ask to be added but I wanted to get you the coordinates before I did haha. I'll ping you here later today with the coordinates of the 2 new stations I've added and they can then be added to the map :)
@creesch Here's the coordinates of my stations!
I'd love for it to be called the "C - Local" line on the Bluemap if that's cool :)
Added :)
Beautiful, thanks so much!
Happy to help :)
Hello everyone! I hope you’re having fun with the game. I tried to carve some time for it but I don’t think I’ll be able to do it going forward. Life’s just too busy, and my focus on how to spend the little free time I get to have has shifted away from Minecraft. I didn’t get to play that much apart from the first week anyway, but it was fun.
I believe I had already mentioned this in one of the previous threads, but please feel free to do whatever you want with the land I was building on. I was very slowly building a floating house in an island close to the town center at
x201 y88 z235.I hope I’ll have more time on season 3, if there ever is one. Have fun!
This actually is season 3, but see you in season 4! :P
@Positve, @Noox and I were talking about plans for the moonlight forest that we all share. Noox is intending on building an observatory, and once then we can add a road between it and the hotel that is comm. storage, making the observatory a tourist destination for the hotel. I thought, it might be a fun project for your kids to build their own tourist attractions in the area as well if they want. No pressure, just thought it might be a fun small project for them if they want
In game I have been talking with various people about chunk loaders. Currently we have at least those under community storage but I suspect there are likely a few more around here and there. I know for sure that there have been some considerations of adding a few more near the industrial area.
While they work and apparently are relatively simple from a redstone perspective, they aren't the most performant thing from a server perspective. As far as my understanding goes a redstone/portal chunk loader works by keeping entities processing. It forces the server to calculate entity movement, item, or minecart physics and portal logic every single tick to prevent the chunk from unloading. Since paper also is designed to aggressively optimize resources I always felt that the more redstone based chunkloaders we add the more potential performance issues we invite.
In contrast, a plugin or datapack can simply use the server API and tell it "hey, please keep the chunk loaded, thanks!". This is why I have been looking at potential plugins or datapacks as I think it would be a better solution of the long term.
Today I also found there is a native command any OP can use called
/forceload(wiki). Which, as far as I can tell, would eliminate the need for plugins and redstone/portal chunkloaders.Does anyone have recent experience with
/forceload? Specifically, is there any reason not to use it from a mechanical point of view? To be clear I am straight up not interested in any "it is not survival" arguments.edit:
A datapack that makes use of this functionality under the hood or a plugin is something I'd still be interested in to streamline the process. But I first want to get an impression if this is a path worth pursuing.
Edit2:
I guess one downside of using the command is that the chunks will always be on. The storage chunkloader @IsildursBane uses only turns on when it is needed. I am pretty sure we can approach that through the use of a command block if we want to though. Same logic as now, but trigger the block instead of the restone chunk loader.
YOLO
The command block approach sounds interesting. I think it's possible to create command block items with a preloaded command (and no ability to edit it), right? Would those still work if placed by survival players?
2 command blocks at the site with /forceload add and /forceload remove so that the specified chunks can be loaded and unloaded with redstone, seems like a simple way to do it, but needs OP to setup each instance
Only OPs can place command blocks. The only reason to use one is to have the chunk loader not be on permanently but based on conditions.
It is not every tick. Essentially, how portal based chunk loaders work is when something goes through a portal, it loads the chunk for three seconds I believe. There are 20 game ticks per second. The chunk loading design I am using works by activating a minecart every second through a portal, then it instantly breaks, which sends the item immediately back through the portal, and then picked up by a hopper.
I do agree that going with this system is probably more efficient, but I feel like the performance impact would not be as much as you expect.
To be frank, tps or seconds doesn't really matter all that much here. The process of sending a minecart through a portal still means that in every second the entire logic of that activity is processed by the server. Which in itself is still more than simply using a native command where all that processing never happens.
Probably not, certainly not with the amount of chunkloaders active right now. But I'd like to be ahead of the game and also do as much as possible to prevent potential issues later in the season.
Now to get back to the matter at hand. I personally think it likely is okay to have the chunk permanently loaded. But, I can also see the reasoning for having it only active when it is needed for which I can create command blocks that hook into the activation redstone you have gone now.
Let me know which you prefer. Regardless of the choice, can you provide me with the chunk coordinates for all three chunks you have currently loaded?
So I have been thinking about how I want to approach this. From a purely resource efficiency standpoint, moving towards command blocks that get triggered would be best. However, using that approach, it would be hard to tell if the command succeeded, and provide an indication. One of my preferred things about the current implementation is that I have an indication light.
So, since I feel that command block based approach does not fulfill my needs, I would gravitate towards having it loaded all the time. However, the question becomes does having it loaded all the time negate the performance impact of using portal based chunk loaders?
Then, there is the final aspect of which process do I find more fun to work with. I personally enjoy the mechanical aspect of using portal based chunk loaders, and running them through and-gates to make sure they are all turned on. I do agree that it is probably not the most resource-efficient process, but the overhead is also pretty minimal. Therefore, I think I want to stay with the portal chunk loaders, as that is the most entertaining process for me.
Do yourself a favour and turn on the bonemeal farm next time you are there ;) Because that isn't true
Well, I'd like to eliminate all redstone chunkloaders just to be ahead of future issues. Since you already build them before I raised this as an issue I suppose we can grand father them in.
But any future builds will be using the command, which I don't consider optional.
I will take the grandfather approach
This rubs me the wrong way, for a few reasons:
While I understand the intention of minimizing server impact, it seems like it is a stance taken without precedence. I would understand if we were noticing issues with chunk loaders and wanted to address them, but since vanilla chunk loaders have not caused noticeable performance issues, it seems weird to ban a vanilla mechanic on the logic that it might cause problems.
Chunk loaders and trying to optimize things can be a fun part of building a redstone contraption. Removing the option to even work with those mechanics is kind of disappointing.
Previous seasons we have been a server that has not used chunk loaders that much. I think last season the only chunk loaders were comm. storage and also a restart detection mechanism to comm. storage. So I think it is weird to ban them.
There has been no community input on whether we are banning portal-based chunk loaders. It has just been you figuring out an alternative that you prefer (for valid reasons), and then mandating that for everyone without others input.
Okay, fair I worded that much more strongly than I should have. Although the core still is the same as the availability of the
/forceloadcommand doesn't mean much if people still keeping building chunk loaders.I'd rather be proactive rather than reactive. It is well known and understood that redstone chunkloaders often cause issues on servers. Even more so on paper minecraft servers due to the way paper has implemented and is much more aggressive in its attempt to unload chunks compared to a regular minecraft server.
Yes, exactly. Last season we had a limited amount of them in use. This season there has been talk about them being used for a variety of things by a variety of people spanning a bigger number chunks. For example, the proposed rail line to bring goods from the industrial district to community storage would span at least 37 chunks. It is also that proposal I had in mind when I made the "not optional" remark as for that use case I am firmly against using redstone chunk loaders.
More in general, I'd like to be ahead of the curve. Not cleaning up after things happened already.
I did not enjoy needing to restore the server after the storage issue for example, I rather would have prevented it.
I can't stress this enough, but redstone chunkloaders really are well known to cause performance issues on many servers. Not only that, chasing them down and finding the exact cause can be time consuming. So I really, really, would like to be on the safe side of things here and use the command.
I will concede that I potentially could have been clearer in my intentions. It is why I already gave the option to grand father in your current chunk loaders. At the same time I do think that when I specifically announce that I am looking for an alternative to redstone chunk loaders that means that once the alternative has been found it will replace (future) redstone chunk loaders. If it was purely about mechanics in game I'd agree that a vote of sorts might have been in order, but this is more about the technical running of the server than anything else.
Besides asking for feedback in this thread specifically, I also talked with several people in game. Where one person even said they were confused about us not using
/forceloadbefore and most others were either okay with it or neutral. If I had thought more people did not like the idea I'd might have asked more explicitly for feedback, but that is simply not the case.I'm tracking server TPS statistics on a minute-by-minute basis. I think if @IsildursBane wants to do something some way and it's more survival-friendly we can do that until it's a problem. Granted, if it becomes a problem myself or @creesch might just come in and wipe the loaders without notice.
IsildursBane, would you want to build a bunch of chunk loaders under these conditions?
Fair enough, also something I was hoping to avoid since that wouldn't be fun for anyone involved. And to be clear, setting up a chunkloader with the command is easy enough to do. A permanent one is seconds of work. Doing command blocks a few minutes at most and they come with shiny notifications if you want to. Just give me a shout when you need them.
Yeah. I also don't have any immediate plans for chunk loaders
Yeah, I do agree that this project is hard to justify portal-based chunk loaders. But in general, I think it is hard to justify doing an overworld route, and running it through the nether seems like the better approach. Especially since it is all passive farms, so if we occassionally have a slight loss, it is fine.
Honestly, with that proposed project, if I were to do it individually, the most interesting way for me to do it is to do it via the overworld, and then cascade portal based chunk loaders based on where the minecart is. But I recognized before even talking about making chunk loaders more efficient, that doing it that way would be too much server impact, and realized going through the nether was the reasonable approach.
I read the feedback collection more so as "this is an option that we can use what are people's thoughts on this being something we can use" rather than "this can be done, what are people's thoughts on this being the required/only solution". I think in general we both were operating with assumptions and neither of us were really being clear with that.
@bo0tzz, I used the bonemeal farm to experiment a bit with command blocks and chunk loaders.
cool!
@j0hn1215 I updated and filled out some of the maps in the inn, except I didn't complete the big one because my elytra was nearly broken. Also, it looks like there are some unwanted guests upstairs.
Thank you for this! As for the unwanted guests, they paid as much as anyone else to stay there. I hope you didn't hurt any of the other inn customers!
@teaearlgraycold I've confirmed the animated armor stands are not working currently. I feel like this happened last season if I recall correctly, didn't we have to download the datapack from a different source or something?
Short version: It is now working :)
Longer version: The datapack has been updated. Initially it still didn't work but then I found that it is disabled by default and to enable animations the command is not entirely obvious. For future reference
/scoreboard players set #animate_trigger as_angle 16(16 is the recommended value).@ColdheartsTalon you probably want to craft a newer book as well.
Woo! Nice work!
Book and things are the same as after the last armor stand update
I just noticed that on modrinth there is a newer version available for it. I also noticed that the one listed on vanillatweaks is several versions out of date.
None of them officially support 1.21.11 though with datapacks that often doesn't need to be an issue.
@teaearlgraycold, looks like for this specific datapack modrinth will have the latest version.
It very much looks like vanilla tweaks is not being maintained properly anymore. So we might want to look for alternative sources for some of the datapacks and maintain forks for those that don't have drop in alternatives.
For that purpose I have created a datapack mono repo: https://github.com/Tildes-MC/data-packs-mono
Does it make sense to copy in all of our 3rd party datapacks there?
Not to me. As long as other people maintain them I rather fetch them from those folks.
We could add all the datapacks we use in the readme though.