The experimental spawn building looks like a good start but it is too flat and feels dull.I think adding a bit of depth to the flat faces would really make it pop.
This is my current progress on my new places. As you can see by adding a few details to the outside of some basic shapes it really changes the look of things.
With 1.14 we considered idea of working on a second sub spawn In New chunks. This was a experimental spawn that could house most basics in a single fairly easy to build structure.
Just a experimental idea.
1.14 meant to be nearer q2 I hered on one site.
Automatically Appended Next Post:
Deathklaat wrote: The experimental spawn building looks like a good start but it is too flat and feels dull.I think adding a bit of depth to the flat faces would really make it pop.
This is my current progress on my new places. As you can see by adding a few details to the outside of some basic shapes it really changes the look of things.
Aye it is. I was going to add more details to it, cut in windows with stairs, modify the front walls with more details and such.
Bear in mind that blank wall is the rear walls, and you will not be able to see the boring and functional slab clad roof for mob protection. There is no lights as the black glass on vanilla seems almost to vanish at night making it feel very open.
This was by far not finished. It lacks central floors, windows, and much more. This is outer walls, I have basic wood floors on wings In and the basic form the stairs cases up.
Does anyone have a totem of undying they would be interested in trading? Got a map from one of my cartographers but 4 hours into the trip there I got distracted and instead came back with 7 parrots. But at least I have all of them now.
Just seeing if anyone would before I head back out on the trip again as it'd save time since I just want one to toss into an item frame and hang on the wall.
You could try visiting the mansion far, far, far along the south tunnel, a half hour trip through the nether I think. The sign on the way says the mansion is empty but it's not unless someone finished it off in the last couple months. Just follow the grey brick road. The mansion should have at least 1 evoker, possibly 2, still alive behind blocked doorways on the upper floors.
I could trade you a doll for 16-32 diamonds if you really don't want to make the trip.
n0t_u wrote: Does anyone have a totem of undying they would be interested in trading? Got a map from one of my cartographers but 4 hours into the trip there I got distracted and instead came back with 7 parrots. But at least I have all of them now.
Just seeing if anyone would before I head back out on the trip again as it'd save time since I just want one to toss into an item frame and hang on the wall.
Damn, how far out did you get? I thought you had found the place.
Lotet wrote: You could try visiting the mansion far, far, far along the south tunnel, a half hour trip through the nether I think. The sign on the way says the mansion is empty but it's not unless someone finished it off in the last couple months. Just follow the grey brick road. The mansion should have at least 1 evoker, possibly 2, still alive behind blocked doorways on the upper floors.
I could trade you a doll for 16-32 diamonds if you really don't want to make the trip.
I could do that trade, how about like 20 diamonds? My in game name is Iustis.
n0t_u wrote: Does anyone have a totem of undying they would be interested in trading? Got a map from one of my cartographers but 4 hours into the trip there I got distracted and instead came back with 7 parrots. But at least I have all of them now.
Just seeing if anyone would before I head back out on the trip again as it'd save time since I just want one to toss into an item frame and hang on the wall.
Damn, how far out did you get? I thought you had found the place.
Turns out I'd just lined up the X axis at 1.6k. The Z axis though, I got out to about -30k and then there was the ocean; I had picked up 7 parrots on the way and had one of each colour at least with me so I figured it would probably be better to just return with those parrots instead.
Eh, not much. Apparently there's another Dwarven kingdom going up more towards the West. Spawn's got a couple nice new buildings. I'm still working on my walls, the usual.
Anvildude wrote: Eh, not much. Apparently there's another Dwarven kingdom going up more towards the West. Spawn's got a couple nice new buildings. I'm still working on my walls, the usual.
God you need to get someone to help with that or something to bot your computer so it does it for you....
Not to encourage cheating but I think you could pay some people on here with diamonds. Or go to my base grab some diamond pick axes that I have laying around on some villagers and bang!
Automatically Appended Next Post: Also I don't know so last time i was on here there was a new end? Thats all I know about the current minecraft o.o
Anvildude wrote: Eh, not much. Apparently there's another Dwarven kingdom going up more towards the West. Spawn's got a couple nice new buildings. I'm still working on my walls, the usual.
God you need to get someone to help with that or something to bot your computer so it does it for you....
Not to encourage cheating but I think you could pay some people on here with diamonds. Or go to my base grab some diamond pick axes that I have laying around on some villagers and bang!
Automatically Appended Next Post: Also I don't know so last time i was on here there was a new end? Thats all I know about the current minecraft o.o
New. Maybe bar the parrots, lamas and such passive mobs.
None others though new I think.
Bar maybe husks, strays, polar bears but depends how long you been off.
I mean, part of it has just been me not playing Vanilla for a while. I can knock out a significant section of wall in a couple hours if I have the materials at hand. Half the time nowadays is getting to the working end of the Tunnel to start mining rock and cobble.
Anvildude wrote: Eh, not much. Apparently there's another Dwarven kingdom going up more towards the West. Spawn's got a couple nice new buildings. I'm still working on my walls, the usual.
God you need to get someone to help with that or something to bot your computer so it does it for you....
Not to encourage cheating but I think you could pay some people on here with diamonds. Or go to my base grab some diamond pick axes that I have laying around on some villagers and bang!
Automatically Appended Next Post: Also I don't know so last time i was on here there was a new end? Thats all I know about the current minecraft o.o
New. Maybe bar the parrots, lamas and such passive mobs.
None others though new I think.
Bar maybe husks, strays, polar bears but depends how long you been off.
Really? Husks, STrays and polar bears... thats new to me!
And concrete too?
Shesh i did miss a bunch...
@Anvil you could always cut down the amount of work and decrease the size a small bit.
Also will we ever reset the server like we did last time or what? Or is there not going to be a significant update for us to warrant that?
I know we could possibly reload chunks if we really wanted to and have some new generation. Which would be nice considering how much new stuff has been added.
@Anvil you could always cut down the amount of work and decrease the size a small bit.
Also will we ever reset the server like we did last time or what? Or is there not going to be a significant update for us to warrant that?
I know we could possibly reload chunks if we really wanted to and have some new generation. Which would be nice considering how much new stuff has been added.
HERESY!
Also, almost all of the new stuff is non-gen. About the only thing is the Igloos, which aren't too exciting.
Now, when they make the Ocean update live, that might require a little re-loading. Or not. I suppose for the coral, but the other stuff is mostly mechanical, I think.
@Anvil you could always cut down the amount of work and decrease the size a small bit.
Also will we ever reset the server like we did last time or what? Or is there not going to be a significant update for us to warrant that?
I know we could possibly reload chunks if we really wanted to and have some new generation. Which would be nice considering how much new stuff has been added.
HERESY!
Also, almost all of the new stuff is non-gen. About the only thing is the Igloos, which aren't too exciting.
Now, when they make the Ocean update live, that might require a little re-loading. Or not. I suppose for the coral, but the other stuff is mostly mechanical, I think.
Well I am in an area of the older stone and all that o.o plus the end seems to be completely explored :/ which is kind of a pain. As everything for a 1k block radius in the end was completely explored o.o
Heresy indeed!
I am thinking about cutting down my build so that I am just building my barracks and rebuilding some of my infrastructure as I am seem to have lost half of my villagers sometime in the past year.
@Anvil you could always cut down the amount of work and decrease the size a small bit.
Also will we ever reset the server like we did last time or what? Or is there not going to be a significant update for us to warrant that?
I know we could possibly reload chunks if we really wanted to and have some new generation. Which would be nice considering how much new stuff has been added.
HERESY!
Also, almost all of the new stuff is non-gen. About the only thing is the Igloos, which aren't too exciting.
Now, when they make the Ocean update live, that might require a little re-loading. Or not. I suppose for the coral, but the other stuff is mostly mechanical, I think.
Well I am in an area of the older stone and all that o.o plus the end seems to be completely explored :/ which is kind of a pain. As everything for a 1k block radius in the end was completely explored o.o
Heresy indeed!
I am thinking about cutting down my build so that I am just building my barracks and rebuilding some of my infrastructure as I am seem to have lost half of my villagers sometime in the past
...
My post. Whatever this page is up to...
Theres new stpne about 8000 blocks out, I found. Maybe closer if lucky. But if your close to a nether road it should be easy to get new stones.
There's a butcher in the Spawntown trading center- raw chicken, beef and pork from the farms should give you plenty of trading materials to get emeralds to get nametags.
Anvildude wrote: There's a butcher in the Spawntown trading center- raw chicken, beef and pork from the farms should give you plenty of trading materials to get emeralds to get nametags.
I got lucky my villager i found, he was a pre-professions villager so he has all the farmer unlocked stuff and a fishermen so he wants raw or cooked fish and wheat. He gives the most emeralds per and its really great. I already got what i needed and asked Melissa to help tag it. Now I have an extra villager walking around with an amazing farmer set.
I also have started to rebuild my storm fortress to be more erm aesthetic to the designs of my viking village.
Theres new stpne about 8000 blocks out, I found. Maybe closer if lucky. But if your close to a nether road it should be easy to get new stones.
thats far o.o
but I have an outpost for it just need to remember where I put it o.o
ALso i might need someones help to name tag a villager so they don't despawn :/ I have lost half of my villagers.
Villagers don't despawn, the ones in my trading hal have been there for years now. They do get hit with lightning and turned into witches then despawn, or eatten by zombies.
Theres new stpne about 8000 blocks out, I found. Maybe closer if lucky. But if your close to a nether road it should be easy to get new stones.
thats far o.o
but I have an outpost for it just need to remember where I put it o.o
ALso i might need someones help to name tag a villager so they don't despawn :/ I have lost half of my villagers.
Villagers don't despawn, the ones in my trading hal have been there for years now. They do get hit with lightning and turned into witches then despawn, or eatten by zombies.
Yeah, villagers Don, t despawn, especially if named. Double so.
Zombies are the main danger as too many attract seiges.
I do have a question, and this is for darknnit, is it possible to reset the end? because currently it is becoming very difficult to journey in the end because most of a 10k block raidus had been explored :/
Asherian Command wrote: I do have a question, and this is for darknnit, is it possible to reset the end? because currently it is becoming very difficult to journey in the end because most of a 10k block raidus had been explored :/
but I'd lose all my bridges and enderman farm
have you tried using the portals? they should get you quite a ways out and save a lot of walking & bridging.
I gathered that those portals will take you out quite a ways and I doubt they've all been explored.
I still say let's do a world reset for 1.13, apparently there's new world gen features. No point in resetting the end now only to discover 1.13 adds all sorts of new things to it. The trip to unexplored end regions is nothing compared to the traveling that will need to be done for new overworld regions.
I gathered that those portals will take you out quite a ways and I doubt they've all been explored.
I still say let's do a world reset for 1.13, apparently there's new world gen features. No point in resetting the end now only to discover 1.13 adds all sorts of new things to it. The trip to unexplored end regions is nothing compared to the traveling that will need to be done for new overworld regions.
So what happens to the old bases?
Do we have thr copy and paste or have to start over?
I gathered that those portals will take you out quite a ways and I doubt they've all been explored.
I still say let's do a world reset for 1.13, apparently there's new world gen features. No point in resetting the end now only to discover 1.13 adds all sorts of new things to it. The trip to unexplored end regions is nothing compared to the traveling that will need to be done for new overworld regions.
So what happens to the old bases?
Do we have thr copy and paste or have to start over?
I doubt dark will do a full reset, I brought it up earlier when I heard about the ocean makeovers. Dark doesn't want to do a full reset as he called it "to much work" His plan is to move spawn or do something with spawn to bring it to a new region based on all the goodies of 1.13 Kind of a best of both worlds type thing.
I gathered that those portals will take you out quite a ways and I doubt they've all been explored.
I still say let's do a world reset for 1.13, apparently there's new world gen features. No point in resetting the end now only to discover 1.13 adds all sorts of new things to it. The trip to unexplored end regions is nothing compared to the traveling that will need to be done for new overworld regions.
So what happens to the old bases?
Do we have thr copy and paste or have to start over?
I doubt dark will do a full reset, I brought it up earlier when I heard about the ocean makeovers. Dark doesn't want to do a full reset as he called it "to much work" His plan is to move spawn or do something with spawn to bring it to a new region based on all the goodies of 1.13 Kind of a best of both worlds type thing.
That's better... Maybe a CB or a nether road between the two of the spawns?
Id hate to have to rebuild everything from scratch.
Asherian Command wrote: I do have a question, and this is for darknnit, is it possible to reset the end? because currently it is becoming very difficult to journey in the end because most of a 10k block raidus had been explored :/
but I'd lose all my bridges and enderman farm
have you tried using the portals? they should get you quite a ways out and save a lot of walking & bridging.
Yes I have and everytime something equally stupid happens and it takes waaayy too long currently to execute that >.>
I have a question, I need some architecture advice. Currently my castle looks great from the outside, but the inside is rather lack luster how could I make the inner parts and the larger area more aesthetically pleasing?
Asherian Command wrote: I have a question, I need some architecture advice. Currently my castle looks great from the outside, but the inside is rather lack luster how could I make the inner parts and the larger area more aesthetically pleasing?
Also I am looking into going after some shulker chests does anyone know where I can go that doesn't have the problem currently of already being explored?
Zombie sieges seem to spawn weird, I was walking back past my city at night and saw one spawn on the gatehouse, luckily there's at least 12-14 golems inside so they didn't make it far. But, I checked the roof of it afterwards and the block light level was 12.
n0t_u wrote: Zombie sieges seem to spawn weird, I was walking back past my city at night and saw one spawn on the gatehouse, luckily there's at least 12-14 golems inside so they didn't make it far. But, I checked the roof of it afterwards and the block light level was 12.
Lighting up the area stops the normal mob spawns, but zombies get a second chance to spawn in towns, the light levels don't matter. You got lucky with just 1, as you see in spawn they usually bring a lot of friends.
n0t_u wrote: Zombie sieges seem to spawn weird, I was walking back past my city at night and saw one spawn on the gatehouse, luckily there's at least 12-14 golems inside so they didn't make it far. But, I checked the roof of it afterwards and the block light level was 12.
Lighting up the area stops the normal mob spawns, but zombies get a second chance to spawn in towns, the light levels don't matter. You got lucky with just 1, as you see in spawn they usually bring a lot of friends.
yeah, but theres like 20-40 villagers at spawn... golumns?
n0t_u wrote: Zombie sieges seem to spawn weird, I was walking back past my city at night and saw one spawn on the gatehouse, luckily there's at least 12-14 golems inside so they didn't make it far. But, I checked the roof of it afterwards and the block light level was 12.
Lighting up the area stops the normal mob spawns, but zombies get a second chance to spawn in towns, the light levels don't matter. You got lucky with just 1, as you see in spawn they usually bring a lot of friends.
Wasn't just one it was about 6 or so at once. Golems were on them instantly.
Also this new town I just set up is fun, first baby villager was a nitwit who I assassinated from far away with my bow. They finally just made the second baby villager, it's another nitwit.
n0t_u wrote: Zombie sieges seem to spawn weird, I was walking back past my city at night and saw one spawn on the gatehouse, luckily there's at least 12-14 golems inside so they didn't make it far. But, I checked the roof of it afterwards and the block light level was 12.
Lighting up the area stops the normal mob spawns, but zombies get a second chance to spawn in towns, the light levels don't matter. You got lucky with just 1, as you see in spawn they usually bring a lot of friends.
yeah, but theres like 20-40 villagers at spawn... golumns?
we not short of iron?
there's actually 2 towns at spawn,
the farm has golems spawn in the middle of town and the farm keeps them inside where they're supposed to be.
the trading hall, while a town doesn't have enough doors that the villagers can register. You need 21 doors for them to spawn.
Anvildude wrote: He's East Tunnel. Last side tunnel on the left, before the big opening.
Actually, mine is the last on the left (nether quartz and nether brick tunnel). I recently made a better path to the East Tunnel from my gate.
yeah I noticed that. I got confused a few days ago when i was returning from a nether trek (to find more horse armor after I lost my best horse to a charged creeper)
Also does anyone know what darknnit is going to do with the next update like reset parts of the world closer to our spawn? Cause right now its kind of ridicilious trek to get to a mansion or anything from 1.12
Like reload all the borders around the player areas or what? I wouldn't mind that or reloading the end as most of the surrounding areas have been thoroughly explored.
Anvildude wrote: He's East Tunnel. Last side tunnel on the left, before the big opening.
Actually, mine is the last on the left (nether quartz and nether brick tunnel). I recently made a better path to the East Tunnel from my gate.
yeah I noticed that. I got confused a few days ago when i was returning from a nether trek (to find more horse armor after I lost my best horse to a charged creeper)
Also does anyone know what darknnit is going to do with the next update like reset parts of the world closer to our spawn? Cause right now its kind of ridicilious trek to get to a mansion or anything from 1.12
Like reload all the borders around the player areas or what? I wouldn't mind that or reloading the end as most of the surrounding areas have been thoroughly explored.
A large area of my base is under water.
I guess he could say redo the outer oceans in say 2k outwards as that land is less populated than the inner "ring" round spawn.
It's probably easier for him to set up like an outpost 100k or more out then make like a teleport station at spawn where you go into it or whatever and press a button and a command block warps you out to the outpost.
Would be a shame to not see all the large structures on the dakka map any more.
Personally, I'm fine staying put. Seaweed and coloured rock isn't really much to go making a new spawn for.
Asherian Command wrote: Also does anyone know what darknnit is going to do with the next update like reset parts of the world closer to our spawn? Cause right now its kind of ridicilious trek to get to a mansion or anything from 1.12
Isn't it supposed to be a ridiculous trek? Though I guess every mansion discovered adds another real world hour or more of walking to find the next one and it already takes several hours. I doubt there'd be more than 1 woodland mansion anywhere near spawn that might have been discovered if the area it generates in wasn't already explored prior, but once it gets explored you're back to where we are now.
Lotet wrote: Plenty more discovered land beyond the dakka map. Most folk don't set up their main bases out there, though.
yeah, theres bases out beyond map lines. i for example have a sub base 8000 out South, there will be a few smallwe mining and such camps, qaurries and such out beyond the map edge.
Lotet wrote: Would be a shame to not see all the large structures on the dakka map any more.
Personally, I'm fine staying put. Seaweed and coloured rock isn't really much to go making a new spawn for.
Asherian Command wrote: Also does anyone know what darknnit is going to do with the next update like reset parts of the world closer to our spawn? Cause right now its kind of ridicilious trek to get to a mansion or anything from 1.12
Isn't it supposed to be a ridiculous trek? Though I guess every mansion discovered adds another real world hour or more of walking to find the next one and it already takes several hours. I doubt there'd be more than 1 woodland mansion anywhere near spawn that might have been discovered if the area it generates in wasn't already explored prior, but once it gets explored you're back to where we are now.
Spent four hours to find one. So no it shouldn't be that long :/
Sounds about right to me. Took about 3 hours to find mine and it still takes half an hour to get to it by the nether. Though the nether path doesn't go diagonal like I did in the overworld. It'll probably take the next person 5 hours to find theirs. Like I said, I doubt there'd be more than 1 visible on the map. These things are generally more than 10,000 blocks away from each other. But I guess some folk would like to visit one that doesn't take ages to get to.
So, I tried to move my portal further west closer to my base on my Island, but instead of creating a new counterpart portal in the Nether, it's linked to somebody else's portal at this jungle grotto.
It's been a long time since I've played Minecraft. IIRC, the correct procedure for linking up a portal is that I need to take my Overworld portal coordinates and divide them by 8, then travel to that corresponding location in the nether to build a new portal to link up? Is that correct?
It's been a long time since I've played Minecraft. IIRC, the correct procedure for linking up a portal is that I need to take my Overworld portal coordinates and divide them by 8, then travel to that corresponding location in the nether to build a new portal to link up? Is that correct?
That's about the way. You need to get the hights roughly correct, but not super exact. You may need to takw the old portal offline once you make new one.
Yes. That's correct. Also, like jhe90 said, height is now a factor as well. But height is NOT divided by 8- height in Nether and Overworld are the same scale.
I'd say best way to farm for Ghasts is to make yourself a large platform somewhere. Netherbrick or cobble or whatever, over one of those lava lakes.
n0t_u wrote: Is there a good spot to hunt ghasts in the nether? most of the time it's annoying to see that tear drop for ages only to land in lava.
None that I know of. I've gotten a few while hunting for wither skulls in the wither hunting grounds but that's only because of how long I've spent in there, not because it's a good place to hunt for ghasts so I wouldn't recommend it. You could take 10 tears from the stone shop at spawn. Just go inside and look up, there's some chests in the roof.
Anvildude wrote: Yes. That's correct. Also, like jhe90 said, height is now a factor as well. But height is NOT divided by 8- height in Nether and Overworld are the same scale.
I'd say best way to farm for Ghasts is to make yourself a large platform somewhere. Netherbrick or cobble or whatever, over one of those lava lakes.
Yeah. That's probbly best way, and build some shelters for yourself if fire too heavy, maybe a L shaped doorway offset so fireballs are not flying inside.
4. A random base that I forgot I built, because I haven't played in 2 years. Turns out I actually spent a very long time there, and had a LOT of material stored there that I forgot about. I'm now painstakingly carting it all over to my current base on the Island. (this one was built directly next to other players who I cooperated with for a while. My constructions are the big tower with lots of windows, the portal, the various bridges criss crossing the rock spires on the north side and the massive quarry with a glass roof. https://www.darkinnit.com/newdakkamap/#/-1911/64/-3120/max/0/0
The game shouldn't crash when joining multiplayer! Split the ocean into 10 different biomes! Added underwater caves & ravines Added a clickable link to the /locate command output
Ocean biomes
We didn't want to stop at seven seas.
Oceans are now split into 5 temperatures: frozen, cold, normal, lukewarm, warm Each ocean has a deep variant, like before World generation should stay the same, but old chunks will only have normal oceans We'll be using these for something real soon!
Underwater caves & ravines
They look so cool. Sea for yourself!
Caves under the ocean are 50% more humid Ravines will appear in all oceans Some ocean ravines cut deep, exposing lava to the seas
Fixed bugs in 18w08a
MC-122000 - Items get deleted when the inventory is overflowed by using the recipe book to return items from a crafting table. MC-124299 - /give command: Items on ground for a long time not able to pick up MC-124948 - /enchant can be used by non-ops MC-125451 - Crash when logging into multiplayer without logging into singleplayer first
4.
A random base that I forgot I built, because I haven't played in 2 years. Turns out I actually spent a very long time there, and had a LOT of material stored there that I forgot about. I'm now painstakingly carting it all over to my current base on the Island.
(this one was built directly next to other players who I cooperated with for a while. My constructions are the big tower with lots of windows, the portal, the various bridges criss crossing the rock spires on the north side and the massive quarry with a glass roof.
https://www.darkinnit.com/newdakkamap/#/-1911/64/-3120/max/0/0
Main castle. I'm not on long ernough to k ow any of your ur other bases.
Mines the small one out on bay and island near some kinda resident evil grand Hall with helicopter escape route. Islands where quick and easy to fortify and defend with the insane rate mobs spawn!
I saw your island fortress, cool spot. If not limited on real estate!
Automatically Appended Next Post: Ooh, those new biome sound intresting. I'm glad I've not explores too far about stallion Bay!
I'm in the process of emptying out my storage supplies and moving permanently to my island fortress. You're more than welcome to move into my old tower at this location and take over entirely. It'll just lie vacant otherwise, it'll be a shame for it to go unused.
You can even claim the horde of tamed dogs I have there, they're a pain in the arse to transport through the nether portal and I already have a breeding pair on my island now.
You can also claim the big quarry with a glass roof north of my tower.
I saw your island fortress, cool spot. If not limited on real estate!
Oh there's plenty enough space for me. I tend to incorporate my builds into the local terrain rather than flattening the landscape. And I build a lot of stuff underground. That rock spire on my island will be hollowed out eventually and turned into another tower, like my previous base above.
I'm in the process of emptying out my storage supplies and moving permanently to my island fortress. You're more than welcome to move into my old tower at this location and take over entirely. It'll just lie vacant otherwise, it'll be a shame for it to go unused.
You can even claim the horde of tamed dogs I have there, they're a pain in the arse to transport through the nether portal and I already have a breeding pair on my island now.
You can also claim the big quarry with a glass roof north of my tower.
I saw your island fortress, cool spot. If not limited on real estate!
Oh there's plenty enough space for me. I tend to incorporate my builds into the local terrain rather than flattening the landscape. And I build a lot of stuff underground. That rock spire on my island will be hollowed out eventually and turned into another tower, like my previous base above.
I'm the base closer to spawn, the taller keep, island and walled in partially blocked off bay. That's near me! If you ever want to find it, take the old Verdai portal north, road, not too far from entrench just after I think or before master of ordeince. Or BloodRose.
I inherited the site off the guy who built the wooden structure. He a freind from the forum games section.
Il maybe have a look, if the Dakka map behaves lol.
It's only giving me a zoned out view, glitches happen though.
Can someone help me build a pumpkin farm generator I am trying to have all my automation stuff under my base?
I am currently trying to get as many emeralds as possible for a build that requires lots of glowstone, glass, and diamond equipment.
SOO
There is currently a kind of mind numbing bug that has been taking away my villagers and entities. So I had thought oh must be zombie sieges, but the problem is the ENTIRE area is light level 15. So there would be no reasonable way for them to spawn there. I began to search the forums for bugs.
As today I had lost one of my most valuable villagers. A villager that gave you unenchanted diamond equipment for emeralds. Including a Diamond Sword, Helmet, and Pickaxe. The problem being that this bug https://bugs.mojang.com/browse/MC-108469
The bug
In many cases when entities are moved into another chunk they are not added to the new chunks entity lists rightaway. Instead they get added when the entity receives the next update tick. Until that happens the entity will not be found by some searches that use the chunk-wise lists. In some cases (like in lazy chunks) it can even happen that the entity is not ticked and doesn't get added to the new list at all. Upon unloading the world the entity will not get saved in the correct chunk and be deleted upon the next reload.
Two cases where this bug can happen are teleport commands and pistons. It's likely that there are more cases though.
Which explains why I have all sudden less dogs, and less villagers every single time i log in. This is a very strange bug and I hope that I let you all know that it isn't just zombie sieges. THEY DO INFACT Despawn.
I Don't know of darknnit is on or can find a fix for people who have been losing villagers other than spawning one. :/ kind of ridic that is happening.
Asherian Command wrote: There is currently a kind of mind numbing bug that has been taking away my villagers and entities. So I had thought oh must be zombie sieges, but the problem is the ENTIRE area is light level 15. So there would be no reasonable way for them to spawn there. I began to search the forums for bugs.
Which explains why I have all sudden less dogs, and less villagers every single time i log in. This is a very strange bug and I hope that I let you all know that it isn't just zombie sieges. THEY DO INFACT Despawn.
Light doesn't stop zombie sieges from spawning and I don't believe wolves attack or get attacked by zombies unless you get into a fight with them yourself, not even to defend villagers. Only golems help with that.
Asherian Command wrote: There is currently a kind of mind numbing bug that has been taking away my villagers and entities. So I had thought oh must be zombie sieges, but the problem is the ENTIRE area is light level 15. So there would be no reasonable way for them to spawn there. I began to search the forums for bugs.
Which explains why I have all sudden less dogs, and less villagers every single time i log in. This is a very strange bug and I hope that I let you all know that it isn't just zombie sieges. THEY DO INFACT Despawn.
Light doesn't stop zombie sieges from spawning and I don't believe wolves attack or get attacked by zombies unless you get into a fight with them yourself, not even to defend villagers. Only golems help with that.
Actually yes they do. They cannot spawn above light levels of 12 according to the wiki
I even showed the bug you were talking about as all of this happened during the day. And not during the night which zombie sieges happened.
The bug will explain it and is very common as the villagers are enclosed and do have a iron golem guarding them, the iron golem even despawned interestingly no drops nothing. Infact I captured a zombie name tagged it, put it into an enclosed area, went just a block away turned around the thing despawned.
I looked it up just now to be sure. Wiki said they don't spawn when the sky light level is 12.
At midnight each night. If a siege is to occur, attempts will be made each tick to start the siege until either a siege is successfully started, or the sun rises. Specifically, the siege attempt is abandoned when the sky light level reaches 12; however, inclement weather can allow siege start attempts to continue well past dawn, since it reduces the sky light level.
So if a thunderstorm happens at night and continues past dawn, sieges can still spawn till the weather clears.
Zombies spawned within a siege ignore player proximity, light levels, and the presence of other mobs.
But otherwise torches won't help.
Not like this matters anyway since it's likely not part of the problem, as you've demonstrated.
Asherian Command wrote: Can someone help me build a pumpkin farm generator I am trying to have all my automation stuff under my base?
I am currently trying to get as many emeralds as possible for a build that requires lots of glowstone, glass, and diamond equipment.
SOO
There is currently a kind of mind numbing bug that has been taking away my villagers and entities. So I had thought oh must be zombie sieges, but the problem is the ENTIRE area is light level 15. So there would be no reasonable way for them to spawn there. I began to search the forums for bugs.
As today I had lost one of my most valuable villagers. A villager that gave you unenchanted diamond equipment for emeralds. Including a Diamond Sword, Helmet, and Pickaxe. The problem being that this bug https://bugs.mojang.com/browse/MC-108469
The bug
In many cases when entities are moved into another chunk they are not added to the new chunks entity lists rightaway.
Instead they get added when the entity receives the next update tick. Until that happens the entity will not be found by some searches that use the chunk-wise lists.
In some cases (like in lazy chunks) it can even happen that the entity is not ticked and doesn't get added to the new list at all. Upon unloading the world the entity will not get saved in the correct chunk and be deleted upon the next reload.
Two cases where this bug can happen are teleport commands and pistons. It's likely that there are more cases though.
Which explains why I have all sudden less dogs, and less villagers every single time i log in. This is a very strange bug and I hope that I let you all know that it isn't just zombie sieges. THEY DO INFACT Despawn.
I Don't know of darknnit is on or can find a fix for people who have been losing villagers other than spawning one. :/ kind of ridic that is happening.
do you have villager boxes because you could seal them, use a sticky piston to raise and lower a glass block down over there "serving window"
That may protect your villagers you have left?
Had a horse vanish before, reloading the server or file seems to fix that bug.
Asherian Command wrote: Can someone help me build a pumpkin farm generator I am trying to have all my automation stuff under my base?
I am currently trying to get as many emeralds as possible for a build that requires lots of glowstone, glass, and diamond equipment.
Sure, and you if you don't catch me online check out the one I have running at my base; I'll run you through it sometime anyway. But basically it's like this.
To build it all you have to do is put together these little modules which are pretty easy to toss together.
Then you just need one redstone above the torch then a solid block in front of it.
The piston will extend and retract rapidly until the redstone torch shorts out then it's done. Every time a pumpkin or melon grows in front of the piston the block update will reset the redstone torch and it will fire rapidly again until it shorts out again. It can scale infinitely up down or to the sides and it's nice that the surrounding ones can grow their pumpkin onto it as well as it sort of speeds it up. Also when one of them goes off the rest of that layer will as well as they kind of set each other off, but it doesn't hurt it really. For my one I added solid blocks between the redstone on the top so I could put water in each of those spaces to hydrate the upper levels as well.
Anvildude wrote: With Observers, I think you can even set up a single-block wide version. But this seems resoundingly simple.
I tried with them too, but the problem is with observers you need to have them look at where the pumpkin would grow but that would mean the piston would likely be above or below the dirt block it'd grow on. The problem I had with that is it's a bit bigger, the modules don't like sit together as nicely and a piston moving a block in front of an observer triggers it so it would work once then just start working as a clock.
Observers are good for reed farms though. You just raise the piston up a block, put an observer on top of the piston facing forward and whenever the reed gets 3 tall it'll harvest it back down to 1. Only needs to be 1 wide as well.
Anvildude wrote: With Observers, I think you can even set up a single-block wide version. But this seems resoundingly simple.
I tried with them too, but the problem is with observers you need to have them look at where the pumpkin would grow but that would mean the piston would likely be above or below the dirt block it'd grow on. The problem I had with that is it's a bit bigger, the modules don't like sit together as nicely and a piston moving a block in front of an observer triggers it so it would work once then just start working as a clock.
Observers are good for reed farms though. You just raise the piston up a block, put an observer on top of the piston facing forward and whenever the reed gets 3 tall it'll harvest it back down to 1. Only needs to be 1 wide as well.
I might need to do that when I start working on my reed farm automation (I am currently trying to build up a stockpile of diamond equipment)
I have also moved at least 50% of all my stuff into a hoard and will start working on interior decorating would love to hear some critique
Also I have a question for Darknnit or whoever is running the server, would it be alright if we just reloaded every ocean outside of a 4k block radius of spawn ? It would allow us to not only not go as far from spawn but also allow us to see new terrian gen from previous ventures as there are close to no one that I know of that is past the 4k block radius from spawn. Also considering we probably wouldn't have to go as far for 1.12 or 1.11 things that did spawn.
Its up to darknnit or whomever to decide on that but looking at the circumstances it is kind of annoying how far we have to go just to get new gen of stone types and now with oceans actually having living environments, it is going to be harder to find those environments due to how much exploration has gone on just to find ocean temples and mansions by various players.
It would be nice to see mansions closer to spawn I have to admit
Venturing 80K+ just to find that someone has managed to get there sooner is a real bummer
master of ordinance wrote: It would be nice to see mansions closer to spawn I have to admit
Venturing 80K+ just to find that someone has managed to get there sooner is a real bummer
>.> I think I know what your referring to
I too had that experinence. Every Mansion I went to has been past 80k or 100k. No one even builds that far currently. And i rather not go too far as there is no reason to have a ton of terrian generation with such a small server.
Yeah, if we where busy it would be fine, but at the moment there are too few players to really make far out settlements a viable option. We could build them but there is so much space out there that player-to-player contact would mostly cease to exist.
master of ordinance wrote: Yeah, if we where busy it would be fine, but at the moment there are too few players to really make far out settlements a viable option. We could build them but there is so much space out there that player-to-player contact would mostly cease to exist.
Thats my thought to, we only have like what ten maybe eight active players on right now?
I'd like to suggest the creation of a new server, so we can start over with everyone on a level playing field with all the latest updates to Biome generation, and so the more interesting biomes will be generated a little closer to spawn.
Having players scattered to the four corners of the earth because thats where all the interesting and desirable land is located detracts from the fun of playing on a multiplayer server.
If possible, I would like to request that the Iron Golem Mine and some of the other communal resource facilities at Spawn, be copy-pasted over to this new server, to help players start over. Having that iron golem farm at spawn is fantastic, helps new players to kick start their first settlement, and lets existing players focus on big builds without losing momentum due to lack of resources for tools etc.
Shadow Captain Edithae wrote: I'd like to suggest the creation of a new server, so we can start over with everyone on a level playing field with all the latest updates to Biome generation, and so the more interesting biomes will be generated a little closer to spawn.
Having players scattered to the four corners of the earth because thats where all the interesting and desirable land is located detracts from the fun of playing on a multiplayer server.
If possible, I would like to request that the Iron Golem Mine and some of the other communal resource facilities at Spawn, be copy-pasted over to this new server, to help players start over. Having that iron golem farm at spawn is fantastic, helps new players to kick start their first settlement, and lets existing players focus on big builds without losing momentum due to lack of resources for tools etc.
The amount of work most of us have spent building our stuff and no doubt the amount of objects and items we all have have been obtained over years of time.A new server I don't think will be benefical its not modded mincraft as it is vanilla many of us would be loathe to have to restart everything and work on new buildings again and have to get more resources. Alot of resources. We have the nether hub and all that, Its why I suggested the 4k block radius as no one is that far and if they are well they clearly haven't been playing for a while.
ON SECOND THOUGHT : If we are going to restart the serverI would suggest we be allowed to keep our ender chest inventories and what ever we are wearing.
As it is kind of annoying having to deal with all this other problems with not having enough gear etc and having trouble with terrian gen.
I think the biggest person who would be hit by this is Anvil and whoever has the megabuilds
I'm not suggesting that we delete the current server, only that we start a new one to run in parallel. A third server in effect (two vanilla, plus the FTB Unleashed).
Shadow Captain Edithae wrote: I'm not suggesting that we delete the current server, only that we start a new one to run in parallel. A third server in effect (two vanilla, plus the FTB Unleashed).
Might not be feasible though.
I think we could get rid of this current server and start a new one, but the fair thing would probably be to allow all players on the server some notice that only their ender chests and their current inventories would be preserved.
Shadow Captain Edithae wrote: I'd like to suggest the creation of a new server, so we can start over with everyone on a level playing field with all the latest updates to Biome generation, and so the more interesting biomes will be generated a little closer to spawn.
Having players scattered to the four corners of the earth because thats where all the interesting and desirable land is located detracts from the fun of playing on a multiplayer server.
If possible, I would like to request that the Iron Golem Mine and some of the other communal resource facilities at Spawn, be copy-pasted over to this new server, to help players start over. Having that iron golem farm at spawn is fantastic, helps new players to kick start their first settlement, and lets existing players focus on big builds without losing momentum due to lack of resources for tools etc.
The amount of work most of us have spent building our stuff and no doubt the amount of objects and items we all have have been obtained over years of time.A new server I don't think will be benefical its not modded mincraft as it is vanilla many of us would be loathe to have to restart everything and work on new buildings again and have to get more resources. Alot of resources. We have the nether hub and all that, Its why I suggested the 4k block radius as no one is that far and if they are well they clearly haven't been playing for a while.
ON SECOND THOUGHT : If we are going to restart the serverI would suggest we be allowed to keep our ender chest inventories and what ever we are wearing.
As it is kind of annoying having to deal with all this other problems with not having enough gear etc and having trouble with terrian gen.
I think the biggest person who would be hit by this is Anvil and whoever has the megabuilds
Re doing oceans outside 4k seems fair way.
Thetes alot of mega builds, large projects in the server...
I think a CB to say 100k out in fresh lands is also not a bad idea... Spawn 2.0
You guys are new, aren't you. Server re-sets don't necessarily mean we lose our builds. The Grey Mesa itself has survived, what, 3 or so full Server Reset event?
Dark's awesome, and will MCEdit transfer bases if asked nicely.
Anvildude wrote: You guys are new, aren't you. Server re-sets don't necessarily mean we lose our builds. The Grey Mesa itself has survived, what, 3 or so full Server Reset event?
Dark's awesome, and will MCEdit transfer bases if asked nicely.
No I'm not, I've been on this server for something like 3 years now. But I've not been active for a long time, and I probably didn't have any significant sized builds at the time of the last server reset so if I was present at the time I probably just started over from scratch rather than ask Darkinnit to preserve my builds.
I live on a big island now so it'll probably be reasonably simple to copy-paste my island over to a new server right? Just dump the entire island in the middle of an ocean somewhere.
I can always rebuild the bridge and link it to a new coastline.
Just need to rebuild my bridge, il miss my spawned I have underground though... It was so handy! There'd also some sub ground structures that might make mc edit intresting...
jhe90 wrote: I'm on a island... Just copy and paste my home.
I can always rebuild the bridge and link it to a new coastline.
Just need to rebuild my bridge, il miss my spawned I have underground though... It was so handy! There'd also some sub ground structures that might make mc edit intresting...
Speaking of your island...I still haven't found it on the Darkinnit.com map...could you give me a link please?
Do we really need a reset? Has Dark said if it was possible to make a second spawn way far away that we could TP to? I think it would be a good idea to have a spawn outpost with a 3k diameter reveal on the map. This would let players explore the new biomes and such without having to start over. This second area could be designated a build at your own risk area and could have the chunks reset with other major updates. If you happen to find a spot on the new chunks you like perhaps it might be possible to have Dark copy certain spots from the new chunks over to the old chunks?
There are a lot of players white-listed on the server and only a small percentage are active, i would think we would need to put it to a vote before real considerations of a restart would be made. I also think we would need some input from Dark on what his ideas are and what our current options are.
TBH i am not really a fan of a new map, while the idea of new biomes is great i have just encountered bugs that come with copy and pasting from map to map. The bugs i have encountered were part of the reason i am tearing down my old base and rebuilding it somewhere else.
jhe90 wrote: I'm on a island... Just copy and paste my home.
I can always rebuild the bridge and link it to a new coastline.
Just need to rebuild my bridge, il miss my spawned I have underground though... It was so handy! There'd also some sub ground structures that might make mc edit intresting...
Speaking of your island...I still haven't found it on the Darkinnit.com map...could you give me a link please?
jhe90 wrote: I'm on a island... Just copy and paste my home.
I can always rebuild the bridge and link it to a new coastline.
Just need to rebuild my bridge, il miss my spawned I have underground though... It was so handy! There'd also some sub ground structures that might make mc edit intresting...
Speaking of your island...I still haven't found it on the Darkinnit.com map...could you give me a link please?
Deathklaat wrote: Do we really need a reset? Has Dark said if it was possible to make a second spawn way far away that we could TP to? I think it would be a good idea to have a spawn outpost with a 3k diameter reveal on the map. This would let players explore the new biomes and such without having to start over. This second area could be designated a build at your own risk area and could have the chunks reset with other major updates. If you happen to find a spot on the new chunks you like perhaps it might be possible to have Dark copy certain spots from the new chunks over to the old chunks?
There are a lot of players white-listed on the server and only a small percentage are active, i would think we would need to put it to a vote before real considerations of a restart would be made. I also think we would need some input from Dark on what his ideas are and what our current options are.
TBH i am not really a fan of a new map, while the idea of new biomes is great i have just encountered bugs that come with copy and pasting from map to map. The bugs i have encountered were part of the reason i am tearing down my old base and rebuilding it somewhere else.
I think it would be nice to start clean, but yeah I think we should as that is far too much space, it already takes enough time to find areas not explored or loaded. I think I went 13k blocks and i was still finding signs of player activity.
We have gotten to the point where if we keep generating more and more terrian it might be a burden of the server.
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Anvildude wrote: You guys are new, aren't you. Server re-sets don't necessarily mean we lose our builds. The Grey Mesa itself has survived, what, 3 or so full Server Reset event?
Dark's awesome, and will MCEdit transfer bases if asked nicely.
I sure as helk ain't but the only thing I ask darknnit to preserve is the ender chests, I am fine with starting over with stuff in my ender chests and my inventory.
I've been here for years, I think a full reset is impossible.
But I wouldn't mind having new terrian generation and areas that have not been raided by a single player with lots of time on his hands.
I believe Dark said something one time about server space. Long story short, Minecraft really doesn't take much space to store worlds. And since (especially on Vanilla) the only chunks loaded are Spawn and around active players, it's not that much a burden to be active, either.
I mean, as long as I can get a copy of the world for personal play, I guess I'd be okay with a full reset. Seems a shame to destroy so much, uh, 'history' on the server, though..
Anvildude wrote: I believe Dark said something one time about server space. Long story short, Minecraft really doesn't take much space to store worlds. And since (especially on Vanilla) the only chunks loaded are Spawn and around active players, it's not that much a burden to be active, either.
I mean, as long as I can get a copy of the world for personal play, I guess I'd be okay with a full reset. Seems a shame to destroy so much, uh, 'history' on the server, though..
awful waste of space for how many places we have explored that will never be used because we just keep running around trying to find new terrian generation why we don't reload 4k blocks around spawn is probably the best thing.
I mean, as far as I can tell, Kelp and Turtles are compatible with existing terrain- Kelp grows, so can be planted, and turtles I think just spawn on beaches. Fish mobs will probably just spawn in oceans and rivers as well. As far as the known updates go, the only things we'd be missing out on are coral reefs and underwater cave/ravine systems. And neither of those are particularly 'useful' aside from maybe looking cool. I mean, maybe someone wants to use the coral in decorating, but I can't imagine they're too rare, and we're not going to need entire ecosystems worth.
Anvildude wrote: I mean, as far as I can tell, Kelp and Turtles are compatible with existing terrain- Kelp grows, so can be planted, and turtles I think just spawn on beaches. Fish mobs will probably just spawn in oceans and rivers as well. As far as the known updates go, the only things we'd be missing out on are coral reefs and underwater cave/ravine systems. And neither of those are particularly 'useful' aside from maybe looking cool. I mean, maybe someone wants to use the coral in decorating, but I can't imagine they're too rare, and we're not going to need entire ecosystems worth.
I personally don't think we need to teleport as far, we just need reload the entirety of the maps borders from 4k radius andwe should be fine
The terrain gen isn't going to be affected, so re-loading Ocean Biome stuff won't change how coastlines and islands look- but so many people have built boats or water/island bases...
Anvildude wrote: The terrain gen isn't going to be affected, so re-loading Ocean Biome stuff won't change how coastlines and islands look- but so many people have built boats or water/island bases...
4k blocks away?
The only player on the map who is 4k blocks away is king pariah. infact he is 35k blocks away, along with hero ralph brine and sir ralphy.
The whole point is to reload eras for new terrian generation. Not for mansions or anything like that. *though it would be nice considering how erm enthusastic some people were about venturing to mansions and raiding them.
Yes the current map has only three people who are 10k blocks away
Plus I am talking only of the outside borders of the current map being reloaded nowhere close to where other players are. And to be selective with it.
The end is also getting new biomes changing as well with : The outer islands of the End biome are now divided up into four separate biomes: The End - Floating Islands, The End - Medium island, The End - High island, and The End - Barren island.
Added ocean variants, including warm ocean, lukewarm ocean, cold ocean, deep lukewarm ocean, deep cold ocean, and deep frozen ocean. Infact I even suggested adding borders around that point a long time ago to prevent some going to the farlands. That way we don't have old generations and we still have room for expansion and allowing to gate it so people don't go too far.
Yes the current map has only three people who are 10k blocks away
Plus I am talking only of the outside borders of the current map being reloaded nowhere close to where other players are. And to be selective with it.
The end is also getting new biomes changing as well with : The outer islands of the End biome are now divided up into four separate biomes: The End - Floating Islands, The End - Medium island, The End - High island, and The End - Barren island.
Added ocean variants, including warm ocean, lukewarm ocean, cold ocean, deep lukewarm ocean, deep cold ocean, and deep frozen ocean. Infact I even suggested adding borders around that point a long time ago to prevent some going to the farlands. That way we don't have old generations and we still have room for expansion and allowing to gate it so people don't go too far.
Make that almost 4..
I have a outpost 8k blocks out where I mine new stone varients.
I'm not too fussed about having the new oceans on the map. I don't know how much effort it would take darkinnit to reset the outer oceans. It might require a lot of tedious work. I mean, there's 78,000 chunks between the 4,000 and 6,000 ranges and about a quarter of them are ocean so if darkinnit has to manually reset every one of them, even if it only takes a couple seconds each it'd still take over 10 hours to do. Plus there's the land beyond the 6,000 point. Or it could be really simple and quick. I don't know.
I'd be fine with resetting the End. I like building those bridges.
I just want a trident. Like, that's it. New water physics will be cool, as well.
I'm wondering if they're going to write in a 'fluid transparency' attribute that blocks will be able to have. So, sort of like how all blocks are either opaque or transparent for light effects, you could have a transparent or opaque for fluid flow blocks. It could also work to have a toggle mode on doors and trapdoors, that way.
Minus the clickbaiting seems to be most people are apperciative of the new spawns of under water caves etc. Which means most of the world won't have empty spawns or resources. So they is a monetary reason now for us to update it especially with ship wrecks.
Added underwater ruins! Added new coral blocks! Phantoms no longer spawn in the end Phantoms despawn in the daytime Optimized particle rendering slightly
Underwater ruins
We've ruined the game. Again.
Come in many different shapes and sizes! Cold ruins can be found in cold, frozen, ocean biomes - regardless of depth Warm ruins can be found in warm, lukewarm, and deep lukewarm biomes Can generate alone or in a big ruined village You can also sometimes find them slightly underground or slightly above sealevel They can contain mysterious treasures! So mysterious that we haven't even added the real treasure yet. A few more things to come in a future snapshot...
Coral
Pretty blocks! Or should they be mobs? I'm not entirely sure.
Comes in 5 colors: blue, pink, purple, red, yellow Requires water to stay alive If it dies, it dies. Sorry. Currently only obtainable in the creative inventory World generation to come in a future snapshot...
They've added underwater ruins etc. to the terrian generation and now coral can die... So erm Yeah? It can also not be obtained legitimately
They not finished update yet. Give it time
I am just saying what they did.
I am currently in the middle of a game I making myself. plus no one is on the server and I ran out of ideas of what else to build other than to make my castle super symmetrical.
Doctadeth wrote: I'd love to see random oceans around get reset/populated with reefs. The ocean near mine is soooooo empty its not funny.
Agreed
I loaded up a old world of mine on the newest snap shot and the only fish that spawn in the old oceans is cod and they really look so bland compared to the new biomes.
Doctadeth wrote: I'd love to see random oceans around get reset/populated with reefs. The ocean near mine is soooooo empty its not funny.
Agreed
I loaded up a old world of mine on the newest snap shot and the only fish that spawn in the old oceans is cod and they really look so bland compared to the new biomes.
True. The oceans where the greatest non use of map going.
Doctadeth wrote: I'd love to see random oceans around get reset/populated with reefs. The ocean near mine is soooooo empty its not funny.
Agreed
I loaded up a old world of mine on the newest snap shot and the only fish that spawn in the old oceans is cod and they really look so bland compared to the new biomes.
True. The oceans where the greatest non use of map going.
Vast miles of gravel...
Great of you wanted gravel though!
You also get many other things. Like different fish, and wildlife. Also dolphins ship wrecks, underwater ruins.
There is alot of things added and they are still adding to say prempitively "NO RELOADING AREAS CAUSE ERM NOT INTERESTING ENOUGH." While forgetting some areas don't even have the new stone types.
Doctadeth wrote: I'd love to see random oceans around get reset/populated with reefs. The ocean near mine is soooooo empty its not funny.
Agreed
I loaded up a old world of mine on the newest snap shot and the only fish that spawn in the old oceans is cod and they really look so bland compared to the new biomes.
True. The oceans where the greatest non use of map going.
Vast miles of gravel...
Great of you wanted gravel though!
You also get many other things. Like different fish, and wildlife. Also dolphins ship wrecks, underwater ruins.
There is alot of things added and they are still adding to say prempitively "NO RELOADING AREAS CAUSE ERM NOT INTERESTING ENOUGH." While forgetting some areas don't even have the new stone types.
I was the first to suggest a reset, but moving to a new area with all the new bells & whistles works for me. The new water mechanics have me fearing for the future of my guardian farm and squid farm, so keeping the current world works for me and my farms should keep working as long as no block updates happen near the water sources.
Doctadeth wrote: I'd love to see random oceans around get reset/populated with reefs. The ocean near mine is soooooo empty its not funny.
Agreed
I loaded up a old world of mine on the newest snap shot and the only fish that spawn in the old oceans is cod and they really look so bland compared to the new biomes.
True. The oceans where the greatest non use of map going.
Vast miles of gravel...
Great of you wanted gravel though!
You also get many other things. Like different fish, and wildlife. Also dolphins ship wrecks, underwater ruins.
There is alot of things added and they are still adding to say prempitively "NO RELOADING AREAS CAUSE ERM NOT INTERESTING ENOUGH." While forgetting some areas don't even have the new stone types.
I was the first to suggest a reset, but moving to a new area with all the new bells & whistles works for me. The new water mechanics have me fearing for the future of my guardian farm and squid farm, so keeping the current world works for me and my farms should keep working as long as no block updates happen near the water sources.
TBH a lot of the farms, the chickenomatics especially, are going to be in trouble. We are going to have too think things through and redesign a lot of stuff.
You know what I'd love to see from Coral Reefs? I'd like to see them spread. Have it set up like the Chorus plants, where the colorful living reefs will occasionally grow into adjacent water blocks- maybe with different patterns for different colors (like blue would be tall and branchy, red would be squat and round, etc). Let it go long enough, you could get actual reefs, thick and chaotic, with little nooks and crannies and the dead coral in the middle.
Doctadeth wrote: I'd love to see random oceans around get reset/populated with reefs. The ocean near mine is soooooo empty its not funny.
Agreed
I loaded up a old world of mine on the newest snap shot and the only fish that spawn in the old oceans is cod and they really look so bland compared to the new biomes.
True. The oceans where the greatest non use of map going.
Vast miles of gravel...
Great of you wanted gravel though!
You also get many other things. Like different fish, and wildlife. Also dolphins ship wrecks, underwater ruins.
There is alot of things added and they are still adding to say prempitively "NO RELOADING AREAS CAUSE ERM NOT INTERESTING ENOUGH." While forgetting some areas don't even have the new stone types.
I was the first to suggest a reset, but moving to a new area with all the new bells & whistles works for me. The new water mechanics have me fearing for the future of my guardian farm and squid farm, so keeping the current world works for me and my farms should keep working as long as no block updates happen near the water sources.
TBH a lot of the farms, the chickenomatics especially, are going to be in trouble. We are going to have too think things through and redesign a lot of stuff.
The chicken farms are easy, just replace the water with lava
Pistons and slime blocks. It's more complex, but those and tripwires still allow for working mob systems.
Basically, it looks like we'll have to start using non-passive systems. Ones that actively shunt critters around and/or require ammunition.
On the other hand, there's things that'll be possible probably that weren't before. Like, will we be able to use fences and wall pillars as mob grates, stopping the mobs from moving while letting water streams carry items through? Or in-water door and trapdoor flow shunting. We basically have valves now.
Anvildude wrote: Pistons and slime blocks. It's more complex, but those and tripwires still allow for working mob systems.
Basically, it looks like we'll have to start using non-passive systems. Ones that actively shunt critters around and/or require ammunition.
On the other hand, there's things that'll be possible probably that weren't before. Like, will we be able to use fences and wall pillars as mob grates, stopping the mobs from moving while letting water streams carry items through? Or in-water door and trapdoor flow shunting. We basically have valves now.
Hmm effective for a potential crude item sorter.
Have a trash system that opens a valve and just shunts entire flow before hitting the sorter?
I was playing around with the snapshot and there's also a zombie horse spawn egg, it's invisible though. But at least tridents won't be rare like elytras.
this update is actually going to make my gold farm better, I just need to put some turtle eggs in it to keep the pigmen from pilling up and be more willing to walk off to their doom.
Minecraft wiki says Drowned act like normal Zombies at night, and will pursue players onto dry land at night because they won't burn but will stay underwater during the day.
I'm safe ernough. Have to install a sea gate and fortify the lower levels of the island, reinforce the sea walls on island 2.
This defietly could be very intresting of they do. Il have to upgrade a base on another server though quite extensively, the rear backs heavily onto water, install new towers and gate houses.
Its certainly a great place if you want to hide away from mobs, you need some Got style sky cells like in the errye.
Maybe some watch towers and living towers with grand windows atop the pinnacle.
That a good spot to set up your base. Certainly a dramatic location, views ain't bad lol..
My island is more meant to be a home, so not quite like mega fortress I've built over time. I tried to avoid building g a super fortress this time round.
I have to wonder about what that says about Minecrafters. Interesting when you're given unlimited creative potential, to see what you choose to do with it. And the number of people (like me) who immediately go "I'm gonna build an impregnable fortress!" when a picket fence and some torches gives you just as much safety.
jhe90 wrote: Does this put out island bases at risk?
Do we need to fortify our coastlines and so?
probably, tridents hurt and the zombies will come out of the water to attack you.
Oh no I just realized my sunken city might end up being zombieland. I hope they only spawn on certain levels like squid do or I'll have a lot of 1/2 slabbing to do.
Our old veteran trick of finding a island and lighting up thus making a perfectly safe zone is no longer such a easy way to fortify and so. Gonna have to consider real defences and so on islands. Also add a new dynamic to the whole survival island genre..
I'm sold on new update. We needed a challenge and new dangers and dynamic.
Our old veteran trick of finding a island and lighting up thus making a perfectly safe zone is no longer such a easy way to fortify and so. Gonna have to consider real defences and so on islands. Also add a new dynamic to the whole survival island genre..
I'm sold on new update. We needed a challenge and new dangers and dynamic.
Our former ideas need new consideration.
Why would you need to reinvent the wheel? Just place a block that the Drowned can't climb along your coast in a non visual way. I.e. fences, or two high block drops.
Our old veteran trick of finding a island and lighting up thus making a perfectly safe zone is no longer such a easy way to fortify and so. Gonna have to consider real defences and so on islands. Also add a new dynamic to the whole survival island genre..
I'm sold on new update. We needed a challenge and new dangers and dynamic.
Our former ideas need new consideration.
Why would you need to reinvent the wheel? Just place a block that the Drowned can't climb along your coast in a non visual way. I.e. fences, or two high block drops.
True, still makes it more intresting.
And yes, or a ha ha wall.
They slope on the outer edge to sheer inner side taller. From the inside they well hidden defense almost. From outside you have a sheer wall several blocks high.
God coasts and beaches are going to look tacky, I might need to find a better way to make beaches and port cities interesting without having to worry about drowners. Though I would like to know where they spawn and I hope they just don't spawn anywhere despite light levels like certain mobs do.
master of ordinance wrote: This is going to be fun, and I can see island survival becoming a lot more challenging - I can also see a need to fortify my docks too!
Don, t tell me you Don, t love the chance to fortify somthing, build walls and gatehouss!
Asherian Command wrote: God coasts and beaches are going to look tacky, I might need to find a better way to make beaches and port cities interesting without having to worry about drowners. Though I would like to know where they spawn and I hope they just don't spawn anywhere despite light levels like certain mobs do.
they spawn in oceans and rivers, which could be a big problem for my villager sorter and the villager holding pen at spawn. If they can spawn in the water tunnel used to move the villagers from the iron farm to the trading hall, then they can get into the villager pen. The tunnel through spawn is dark enough for mobs to spawn, and used the water to preven them from spawning. It seems any solid block with either 2 air or 2 water blocks above it will now be considered valid spawning points. Light levels may stop them, but that hasn't been confirmed yet.
For beach defense all you need is a few pit traps with a turtle egg to draw in the zombies, You'll need a silk touch pick to pick up the turtle eggs. Plus it would double as a trident farm if you don't need massive amounts of them. I'm not sure what to do with my tower yet, I'm going to have to keep the main door closed til I'm sure they won't spawn near enough to be attracted to my villagers and get on my island
My house is on an ocean biome so hopefully they don't spawn inside my iron farm. I'll have to make sure the villagers would be blocked off just in case.
Asherian Command wrote: God coasts and beaches are going to look tacky, I might need to find a better way to make beaches and port cities interesting without having to worry about drowners. Though I would like to know where they spawn and I hope they just don't spawn anywhere despite light levels like certain mobs do.
they spawn in oceans and rivers, which could be a big problem for my villager sorter and the villager holding pen at spawn. If they can spawn in the water tunnel used to move the villagers from the iron farm to the trading hall, then they can get into the villager pen. The tunnel through spawn is dark enough for mobs to spawn, and used the water to preven them from spawning. It seems any solid block with either 2 air or 2 water blocks above it will now be considered valid spawning points. Light levels may stop them, but that hasn't been confirmed yet.
For beach defense all you need is a few pit traps with a turtle egg to draw in the zombies, You'll need a silk touch pick to pick up the turtle eggs. Plus it would double as a trident farm if you don't need massive amounts of them. I'm not sure what to do with my tower yet, I'm going to have to keep the main door closed til I'm sure they won't spawn near enough to be attracted to my villagers and get on my island
Thats alot of busy work And time I don't have being placed into something incredibley tedious..
Hopefully they have it spawn on solid blocks in an water biomes in lower light levels.
I cant wait, these new mobs will make for new challenges and lead to the end of the 'my island my fortress' style of play, meaning that adequate defences need to be allowed for.
And I no longer feel a fool for walling off the river and fortifying the dock gates!
Oh well. That's that solved. The island now has a anti Drowned wall, a boat bailey and I've had to bar my lower wall windows which damages the view a a little but it means no trident flying inside the base as you walk by!
It seems Drowned will be not welcome in stoney shore.
If you take the North nether tunnel the first exit on your left will bring you to Ulm, thats my place just to the North East of Jhe's. From there you can easily get to Stony Shore overland.
The small portal will bring you out in the castle, but I advise you use the Stable portal that is on the right offshoot on my tunnel, before you get to the end.
master of ordinance wrote: If you take the North nether tunnel the first exit on your left will bring you to Ulm, thats my place just to the North East of Jhe's. From there you can easily get to Stony Shore overland.
The small portal will bring you out in the castle, but I advise you use the Stable portal that is on the right offshoot on my tunnel, before you get to the end.
Woah ULM has expanded.
I also left a flower for the poor departed pigments soul.
I wandered by and wow... It's a impressive fortress. So many walls, gates and layers of mazes.
Managed to finish repairs and fortifications to the stoney shore island. Started building the land fortress to. Slowly. The concrete citadel is rising alongside stoney shore.
No... A abit I think. I'm mostly prepared for it though.
Why I been abit more quiet.m, I was working on my islands defences. I probbly should finish my gatehouse lol.
I'm wondering if the thing where stairs and fence posts and stuff can 'carry' water source blocks is unintentional on their end, and they're trying to fix that. Like, I feel like they might want non-full blocks to allow water to flow through them, and have source blocks created inside them, but for the source blocks to not move with them.
Anvildude wrote: I'm wondering if the thing where stairs and fence posts and stuff can 'carry' water source blocks is unintentional on their end, and they're trying to fix that. Like, I feel like they might want non-full blocks to allow water to flow through them, and have source blocks created inside them, but for the source blocks to not move with them.
That island home of yours is looking very Drowned proof Jhe, its practically impossible for the main islandto be attacked in any way (and I love the dock gates BTW), but you might want to take a gander at the Southern island. There are still several pools of water around the edges within the walls that could do with looking at.
I cant wait for this update anyway, it is going to be fun. I just hope Drowned can also spawn in rivers.
Yeah I need to reinforce the second island but thr main island has a fortified gateway on that side. I forgot that. Tommrow project to fortify seconds nd Island and get it Drowned proof.
Double Dock gates overlooked by thr gatehouse. Only vague threat is the baby Drowned. But il probbly add extra fences to inner gate and Dock boats in water bailey.
The rear sections and walls are invulnerable. The keep especially. Yeah, i not been on much as so, but I got alot done when I did.
Server has those doors as zombie proof. And I can fire directly down before the gates or make splash potions etx.
Never messed with Minecraft until a few months ago... now I see why people call it so addictive.
One thing happened this week that confused me... I was in the neither and had made a small living area
with stone walls, crafting table, etc...
Then I decide to move the bed that I placed.. went to punch it and everything blew up... didn't have any TNT
or anything.. just pick ax, flint and a few different type of stones in my active inventory, So don't have a clue
what made the explosion.. completely destroyed the room and lost about everything. Could't be a ghast
because the outerwall was a good distance and made of stone with no holes.
Aye. You need to set up your bed base in the over world. The nether beds explode, plants grow extremely slowly.
You need at least a bed base, and farm or so in overworld.
The plants thing is because of the lack of water. You could survive off of mushroom stew instead. Either via Mooshroom or with a mushroom farm, since they grow faster in the Nether.
Anvildude wrote: The plants thing is because of the lack of water. You could survive off of mushroom stew instead. Either via Mooshroom or with a mushroom farm, since they grow faster in the Nether.
True. All that climbing, jumping though, mushrooms do grow alot faster there, its just finding both kinds, and mushroom stews do not stack i belive.
Surface food like potato's especially many times more efficient.
Mushrooms, true, that would be a far easier and more renewable source of food.
I added some extra protection tonight lol.sae you fortress ftom afar. Those walls look epic.
Oh and sea tunnel did reach your side but with new drowned and so... I'm not sure if viable?
Its reached thr opposite bank only a very short dirt layer between the sea and river canal unter land section.
It can remain sealed or be opened oproerly and filled with water.
Thanks, but Ulm is far behind the majestic visage of Stony Shore.
dig it through my man, according to the wiki drowned only spawn in oceans and rivers.... And besides, what else are river patrols for? We dont have piracy on Dakka.... yet
Oh, btw, whilst sailing I found two Oak boats adrift in the ocean, both abandoned. They are both now safely residing in Ulms dock if the original owners have claim on them.
Also Ulm seems to be suffering from a massive Creeper infestation at the moment. I've had masses of the green beasts turing up in some of the most unlikely spots - even ones that I though well lit and had not previously had mobs spawn in them.
Also Ulm seems to be suffering from a massive Creeper infestation at the moment. I've had masses of the green beasts turing up in some of the most unlikely spots - even ones that I though well lit and had not previously had mobs spawn in them.
Could be with the new wall and lighting you forced a few dark spots to concentrate spawns there?
Strange. Maybe you need to just go over the entire place the walls and so and light everything up. I admit I've had the random spawns before.
Also Ulm seems to be suffering from a massive Creeper infestation at the moment. I've had masses of the green beasts turing up in some of the most unlikely spots - even ones that I though well lit and had not previously had mobs spawn in them.
I have opened the underground canal though both sides and flooded.
I came out just past ulms unfinished gate and north of main castle I think.
I shall leave the portal up to you for deciding on thr design and so of thr exit on your end.
Surely making such defenses wouldn't take much time at all.
Anyway, I'd want to know if the server is going to be reset at all or if it's even being considered. I want to complete the south tunnel expansion that leads faaar faaar away into what I believe is unexplored land (about 30,000 blocks away, I think) and build a portal there once the update happens. I'm fine with wasting my time for little gain but I'd want some gain at least.
Playing on console; found I really hate Creepers.. if I get over level 10 it seems they blow up as soon as I hear the hissing...usually at the worst time..
What if my world seed don't have any villagers?? remember one in a swamp like the first day but could never find him again..
and only found what I guess would be part of a village that had a garden, well and one building without a door on it..
Also been about every where and not seen any cactus and watermelons .. any way to spawn this stuff in survival??
Lotet wrote: Surely making such defenses wouldn't take much time at all.
Anyway, I'd want to know if the server is going to be reset at all or if it's even being considered. I want to complete the south tunnel expansion that leads faaar faaar away into what I believe is unexplored land (about 30,000 blocks away, I think) and build a portal there once the update happens. I'm fine with wasting my time for little gain but I'd want some gain at least.
Yes, and no. I was trying to keep them nicely designd and blend them into my islands overall look.
I'm not sure I'd a reset planned, it's a big update but alas, dark has not seemed to reveal all to his good citizens yet.
And
Melons, seeds in abandoned mines etc.
Cacti, desert biomes.
Oh creepers are insanely annoying. For any players on any format!
Villages someone times spawn strangely. It's par for course and entirely normal on a game like minecraft. If same still works you can heal zombie villagers, get two and set up a breeder.
Yep. I think your mobs are spawning on your slopes and such areas, you may want to light and maybe add some garden terraces in there to reduce spawn spots. Also means you can use the awkward land.
A nice bit of green and flowers be a contrast to your stone monoliths.
Yep. I think your mobs are spawning on your slopes and such areas, you may want to light and maybe add some garden terraces in there to reduce spawn spots. Also means you can use the awkward land.
A nice bit of green and flowers be a contrast to your stone monoliths.
Eh? I don't understand...what is horrifying about that? Was your base moved against your will at Osiris' behest? Who is being arrogant? Osiris?
This is the first I've ever heard of this. If you're having a personal feud with one particular person, I don't see how that reflects on the rest of the players on the server.
Yep. I think your mobs are spawning on your slopes and such areas, you may want to light and maybe add some garden terraces in there to reduce spawn spots. Also means you can use the awkward land.
A nice bit of green and flowers be a contrast to your stone monoliths.
Or.... More fortifications?
Are you sure your not petarbo and Dorn secret love child?
Automatically Appended Next Post:
Shadow Captain Edithae wrote: Eh? I don't understand...what is horrifying about that? Was your base moved against your will at Osiris' behest? Who is being arrogant? Osiris?
This is the first I've ever heard of this. If you're having a personal feud with one particular person, I don't see how that reflects on the rest of the players on the server.
Aye... Only time Dark moves bases about is.. I think the map resets. I Don, t think he moves bases for fun or so. And not because someone else asked to move lands they do not own.
I'm still here, don't worry, I am keeping an eye on the upcoming update
I haven't made any kind of decision either way about what to do about the new terrain generation in oceans. On the one hand an entire world reset usually ends up being a lot of work as I don't like to leave people's hard work behind and want to preserve it by bringing it over into the new world. However to keep the current world and only reset oceans would likely be an equal amount of effort as coastlines are not straight and many people build on coastlines.
To quote Slartibartfast: "Won an award, you know. Lovely crinkly edges ... doing the coastlines was my favorite. Used to have endless fun doing the little bits in the fjords."
I'm still here, don't worry, I am keeping an eye on the upcoming update
I haven't made any kind of decision either way about what to do about the new terrain generation in oceans. On the one hand an entire world reset usually ends up being a lot of work as I don't like to leave people's hard work behind and want to preserve it by bringing it over into the new world. However to keep the current world and only reset oceans would likely be an equal amount of effort as coastlines are not straight and many people build on coastlines.
To quote Slartibartfast: "Won an award, you know. Lovely crinkly edges ... doing the coastlines was my favorite. Used to have endless fun doing the little bits in the fjords."
The meaning of life is 42
I know I'm newer, and hey, well you keep strict vanilla but maybe a CB to say 100k and a second spawn site, that means we can have best of both worlds and let people go o it and seek new lands and keep old.
You would still have to go to the spawns to travel and no direct travel from anyones home.
Doctadeth wrote: Okay, so slight issue with my terraforming, no mycelium for the islands I hope to build. I'm going to rough them out in dirt in a SP server.....
Oh, by the way, has anyone seen osiris recently. He's not been responding to any pm's I've written, asking about contact. Really weird.
Is that his Dakka name?
Or MC as I've not seen him on, granted I've not been on tons but not seen that name?
Yep - same name on minecraft and Dakka. Not sure about what to do here now, not going to touch his house, as it is not my property, but the initial terraform will be within about 50 blocks of his house, after proper calculation.
Doctadeth wrote: Yep - same name on minecraft and Dakka. Not sure about what to do here now, not going to touch his house, as it is not my property, but the initial terraform will be within about 50 blocks of his house, after proper calculation.
Il be honest, that's a very close cut to Terra form too, change and build up to.
50 blocks is pretty damn close. Can, t you kinda cut round or so and leave them a wider gap?
Yeah, that's the issue, that it's still so damn close, within 1 biome of my original build, even after dark moved it originally. I wasn't going to extend, but after the new update, I'm interested in placing some new stuff, just to make a better looking area, It'd be either that, or move my home area out to the edge of the world or to a quieter area, I can't really go north, as Osh's base is there, east and west is huge ocean biomes which require fairly extensive terraforming and filling to deal with, So south is really the only option. But again, that involves another player's base, and I don't really want to antagonise other people.
Southern sea I want to turn into my viewing area for the reefs.
ah well, maybe I shouldn't go down what I want to do
Doctadeth wrote: Yeah, that's the issue, that it's still so damn close, within 1 biome of my original build, even after dark moved it originally. I wasn't going to extend, but after the new update, I'm interested in placing some new stuff, just to make a better looking area, It'd be either that, or move my home area out to the edge of the world or to a quieter area, I can't really go north, as Osh's base is there, east and west is huge ocean biomes which require fairly extensive terraforming and filling to deal with, So south is really the only option. But again, that involves another player's base, and I don't really want to antagonise other people.
Southern sea I want to turn into my viewing area for the reefs.
ah well, maybe I shouldn't go down what I want to do
Maybe if you wait till 1.13 and trek out a good few klicks beyond land known and then ask nicely to have you base dropped in wilderness?
Then you have all thr land you want if your deep in the middle of nowhere.
Sure abit remote and have to build a nether link but small price for fresh new land.
Melting ice might be only slim, super slim odds we have of that. thats if it even lasts...
Plus for damage the enemy has to 8 or so blocks from the conduit core. in water...
The ONLY way to get water in the Nether is to put it in a cauldron, and unfortunately I don't think that works as a liquid block for obby conversion.
Best way, honestly, is just to make a ton of buckets and fill shulker boxes full of lava buckets, then make a conversion/mining station in the overworld.
Or just mine it from the End towers after killing the dragon. There's a TON of obby there. It's where I got most of mine.
if you need food while breaking blocks the melon shack is still functional, it just looks like hell as i needed to look at the internals to be able to replicate it en masse.
master of ordinance wrote: This gold farm is proving very useful - one needs to get ones worth out though.
Aye. It's certainly a impressive and handy machine.
The new updates may make the machines intresting to say the least. Auto killing sea beacon things.
the gold farm will work fine for 1.13 and I'll figure out how to get some turtle eggs into it will make it more efficient. The mob farms with a water elevator are going to break as undead mobs will no longer swim.
I was tinkering around and put a bunch more power rails on your train tunnel, so be careful the next time you hop on, I stopped adding power rails at the next area that needs to be cleared.
I also lit up that area while I was there.
so the overall trip is a tad quicker, and if you want I can finish adding power rails all the way down the tunnel.
Anvildude wrote: If you want, I suppose. Makes cobble trains a little more dicey, though, which is why I didn't have them there and used furnace carts instead.
I wonder if you can use furnace carts on power rail tracks okay?
I can remove them for that matter, I took a ride on it and noticed someone had started putting powered rails on your track and thought you'd finally given in to using them With the spacing I use though you can just shove a chest cart down the track and it will end up at the end of the track so you wouldn't need the furnace carts.
Anvildude wrote: If you want, I suppose. Makes cobble trains a little more dicey, though, which is why I didn't have them there and used furnace carts instead.
I wonder if you can use furnace carts on power rail tracks okay?
I can remove them for that matter, I took a ride on it and noticed someone had started putting powered rails on your track and thought you'd finally given in to using them With the spacing I use though you can just shove a chest cart down the track and it will end up at the end of the track so you wouldn't need the furnace carts.
With ernough testing it should be easy to make it work, abit of trial and error but I got power rails to shunt cargo about without my effort on much smaller scales.
Anvildude wrote: If you want, I suppose. Makes cobble trains a little more dicey, though, which is why I didn't have them there and used furnace carts instead.
I wonder if you can use furnace carts on power rail tracks okay?
I can remove them for that matter, I took a ride on it and noticed someone had started putting powered rails on your track and thought you'd finally given in to using them With the spacing I use though you can just shove a chest cart down the track and it will end up at the end of the track so you wouldn't need the furnace carts.
With ernough testing it should be easy to make it work, abit of trial and error but I got power rails to shunt cargo about without my effort on much smaller scales.
I follow a patter of 16 tracks, 1 powered, which keeps all minecarts with stuff in them moving down the track. Yet doesn't allow empty carts to get very far, because I'm sure we've all chased after them
Anvildude wrote: If you want, I suppose. Makes cobble trains a little more dicey, though, which is why I didn't have them there and used furnace carts instead.
I wonder if you can use furnace carts on power rail tracks okay?
I can remove them for that matter, I took a ride on it and noticed someone had started putting powered rails on your track and thought you'd finally given in to using them With the spacing I use though you can just shove a chest cart down the track and it will end up at the end of the track so you wouldn't need the furnace carts.
With ernough testing it should be easy to make it work, abit of trial and error but I got power rails to shunt cargo about without my effort on much smaller scales.
I follow a patter of 16 tracks, 1 powered, which keeps all minecarts with stuff in them moving down the track. Yet doesn't allow empty carts to get very far, because I'm sure we've all chased after them
Yeah. We all have. My tracks not always perfect but I'm happy with working with a a little human care and attention at times.
I use a much more higher ratio on my verticke line. I'm tempted to lose the non powered track all together and solely power it for max hauling power.
Anvildude wrote: If you want, I suppose. Makes cobble trains a little more dicey, though, which is why I didn't have them there and used furnace carts instead.
I wonder if you can use furnace carts on power rail tracks okay?
I can remove them for that matter, I took a ride on it and noticed someone had started putting powered rails on your track and thought you'd finally given in to using them With the spacing I use though you can just shove a chest cart down the track and it will end up at the end of the track so you wouldn't need the furnace carts.
With ernough testing it should be easy to make it work, abit of trial and error but I got power rails to shunt cargo about without my effort on much smaller scales.
I follow a patter of 16 tracks, 1 powered, which keeps all minecarts with stuff in them moving down the track. Yet doesn't allow empty carts to get very far, because I'm sure we've all chased after them
Yeah. We all have. My tracks not always perfect but I'm happy with working with a a little human care and attention at times.
I use a much more higher ratio on my verticke line. I'm tempted to lose the non powered track all together and solely power it for max hauling power.
ya uphill is different, you need 1 power, then 3 regular tracks to get yourself up it, I usually just go straight power rails up hills.
Jhe, I have taken your advice as to what to do with the slopes in Ulm.
Stony Shore looks good - that newbie hall looks incredible! I love the layout inside. You have put a stupendous level of thought into detailing it.
Oh, take a trip through the canal tunnel at some point by the way.
The biggest problem is when you start scaling up to cross-chunk travel when you're not there. Rail carts tend to get 'stuck' at unloaded chunks, and don't always re-start before another cart gets to them- and that starts a slinky-style chain reaction.
It's going to be a multi-track tunnel in the end, anyways, so I don't mind too much. Just gotta develop the pattern and the supports and stuff. I haven't been on a lot lately- got a Dwarfcraft multiplayer server going that I'm playing on with friends, so ya. Not abandoning it, though. Just... in a slow period.
Anvildude wrote: The biggest problem is when you start scaling up to cross-chunk travel when you're not there. Rail carts tend to get 'stuck' at unloaded chunks, and don't always re-start before another cart gets to them- and that starts a slinky-style chain reaction.
It's going to be a multi-track tunnel in the end, anyways, so I don't mind too much. Just gotta develop the pattern and the supports and stuff. I haven't been on a lot lately- got a Dwarfcraft multiplayer server going that I'm playing on with friends, so ya. Not abandoning it, though. Just... in a slow period.
I can help with that if you want, I can get your second track laid, then you can fiddle with the tracks when you get the chance. I figured I'd get the track worked on a bit til the update because I'm sure it's going to erase all my achievements which Is going to bug me as I have all of them.
Automatically Appended Next Post: I donated 12 stacks of obsidian to your second line and got tracks on it to keep the mobs from spawning. I got you closer to your place, it ends at z-400
well the powered rails definitely help the ride go smoother without that 3k run at your place, but it takes 45 mins to ride the whole circuit but until 1.13 you will get the biome achievement.
master of ordinance wrote: Jhe, I have taken your advice as to what to do with the slopes in Ulm.
Stony Shore looks good - that newbie hall looks incredible! I love the layout inside. You have put a stupendous level of thought into detailing it.
Oh, take a trip through the canal tunnel at some point by the way.
Looks cool
I'm aiming to fix my minecraft this weekend.
Thanks, yeah the hall looked pretty cool if I do say so myself
Still needs potions, enchantment etc adding. I shall have a look, the tunnel end on your side had only just been widened out abit last time I saw.
master of ordinance wrote: Jhe, I have taken your advice as to what to do with the slopes in Ulm.
Stony Shore looks good - that newbie hall looks incredible! I love the layout inside. You have put a stupendous level of thought into detailing it.
Oh, take a trip through the canal tunnel at some point by the way.
Looks cool
I'm aiming to fix my minecraft this weekend.
Thanks, yeah the hall looked pretty cool if I do say so myself
Still needs potions, enchantment etc adding. I shall have a look, the tunnel end on your side had only just been widened out abit last time I saw.
Got MC fixed, the statues look great
Two steves GM guarding your realms entrench. The canal mumight not be super practical but it looks cool
master of ordinance wrote: Jhe, I have taken your advice as to what to do with the slopes in Ulm.
Stony Shore looks good - that newbie hall looks incredible! I love the layout inside. You have put a stupendous level of thought into detailing it.
Oh, take a trip through the canal tunnel at some point by the way.
Looks cool
I'm aiming to fix my minecraft this weekend.
Thanks, yeah the hall looked pretty cool if I do say so myself
Still needs potions, enchantment etc adding. I shall have a look, the tunnel end on your side had only just been widened out abit last time I saw.
Got MC fixed, the statues look great
Two steves GM guarding your realms entrench. The canal mumight not be super practical but it looks cool
Thanks Jhe. Whilst im here do you mind if I expand the canal at some point - get rid of he walkway?
The Steves are good, but the Garden Terraces are possibly better - finally adding some life into Ulm
master of ordinance wrote: Jhe, I have taken your advice as to what to do with the slopes in Ulm.
Stony Shore looks good - that newbie hall looks incredible! I love the layout inside. You have put a stupendous level of thought into detailing it.
Oh, take a trip through the canal tunnel at some point by the way.
Looks cool
I'm aiming to fix my minecraft this weekend.
Thanks, yeah the hall looked pretty cool if I do say so myself
Still needs potions, enchantment etc adding. I shall have a look, the tunnel end on your side had only just been widened out abit last time I saw.
Got MC fixed, the statues look great
Two steves GM guarding your realms entrench. The canal mumight not be super practical but it looks cool
Thanks Jhe. Whilst im here do you mind if I expand the canal at some point - get rid of he walkway?
The Steves are good, but the Garden Terraces are possibly better - finally adding some life into Ulm
I kinda mind... I like having a walkway through as well as a water way, not that you cannot expand it wider on the non walkway side. I'd need to rebuild my portal at a later date if it was widened but it's mostly just concrete etc. Easy job.
Theres a few caves n bits hit it can be enlarger on the canal side. Just take some careful work as I hid alot of workings and cutting, n gaps etx when I clad some parts.
Yeah, garden terraces. Plants and flowers gonna soften the hard stone nicely. Still think they would have looked cool like LOTR Kings... The Steve's. Just a thought for future sets.
master of ordinance wrote: Jhe, I have taken your advice as to what to do with the slopes in Ulm.
Stony Shore looks good - that newbie hall looks incredible! I love the layout inside. You have put a stupendous level of thought into detailing it.
Oh, take a trip through the canal tunnel at some point by the way.
Looks cool
I'm aiming to fix my minecraft this weekend.
Thanks, yeah the hall looked pretty cool if I do say so myself
Still needs potions, enchantment etc adding. I shall have a look, the tunnel end on your side had only just been widened out abit last time I saw.
Got MC fixed, the statues look great
Two steves GM guarding your realms entrench. The canal mumight not be super practical but it looks cool
Thanks Jhe. Whilst im here do you mind if I expand the canal at some point - get rid of he walkway?
The Steves are good, but the Garden Terraces are possibly better - finally adding some life into Ulm
I kinda mind... I like having a walkway through as well as a water way, not that you cannot expand it wider on the non walkway side. I'd need to rebuild my portal at a later date if it was widened but it's mostly just concrete etc. Easy job.
Theres a few caves n bits hit it can be enlarger on the canal side. Just take some careful work as I hid alot of workings and cutting, n gaps etx when I clad some parts.
Yeah, garden terraces. Plants and flowers gonna soften the hard stone nicely. Still think they would have looked cool like LOTR Kings... The Steve's. Just a thought for future sets.
master of ordinance wrote: Jhe, I have taken your advice as to what to do with the slopes in Ulm.
Stony Shore looks good - that newbie hall looks incredible! I love the layout inside. You have put a stupendous level of thought into detailing it.
Oh, take a trip through the canal tunnel at some point by the way.
Looks cool
I'm aiming to fix my minecraft this weekend.
Thanks, yeah the hall looked pretty cool if I do say so myself
Still needs potions, enchantment etc adding. I shall have a look, the tunnel end on your side had only just been widened out abit last time I saw.
Got MC fixed, the statues look great
Two steves GM guarding your realms entrench. The canal mumight not be super practical but it looks cool
Thanks Jhe. Whilst im here do you mind if I expand the canal at some point - get rid of he walkway?
The Steves are good, but the Garden Terraces are possibly better - finally adding some life into Ulm
I kinda mind... I like having a walkway through as well as a water way, not that you cannot expand it wider on the non walkway side. I'd need to rebuild my portal at a later date if it was widened but it's mostly just concrete etc. Easy job.
Theres a few caves n bits hit it can be enlarger on the canal side. Just take some careful work as I hid alot of workings and cutting, n gaps etx when I clad some parts.
Yeah, garden terraces. Plants and flowers gonna soften the hard stone nicely. Still think they would have looked cool like LOTR Kings... The Steve's. Just a thought for future sets.
Aye, thats a good idea, I'l try it!
No worries mate, I'll leave the walkway then.
You can widen the other side just not the walkway side for more water
It looks nice I used roses etc to soften one of my islands, and a garden of flowers and trees to soften one approach to a large fortress on another server it was very effective way to break up the huge blocks of stone and brick etc.
the update is done and now they're squishing bugs. so 1.13 could be out late this month, early next.
Get ye dorneed proofing a ready folks!
my sunken city is going to become the land of the dead, or I could remove the water and make it slime city. I like my floor and don't want to 1/2 slab it, so I'm not sure what to do with my tower.
the update is done and now they're squishing bugs. so 1.13 could be out late this month, early next.
Get ye dorneed proofing a ready folks!
my sunken city is going to become the land of the dead, or I could remove the water and make it slime city. I like my floor and don't want to 1/2 slab it, so I'm not sure what to do with my tower.
Either way your going to end up with one mob taking over if you Don t do anything.
Put some iron golems down there and make it a forsaken village barely surviving on the edge of the living lands.
Or even better let it be overrun by Drowned and have it as a great underwater wreckage, abandoned or sunk in ancient times and now overrun by the undead, a place for players to quest in search of rare artefacts and relics of a forgone age.
master of ordinance wrote: @jhe
Sorry for vanishing suddenly back then, my internet decided to once more give up the ghost. Or at least the pretence of functionality.
Guessed so, you where in and out more than a Kardashian in the gossip magazines
No problem. Having a moat is defenitely a cool idea, maybe a overhanged gatehouse like the one on my bridge entrence. I'm probbly gonna widen my moat round the gate. Your out fortifying and by Dorn, thou enjoys a challenge
I added a second level to mob Farm but anyone... How did you do a alternating water system to flush the mobs out of the spawn Chambers?