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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.
I finally put in a proper high speed rail line to my underground city. It's located as a stop off of the North line from the nether hub. It's a pretty primitive stop right now. No fancy minecart switching or anything.
I've also chosen to rename my city. The idea has evolved from my original plan to build a mini City of Ember. Some distinctions:
So for all of these reasons, I have decided to rebrand as the city of Pitch. Anyone is free to visit anytime. I will be continuing to work on it and add details.
Edit: Link to previous post
I visited it for the first time a few days ago and it is a really cool build. It is such a vibe
My first thought is you should add a few Creaking at the outer edges of the forest. Pretty sure if you nametag them they don't despawn when daytime arrives. You could also add a few Wardens underneath the ground; if you put them at the right height you can get their darkness effect while still being outside the range of their blasts.
I already have a creaking heart and small pale grove at the outer edges, so I'm planning for that first bit. I didn't know about the nametag thing though. I'm going to try that. I would love to put a warden or two in place as well to apply the darkness effect. It shouldn't even be too hard to accomplish since there is an adjacent ancient city with intact shriekers. I'll have to work up the courage to make that happen. :D
So got a few things done in the past week.
Decided with other players input to have the roof of the transit hub be quartz. So the decor of the transit hub is starting to near completion, just currently trying to figure out the back wall, which will take some experimenting.
With the help of @ArtVandelay and @Lazerdye the transit hub is starting to get some lines established. Still lots of open platforms, so I plan on adding some more lines eventually. One area that I feel could use a line, is one to connect comm. storage to the area around the zoo on the southside of town, and then continue going south from there (although there are very few settlements south of town).
I added a category to comm. storage of mob heads. I have not included player heads, since it has separate meta data depending on who killed the player, although heads gathered from @creesch's command block system would be worth including in the filters.
I think I have finally mob-proofed all the redstone for comm. storage. This also includes preventing the passive mobs from spawning, since I was annoyed with cows/pigs spawning back there.
Been filling in the afk time, while @TaylorSwiftsPickles is away. The carrot/potato farm got broken by the minecarts being moved (by I suspect a cat), and so I fixed it but then it broke again. Unsure if it is worth the hassle of fixing it.
I also have a few projects on the near horizon that I plan on starting soon:
Need to experiment some more to figure out the design for the back wall of the transit hub. I am currently not a fan of the current design, although I do feel that curving that wall and doing a dome makes sense.
Been wanting to include non-stackable item sorting at comm. storage. Planning on researching soon if copper golems can handle this easily. If it requires a redstone approach, I will probably not tackle it.
Thank you for your service. I'll be back in <2 days if nothing goes wrong
There's a zoo!?! I really need to spend some time away from the deep dark...
Yeah, @noox has been working on one on the southern edge of town.
It is super nice. Just took a lovely walk through at sunset with shaders enabled. 😍
Tysm! :D life been kicking my ass lately, but i am actually planning on hopping back in and continuing it ;)
I have included a new section of Comm. Storage that handles non-stackable items. It will need some more work (both aesthetically and technically), but so far it is working pretty well
I've connected up the line from the Community Storage station to the Floating Island line. There's a 3-way interchange I've added since the line previously stopped under one of @secret_online's buildings I believe. This middle stop is also now connected to the Tildetown Union station. I'm struggling a bit with getting the high speed line coming from Community Storage to stop properly on the slope in my interchange but the interchange functions as expected. My next project here is to add a separate return line from the Floating Islands to this interchange. There's a stub connected to the interchange already, just need to lay rail.
That's @hamstergeddon's gatehouse/starter base! The rail line was originally dug by hamster hamster's so they could get from there to their sky island quickly, and it just so happened to intersect directly with @Ethinolicbob's and my cave, which is how the underwater tunnel came to be.
I've started a branch off the line for a stop in our cave, but I've had a terrible connection to the server recently. It's definitely network related, but literally everything else on my PC is connecting just fine. I'll try using a VPN next time to see if tunnelling my connecting to different places makes it better, otherwise doing anything is pretty painful.
Ah, makes sense! I actually just came across where your branch off the line was. No worries on getting that branch done. I think I'll take a break before I continue working on the line overall. I think I can just create another interchange like I've created for the gatehouse station area for your branch or we could just simplify things and add little transfer stations.
The Moss Mother is back
Updates to the city of Pitch! (See previous post for directions and past updates)
I made some modifications to the city park, and the villagers seem to like it. The children love bobbing in the pond.
The school is now fully functional. There are several classrooms, a teachers lounge, and even a lecture hall with stage for larger events. Some of the teachers employ a unique style of lecture. There is also a trophy case which I'll likely be filling with some armor stand magic once I get some inspiration.
Lastly, I've finished furnishing the Library. Loads of books to read, and a cozy place to sit.
I have loads more to do, and will be posting more progress here periodically.
Edit: typo
Looking pretty good! I'd suggest adding a bell to the school's exterior, to call the little testificates back in after recess.
Great idea, will do!
I added the bell, and even went a bit further and hooked it up to a 20min timer. It's not locked to the Minecraft day or anything (I might try to figure that out a bit later), but at least it adds a little extra life to the city with the bell going off once a day. I might increase it to 2 or 3 times to indicate school start/recess/end.
@creesch Are you able to add a new rail line to bluemap? It's @hamstergeddon's line that @artvandelay has been working on, and I've connected to Eth's and my cave. I don't know if there's an official name for this line yet.
Coordinate lists
I've included the Y coordinates in here, because there's a couple of slopes at different points.
-646, 40, 105Storage-620, 40, 105-620, 40, 104-620, -6, 58-620, -6, 42221, -6, 42242, -27, 42339, -27, 42360, -6, 42996, -6, 42Hamster's floating island-175, -6, 42-175, -6, 70Tilde Town Central208, -6, 42208, -6, 32208, 28, -2208, 28, -6222, 28, -6Emerald EmpireThe line has been added, thanks for the accurate list of coordinates :) Made it a whole lot easier.
The... Hamsterald... line...?
With a complete set of coordinates like that I should be able to manage later today.
I propose "the hamster wheel of doom line".
Anyone know what the deal is with resummoning the End Dragon? Is it something I can do without breaking any of the builds in the area? I'd like to build up a modest stock of Dragon's Breath for
thea project, but don't want to break anything.Imho we should just put an x1 dragon's breath command block in the maker shaq and call it a day
I don't like something for nothing. Happy to write a slightly more complex command block to exchange Dragon's Breath for an appropriate material sacrifice, if desired.
As a Cult Leader, I'd fine with ritual human sacrifice.
But ritual human sacrifice is soooooo last season...
I believe crafting recipes are pretty easy to add through data packs. Perhaps we could take that route to make the bottles craftable? On my phone at the moment, but I could search around later to see if something exists or possibly create one.
Edit: just found this cool website. I'm going to try it out when I get back to the computer and report back.
https://crafting.thedestruc7i0n.ca/
Another edit:
I'm back at the PC and looked into it more. It's super easy to make the packs with or without that website. So does anyone have suggestions on what the recipe for dragon's breath should be? Not saying we should go this route, but I'm interested in making it and trying it out. :)
The other thing that occured to me is that I could make a whole series of tildes datapacks and namespace them properly. So even things that we currently do via command (like providing heads) could be part of a pack that is included with the world and potentially carried over to future seasons.
So disclaimer that this is not a serious suggestion, but I just chuckled at the idea of creating dragon's breath by smelting the head of users listed on the sign at the dragon fight statue. :D
A wretched pain to implement as a crafting recipe (presuming it's even possible, given my understanding of the limits of the crafting system unmodded), but it'd work for a command-block based converter, though it'd probably be a sizeable stack. A shame, because I'm definitely tickled by the notion too.
One of my kids suggested using the brushing mechanic to brush dragon's breath bottles out of things, which sounds funny but I have no idea if it's possible with datapacks. :D
Maybe? A bit of quick testing shows that a brush can attempt to be used on most anything, but output is limited to the suspicious blocks by default. OTOH, there is an advancement that fires when brushing an armadillo, and tracking it firing (then resetting), then testing if that armadillo is wearing a dragon head (which should be achievable with commands) could trigger spawning a dragon's breath on a cooldown. Could all be done with command blocks, and thus a datapack.
ETA: I'd need to test in local creative a bit to be certain, and I haven't the time and spoons to devote at present - just time. Getting a community special armadillo in town, plus the inherent cooldown on successful brushing would keep it from feeling free, I think.
I hadn't even thought of an armadillo with a dragon head. What a concept. 😂
I'm enjoying this thought experiment, but please don't over extend yourself. There are much more practical ways to add dragon's breath.
OK, so more serious suggestion: What if dragon heads could be duplicated similar to how smithing templates are implemented. Then I could create a smelting recipe that produces dragon's breath from smelted dragon's heads.
Edit: I didn't think about this before, but smelting has a 1:1 input output ratio, so I can't for example have a smelted head output more than one bottle of dragon breath. This could potentially make the bottles really expensive, so perhaps more of a straight crafting approach makes more sense.
Well that was super easy. Here's some screenshots of my first pass working in game:
Dragon's Head duping
Dragon's Breath crafting
Also sorry for the comment spam... I am aggressively avoiding real life responsibilities. :)
Felt. I may or may not have been abusing my work from home privileges to play the last few days :)
Okay, alternative idea. still do it with a command block but make it so that it only hands out dragon's breath 0.05% of the time by hooking it up to chained probability generators. Then you effectively trade someone's time for dragon's breath.
LOL you just suggested Minecraft slot machines. Love it.
Edit: Now I kind of want a casino.
@teaearlgraycold In case we want to run with this, I created a GitHub repo with the source and the zipped datapack here: https://github.com/Mendanbar/renewable_dragon_stuff/releases/tag/1.0.0
Given nothing more practical has come up, I'd love it if we could go with this. Did @teaearlgraycold ever get back to you in DMs/on server?
@Mendanbar can you build for 26.1.2?
If I'm reading the wiki correctly, the latest release was 26.2 snapshot 5. I've updated the pack to that version. You can find the latest zip here.
Side note: There was nothing material changed with crafting syntax between versions, so this newest zip should load just fine in the current version of the server as well.
We’re not going to run 26.2 in the short term. But I’ll be updating to 26.1 soon. I’ll add the pack to the current server as well
Cool, well it should work for the current version and any version up to the current snapshot. Thankfully Mojang changed the pack format at some point to specify a min and max version so we don't have to maintain multiple versions where backwards compatability is possible.
Oh! If us making a custom recipe datapack is acceptable, I've built and maintained my own for servers I've run, so would be more than happy to contribute. I was just going the minimalist route for my suggestion out of long habit.
ETA: I've tried that tool before, but it looks like it's had some upgrades. I'll poke around and see if it does a good job with what in generates in terms of accuracy, syntax, and minimal fluff.
We already have custom datapacks for some things, so it certainly is an option.
I dug through what it created and it seems pretty minimal to me. The only thing extra it really adds is a small description referencing the creator, which I think is more than fair. You can see the unmodified source it generated on the GitHub repo I created: https://github.com/Mendanbar/renewable_dragon_stuff
RE what's acceptable: We do have a few datapacks and plugins in place that we've agreed upon as a group, so it's really up to consensus as to what gets added. I don't think there's necessarily been agreement on my proposal yet, and I'm fine with it either way. I was just having fun creating things and sharing. :)
Edit: I'd also love to see what you've built if you don't mind sharing. I'm always on the lookout for neat datapacks fo my own servers.
Next time I spin up my own server and have updated the pack from 1.16 fixes, happy enough to share. It's too antiquated to even function right now, I think, and was meant to smooth QoL issues that largely no longer exist, and act as support for my extensive command block systems. Thus not something I'd want to add as a standalone anywhere, and of limited use.
Understandable. I have a couple of similar packs (super out of date and specialized).
@LazerDye I have started planning out a rail extension from your village to the flower farms north of you. Next time you log on, you will probably see the scaffolding bridge crossing the river, which is the planned route for the rail line. Unsure if we would want to do a junction in your village or a stop, as @TaylorSwiftsPickles has stated that you also plan on extending your line to Poland.
Honestly, I'm thinking I wouldn't hate it if the train to Poland took a weird, "non-optimal" path by visiting the flower farms first. Sounds pretty legit to me. I mean... Look at EC461 Baltic Express and tell me with a straight face that the train from Gdynia to Prague is time-optimised
I agree for the fun factor, doing an indirect route like that would be cool. However, that is a lot of rail to place, so it would be a decent length task for someone. I did look up rough route ideas, and there are a few yellowstone biomes the rail could cut through, making the journey quite scenic
Tbf considering high speed rail itself mostly has to be 100% straight without going up or down, a tiled Litematica schematic with easyplace enabled would probably let you finish it in 1-2 hours tops, when doing it manually would take days.
For simplicity's sake I'd say we can even do the same but with normal speed rail instead of high speed rail for the final leg of the journey, replacing the bamboo blocks with redstone blocks. The witch farm is probably still overflowing!
Alright alright I'll try to get back to it! I was thinking there's no reason not to make it a loop... Well except the time...
I suggest starting with a junction at my castle and one at the cherry grove to go west.
I've been hard at work building out The Horizon Engine, but I still have a very long way to go. Just did some work with Gimp to try planning out my future builds a little better (things got a bit complicated cause I didn't preplan). I need to build about 10 more buildings it seems.
I added a music disc farm at the south end of the industrial district. It's not terribly efficient due to some dark spots in the caves under the area, but I was able to get at least one of every disc and stock up the barrel in town square.
@IsildursBane I tried running a few through storage, but all of them went to overflow except the type you took earlier. So I took them back to the chest at the farm and left the non-creeper-farmable extras in overflow.
Seems like music discs work differently for copper golem sorters. It will require each disc being separately added to the filter, which is pretty easy to do, and have since grabbed the stockpile of records and added them to the filters
Which reminds me, I need to get you a set of nautilus armor from my stash for the non-stackable filters.
I just went into the portal for the guardian xp farm trying to figure out what's wrong with it, and there seem to be a billion guardians built up in the nether side. I couldn't escape and I'm about to die, so if someone could see about helping me out that would be cool.
Should be safe now
Edit: Also, I think I found what broke the farm, the hopper clock got unloaded at the perfect time, having it freeze
On my way
Just don't go through the portal like I did.
Yeah, going to to try and access it from the nether side
I briefly considered going through the portal yesterday but chickened out. I salute your bravery.
Ope
@creesch when you get a chance can you add my rail extension to the North line in the nether? It starts at Z -565 and extends due east until X 351 (link)
I'll try to remember to do so tomorrow. Is it a straight line? If not I'll need to hop on and make sure to note down the coordinates of corners.
We're actually missing tons of things on the bluemap tbh. Especially rail lines + a few bases but plausibly also farms?
I mean, same instructions still apply.
I've also extended the C-Local Blue line to X 26, Z -90, its in a straight line east.
Realized I didn't add your line extension when I did mendanbars. For a line with height differences I also need the coordinates of the start and end of slopes. I'll try to hop on this week again and map the exact coordinates of your line.
Half-baked idea: For next season it might be worth considering whether it's possible to vibecode some solution where people can use an mc command to append their locations/lines/etc to a "staging" version of the source config for bluemap, e.g. hosted on github, where a privileged user just has to review these things periodically before merging the pull request and syncing the change to "prod"?
Anyway, I miss you and many others
Actually did consider something like that a while ago. Though not as integrated, but some way for people to easier provide any bluemap maintainer with a set of coordinates.
I do have a half baked idea for a mod to record coordinates automatically for people where they'd just need to ride a line.
I already did modify a mod a while back to record coordinates to a file. But that still requires me to manually hit the record key for each corner and elevation start and stop point. What I have in mind now is a continuous recording from the user perspective.
I might play with that for myself this week. Meaning I'll also be online again :)
Splendid
Ah I should've realized, I can hop on again later today and try to get you those coordinates
Don't sweat it, I do have parts of it automated. Probably easier for me to do, but it just has been delayed a bit ;)
Ah, no rush then, just wanted to get it on your radar :)
Thanks! Yep it's a straight West->East line branching from the existing North rail.