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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.
News of the week(-ish)!
(or maybe 1.5-2 weeks. I don't know.
wibbly wobbly timey timey stuff)
Did you remember to yell at the clouds and those damn kids?! It is the best thing.
This was relatively simple since I have done enough storage tech this season that I had the litematica schematics for a lot of this already. It does need to be extended northward soon, so that we can link up more farms. Also, I do want to add a system that takes in shulkers of compostable items and then outputs bone blocks into the sorters. I do not have a design already for shulker unloaders, so will need to look that up. But prioritizing the transit hub first.
I have done a good deal of digging already, so am hoping to have the coords ready for where it needs to connect to comm. storage soon. More of the design ideas for the transit hub are coming to me, and the ideas in my head makes me excited for this build
Sad to see you leave the Vandelay Condo building but hope you enjoy your new place!
Logged on yesterday in a brief period of freedom and it was fun roaming around the city again. Tildetown is shaping up nicely along with the surrounding region. I'll definitely keep my eyes on the rail project, would love to contribute to the new hub under the community storage.
I have finished the bulk of the digging for the hub so am now in the process of designing it. Here is an image of some rough ideas I am working with as inspiration. The idea I am working with is there will be a balcony, which is where people buy tickets, and then catwalks down the length of the hub, with stairs down to each platform. I am right now working on the rough room design (walls and ceiling), so have no specific plan for the ticket area or the catwalks yet. Also, I am considering doing benches or booths underneath the balcony. Overall, one of the goals is to maintain an ornate styling, similar to comm storage, although open to different block palette. If there is any part of this that interests you, let me know
Edit: I have since gone in and marked out my ideas in game a bit more to help you get a feel for the project. Also, another area that might be a bit tricky is to design lights into the structure. If you are good at building lighting designs, that would also be a fantastic way to contribute
Edit 2, electric boogaloo: after playing around with it some more, I am thinking a stone and wood block palette might work well. Have most of the structure be a stone like block (grey-ish) with the catwalks being a wood might look really nice
Ooh yeah, that'd be fun to build out. I don't log in too often but I will try to get on more often to try and help out. I can kind of imagine what you're envisioning, will log onto the server later today to see the markers.
Once you log on, it should be a bit more obvious, as I have used scaffolding to do a rough draft of the layout. At the moment, everything is just rough drafts, so if you see a part I have started on but you have a better idea, feel free to redo it. At the moment, all of the work is just to help myself get a rough feel for the place, and not the final designs, so I would not be upset if you redid anything.
I have a chest of shulkers of plain stone to spare if you need them.
Unsure if I will use stone itself, or other stone type blocks (andesite, cobblestone, tuff, deepslate, or other grey coloured blocks). I appreciate the offer though. I did do a bunch of excavating for this build, so I should have enough stone if needed
This has been a slow burn project of mine. Ever since we settled in the area I wanted to restore the ruined portal that was naturally spawned and decorate the space around it. Our base itself doesn't have a nether portal (well, we have the roof portal I guess), we decided that we would use that one instead. It encouraged us to make the path down from our hilltop to the portal, which then informed the terrain Eth designed. It also gave us the starting point for Eth's roads that connect the spruce forest to the other areas of the server.
I want to build a custom tree in the centre of the clearing, and add some more market stalls, then do some armour stand work to liven the place up. I want it to feel like a window into some past timeline where the portal was the centre of some celebration before it was abandoned and left to ruin. I haven't figured out the story of it yet, and whether I want to hint at whatever went wrong (if something went wrong). As I said, it's a slow burn project.
Correction: The roof of my town house is done. Interior construction and decoration are ongoing. I'll throw a housewarming party (with cake!) when I'm all done. I'll move out of the nearby apartment at that time.
No rush to come see - all I've done is hollowed out a bunch of things, so it's all still potential - but I appreciate the thought. I have to punch a lot of holes in the surface before it'll even start to resemble anything.
We should be updated to 26.1 in a week or two. Get hyped!
Please ensure web-chat and litematica (at a minimum) have been updated to 26.1 before updating the server?
If you want I can reach out to the mods for web-chat to make sure they update it
I'll file a restraining order. Also, you can be sure that tea has been bugging me about it already when he suggest updating the server.
Feel free to just mute him if he becomes a bother
I am! I didn't expect we'd be upgrading to it this season. I've been looking forward to craftable name tags and direct use of deepslate, in addition to a tidal wave of baby animals.
@teaearlgreycold I was talking with @TaylorSwiftsPickles about the stuttering issues in the water streams at community storage. TSP pondered if the speed is getting reset, which caused similar issues for @secret_online and @ethinolicbob's player launcher. So I am wondering if there is a maxentityspeed option exists in any of the plugins we are running server side?
I already tried removing limitations on that for the player launcher and I don’t think that was ever reverted.
You can see our setup here.
I read all the applicable config files that I could think of, and there does not seem to be anything causing issues. I am wondering if it is just a bug in paper
Well we’ll be on a new version soon