Swamp people! I can't believe how excited I am that you found another VILLAGE!! lol. I knew they were there 'cause I've been finding them too. Only mine don't have the great effect of being made out of the local Ungerground Biome stone. ..yet.
I know there's a setting for dealing with mod added ores and I will find it.
With CC it's easy to make a vanilla world with Jade Cliffs instead of Extreme hills, and no other changes. They won't generate in the exact same places, but you can make the frequencies the same. IMO it would be better to have separate warm-biome and a cool-biome mountains, the way SirDave planned it- maybe Mountain or Alps for cool (many choices) and Jade Cliffs for warm.
The issue with that is that BoP also adds a lot of other features I don't especially like, like Quicksand and flowers and gems, to the vanilla biomes. I've not dug around in BoP configs before, but I don't know if you can turn that off or not.
The issue with that is that BoP also adds a lot of other features I don't especially like, like Quicksand and flowers and gems, to the vanilla biomes. I've not dug around in BoP configs before, but I don't know if you can turn that off or not.
They *used* to have configs for at least some of that stuff, and then dropped them in the move to 1.7, and then after a lot of complaints said they'd put them back. I assume they're back, because now they've moved on to 1.8 development.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
The village has an astonishingly logical layout. There's a large bay, mostly separated from the ocean by a sandbar and stone island. There's one large opening, which has an isolated watchtower sitting in the middle of it. The rest of the village is grouped together on the shore. Finally, the two towers are twinned in the center. I've never seen such a logical layout.
The individual buildings, however, are disasters, as you'd expect in an area with significant height variation. Most doors are up in the air. The villagers see they can jump out safely because of the water, but then they can't get back in. Immediately the bay has far too many hapless villagers bobbing about.
I am struck by the layout, though, and am sorely tempted to build this into a Venice of the north. With my very limited supply of villages, it's almost obligatory. I'm so tempted I even look at some pictures of buildings from Venice to let some ideas stew.
Even provided platforms to climb back to the doors, however, the villagers still won't haul out of the water. The watchman actually goes *underneath* his and nearly drowns. Eventually I manage to shove him back up but this isn't going to work. I don't think I can secure the entire bay and if I ever fail to sleep there's going to be blood in the water as the zombies make villager soup.
The village has lots of farms, which I use to collect wheat to trade with villagers. With the Revamp mod, villagers are attracted to emeralds, so I'm hoping I can lure them onto platforms.
The buildings are, as I said, disasters, as with this farm five blocks in the air. I wonder why the church doesn't have a door, until I find it buried four blocks down. No kidding.
The villagers don't seem able to use the buildings, even the ones not in the water. But the sheep can. This is starting to feel a little bit like Through the Looking Glass.
So I get my emeralds and try to lure the villagers to safety. But it still doesn't work. The villagers get to where they should haul out, and then just spin in place indefinitely. I recall villagers getting out of water easily enough with vanilla, so I think this is a problem with Revamp.
As I'm fiddling around trying to get the villagers out *I* get stuck under a platform. Sure I'm souped up, but still, I can still drown!
These two clowns jumped in the water right when I arrived and nothing gets them out. I even try building one-deep shelves next to the platforms and they *still* can't get up. Ridiculous. Even this priest (who thankfully has had the sense to stay out of the water so far) seems to think they're idiots.
The gravel road is an epic disaster. The road that buried the door for the church actually leads to the *roof*.
Well, if I can't get the villagers out of the water, this would be very difficult to develop. I either have to secure the entire bay - a big task given it's size and the irregular terrain - or I have to fence off the inhabited areas from the water, which would probably ruin the feel I want. So I reluctantly shelve any plans to develop this villages, pending possible improvements to Revamp or some bright suggestion from you folks. So, back to the boat.
I continue a little bit further to confirm the landmass goes off the map, then turn back to explore off the coast as I return to the Frost Forest area (on the map above this one) to explore in the other direction. You can see it looks like a big landmass. The light blue indent to my right with the blue marker is the village bay. You can see it's a big area to secure, and complicated with all the water and islands.
On the way back I spot a Highlands Tropical Island with a Volcanic Island sub-biome. It's just off a snowy coast, but that's how climates work in Minecraft - climates end at the ocean's edge.
Next episode: the other way on this continent's coastline.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I remember having this problem going way back - way before I started using Revamp. The trick I needed to use was the 1 deep platforms. It seems the villagers can't get out otherwise. It's as if they view it as a 2+ block high incline and refuse to attempt it. All of the issues you just encountered there, including villagers going under the boardwalks and trying to drown, are issues I faced without Revamp. I ended up using the method of the platform, then getting behind them and nudging them up onto the platform and out of the water. With extremely stubborn villagers and always for the iron golems, I had to use a temporary half slab or stairs to get them out. Once they were out, though, I found they stuck to the walkways I'd made them and very rarely went back in. Except for the iron golem.. I was having to get him out of the water once a week or thereabouts.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I now reach the Seasonal Forest where the coast turned south in Episode 105 and I went home rather than continuing along it.
Just for reference, here's where I am on my map wall. I'm going to head south, onto the next map. It's off my currently mapped area and this picture, but it will fit on my map wall.
The next biome south is apparently Plains, which I don't stop to explore. I go onto the next map to the south, but this is actually the same map I've been using for the last two episodes. Before I was on the top side, now I'm on the right.
The coast turn east and I pass an Autumn Woods.
I continue on and hit a Frost Forest. But, as you can see from this map, I've almost reached the coast I'd been exploring before, because all these biomes are on a long twisting peninsula. So this is basically the same Frost Forest I saw on the other side.
The penisula is even longer that that map showed; next is a snowy, mountainous biome. I am actually getting a little worn out at this point and don't stop to explore.
The penisula narrows even more here, and then I hit a Orchard, and then either a Highlands Estuary or Bop Mangrove Forest (they look very similar, and I don't stop to investigate).
Next is:
A vanilla Forest! Doesn't it look exciting? (Seriously, after literally weeks since I've seen one, it *does* look good.)
At this point I'm heading east, toward the edge of the map. I pass a lot of vanilla Forest and Taiga, and finally, just as I'm about to turn around:
A BoP Fungi Forest. I probably should explore it, but I'm at the edge of my map, so I turn around.
Now you can get a better idea of the shape of this continent. I still have no idea how far it goes to the east, of course, but it's not as big as I thought in the last episode. The deep bay on the east side could be from two landmasses merging or from a very deep bay. The smoothness of the coast on the west side I've just been on inclines me to suspect the latter.
I explore at a moderate distance from the coast as I go back, and then head onto the next map to the west.This map also would be below the picture at the start of the episode.
I finish off mapping a small bit of island that extends onto this map. I sailed the coast in Episode 105, but I must have had the Atlas deselected for a bit.
From here I head west, soon running into:
Another BoP Fungi Forest. This one looks more inviting than the last, and besides, I can take a hint. I anchor the boat and head ashore.
Just on the shore is a big lake. The water is green, but for some reason, in the context of the forest, it doesn't look gross like green water does in Highlands Bogs and BoP Wastelands. Or maybe I'm just getting used to it.
The forest onshore is very impressive, although the trees could be a bit more irregular.
I spot a big Aer/Aqua/Terra node, which I take, mostly as a collector's item, as I don't really need the Vis.
There's a ravine with another node down in it, but it's just a midsized Terra node.
I find and collect a lot of Toadstools, which allow me to make Mushroom Salad, finally. I also spot some Glowshrooms, green glowing mushrooms, which I take for potential decorative use.
At one point climbing down a steep hill, I can just jump into the canopy, and I do, to see what it looks like. Interesting!
I end up staying out too late and come back to the boat after dark. I'm concerned I may be harassed by mobs, but I have no problems.
One last snooze here before I strike out for home.
Next episode: a little more exploration, then homeward bound!
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I really like the BoP fungi forest and think the green looks great. If you ever find one next to a Magical Forest biome, be sure to get and and have a good look around. That's one of the best biome combos I've ever seen
I strike off along the east of the coast with that last Fungi Forest in it. There's also a south route, but I'm ready to go home and not interested in opening another direction. I soon move to the map to the north, which is the map directly south of my spawn map.
There's a brief section of Estuary or Mangrove Forest, then an outback, then an dryish biome with shrub. It seems to be rugged, because it's got stone beaches, so I'm guessing Highlands Steppe.
Next is some moderately crazified terrain, which is possibly also the Steppe, judging by the grass color.
Next is a moderately hilly biome with shrubs and scattered trees. Again, not sure what it is, and ready to go home.
Here's where I am on the map. The other landmass on the left (east) is part of the spawn continent. The southern desert I explore in Episode 31, and the northern greener section is the Cliffs I explored and mined in Episodes 44 and 45.
I continue along the coast, which now turns southeast. Next is a Woodlands, and then this Tall Pines with impressive coastal rock formations.
At this point the coast turns south, heading for the edge of the map. I'd originally planned to do at least one more map, the one to the east of here, and possibly the one south but - I want to go home. So I turn around and head back, although a little bit out to expand my mappings a bit. Right when I'm clear and about to go home:
A jungle island. This one probably the land I glimpsed from afar as I was heading home in Episode 105.
It's very small; much, much smaller than the one I saw in Episode 102 in the north. The dot to the left is the survival island I was checking out when I just barely saw some land rising out of the water.
From here I turn and head home.
I get home to find two double chests full of all the goodies I've sent home via mirror for the last 12 episodes. This is just the second chest. It's almost like a travelogue - there's the Blueschist and ores from the mine under the redwoods (i mis-remembered; it was thirty-*two* diamonds), the ink from the lake, palms and palm wood from the oasis, bones I picked up when my son wanted to see a fight, flowers and wood from the Jade Cliffs, Marble from the surface of the Extreme hills, some coal and amber I also got from the surface, Willow wood and flowers from the swamp, and minor goodies from a chest in the village.
And finally, my original door - still home after all these months.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
No. I played in a multiplayer world Dulci was running and for a combination of real life and burnout issues dropped out of MC for a few months. I had one more episode, the last in the See the Seed's Seas sequence, which I've just posted. I have about another episode's worth of screenies from puttering around in my base. I'll see what I can write coherently about the screenies 5 months after I played it and then fire up the world and see if I feel inspired to continue. When I stopped I'd been planning to do some building. One project was the faux sky and ground for the mana bean farm. The other was the Governor's Palace in Lazy River Landing but I don't remember too much of my plans for that.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I miss your journey and feel more than a tinge of sadness for taking you away from it. Your village was coming along so well and there was still much to do. Whether you decide to continue this journal or even start another world, I look forward to reading more of your adventures.
Nice! Looking forward to another journal, there haven't been many around recently. If you want to make a good one, model your style of writing after Zeno's. That's what I would do. Hope I helped!
Nice! Looking forward to another journal, there haven't been many around recently. If you want to make a good one, model your style of writing after Zeno's. That's what I would do. Hope I helped!
After a long hiatus, I sat down to write up the remaining pictures from when I was playing last. Essentially they were the first part of a "back home" episode mostly about putting away the huge pile of stuff I'd collected on the trip - about 5 chests worth, mostly fairly high-value material.
Of course, the first thing is to talk about the trip and the explorations. So I called up the picture of my map wall after my trips and -
It's not there? After all that I didn't take a pic of the map wall? Well, I guess I have to play a little to get that pic at least. So, I check the Minecraft directory, finding I have to clean out the mods folder a lot from testing mods after I'd paused playing this world. After some rearranging, I fire it up, to find myself in my essentia room.
Question marks for essentia? How did that happen? Oh no….
I changed my player name shortly after name changes became available. Unfortunately name changes erase Thaumcraft research. Actually, I'd had this problem in Dulci's server world but I'd forgotten about it. It was much less of a problem because I'd basically just gotten started. Here I'd almost finished the research and it will take many hours of work to get it all back.
(insert dying pacman sound)
Well, I decide I'll at least try to suck it up and start on research recovery but I'll write about that next episode. For this I'll stick to writing about what I did before the pause, except for the map stuff.
I do go upstairs and expand my map wall. Actually most of the maps were already there since this expedition was mostly about filling in the large empty "sea" area on my existing map. I only had 3 new maps. I had to fumble around in my chests for a while, because after 5 months I'd forgotten where everything was, but eventually I found the leather, iron, wood, paper, and redstone I needed.
So here's my map wall from before the trip:
And here's the map afterwards:
For over a year now I've been trying to tweak Climate Control to make oceans interesting to explore. To me, this is the look of - success! It's a success on my map wall and it was a success in the water. There *are* islands in the water - lots of them. On these maps, I count a total of 15 substantive islands, 7 of which I found on this trip.
These islands have great diversity in size, shape, and character. Some are just single biomes, like the Magical Forest island in the lower left of the fourth map on the top row (Episode 75). Others are large with multiple climate zones, like the one straddling maps 2 and 3 on the top (Episodes 103 and 104). Some are elongated and some compact; some have long peninsulas and some don't. There are jungle island, snow islands, hot islands, volcanic islands, temperate islands, flat island, mountain islands, and complex islands with multiple types of terrains. Every single one of these islands has a distinct personality except for the three volcanic islands, which are kind of similar.
This is a world of stuff to see and remember. The hilly swamp on the mountainous island (Episode 109) is very different from the lagoonish swamp with the village on the far south (Episode 111). The geography is different because of bleedover, and beyond that it feels different because of context (mountain island vs. varied continent). Even when I see the same biome I don't think "Oh, another Extreme Hills", I think "Oh, a *different* Extreme Hills.
I love the feel of exploring the ocean. It's not like vanilla 1.7, where it can be difficult to even get out of sight of land with higher view distances. In the seas in my world, I figured there were islands and I was right - but I had to *look* for them, which made it all the sweeter when I found them, in all their unpredictable varied glory. But, it doesn't have vanilla 1.6's flaws where you can be stuck on a boat. The longest trip I ever made when I wasn't deliberately staying out to sea was a 5000 block trip on the upper right. That's about 10 minutes on a vanilla boat, and considerably less on my Archimedes ship. Compared to the hours I have to spend quarrying for a build, this is nothing. No unwanted multihour boat trips with these settings!
And, after 7 months of intensive play and lot of exploring - I'm nowhere near done exploring! I haven't finished even exploring my spawn continent yet. I know there's a lot of interesting places in there, different from anything I've yet seen if only because it's far from the ocean (and the flying mountains, yum!). There are 5 or so more maps on my 5x5 wall map still to even be outlined - and I know there will be cool islands there, different from what I've yet seen. And finally - what's that huge continent on the upper left I've barely started to explore. How big is it? What is is shaped like? What characters do the different areas have?
*This* is a world. A world to play in - for *years*.
Sucking it up is starting to feel *easy*.
Before I sign out for today, a little bit about my ramped-up node room. I was short of a couple of aspects before, especially Ignis and Perdito. Well, I have a lot of nodes from my trip, so it's time to place them.
I'm running out of space on the lower two floors of my node room (rooms, actually) unless I dig out the corners, so it's time to start using the third floor. I plop down most of my nodes, reserving a few in case I want to use them in Lazy River Landing, and the monster once-pale-now-fading node I foolishly jarred without scanning.
I'll need to raise the roof, so to speak, but I'll get to it later.
I start roasting some of the stones I collected, especially Blueschist and Greenschist for the mana bean farm decorations. While going down the stairs to the Infernal Furnace I snap this shot of my nodes, visible through the stone to my Goggle of Revealing-enhanced eyes.
My sheep keep dying and I have to breed some more. 1.7 is a real pain for ranching - animals escape fences and suffocate in walls. Maybe I'll try fences next to wall. I also have to rescue a farm gather golem that got itself stuck in the cow pen AGAIN.
I only have 12 of the 26 nodes I can potentially fit into my node room. However, it seems like enough. It fully charges my primal staff while I'm just puttering about, which is plenty.
250 of every Vis, while I'm just hanging around my house. FEEL THE POWER! MWAHAHAHAH!
Except I can't use it properly, since I've lost all my research. Sigh. Well, what do I have available to scan around here…
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I know there's a setting for dealing with mod added ores and I will find it.
The issue with that is that BoP also adds a lot of other features I don't especially like, like Quicksand and flowers and gems, to the vanilla biomes. I've not dug around in BoP configs before, but I don't know if you can turn that off or not.
They *used* to have configs for at least some of that stuff, and then dropped them in the move to 1.7, and then after a lot of complaints said they'd put them back. I assume they're back, because now they've moved on to 1.8 development.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
The village has an astonishingly logical layout. There's a large bay, mostly separated from the ocean by a sandbar and stone island. There's one large opening, which has an isolated watchtower sitting in the middle of it. The rest of the village is grouped together on the shore. Finally, the two towers are twinned in the center. I've never seen such a logical layout.
The individual buildings, however, are disasters, as you'd expect in an area with significant height variation. Most doors are up in the air. The villagers see they can jump out safely because of the water, but then they can't get back in. Immediately the bay has far too many hapless villagers bobbing about.
I am struck by the layout, though, and am sorely tempted to build this into a Venice of the north. With my very limited supply of villages, it's almost obligatory. I'm so tempted I even look at some pictures of buildings from Venice to let some ideas stew.
Even provided platforms to climb back to the doors, however, the villagers still won't haul out of the water. The watchman actually goes *underneath* his and nearly drowns. Eventually I manage to shove him back up but this isn't going to work. I don't think I can secure the entire bay and if I ever fail to sleep there's going to be blood in the water as the zombies make villager soup.
The village has lots of farms, which I use to collect wheat to trade with villagers. With the Revamp mod, villagers are attracted to emeralds, so I'm hoping I can lure them onto platforms.
The buildings are, as I said, disasters, as with this farm five blocks in the air. I wonder why the church doesn't have a door, until I find it buried four blocks down. No kidding.
The villagers don't seem able to use the buildings, even the ones not in the water. But the sheep can. This is starting to feel a little bit like Through the Looking Glass.
So I get my emeralds and try to lure the villagers to safety. But it still doesn't work. The villagers get to where they should haul out, and then just spin in place indefinitely. I recall villagers getting out of water easily enough with vanilla, so I think this is a problem with Revamp.
As I'm fiddling around trying to get the villagers out *I* get stuck under a platform. Sure I'm souped up, but still, I can still drown!
These two clowns jumped in the water right when I arrived and nothing gets them out. I even try building one-deep shelves next to the platforms and they *still* can't get up. Ridiculous. Even this priest (who thankfully has had the sense to stay out of the water so far) seems to think they're idiots.
The gravel road is an epic disaster. The road that buried the door for the church actually leads to the *roof*.
Well, if I can't get the villagers out of the water, this would be very difficult to develop. I either have to secure the entire bay - a big task given it's size and the irregular terrain - or I have to fence off the inhabited areas from the water, which would probably ruin the feel I want. So I reluctantly shelve any plans to develop this villages, pending possible improvements to Revamp or some bright suggestion from you folks. So, back to the boat.
I continue a little bit further to confirm the landmass goes off the map, then turn back to explore off the coast as I return to the Frost Forest area (on the map above this one) to explore in the other direction. You can see it looks like a big landmass. The light blue indent to my right with the blue marker is the village bay. You can see it's a big area to secure, and complicated with all the water and islands.
On the way back I spot a Highlands Tropical Island with a Volcanic Island sub-biome. It's just off a snowy coast, but that's how climates work in Minecraft - climates end at the ocean's edge.
Next episode: the other way on this continent's coastline.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Episode 112: See the Seed's Seas, pt, 11
Just for reference, here's where I am on my map wall. I'm going to head south, onto the next map. It's off my currently mapped area and this picture, but it will fit on my map wall.
The next biome south is apparently Plains, which I don't stop to explore. I go onto the next map to the south, but this is actually the same map I've been using for the last two episodes. Before I was on the top side, now I'm on the right.
The coast turn east and I pass an Autumn Woods.
I continue on and hit a Frost Forest. But, as you can see from this map, I've almost reached the coast I'd been exploring before, because all these biomes are on a long twisting peninsula. So this is basically the same Frost Forest I saw on the other side.
The penisula is even longer that that map showed; next is a snowy, mountainous biome. I am actually getting a little worn out at this point and don't stop to explore.
The penisula narrows even more here, and then I hit a Orchard, and then either a Highlands Estuary or Bop Mangrove Forest (they look very similar, and I don't stop to investigate).
Next is:
A vanilla Forest! Doesn't it look exciting? (Seriously, after literally weeks since I've seen one, it *does* look good.)
At this point I'm heading east, toward the edge of the map. I pass a lot of vanilla Forest and Taiga, and finally, just as I'm about to turn around:
A BoP Fungi Forest. I probably should explore it, but I'm at the edge of my map, so I turn around.
Now you can get a better idea of the shape of this continent. I still have no idea how far it goes to the east, of course, but it's not as big as I thought in the last episode. The deep bay on the east side could be from two landmasses merging or from a very deep bay. The smoothness of the coast on the west side I've just been on inclines me to suspect the latter.
I explore at a moderate distance from the coast as I go back, and then head onto the next map to the west.This map also would be below the picture at the start of the episode.
I finish off mapping a small bit of island that extends onto this map. I sailed the coast in Episode 105, but I must have had the Atlas deselected for a bit.
From here I head west, soon running into:
Another BoP Fungi Forest. This one looks more inviting than the last, and besides, I can take a hint. I anchor the boat and head ashore.
Just on the shore is a big lake. The water is green, but for some reason, in the context of the forest, it doesn't look gross like green water does in Highlands Bogs and BoP Wastelands. Or maybe I'm just getting used to it.
The forest onshore is very impressive, although the trees could be a bit more irregular.
I spot a big Aer/Aqua/Terra node, which I take, mostly as a collector's item, as I don't really need the Vis.
There's a ravine with another node down in it, but it's just a midsized Terra node.
I find and collect a lot of Toadstools, which allow me to make Mushroom Salad, finally. I also spot some Glowshrooms, green glowing mushrooms, which I take for potential decorative use.
At one point climbing down a steep hill, I can just jump into the canopy, and I do, to see what it looks like. Interesting!
I end up staying out too late and come back to the boat after dark. I'm concerned I may be harassed by mobs, but I have no problems.
One last snooze here before I strike out for home.
Next episode: a little more exploration, then homeward bound!
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Episode 113: See the Seed's Seas (pt. the last)
There's a brief section of Estuary or Mangrove Forest, then an outback, then an dryish biome with shrub. It seems to be rugged, because it's got stone beaches, so I'm guessing Highlands Steppe.
Next is some moderately crazified terrain, which is possibly also the Steppe, judging by the grass color.
Next is a moderately hilly biome with shrubs and scattered trees. Again, not sure what it is, and ready to go home.
Here's where I am on the map. The other landmass on the left (east) is part of the spawn continent. The southern desert I explore in Episode 31, and the northern greener section is the Cliffs I explored and mined in Episodes 44 and 45.
I continue along the coast, which now turns southeast. Next is a Woodlands, and then this Tall Pines with impressive coastal rock formations.
At this point the coast turns south, heading for the edge of the map. I'd originally planned to do at least one more map, the one to the east of here, and possibly the one south but - I want to go home. So I turn around and head back, although a little bit out to expand my mappings a bit. Right when I'm clear and about to go home:
A jungle island. This one probably the land I glimpsed from afar as I was heading home in Episode 105.
It's very small; much, much smaller than the one I saw in Episode 102 in the north. The dot to the left is the survival island I was checking out when I just barely saw some land rising out of the water.
From here I turn and head home.
I get home to find two double chests full of all the goodies I've sent home via mirror for the last 12 episodes. This is just the second chest. It's almost like a travelogue - there's the Blueschist and ores from the mine under the redwoods (i mis-remembered; it was thirty-*two* diamonds), the ink from the lake, palms and palm wood from the oasis, bones I picked up when my son wanted to see a fight, flowers and wood from the Jade Cliffs, Marble from the surface of the Extreme hills, some coal and amber I also got from the surface, Willow wood and flowers from the swamp, and minor goodies from a chest in the village.
And finally, my original door - still home after all these months.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
No. I played in a multiplayer world Dulci was running and for a combination of real life and burnout issues dropped out of MC for a few months. I had one more episode, the last in the See the Seed's Seas sequence, which I've just posted. I have about another episode's worth of screenies from puttering around in my base. I'll see what I can write coherently about the screenies 5 months after I played it and then fire up the world and see if I feel inspired to continue. When I stopped I'd been planning to do some building. One project was the faux sky and ground for the mana bean farm. The other was the Governor's Palace in Lazy River Landing but I don't remember too much of my plans for that.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I miss your journey and feel more than a tinge of sadness for taking you away from it. Your village was coming along so well and there was still much to do. Whether you decide to continue this journal or even start another world, I look forward to reading more of your adventures.
Hey! Zeno's back! I always loved reading this.
Began playing during Alpha 1.2.6.
ooo im gonna do a journal now!
Nice! Looking forward to another journal, there haven't been many around recently. If you want to make a good one, model your style of writing after Zeno's. That's what I would do. Hope I helped!
Began playing during Alpha 1.2.6.
[deleted]
here you go
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2444366-minecraft-journal-thing-d-survival-with-mods
Episode 114: World Wide Wanderings and Wonderings
Of course, the first thing is to talk about the trip and the explorations. So I called up the picture of my map wall after my trips and -
It's not there? After all that I didn't take a pic of the map wall? Well, I guess I have to play a little to get that pic at least. So, I check the Minecraft directory, finding I have to clean out the mods folder a lot from testing mods after I'd paused playing this world. After some rearranging, I fire it up, to find myself in my essentia room.
Question marks for essentia? How did that happen? Oh no….
I changed my player name shortly after name changes became available. Unfortunately name changes erase Thaumcraft research. Actually, I'd had this problem in Dulci's server world but I'd forgotten about it. It was much less of a problem because I'd basically just gotten started. Here I'd almost finished the research and it will take many hours of work to get it all back.
(insert dying pacman sound)
Well, I decide I'll at least try to suck it up and start on research recovery but I'll write about that next episode. For this I'll stick to writing about what I did before the pause, except for the map stuff.
I do go upstairs and expand my map wall. Actually most of the maps were already there since this expedition was mostly about filling in the large empty "sea" area on my existing map. I only had 3 new maps. I had to fumble around in my chests for a while, because after 5 months I'd forgotten where everything was, but eventually I found the leather, iron, wood, paper, and redstone I needed.
So here's my map wall from before the trip:
And here's the map afterwards:
For over a year now I've been trying to tweak Climate Control to make oceans interesting to explore. To me, this is the look of - success! It's a success on my map wall and it was a success in the water. There *are* islands in the water - lots of them. On these maps, I count a total of 15 substantive islands, 7 of which I found on this trip.
These islands have great diversity in size, shape, and character. Some are just single biomes, like the Magical Forest island in the lower left of the fourth map on the top row (Episode 75). Others are large with multiple climate zones, like the one straddling maps 2 and 3 on the top (Episodes 103 and 104). Some are elongated and some compact; some have long peninsulas and some don't. There are jungle island, snow islands, hot islands, volcanic islands, temperate islands, flat island, mountain islands, and complex islands with multiple types of terrains. Every single one of these islands has a distinct personality except for the three volcanic islands, which are kind of similar.
This is a world of stuff to see and remember. The hilly swamp on the mountainous island (Episode 109) is very different from the lagoonish swamp with the village on the far south (Episode 111). The geography is different because of bleedover, and beyond that it feels different because of context (mountain island vs. varied continent). Even when I see the same biome I don't think "Oh, another Extreme Hills", I think "Oh, a *different* Extreme Hills.
I love the feel of exploring the ocean. It's not like vanilla 1.7, where it can be difficult to even get out of sight of land with higher view distances. In the seas in my world, I figured there were islands and I was right - but I had to *look* for them, which made it all the sweeter when I found them, in all their unpredictable varied glory. But, it doesn't have vanilla 1.6's flaws where you can be stuck on a boat. The longest trip I ever made when I wasn't deliberately staying out to sea was a 5000 block trip on the upper right. That's about 10 minutes on a vanilla boat, and considerably less on my Archimedes ship. Compared to the hours I have to spend quarrying for a build, this is nothing. No unwanted multihour boat trips with these settings!
And, after 7 months of intensive play and lot of exploring - I'm nowhere near done exploring! I haven't finished even exploring my spawn continent yet. I know there's a lot of interesting places in there, different from anything I've yet seen if only because it's far from the ocean (and the flying mountains, yum!). There are 5 or so more maps on my 5x5 wall map still to even be outlined - and I know there will be cool islands there, different from what I've yet seen. And finally - what's that huge continent on the upper left I've barely started to explore. How big is it? What is is shaped like? What characters do the different areas have?
*This* is a world. A world to play in - for *years*.
Sucking it up is starting to feel *easy*.
Before I sign out for today, a little bit about my ramped-up node room. I was short of a couple of aspects before, especially Ignis and Perdito. Well, I have a lot of nodes from my trip, so it's time to place them.
I'm running out of space on the lower two floors of my node room (rooms, actually) unless I dig out the corners, so it's time to start using the third floor. I plop down most of my nodes, reserving a few in case I want to use them in Lazy River Landing, and the monster once-pale-now-fading node I foolishly jarred without scanning.
I'll need to raise the roof, so to speak, but I'll get to it later.
I start roasting some of the stones I collected, especially Blueschist and Greenschist for the mana bean farm decorations. While going down the stairs to the Infernal Furnace I snap this shot of my nodes, visible through the stone to my Goggle of Revealing-enhanced eyes.
My sheep keep dying and I have to breed some more. 1.7 is a real pain for ranching - animals escape fences and suffocate in walls. Maybe I'll try fences next to wall. I also have to rescue a farm gather golem that got itself stuck in the cow pen AGAIN.
I only have 12 of the 26 nodes I can potentially fit into my node room. However, it seems like enough. It fully charges my primal staff while I'm just puttering about, which is plenty.
250 of every Vis, while I'm just hanging around my house. FEEL THE POWER! MWAHAHAHAH!
Except I can't use it properly, since I've lost all my research. Sigh. Well, what do I have available to scan around here…
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Aww, now you're making me feel jealous of how long you can keep worlds like this. I'm glad to see you back!
Gah! your research! Well I hope you love running around scanning stuff as much as I do.
.. it's so good to see you back