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Disclaimer: No download is available for this world, please don't keep asking.
Refurbs, Elephants (in the room) and Victims
So after the lava disaster at Mount DOOOooom, I decided to get on with the lab refurb I mentioned - before I tried again there. As mentioned, I'm swapping the rooms with the lab and the community area so you walk into the latter first and what was the community room would become the new, bigger science lab. First I had to gut the rooms however.
So as you walk in, as it was:
Stripped:
Community area next door, as was:
stripped:
I decided for the now, that the larger community area (Old lab area) will not to change in decor for now. I will keep it as it was - it would just be on a larger scale due to having more space.
works:
As for the new lab, I extended back 10 blocks from the back wall, and 10 blocks back from the side wall.
I still might dig out another 10 blocks on the side wall and make it longer still. I must say I LOVE using the new concrete powder/conrete! As I was doing the floor, it was so much easier to just lay the dyed power and just chuck a bucket of water over it, and so much fun! I also love the crafting recipe for the new conrete powder! I did have a trip to the nether for that glowstone though, and still need another stack of it. I also collected some more clay whilst there and came back with about 10 stacks of clay balls. Although I did die on the way back and thought I lost some as I was near lava. Thankfully not, as I had turned some of them into clay blocks to keep more inventory space when travelling. I also realised when expanding the new lab, how much I just miss just digging out a future room within the mountain, it takes me back old skool, like the old days.
Recepie book - To be honest I use it more for quickness. As long as I know I have the components on me, it's just quicker to click on what I want to make from the recepie book to save time. So it is very hand in that respect.
Two new rooms
Out of these works came two new rooms, although the latter had been planned weeks ago. First - just off storage on the stairwell up to the enchantment room; I dug out a new conrete mixing room. For now it's very basic with temporary cobble walls and is just a circular room, but the floor is permanently dug out so I can just lay the conrete powder in this room and chuck the water over it. In time I might have the wals the color spectrum of the conrete and maybe add pistons and redstone in the walls so it dispenses water from the sides of the room rather than do it manually.
White conrete being made:
The other room (Ish) is on the stairwell down from the enchantment room to a mine. This had been planned in advance. I created a landing after a few stairs (Which would mean having to re-do all the stairs down to level 11 again, but oh well.), and on this landing made a proper entrance to the stairs down to the mine and; an auto-stone smelter. It works very simply with a redstone tick connected to a dispenser, this dispenses cobble onto the made glass tube of flowing water into a hopper connected to a furnace. As long as I have a bucket of lava in there it'll smelt it and transfer from the furnace via a connected hopper below it into a double chest. It'll continue to tick away as long as I have the lava there.
This is in the off position, the restone torch would be connected to the gold block.
The only downside at the moment, is it does tend to spit the bucket back out rather than keep it in there, even when not finished.
More elephants in the room
One thing that has bothered me is the roof above the bedroom outside, it kind of dissappears into the mountain.
I decided to take a very bold step and remove some of the garden above it to build up the roof slightly and have a full roof, plus a sklylight installation.
I also did this round the back of the mountain, making the garden area at the top a LOT smaller now, in favor of full roofs. As you can see, I am also experimenting with adding contrasting stair borders on all roofs to give it some umph.
View from above (From the back):
The loss
During these roof re-furbs I was also zombie villager hunting at night to convert another one. This met in tragedy when, after getting one on the run, I had to lure it inside as quick as possible. The quickest way to do it was through the dog kennel entrance - however, I forgot about my favorite dog on guard outside, who started attacking the zombie villager. I was so desperate to get this villager, I had already started the regeneration process - it was either the dog or the zombie villager, and unfortunatley the dog was the victim.
I hadn't backed-up yet either as I was still playing so I couldn't do a roll back as too much work had been done on the roofs. If that wasn't bad enough, in another fight with regular zombies, I was about to lay the critical blow when one of my siamese cats suddenly teleported (From sitting in the living room) in front of me outside! It accidenntly took the blow, there wasn't time to stop it, it was that quick. WHY???!!!!
R.I.P. best dog.
R.I.P. siamese cat "Pretty eyes".
Side-note
I am also adding more exterior logs to the back of the mountain home to add more detail, building pillars around the bedroom at the front, again to add more detail. Also, on a seperate creative world I was experimenting on how best to build umbrellas and sun-loungers for beside the pool!
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Kind of a different post this time, for a while I've been promising myself to get on my donkey and just travel as far as possible. The idea being toset up a portal when I get there and try and find a new nether fortress.
Although I failed with the nether fortress, this came about after a mining incident where I died and lost everything on me. It seemed as good as time as ever to do this, Only loaded with food I left with nothing else and had to get everything from scratch from punching a tree for wood/a crafting table to working my way back up from stone tools to iron and eventually diamond. I wasn't going to return until I had all my diamond gear back. At night I would mostly guard my donkey and only twice did I make an over-night hut in more hilly/mountainous terrain. Everytime I got to an ocean i took a screenshot and looked to see if there was a way around via the coastline.
I started with my home X co-ordinated at 556, by the end it was over 10 000+.
The next few images are of terrain, my inventory after a night's caving, found a ravine at one point, and the early signs of reaching home.
Inventory:
First signs of reacing home, in the very distance in the middle of the pic is a portal in the middle of an ice sheet.
The I saw the old beacons I had made when I first travelled to "Donkey Island" consisting of two hign netherrack set alight.
Reaching the chunk plaza development:
There is now an official download after much request, on page #1; and I have updated pictures on that page of the pool as I have made the umbrellas and sun loungers to decorate the pool side. Also, llamas spotted at X: 5000+!!
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I Have been fixing a few issues in the painterly resource pack just recently. I noticed that for a while my lantern style look (Chosen on the painterly site) hasn't not been there for a good few versions and it's been default. I could look to see when it happenned, but the point is - at some point I forgot to copy it over. Also for many, many months my stone brick (Which was modified by me from the stone slab texture, not taken from painterly) has been default and just wasn't showing even though it was in the pack. I realised it was a simple thing however, they were still still using underscore names: stone_brick/stone_brick_mossy instead of stonebrick/stonebrick_mossy. A simple little fix.
I also copied the .json files over for the glazed terracotta/concrete/conrete powder over and fixed a bed issue. It wasn't showing for some reason, mainly I still had things like Bed_top/Bed_side still in the items folder, so I took a simple "Bed" from an earlier version and the new textures (Default) show for colored beds.
Rollback
I did have to do a bit of a world roll-back, but my previous journey still counts, as do my dead "best dog" and siamese cat, all of which were done before the last back-up, before a death disaster. The only thing that had to have a re-do was the work in the science room again. I left it for a while but eventually I did take the back side-wall further back as I already had done and mixed up the conrete (Again), and also took the back wall back one block this time as always planned. Standard protocol is for me to have any glowstone always two blocks from the ceiling edge.
Conrete Mixing room
After a lot of annoyance trying to connect them together and to one lever, I now have the power of water flowing from the ceiling (As apposed to in the walls as planned) via redstone and pistons. Thus making the process a lot easler. It was a pain in the back-side when three worked and one didn't, then they all stopped working.. It took time but at least it happenned. Still need to decorate the walls though.
Traditional Korean home/Oriental garden
At the Oriental garden (Where the apartment block used to be.) I hadn't done much in a very long time. I was trying to do something at the back with stone slabs and running water but it just wasn't going how I envisioned. The traditional Korean home (Brought about by my love of their game shows, K-pop and I have tried their food) was actually built in a separate world; but it seemed only fitting I re-built it in this one at the back of the oriental garden so I could ditch that other world save.
Resource Pack: Woocraft
W.I.P.
We're gonna need a bigger map!
So, in the enchantment room; I had already moved the world map to the left of the wall of where it previously was but I have decided I want a bigger map! I only decided this last night! The idea being a seperate "Map room" to extend the entite map another map block wide all the way around. I will be able to see all of Mount DOOOooom, the observation building on Look-Out Mountain, possibly the Multiplayer house shrine, and the entirety of Half-way House and the Chunk plaza development. The last two being the main reasons.
After much mooching about last night, the only place I could really have it near storage and the enchantment room was to have an extention of the latter choice. So this morning, I began work digging out the room and doing the floor and walls (Still needs a ceiling), but moved the map and made extra item frames:
Before this post, I now have the last 3 item frames and have begun the mapping of the very bottom row.
Sundry:
I have also named my lead donkey and although it was a waste of a name tag, named a rabbit "Toast" to get the alternate skin". I also topped up my water breating potions that were low, but need to do the "Potions of weakness" ones now to get the much needed farmer villager.
This post will see the very last time I use shaders inside builds, from now on I will only use them outside and use just internal shaders for interior shots.
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So after I built the 4th corner tower at Mount DOOOooom (One year after the other three due to land/mountain being in the way), the minecart route across the sea was broken by the tower. Instead It went into between the walk way walls that now lead back to said tower and out through an extention. Even then, there had creeper damage for a long time on the remaining bridge itself which also cut it off my an old SMP house replica of mine.
By bridge though I mean this.
It.has.hardly.changed.in.six.years
The only difference in the last year has been a block of wood either side making it 3 wide as appossed to 1 wide, and more powered rails were added to make it faster. I knew eventually I'd have to replace it, and that time was coming. Thoughts of an oriental bridge (As planned) were put aside as it wouldn't fit with the castle/fort, and what does every good castle/fort need? A good long bridge towards it. Since I can't do it out the front due to mountains, I decided to do it round the back as an extension of Mount DOOOooom..
The route across has been re-connected and the bridge is W.I.P:
*Note I have changed cobblestone texture recently from painterly brick style to something I found on google images, it's a bit more darker.
Early work was quite plain:
I knew I wanted cobble arches underneath however.
Since I was off work on holiday last week, I spent most of a very wet Wednesday here in the UK just working the whole day (On/off with breaks); working like a mad-man on it all day. Both sides had their arches done. I still have columns on the arches underneath to do and mossy cobblestone to add. (Only just changed that to match the new texture now also, hence delay). I also want to do more decoration on the top of the walls. (Not sure how yet.) I have also started major work on a tall gate-house as you come back on shore to DOOOooom that goes over the bridge.
Bonus:
Even creepers need hugz!
Still lots to do before I'll be happy with it but it's a lot better than it used to be, that's for sure.
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Utterly amazing. I wish I had the time and dedication to work on a single world like this for so long (I guess I should stop playing on multiplayer servers). I'm definitely going to download the world and check it out in person.
You're lucky that you started the world in Alpha, the terrain looked so much better back then and your builds seem to fit really nicely into the landscape. The shaders also make the panoramic views even more impressive.
Whast I might do for the November release is have little information points at certain places (SMP house copy, Half-way House) to share information in the form of books to read, almost treat it like a player map. There wil also be an brief updates list in the notes file.
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With the next download release in November, my mind turns to all those little jobs I need to do and/or finish off. So, August has become the month of mini-jobs, as well as another mini-project - but I'll get to that later.
These jobs range from the very simple like in Storage, changing the decor in the utilies wing (Lava incinerator, infinite water source and entrences to the office, armory and science lab) to match the rest of the storage that was done the other month. I also took the oppotunity to replace my very old style infinite water source (At least 5 years+) to something more hidden in the wall.
Now you just pull the lever and the wall pulls back to reveal the water source at floor level. Similarly I did this to the outside one (Revamping) just not the whole "Retracting wall" bits:
I suppose I could have, but I wanted something more showy.
Another job was down at the chunk plaza (Regenerating an ugly chunk wall.) Not the project itself mind you, something at the very end of the boardwalk/chunk wall that I have to look at each time and have been meaning to demolish - for a very looong time!
It's like a small tower block of terrain:
The original idea was to just have it just below surface level and leave it, but then the idea expanded and I decided to try and make it into a man-made mini island. Despite the splattering of dirt, it still looks very square on the map so I might connect it to the land. There is one more picture I forgot to take as I added trees also. It'll interesting to go back there sometime and see it all grassed over and the trees grown!
Speaking of maps and THE world map:
You've no idea how much of a pain this was. I had three maps on the left side going up and 5 on the right to do. (I already did the very top of the made before this since last time.) With my donkey, I decided to "go for it!" and it should have been easy.. When I did the 3 however, the top map was a replica of the one next to it on the right. I just thought I had gone the wrong way and didn't worry and did the other 5. I came back and redid the top left one and realised that on the map, the one next to the empty map slot should've been where the said empty map slot was. So I had to move all that row to the left then go back out and re-do the top one for the right of the map again.
By now, I had over time been saving my XP to get it to 30+ and backing-up after every.single.session. I had about 32xp. When I got back from doing my very last map as above, I put the fence down outside the dog kennel entrance to tie up my donkey and literally turned around and he had bolted, gone; nowhere to be seen. I spent the night looking for him and couldn't see him anywhere! Even went up the closest neighboring mountains - nothing. It was up one of them (Due to looking for donkey) That I accidently looked at an Enderman. I got knocked down and managed to get a few swipes in but ultimatly was killed. I went from 32 xp, to 7.
Where was he?:
Yes, you hang your head in shame mister!
I even went past there twice to make sure I didn't leave the food farms door open. (There's cactus down there.)
Needlesly to say I wasn't happy in the slightest, and went to fight a few mobs at my mob tower in the bowels of the mountain home. I managed to get my xp to something like 15, not even realising I'd lost my silk touch pick, and at the tower accidently threw my good sword with knockback at the approaching creeper and zombie. He blew, they blew, I survived but was losing tools by the second. I thought "Well I've got nothing else to loose, So I might as well go to the nether", get some xp from quartz mining, get some glowstone as well if possible.
Here's my haul:
I already had a few stacks of quartz, so this helped even more, the glowstone would benefit the science lab and the iron made up for what I used for the compasses when completeing my world map; Lapis was a bonus. I should mention that I went through to the overworld from the nether, 10 000 miles+ from home and found a ravine after spending a night mining. Hence the gold, lapis and diamonds.
Speaking of the science lab, only a small section of the floor left.
Currently I am back up to 28/29xp after a level 30 enchant, didn't get a silk touch on the iron pick but got a fortune III/Unbreaking III + 1 other on it instead. Would've prefered that on a diamond pick, but I took it.
Lastly the mini-project.
In November 2014, I demolished the then 4 year old main cobble bridge and replaced it with a jungle wood one with spruce stairs roof. By christmas 2014 it was done, at least the base structure of it, I kinds skimped on the details. I wasn't sure how I wanted them to look so it got left, and left, and left... Until now.
It was to to re-juvinate the bridge!
At first I experimented on my creative copy of the world, and tried to keep the jungle wood using birch wood items as highlights, but it wasn't working for me. For some reason I always seem to work better with the darker woods - spruce and Dark Oak.
This is the end of the bridge preview from the creative world copy:
Works in the actual survival world so far:
It's coming along and I'm already happy and think it looks 10x better, I've also gone through a tonne of spruce logs! I will make the roof nicer eventually too. Thing can only get better from her on in. I want to do more enchanting, currently in the area outside my home the local diificulty is 3.63. This became evident when at the mob tower and was in my closet storage room (For netherrack/brick and mob area walls building stuff), when a hoard, lterally a horde, of zombies cam out of nowhere! Only one maged to walk in the rest got stuck on the door, but they just came out of nowhere and there was so many of them!
Don't forget. I'll always take any questions about this world, I'll be happy to answer them.
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Just to let you all know, on page #1 I have for weeks; slowly been replacing all interior shots using shaders to ones with only "Internal shaders". It's been a long labouring task, but well worth it. I've also been updating page #1 also with a little bit of sorting out. Enjoy!
Changelog:
All interior pics with shaders replaced with "Internal shaders" pictures of the interiors.
Replaced bridge shots due to recent re-generation/beautifying.
"Oriental Garden & Home" now in own section before the Horse Barn.
New "Chunk Plaza" section added to "OTHER AREAS".
Replacement shots in Mount DOOOooom: Rear (Featuring the new bridge out), lower chamber (Leading to Portal) and minecart track shots.
In "Other bits & Bobs" section, replaced jungle forest tree-house shot and horse shed shot (Eliminating the old apartment block in both backgrounds that's been demolished for over a year), overhead mountain top/pool shot (WIth the new roof/shortening of the rooftop garden and pool-side furnniture.) and added a few new extra beach shots!
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Shaders: Switching to mostly Kuda Shaders now, interals for interiors.
Current home difficulty: 4.00
Current XP: 34
THEY DID IT!!
So for the longest time I have been converting the odd zombie villager, 4-5 at most are original villagers. I hadn't done this in a while however. Recently I've been making alterations to the trading area to try and get them to breed, but without sucess; even trapping one a few layers down with some doors to activate things - but nothing. I made a few "Rooms" in the walls for them to go into and when to check on my lucky 7 some sessions later.
All 7 were dead. The only one left being the trapped one.
Back to converting! I think it was one of two things, either I didn't light it up enough OR the one extention that went to the outside was only one layer width on the outer wall - so a zombie arm glitched through and touched one of them. I also saw a video where the line of doors had a line of planks behind them with a block gap in a single line strip, and thought to myself "Does that even work?" I tried this and put doors on the other side as well to get the correct number. The first one I cured was a cartographer! Being one of the newer villagers I was very happy to get one! As I went to cure the second one however, I noticed before I left, said cartogropher making kissy faces at the trapped villager below!
There were a few hiccups however, first: getting two zombie villagers at the mob grinder and curing one with 2 stacked golden apples accidently. In the confusion I wasn't sure which I led up top the trading area. I trapped him and went down for the other - pretty sure the one I just left wasn't the cured one, and I was right. One the way back with no.2 he tranformeds mid-way back up and refused to enter via the library exit, managing to escape out the stairs and outside the main home, I left him too it. The other one had de-spawned. The second time at night I had two on the go outside and was coming up some stairs when a creeper entered the mix. I backed-up so creeper would come up first and hit him with the axe. He didn't he pre-exploded killing one. I got a cleric next.
So near, yet so far apart:
Eventually..
SCREEEEEEEEEE!!!!
In order I got: a baby leather woker, then a farmer!! (Who went to work right away!) Then a butcher.
"Father and son"
PRO-child labor!
"Oh hey Tim!"
"Three men & a baby"
Currently we've stopped at a family of 5, and I have done a number of trades.
On the home front, there had been something botheing me whenever I do the over-view shot. If you look to the left of the lava fall, you can see the upper walls of the living room ceiling extension but not much of the lower stuff because of all that mountain in the way. I decided to take a risk and remove it, exposing the living room wall, and continuing the roof around:
It's just something that has been bugging me.
A long time ago I also started to make the upper sections of my mob grinder more efficient. Instead of multiple "pads" for the mobs to fall on (Before falling in the water flow inbetween them) I opted for only 1 high 4x 16x16 pads. Now finally I have completed the other layers, It's much more efficient and the mob drop has increased significantly. It might not be the most efficient, but it'll do me.
One thing that bugs me however is when the odd fight breaks out in the bottom of the grinder. Usually when a skelly is trying to shoot me and a creeper is in the way. They land directly on the hoopers and it gets expensive to replace them. I wanted a safety feature added in, using pistons and redstone. The intial idea that they push a block over the hoppers to explode on. (Netherbrick.) This became impossible to fit in however, and not without huge ugly redstone all over the place round the outside of the grinder and a vastly expanding grinder base to try and hide it. After many hours on the creative copy of my world, nothing I did worked. I went to bed still thinking about it.
Not able to sleep that night, the alternative came to me. To have the same idea, but the hoppers (Also the chests in front of them) just forward from the drop point by a block. The point? To convert the 1st floor of the grinder into a redstone level. (Which was much easier on the converted, flatter, survival world than the creative version that wasn't.) Near the central drop hole, I would set up pistons to activate them dropping water over the drop point - activating and retracting via a simple lever. This would wash the drops forward into the hoppers.
I also thought about adding a ticker to keep it going when I was away as the drops would just despawn, but then I realised I could just leave it running as they mobs would drown anyway, and their loot washed into said hoppers.
I also got my silk touch pick back and removed the glowstone from the lower part of the re-decorated main bridge, and converted them to redstone lamps for the upper roof. (After the design for the lower deck meant the sensors would never be in daylight, always in shadow no matter what.) Nice amount of quartz went into all 28 of the sensors.
Lastly, I went back to the Chunk Plaza, where I currently am; to do a sand run - and check the island as well as bringing back 26 stacks of sand. It meant however, all the new sand needed it's own chest in storage. Most of it was filled with sandstone - used so much in Beta, and rarely used any more. So I combined the glass chest and stained glass chest, to make room in the very bottom double chest for pure sand.
Mini man-made island coming along well!:
Sand:
(Forgot to take shaders off, sorry.)
Quite a productive time latetly.
Currently enchanted I have: my damaged Bane of Anthropods IV diamond sword, a sharpness III diamond sword, Iron pick with efficiency III, Fortune II and unbreaking IIIand an unbreaking III & silk touch iron pic. I have a diamond armor set for show in the armory, and currently have 23 diamonds, almost enough for a set to wear. Need fortune III, but II will have to do for now - not wasting the 23 until I get much more diamonds.
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
Shaders: Mostly Kuda Shaders, interals for interiors.
Current home difficulty: 4.00 (3.75 at the chunk plaza)
Current XP: 25
The Chunk Plaza/Last Days of Summer
The last days of summer - for soon, very soon; I shall be switching to my autumn version of my painterly pack. It's not just my favorite time of year in game because of the grass color change and leaf color differences, but also my favourite season irl as well.
For this update I shall be only posting about one thing, and one thing only - The Chunk Plaza development.
For at least over a year, little to no work has been done on the project - converting an ugly chunk wall into homes & shops. The apartments still have the boarded up windows of jungle planks where glass would be, and structures are still in dirt, either from the original chunk wall or made up like the one on the corner as you come down the stairs to the boardwalk:
At first, my recent idea was to just take some brick blocks over that I had loads of (From the days of a brick perimeter around my home and bay window) and convert the corner building by the stairs down to the boardwalk into more of a solid building. That was the original idea. It didn't take long, so whilst there I also converted the ground floor of the next corner building (With the white upper top) so it had white walls as well; using concrete. I also gave it a slight floor pattern inside.
Not only is the bulding by the stairs now brick (I want to add more detail as it'a basic block right now, undecided about the flat roof), but the ground floor of the next corner building is now also white. You can also see two things. One - that I'm currently working my way up the side of that last building and TWO; that to the left of the apartments with the red lines you can see markers for a pitched roof, below which is just a giant hole in the wall.
For a few weeks I've had this old tudor shop/front/pub front picture saved that I wanted to emulate in that spot of the chunk wall and it was time to start the third building front!
I had to extend the roof back further at the top as it wasn't far enough to cover the back of the roof. It was during this roofing that I had a great fall (Or maybe doing the tudor log bits), despite shifting, and died. I went from 32/33 xp back down to just 7. Got xp back into my teens at the mob grinder at home, the rest generally fighting mobs whilst building and mining. especially coal. I also finally tried out my fortune II iron pick (Still would like fortune III diamond one) and got enough diamonds for a whole new set of armor without need to topuch the diamondfs in storage saved.
It's funny how I got them, exactly in order head to toe. Mined and got 5 diamonds for a helmet. Mined 9 made chestplate with one spare, got 5 more - one short of trousers/pants. last batch - found enough to complete pants and boots with one spare to fix my main sharpness III diamond sword.
Back to the roof however..
One thing I do like though, is that when doing the roof; I also dug up at the cliff face above me, so there's a noticable dent in the chunk wall now from the roof! Only a small one, but still dent. It'll also become obvious that I took out the birch window frames of the ajoining building and used them for the main apartments instead, matching the light grey glass of the ground floor for those upper nine windows in said ajoining building. The apartment block also got some flowers in their flower boxes.
Top floor has a bay window
Roof from above:
I like how you can see a bit of light in the bay window of the tudor house:
Flowers in the flower boxes of the apartments to it's right:
On the map:
I have a rough idea for the floor inside the tudor house/shop (Not sure which) - I want the floor to be old looking so will use spruce planks and logs as a mix. One comprimise I had to make, was with some of the ceilings levels; it hid some of the outside tudor decor/didn't quite line up right. Only the bottom floor has my standard 5 block high then ceiling, the rest are 4's.
I'm already thinking about what I might want as the next building. I do want a big cafe along here as well. I do feel like I have made the start of some notable progress now, which is good as it drives me to keep going with it!
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Getting the start is definitely the hardest part about a project like this, so good of you for surpassing that stage of the creative process! I look forward to seeing the rest of the Chunk Plaza; do you plan to populate the plaza with villagers or rather treat it as an aesthetic build?
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Getting the start is definitely the hardest part about a project like this, so good of you for surpassing that stage of the creative process! I look forward to seeing the rest of the Chunk Plaza; do you plan to populate the plaza with villagers or rather treat it as an aesthetic build?
Thanks Joey, it will be a purely aesthetic build.
One of the other things that spurns me on is not "Seeing the chunk wall" as in - eventually all the different roof heights, so they just look like they back onto a mountain. That excites me.
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Current home difficulty: 4.00 (3.75 at the chunk plaza)
Current XP: 34
Floors, tunnels n Enchantments
I haven't done an update for a week and a half as I felt I hadn't done enough to warrant one. I wanted one more thing (Whatever it would be) before I committed. Another mini project (unplanned) emerged however.
So at first I had been continuing in the new tudor build at the Chunk Plaza, but all internal work, namely the floors. I wanted the floors to have an old feel like the outside style so I already knew I would be working with a mixture of spruce logs and spruce planks. (I also used the last of the white concrete for the walls on the sides of the stairs on each floor continuing the tudor feel.
Pre-plank:
*All pictures since these were taken have spruce planks floors on every level now.
After this I took a break from the chunk plaza and have been getting my xp up after some deaths, and have been doing even more enchanting, concentrating on getting decent swords.
After getting looting III on a sword x2 (One with unbreaking III, the other with fire aspect so they're slightly differe nt) it has made me focused on what to do for the 7th anniversary. I might fight the wither, for the first time in survival, ever. I have already been to the Nether but only managed to get one wither skull.
I was there for a very long time, and it got a bit hairy at times due to the blazes, at one point having only one/half a heart. But I had plenty of food. Another trip is planned. I also made a change in storage and filled up a single chest with all my bow arrows, so any new stacks I make (All from skeleton drops/fights)go in the ender chest, so I'm re-filing that one up now. I made a spare ender chest to carry in my inventory as I have a silk touch pick. With all this enchanting it really feels like I'm building up to something, so maybe a fight with the wither for the 7th anniversary is inevitable?..
The last thing, which was unexpected; was deciding to improve the minecart tunnel to the Half-way House station. A very long time ago I had been starting to stone-brick the walls but only got so far. The tunnel was also 4 wide so half-way the track turns from one side to the other.
Although what I'm about to show you may look like I just but a long line along either side of the ceiling, there was more to it than that.
I actually based it on half of a no.7 size circle and dug a three wide indentation all along the way along into the ceiling. Ths left all of the side bits at the top, all of which had to be converted into stone brick as well as the ceiling, continuing the walls in stone-brick all the way along (With a set back column every 5 blocks/5 wide 4 high) and taking the whole right wall (Again all the way along) back a block so it was now a 5 wide tunnel, not 4. Also of course after making it even, covering the entire tunnel floor with coarse dirt, which I already had most of a double chest of thanks to an overflow of dirt and gravel.
Found some interesting things behind the tunnel walls, caves, a cleared out dungeon (Don't remember doing that, wish I'd keep the spawner though) and also a big chunk hole:
When I got to the bottom into the side caves there were already torches around so again I must've explored it. I just don't remember doing it.
At one point towards the end of the tunnel near the Half-way House station the tunnel goes back to 4 wide which triggered my OCD, so I made it 5 but then came another dilemma. It meant the track was right next to the 2-wide steps leading onto the path and the stairs up to the top floor of the station. There wasn't a good place to reput the stairs, seeing as you disembark off the left side, so i made the decision to do way with the steps on the outside to the upper level and have it inside instead.
Hopefully this'll make more sense:
So if you look to the right of the minecart you can see the outer steps to the upper level as it was..
After:
I guess I could've worked in the steps, but it didn't make sense to me to disembark off the left cross the tracks to the steps. I could've disembarked on the right but the steps would've been right there, I'd have to stunt the path etc. I just felt it was a better change to have the stairs inside the building, even if it meant some of re-jigging with the walls inside. A change is always good, even if it is minor.
R.I.P. jack o'lantern on a birch log outside because of a creeper! (Just out of sight in pic #1) That had been there since the conversion to a station back in 2014!
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I want to say that I admire the thought of saving certain experiences like the Wither fight for such special occasions as your 7th anniversary. I myself am still holding out on traveling to the End after 4+ years; what seems like a mundane part of the game to so many is a special treat to others. It's what I like about this game; you get to play at your own pace.
Agree with you about changes. Even the smallest changes can introduce such a beautiful new perspective and inspire new motivation.
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Slowly I have been digging out the structure for a third building in the Chunk Plaza, originally this was to be a very low building - one up and one down but I did change my mind to have two storeys above ground level as it would be extremley low next to the tudor building. It's still very early days yet thougn, but I'm thinking it'll be a cafe.
Meanwhile this happenned:
When I originally carved the skeleton structure for the apartments, the corner building wasn't meant to be part of it, but a building in it's own right for it's own purposes, It ended up as the entrance to the apartments however, and more recently I have found this to be, problemetic. Here's why:
If you look at the apartments face on, to get to the far left ones - you have to go through someone else's apartment, even with the corner entrance stair wells. To counter this, I have the front of the actual apartments inside about 6/7 blocks back from the front windows creating an access corridor on each level. I realised however I really only needed a lot smaller space for the stair wells and that I could half this building.
I may be able to squeeze an extra shop in between the brick building and the corner now. Thankfully because of my silk touch pick I did'nt waste any materials in the demolition. The only downer being whilst doing the side red bars:- I got knocked of the ledge. I thought it was a zombie as that's what I heard, but when I returned to get my stuff I saw a skeleton inside at the far end of the corridor. Safe to say he must've shot me off the ledge.
Now I have to remove a big chunk of mountain above the third new prospective building, which I am currently working on, slowly.
Return to the Nether
So I returned once again, fighting blazes, almost getting killed by them to get to the wither skeletons. I did bring back a further 2 wither skulls however, not that I realised the second one dropped. One step close to fighting the wither for the 7th anniversary in November.
Mount DOOOooom Bastions
I also found myself at the above for a while, finally putting a cobble under-ceiling underneath the bridge at last; and doing all the columns between the supports underneath the bridge as well. (By boat)It was very dark as well so I took the oppotunity to light it up as well.
Of course I still have to add more detail and inter-sparse mossy cobble everywhere - on the bridge, on the columns both exterior and underneath.
There was another strange turn of events however. I found my self on the fort walls to the right side of DOOOooom, and at first was trying to bring the crenelations forward a block with a cobble stair upside down supporting underneath. During the clearing of the top of the wall (Inner), I ended up making little battlement areas:
I ended up rounding these off (Six width, half-circle) and extending them down the side.
Now, they still need a LOT of design work yet and the minecart tracks that went into where the furthest left tower is had to be re-routed in the wall between these two towers. As you can see there are little spy holes to shoot mobs through. Since these pictures though I have flattenned the terrain around the side of the fort, so the tracks no longer go up the embackment from the tunnel, along and back down again. They're all on flat land now and it looks much better.
Another previous belayed project (Laziness):
Back in 2016 I started this:
To create or rather re-do the old portal, but inside an ender-dragon's mouth. What stopped me was how much black terracotta (nee: stained clay) I needed. Since then of course we've had the world of color update and I've picked it up, deciding to use black concrete instead:
It might not look like I've done much except add a couple of nostrils, but keep in mind every black terracotta block so far had to be mined and replaced with black concrete (As well as removing more ceiling for viewing it). That alone took 3 & a bit stacks of black concrete, it went quicker than expected. I still have plenty of squid ink though so when I make the next batch we should see the start of a lot more...
Silly things:
I was going to move the friendly animal mobs but instead elected to remove the barrier between the pigs and the cows and set all but 4 pig free. (One with a saddle kept.) I never eat porkchops anyway and am only keeping a few incase of the need for breeding for trading. The cows now have much more area to roam! Also changed dirt wall exteriors underneath sheep farm to brick to make it more solid looking.
Demolished old hut near the main bridge. When the old minecart rails used to go underneath the bridge via a glass tunnel, this old wooden shed was like a launcher hut for the minecart. It's been levelled to one block high and become a seating area. Another picture.
The roof of the main bridge has been given arcs that go over the top of it. The only thing I don't like right now are the end peaks at either end, need to make that more prettier. Another picture.
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Thank-you both!
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Disclaimer: No download is available for this world, please don't keep asking.
Refurbs, Elephants (in the room) and Victims
So after the lava disaster at Mount DOOOooom, I decided to get on with the lab refurb I mentioned - before I tried again there. As mentioned, I'm swapping the rooms with the lab and the community area so you walk into the latter first and what was the community room would become the new, bigger science lab. First I had to gut the rooms however.
Stripped:
Community area next door, as was:
stripped:
I decided for the now, that the larger community area (Old lab area) will not to change in decor for now. I will keep it as it was - it would just be on a larger scale due to having more space.
works:
As for the new lab, I extended back 10 blocks from the back wall, and 10 blocks back from the side wall.
I still might dig out another 10 blocks on the side wall and make it longer still. I must say I LOVE using the new concrete powder/conrete! As I was doing the floor, it was so much easier to just lay the dyed power and just chuck a bucket of water over it, and so much fun! I also love the crafting recipe for the new conrete powder! I did have a trip to the nether for that glowstone though, and still need another stack of it. I also collected some more clay whilst there and came back with about 10 stacks of clay balls. Although I did die on the way back and thought I lost some as I was near lava. Thankfully not, as I had turned some of them into clay blocks to keep more inventory space when travelling. I also realised when expanding the new lab, how much I just miss just digging out a future room within the mountain, it takes me back old skool, like the old days.
Recepie book - To be honest I use it more for quickness. As long as I know I have the components on me, it's just quicker to click on what I want to make from the recepie book to save time. So it is very hand in that respect.
Two new rooms
Out of these works came two new rooms, although the latter had been planned weeks ago. First - just off storage on the stairwell up to the enchantment room; I dug out a new conrete mixing room. For now it's very basic with temporary cobble walls and is just a circular room, but the floor is permanently dug out so I can just lay the conrete powder in this room and chuck the water over it. In time I might have the wals the color spectrum of the conrete and maybe add pistons and redstone in the walls so it dispenses water from the sides of the room rather than do it manually.
White conrete being made:
The other room (Ish) is on the stairwell down from the enchantment room to a mine. This had been planned in advance. I created a landing after a few stairs (Which would mean having to re-do all the stairs down to level 11 again, but oh well.), and on this landing made a proper entrance to the stairs down to the mine and; an auto-stone smelter. It works very simply with a redstone tick connected to a dispenser, this dispenses cobble onto the made glass tube of flowing water into a hopper connected to a furnace. As long as I have a bucket of lava in there it'll smelt it and transfer from the furnace via a connected hopper below it into a double chest. It'll continue to tick away as long as I have the lava there.
This is in the off position, the restone torch would be connected to the gold block.
The only downside at the moment, is it does tend to spit the bucket back out rather than keep it in there, even when not finished.
More elephants in the room
One thing that has bothered me is the roof above the bedroom outside, it kind of dissappears into the mountain.
I decided to take a very bold step and remove some of the garden above it to build up the roof slightly and have a full roof, plus a sklylight installation.
I also did this round the back of the mountain, making the garden area at the top a LOT smaller now, in favor of full roofs. As you can see, I am also experimenting with adding contrasting stair borders on all roofs to give it some umph.
View from above (From the back):
The loss
During these roof re-furbs I was also zombie villager hunting at night to convert another one. This met in tragedy when, after getting one on the run, I had to lure it inside as quick as possible. The quickest way to do it was through the dog kennel entrance - however, I forgot about my favorite dog on guard outside, who started attacking the zombie villager. I was so desperate to get this villager, I had already started the regeneration process - it was either the dog or the zombie villager, and unfortunatley the dog was the victim.
I hadn't backed-up yet either as I was still playing so I couldn't do a roll back as too much work had been done on the roofs. If that wasn't bad enough, in another fight with regular zombies, I was about to lay the critical blow when one of my siamese cats suddenly teleported (From sitting in the living room) in front of me outside! It accidenntly took the blow, there wasn't time to stop it, it was that quick. WHY???!!!!
R.I.P. best dog.
R.I.P. siamese cat "Pretty eyes".
Side-note
I am also adding more exterior logs to the back of the mountain home to add more detail, building pillars around the bedroom at the front, again to add more detail. Also, on a seperate creative world I was experimenting on how best to build umbrellas and sun-loungers for beside the pool!
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The Great Journey
Kind of a different post this time, for a while I've been promising myself to get on my donkey and just travel as far as possible. The idea being toset up a portal when I get there and try and find a new nether fortress.
Although I failed with the nether fortress, this came about after a mining incident where I died and lost everything on me. It seemed as good as time as ever to do this, Only loaded with food I left with nothing else and had to get everything from scratch from punching a tree for wood/a crafting table to working my way back up from stone tools to iron and eventually diamond. I wasn't going to return until I had all my diamond gear back. At night I would mostly guard my donkey and only twice did I make an over-night hut in more hilly/mountainous terrain. Everytime I got to an ocean i took a screenshot and looked to see if there was a way around via the coastline.
I started with my home X co-ordinated at 556, by the end it was over 10 000+.
The next few images are of terrain, my inventory after a night's caving, found a ravine at one point, and the early signs of reaching home.
Inventory:
First signs of reacing home, in the very distance in the middle of the pic is a portal in the middle of an ice sheet.
The I saw the old beacons I had made when I first travelled to "Donkey Island" consisting of two hign netherrack set alight.
Reaching the chunk plaza development:
There is now an official download after much request, on page #1; and I have updated pictures on that page of the pool as I have made the umbrellas and sun loungers to decorate the pool side. Also, llamas spotted at X: 5000+!!
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Back to Building
Resource Pack
I Have been fixing a few issues in the painterly resource pack just recently. I noticed that for a while my lantern style look (Chosen on the painterly site) hasn't not been there for a good few versions and it's been default. I could look to see when it happenned, but the point is - at some point I forgot to copy it over. Also for many, many months my stone brick (Which was modified by me from the stone slab texture, not taken from painterly) has been default and just wasn't showing even though it was in the pack. I realised it was a simple thing however, they were still still using underscore names: stone_brick/stone_brick_mossy instead of stonebrick/stonebrick_mossy. A simple little fix.
I also copied the .json files over for the glazed terracotta/concrete/conrete powder over and fixed a bed issue. It wasn't showing for some reason, mainly I still had things like Bed_top/Bed_side still in the items folder, so I took a simple "Bed" from an earlier version and the new textures (Default) show for colored beds.
Rollback
I did have to do a bit of a world roll-back, but my previous journey still counts, as do my dead "best dog" and siamese cat, all of which were done before the last back-up, before a death disaster. The only thing that had to have a re-do was the work in the science room again. I left it for a while but eventually I did take the back side-wall further back as I already had done and mixed up the conrete (Again), and also took the back wall back one block this time as always planned. Standard protocol is for me to have any glowstone always two blocks from the ceiling edge.
Conrete Mixing room
After a lot of annoyance trying to connect them together and to one lever, I now have the power of water flowing from the ceiling (As apposed to in the walls as planned) via redstone and pistons. Thus making the process a lot easler. It was a pain in the back-side when three worked and one didn't, then they all stopped working.. It took time but at least it happenned. Still need to decorate the walls though.
Traditional Korean home/Oriental garden
At the Oriental garden (Where the apartment block used to be.) I hadn't done much in a very long time. I was trying to do something at the back with stone slabs and running water but it just wasn't going how I envisioned. The traditional Korean home (Brought about by my love of their game shows, K-pop and I have tried their food) was actually built in a separate world; but it seemed only fitting I re-built it in this one at the back of the oriental garden so I could ditch that other world save.
Resource Pack: Woocraft
W.I.P.
We're gonna need a bigger map!
So, in the enchantment room; I had already moved the world map to the left of the wall of where it previously was but I have decided I want a bigger map! I only decided this last night! The idea being a seperate "Map room" to extend the entite map another map block wide all the way around. I will be able to see all of Mount DOOOooom, the observation building on Look-Out Mountain, possibly the Multiplayer house shrine, and the entirety of Half-way House and the Chunk plaza development. The last two being the main reasons.
After much mooching about last night, the only place I could really have it near storage and the enchantment room was to have an extention of the latter choice. So this morning, I began work digging out the room and doing the floor and walls (Still needs a ceiling), but moved the map and made extra item frames:
Before this post, I now have the last 3 item frames and have begun the mapping of the very bottom row.
Sundry:
I have also named my lead donkey and although it was a waste of a name tag, named a rabbit "Toast" to get the alternate skin". I also topped up my water breating potions that were low, but need to do the "Potions of weakness" ones now to get the much needed farmer villager.
This post will see the very last time I use shaders inside builds, from now on I will only use them outside and use just internal shaders for interior shots.
Thank-you.
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That is pure dedication!
Thank-you!
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Dat bridge though...
So after I built the 4th corner tower at Mount DOOOooom (One year after the other three due to land/mountain being in the way), the minecart route across the sea was broken by the tower. Instead It went into between the walk way walls that now lead back to said tower and out through an extention. Even then, there had creeper damage for a long time on the remaining bridge itself which also cut it off my an old SMP house replica of mine.
By bridge though I mean this.
It.has.hardly.changed.in.six.years
The only difference in the last year has been a block of wood either side making it 3 wide as appossed to 1 wide, and more powered rails were added to make it faster. I knew eventually I'd have to replace it, and that time was coming. Thoughts of an oriental bridge (As planned) were put aside as it wouldn't fit with the castle/fort, and what does every good castle/fort need? A good long bridge towards it. Since I can't do it out the front due to mountains, I decided to do it round the back as an extension of Mount DOOOooom..
The route across has been re-connected and the bridge is W.I.P:
*Note I have changed cobblestone texture recently from painterly brick style to something I found on google images, it's a bit more darker.
I knew I wanted cobble arches underneath however.
Since I was off work on holiday last week, I spent most of a very wet Wednesday here in the UK just working the whole day (On/off with breaks); working like a mad-man on it all day. Both sides had their arches done. I still have columns on the arches underneath to do and mossy cobblestone to add. (Only just changed that to match the new texture now also, hence delay). I also want to do more decoration on the top of the walls. (Not sure how yet.) I have also started major work on a tall gate-house as you come back on shore to DOOOooom that goes over the bridge.
Bonus:
Still lots to do before I'll be happy with it but it's a lot better than it used to be, that's for sure.
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Utterly amazing. I wish I had the time and dedication to work on a single world like this for so long (I guess I should stop playing on multiplayer servers). I'm definitely going to download the world and check it out in person.
You're lucky that you started the world in Alpha, the terrain looked so much better back then and your builds seem to fit really nicely into the landscape. The shaders also make the panoramic views even more impressive.
Well done indeed!
Thanks Skelebling!
Whast I might do for the November release is have little information points at certain places (SMP house copy, Half-way House) to share information in the form of books to read, almost treat it like a player map. There wil also be an brief updates list in the notes file.
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Drama & The month of Mini-jobs
With the next download release in November, my mind turns to all those little jobs I need to do and/or finish off. So, August has become the month of mini-jobs, as well as another mini-project - but I'll get to that later.
These jobs range from the very simple like in Storage, changing the decor in the utilies wing (Lava incinerator, infinite water source and entrences to the office, armory and science lab) to match the rest of the storage that was done the other month. I also took the oppotunity to replace my very old style infinite water source (At least 5 years+) to something more hidden in the wall.
Now you just pull the lever and the wall pulls back to reveal the water source at floor level. Similarly I did this to the outside one (Revamping) just not the whole "Retracting wall" bits:
I suppose I could have, but I wanted something more showy.
Another job was down at the chunk plaza (Regenerating an ugly chunk wall.) Not the project itself mind you, something at the very end of the boardwalk/chunk wall that I have to look at each time and have been meaning to demolish - for a very looong time!
It's like a small tower block of terrain:
The original idea was to just have it just below surface level and leave it, but then the idea expanded and I decided to try and make it into a man-made mini island. Despite the splattering of dirt, it still looks very square on the map so I might connect it to the land. There is one more picture I forgot to take as I added trees also. It'll interesting to go back there sometime and see it all grassed over and the trees grown!
Speaking of maps and THE world map:
You've no idea how much of a pain this was. I had three maps on the left side going up and 5 on the right to do. (I already did the very top of the made before this since last time.) With my donkey, I decided to "go for it!" and it should have been easy.. When I did the 3 however, the top map was a replica of the one next to it on the right. I just thought I had gone the wrong way and didn't worry and did the other 5. I came back and redid the top left one and realised that on the map, the one next to the empty map slot should've been where the said empty map slot was. So I had to move all that row to the left then go back out and re-do the top one for the right of the map again.
By now, I had over time been saving my XP to get it to 30+ and backing-up after every.single.session. I had about 32xp. When I got back from doing my very last map as above, I put the fence down outside the dog kennel entrance to tie up my donkey and literally turned around and he had bolted, gone; nowhere to be seen. I spent the night looking for him and couldn't see him anywhere! Even went up the closest neighboring mountains - nothing. It was up one of them (Due to looking for donkey) That I accidently looked at an Enderman. I got knocked down and managed to get a few swipes in but ultimatly was killed. I went from 32 xp, to 7.
Where was he?:
Yes, you hang your head in shame mister!
I even went past there twice to make sure I didn't leave the food farms door open. (There's cactus down there.)
Needlesly to say I wasn't happy in the slightest, and went to fight a few mobs at my mob tower in the bowels of the mountain home. I managed to get my xp to something like 15, not even realising I'd lost my silk touch pick, and at the tower accidently threw my good sword with knockback at the approaching creeper and zombie. He blew, they blew, I survived but was losing tools by the second. I thought "Well I've got nothing else to loose, So I might as well go to the nether", get some xp from quartz mining, get some glowstone as well if possible.
Here's my haul:
I already had a few stacks of quartz, so this helped even more, the glowstone would benefit the science lab and the iron made up for what I used for the compasses when completeing my world map; Lapis was a bonus. I should mention that I went through to the overworld from the nether, 10 000 miles+ from home and found a ravine after spending a night mining. Hence the gold, lapis and diamonds.
Speaking of the science lab, only a small section of the floor left.
Currently I am back up to 28/29xp after a level 30 enchant, didn't get a silk touch on the iron pick but got a fortune III/Unbreaking III + 1 other on it instead. Would've prefered that on a diamond pick, but I took it.
Lastly the mini-project.
In November 2014, I demolished the then 4 year old main cobble bridge and replaced it with a jungle wood one with spruce stairs roof. By christmas 2014 it was done, at least the base structure of it, I kinds skimped on the details. I wasn't sure how I wanted them to look so it got left, and left, and left... Until now.
It was to to re-juvinate the bridge!
At first I experimented on my creative copy of the world, and tried to keep the jungle wood using birch wood items as highlights, but it wasn't working for me. For some reason I always seem to work better with the darker woods - spruce and Dark Oak.
This is the end of the bridge preview from the creative world copy:
Works in the actual survival world so far:
It's coming along and I'm already happy and think it looks 10x better, I've also gone through a tonne of spruce logs! I will make the roof nicer eventually too. Thing can only get better from her on in. I want to do more enchanting, currently in the area outside my home the local diificulty is 3.63. This became evident when at the mob tower and was in my closet storage room (For netherrack/brick and mob area walls building stuff), when a hoard, lterally a horde, of zombies cam out of nowhere! Only one maged to walk in the rest got stuck on the door, but they just came out of nowhere and there was so many of them!
Don't forget. I'll always take any questions about this world, I'll be happy to answer them.
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++ Not an update ++
Just to let you all know, on page #1 I have for weeks; slowly been replacing all interior shots using shaders to ones with only "Internal shaders". It's been a long labouring task, but well worth it. I've also been updating page #1 also with a little bit of sorting out. Enjoy!
Changelog:
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16yrs+ only
Shaders: Switching to mostly Kuda Shaders now, interals for interiors.
Current home difficulty: 4.00
Current XP: 34
THEY DID IT!!
So for the longest time I have been converting the odd zombie villager, 4-5 at most are original villagers. I hadn't done this in a while however. Recently I've been making alterations to the trading area to try and get them to breed, but without sucess; even trapping one a few layers down with some doors to activate things - but nothing. I made a few "Rooms" in the walls for them to go into and when to check on my lucky 7 some sessions later.
All 7 were dead. The only one left being the trapped one.
Back to converting! I think it was one of two things, either I didn't light it up enough OR the one extention that went to the outside was only one layer width on the outer wall - so a zombie arm glitched through and touched one of them. I also saw a video where the line of doors had a line of planks behind them with a block gap in a single line strip, and thought to myself "Does that even work?" I tried this and put doors on the other side as well to get the correct number. The first one I cured was a cartographer! Being one of the newer villagers I was very happy to get one! As I went to cure the second one however, I noticed before I left, said cartogropher making kissy faces at the trapped villager below!
There were a few hiccups however, first: getting two zombie villagers at the mob grinder and curing one with 2 stacked golden apples accidently. In the confusion I wasn't sure which I led up top the trading area. I trapped him and went down for the other - pretty sure the one I just left wasn't the cured one, and I was right. One the way back with no.2 he tranformeds mid-way back up and refused to enter via the library exit, managing to escape out the stairs and outside the main home, I left him too it. The other one had de-spawned. The second time at night I had two on the go outside and was coming up some stairs when a creeper entered the mix. I backed-up so creeper would come up first and hit him with the axe. He didn't he pre-exploded killing one. I got a cleric next.
So near, yet so far apart:
Eventually..
SCREEEEEEEEEE!!!!
In order I got: a baby leather woker, then a farmer!! (Who went to work right away!) Then a butcher.
"Father and son"
PRO-child labor!
"Oh hey Tim!"
"Three men & a baby"
Currently we've stopped at a family of 5, and I have done a number of trades.
On the home front, there had been something botheing me whenever I do the over-view shot. If you look to the left of the lava fall, you can see the upper walls of the living room ceiling extension but not much of the lower stuff because of all that mountain in the way. I decided to take a risk and remove it, exposing the living room wall, and continuing the roof around:
It's just something that has been bugging me.
A long time ago I also started to make the upper sections of my mob grinder more efficient. Instead of multiple "pads" for the mobs to fall on (Before falling in the water flow inbetween them) I opted for only 1 high 4x 16x16 pads. Now finally I have completed the other layers, It's much more efficient and the mob drop has increased significantly. It might not be the most efficient, but it'll do me.
One thing that bugs me however is when the odd fight breaks out in the bottom of the grinder. Usually when a skelly is trying to shoot me and a creeper is in the way. They land directly on the hoopers and it gets expensive to replace them. I wanted a safety feature added in, using pistons and redstone. The intial idea that they push a block over the hoppers to explode on. (Netherbrick.) This became impossible to fit in however, and not without huge ugly redstone all over the place round the outside of the grinder and a vastly expanding grinder base to try and hide it. After many hours on the creative copy of my world, nothing I did worked. I went to bed still thinking about it.
Not able to sleep that night, the alternative came to me. To have the same idea, but the hoppers (Also the chests in front of them) just forward from the drop point by a block. The point? To convert the 1st floor of the grinder into a redstone level. (Which was much easier on the converted, flatter, survival world than the creative version that wasn't.) Near the central drop hole, I would set up pistons to activate them dropping water over the drop point - activating and retracting via a simple lever. This would wash the drops forward into the hoppers.
I also thought about adding a ticker to keep it going when I was away as the drops would just despawn, but then I realised I could just leave it running as they mobs would drown anyway, and their loot washed into said hoppers.
I also got my silk touch pick back and removed the glowstone from the lower part of the re-decorated main bridge, and converted them to redstone lamps for the upper roof. (After the design for the lower deck meant the sensors would never be in daylight, always in shadow no matter what.) Nice amount of quartz went into all 28 of the sensors.
Lastly, I went back to the Chunk Plaza, where I currently am; to do a sand run - and check the island as well as bringing back 26 stacks of sand. It meant however, all the new sand needed it's own chest in storage. Most of it was filled with sandstone - used so much in Beta, and rarely used any more. So I combined the glass chest and stained glass chest, to make room in the very bottom double chest for pure sand.
Sand:
(Forgot to take shaders off, sorry.)
Quite a productive time latetly.
Currently enchanted I have: my damaged Bane of Anthropods IV diamond sword, a sharpness III diamond sword, Iron pick with efficiency III, Fortune II and unbreaking IIIand an unbreaking III & silk touch iron pic. I have a diamond armor set for show in the armory, and currently have 23 diamonds, almost enough for a set to wear. Need fortune III, but II will have to do for now - not wasting the 23 until I get much more diamonds.
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Omg your world is so beautiful
Im gonna download your world as well and learn the building styles from you
Thank-you KirinFrost, hope you enjoy iot and let me know if you have any problems.
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16yrs+ only
Shaders: Mostly Kuda Shaders, interals for interiors.
Current home difficulty: 4.00 (3.75 at the chunk plaza)
Current XP: 25
The Chunk Plaza/Last Days of Summer
The last days of summer - for soon, very soon; I shall be switching to my autumn version of my painterly pack. It's not just my favorite time of year in game because of the grass color change and leaf color differences, but also my favourite season irl as well.
For this update I shall be only posting about one thing, and one thing only - The Chunk Plaza development.
For at least over a year, little to no work has been done on the project - converting an ugly chunk wall into homes & shops. The apartments still have the boarded up windows of jungle planks where glass would be, and structures are still in dirt, either from the original chunk wall or made up like the one on the corner as you come down the stairs to the boardwalk:
At first, my recent idea was to just take some brick blocks over that I had loads of (From the days of a brick perimeter around my home and bay window) and convert the corner building by the stairs down to the boardwalk into more of a solid building. That was the original idea. It didn't take long, so whilst there I also converted the ground floor of the next corner building (With the white upper top) so it had white walls as well; using concrete. I also gave it a slight floor pattern inside.
Not only is the bulding by the stairs now brick (I want to add more detail as it'a basic block right now, undecided about the flat roof), but the ground floor of the next corner building is now also white. You can also see two things. One - that I'm currently working my way up the side of that last building and TWO; that to the left of the apartments with the red lines you can see markers for a pitched roof, below which is just a giant hole in the wall.
For a few weeks I've had this old tudor shop/front/pub front picture saved that I wanted to emulate in that spot of the chunk wall and it was time to start the third building front!
I had to extend the roof back further at the top as it wasn't far enough to cover the back of the roof. It was during this roofing that I had a great fall (Or maybe doing the tudor log bits), despite shifting, and died. I went from 32/33 xp back down to just 7. Got xp back into my teens at the mob grinder at home, the rest generally fighting mobs whilst building and mining. especially coal. I also finally tried out my fortune II iron pick (Still would like fortune III diamond one) and got enough diamonds for a whole new set of armor without need to topuch the diamondfs in storage saved.
It's funny how I got them, exactly in order head to toe. Mined and got 5 diamonds for a helmet. Mined 9 made chestplate with one spare, got 5 more - one short of trousers/pants. last batch - found enough to complete pants and boots with one spare to fix my main sharpness III diamond sword.
Back to the roof however..
One thing I do like though, is that when doing the roof; I also dug up at the cliff face above me, so there's a noticable dent in the chunk wall now from the roof! Only a small one, but still dent. It'll also become obvious that I took out the birch window frames of the ajoining building and used them for the main apartments instead, matching the light grey glass of the ground floor for those upper nine windows in said ajoining building. The apartment block also got some flowers in their flower boxes.
Top floor has a bay window
Roof from above:
I like how you can see a bit of light in the bay window of the tudor house:
Flowers in the flower boxes of the apartments to it's right:
On the map:
I have a rough idea for the floor inside the tudor house/shop (Not sure which) - I want the floor to be old looking so will use spruce planks and logs as a mix. One comprimise I had to make, was with some of the ceilings levels; it hid some of the outside tudor decor/didn't quite line up right. Only the bottom floor has my standard 5 block high then ceiling, the rest are 4's.
I'm already thinking about what I might want as the next building. I do want a big cafe along here as well. I do feel like I have made the start of some notable progress now, which is good as it drives me to keep going with it!
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Getting the start is definitely the hardest part about a project like this, so good of you for surpassing that stage of the creative process! I look forward to seeing the rest of the Chunk Plaza; do you plan to populate the plaza with villagers or rather treat it as an aesthetic build?
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Thanks Joey, it will be a purely aesthetic build.
One of the other things that spurns me on is not "Seeing the chunk wall" as in - eventually all the different roof heights, so they just look like they back onto a mountain. That excites me.
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16yrs+ only
Resource Pack: Painterly
Shaders: Kuda Shaders, internals for interiors.
Current home difficulty: 4.00 (3.75 at the chunk plaza)
Current XP: 34
Floors, tunnels n Enchantments
I haven't done an update for a week and a half as I felt I hadn't done enough to warrant one. I wanted one more thing (Whatever it would be) before I committed. Another mini project (unplanned) emerged however.
So at first I had been continuing in the new tudor build at the Chunk Plaza, but all internal work, namely the floors. I wanted the floors to have an old feel like the outside style so I already knew I would be working with a mixture of spruce logs and spruce planks. (I also used the last of the white concrete for the walls on the sides of the stairs on each floor continuing the tudor feel.
Pre-plank:
*All pictures since these were taken have spruce planks floors on every level now.
After this I took a break from the chunk plaza and have been getting my xp up after some deaths, and have been doing even more enchanting, concentrating on getting decent swords.
After getting looting III on a sword x2 (One with unbreaking III, the other with fire aspect so they're slightly differe nt) it has made me focused on what to do for the 7th anniversary. I might fight the wither, for the first time in survival, ever. I have already been to the Nether but only managed to get one wither skull.
I was there for a very long time, and it got a bit hairy at times due to the blazes, at one point having only one/half a heart. But I had plenty of food. Another trip is planned. I also made a change in storage and filled up a single chest with all my bow arrows, so any new stacks I make (All from skeleton drops/fights)go in the ender chest, so I'm re-filing that one up now. I made a spare ender chest to carry in my inventory as I have a silk touch pick. With all this enchanting it really feels like I'm building up to something, so maybe a fight with the wither for the 7th anniversary is inevitable?..
The last thing, which was unexpected; was deciding to improve the minecart tunnel to the Half-way House station. A very long time ago I had been starting to stone-brick the walls but only got so far. The tunnel was also 4 wide so half-way the track turns from one side to the other.
Although what I'm about to show you may look like I just but a long line along either side of the ceiling, there was more to it than that.
I actually based it on half of a no.7 size circle and dug a three wide indentation all along the way along into the ceiling. Ths left all of the side bits at the top, all of which had to be converted into stone brick as well as the ceiling, continuing the walls in stone-brick all the way along (With a set back column every 5 blocks/5 wide 4 high) and taking the whole right wall (Again all the way along) back a block so it was now a 5 wide tunnel, not 4. Also of course after making it even, covering the entire tunnel floor with coarse dirt, which I already had most of a double chest of thanks to an overflow of dirt and gravel.
Found some interesting things behind the tunnel walls, caves, a cleared out dungeon (Don't remember doing that, wish I'd keep the spawner though) and also a big chunk hole:
When I got to the bottom into the side caves there were already torches around so again I must've explored it. I just don't remember doing it.
At one point towards the end of the tunnel near the Half-way House station the tunnel goes back to 4 wide which triggered my OCD, so I made it 5 but then came another dilemma. It meant the track was right next to the 2-wide steps leading onto the path and the stairs up to the top floor of the station. There wasn't a good place to reput the stairs, seeing as you disembark off the left side, so i made the decision to do way with the steps on the outside to the upper level and have it inside instead.
Hopefully this'll make more sense:
After:
I guess I could've worked in the steps, but it didn't make sense to me to disembark off the left cross the tracks to the steps. I could've disembarked on the right but the steps would've been right there, I'd have to stunt the path etc. I just felt it was a better change to have the stairs inside the building, even if it meant some of re-jigging with the walls inside. A change is always good, even if it is minor.
R.I.P. jack o'lantern on a birch log outside because of a creeper! (Just out of sight in pic #1) That had been there since the conversion to a station back in 2014!
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I want to say that I admire the thought of saving certain experiences like the Wither fight for such special occasions as your 7th anniversary. I myself am still holding out on traveling to the End after 4+ years; what seems like a mundane part of the game to so many is a special treat to others. It's what I like about this game; you get to play at your own pace.
Agree with you about changes. Even the smallest changes can introduce such a beautiful new perspective and inspire new motivation.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
2 weeks laaaater...
Resource Pack: Painterly
Shaders: Kuda Shaders, internals for interiors.
Current home difficulty: 3.88
Current XP: 35 (Reclaimed, after a death)
Return to the Nether//Unexpected & Silly Things
Slowly I have been digging out the structure for a third building in the Chunk Plaza, originally this was to be a very low building - one up and one down but I did change my mind to have two storeys above ground level as it would be extremley low next to the tudor building. It's still very early days yet thougn, but I'm thinking it'll be a cafe.
Meanwhile this happenned:
When I originally carved the skeleton structure for the apartments, the corner building wasn't meant to be part of it, but a building in it's own right for it's own purposes, It ended up as the entrance to the apartments however, and more recently I have found this to be, problemetic. Here's why:
If you look at the apartments face on, to get to the far left ones - you have to go through someone else's apartment, even with the corner entrance stair wells. To counter this, I have the front of the actual apartments inside about 6/7 blocks back from the front windows creating an access corridor on each level. I realised however I really only needed a lot smaller space for the stair wells and that I could half this building.
I may be able to squeeze an extra shop in between the brick building and the corner now. Thankfully because of my silk touch pick I did'nt waste any materials in the demolition. The only downer being whilst doing the side red bars:- I got knocked of the ledge. I thought it was a zombie as that's what I heard, but when I returned to get my stuff I saw a skeleton inside at the far end of the corridor. Safe to say he must've shot me off the ledge.
Now I have to remove a big chunk of mountain above the third new prospective building, which I am currently working on, slowly.
Return to the Nether
So I returned once again, fighting blazes, almost getting killed by them to get to the wither skeletons. I did bring back a further 2 wither skulls however, not that I realised the second one dropped. One step close to fighting the wither for the 7th anniversary in November.
Mount DOOOooom Bastions
I also found myself at the above for a while, finally putting a cobble under-ceiling underneath the bridge at last; and doing all the columns between the supports underneath the bridge as well. (By boat)It was very dark as well so I took the oppotunity to light it up as well.
Of course I still have to add more detail and inter-sparse mossy cobble everywhere - on the bridge, on the columns both exterior and underneath.
There was another strange turn of events however. I found my self on the fort walls to the right side of DOOOooom, and at first was trying to bring the crenelations forward a block with a cobble stair upside down supporting underneath. During the clearing of the top of the wall (Inner), I ended up making little battlement areas:
I ended up rounding these off (Six width, half-circle) and extending them down the side.
Now, they still need a LOT of design work yet and the minecart tracks that went into where the furthest left tower is had to be re-routed in the wall between these two towers. As you can see there are little spy holes to shoot mobs through. Since these pictures though I have flattenned the terrain around the side of the fort, so the tracks no longer go up the embackment from the tunnel, along and back down again. They're all on flat land now and it looks much better.
Another previous belayed project (Laziness):
Back in 2016 I started this:
To create or rather re-do the old portal, but inside an ender-dragon's mouth. What stopped me was how much black terracotta (nee: stained clay) I needed. Since then of course we've had the world of color update and I've picked it up, deciding to use black concrete instead:
It might not look like I've done much except add a couple of nostrils, but keep in mind every black terracotta block so far had to be mined and replaced with black concrete (As well as removing more ceiling for viewing it). That alone took 3 & a bit stacks of black concrete, it went quicker than expected. I still have plenty of squid ink though so when I make the next batch we should see the start of a lot more...
Silly things:
Next update: Maybe the middle of October.
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16yrs+ only