I'm doing a custom modpack version of this, with rules fitting the modpack. I've been streaming it on http://www.twitch.tv/silvrus if anyone is interested in seeing. Currently in Stage 2, The Stone Age, but hope to be entering Stage 3, The Bronze Age, tonight. At the moment I am really just testing the modpack and rules to ensure it works correctly for the challenge, after I'm 100% on it I have a 24 hour stream with a buddy we are planning on attempting to finish the challenge in those 24 hours. Will eventually make a YouTube series out of it as well.
I've started the mining area a little early (I needed more cobblestone for the roads). And so I was digging down 20 blocks deep from the surface, and I stumbled onto a vein of marble. So I mined out the vein (which was vertical). I then started to expand it, and I stumbled onto the mother of many marble veins, it runs smack dab into an underground chasm and cave system. And I think there is at least a double chest's worth of marble down here! I'm going to be busy!
Re-filling this whole section with dirt's gonna be a byzantine when I get done mining though...
I love marble. The village-soon-to-be-port sits on top of a good sized vein of it. I dug out 4 stacks and was still only on the surface of it. Gonna use it for one of the higher tier districts down the road, maybe in conjunction with some basalt if I find a volcano close enough.
Also, how far should torches be placed to completely prevent monster spawns? is it 5 blocks between torches?
In any case, the open air section is surprisingly effective at stopping spiders. I was laughing my way back up to the treasury with a few strings and some spider eyes since the spider's can't get in through the 1 block gap.
Skeletons can still shoot me though, so I need a ranged weapon here at some point.
I'm just being lazy right now. Currently going to build a small shop for the farming district to serve as the community building for Level 2. Then I'm going to build the cow farm. I'm picking Cows because I could use the leather. I'll make a second one for sheep most likely, but that may have to wait until I can find some easy to lure sheep.
Sickles cut down a wide swath of grass, flowers and leaves with a single hit. I think it's a 3x3 area. If you hit F7 it will show the areas that are currently allowing spawns with red x's. Torches light up 7 blocks away before the light is below spawn level. If you hit F3, the bl number is the current block light level.
silvru: I hope you used a sickle. That's all I have to say.
Also, I started this in normal using the ultimate FtB pack. I'm only doing normal because I have tried this challenge before on hard, and it took an excessive amount of time and resources. So I'm doing normal. I finished the first stage, but I won't put pics up until sometime in the copper/tin stage that I'm putting between the stone and iron stages.
No doubt! I went through probably a dozen stone sickles just for that wall, not too mention clearing the tall grass and flowers just so the trees would grow! Honestly, you don't have to clear the leaves, but I wanted the saplings and apples for later use so I cut them off. Only issue now is I have to get light up there because the tops are now valid spawn locations. I have a plan for that too, the nearly useless and hopelessly over-abundant Xycraft quartz crystals. Not only do they put out a bit of light, but they also damage anything walking on them, so they should provide a good defense against spiders climbing over as well as preventing spawn.
@Roland: Looking good man. I'm not fond of open air designs to be honest, just because I usually think more about security than anything else, but I do like how you've set everything up.
Here's a quick update, got the preliminary wall finished. Growing it went smooth as butter, though not without it's challenges.
Here's the construction phase. You can immediately see one of the challenges faced with this kind of construction, namely the inconsistent growth pattern of the trees. Granted, I could have used birch, but I'm thinking ahead to the later industrial ages and oaks provide more resources for BioFuel which I need to stock up on early.
And here is the completed wall. I especially like how the wall blends into the hills behind it.
The map overview.
And the ending resources. Note, I started with 2 stacks of saplings, 1 stack of logs, and less than a stack of apples. This project was like a tree farm on steroids, and these things are going to be very useful down the road.
Another thing to try that I think looks good, is to make sure the width and length of the floor is at least twice that of the height of the wall. So a wall that is 5 blocks tall (excluding ceiling) would then have a floor at least 10 blocks wide and long, or 11 in my OCD odd numbers case. In general, the bigger the floor area of the building the higher the walls should be. And don't forget, making the walls taller is a good future proof for expansion so you can add additional floors if necessary, or add decorations like chandeliers and support beams. Again, take what I say with a grain of salt because I am not the best at planning. If you refer back to my town hall, you can see the front door leads directly into the meeting room rather than a reception type area, something I'm feeling the need to go back and fix, along with adding a porch of some sort.
Hmm... Everyone, I'm at yet another impasse... I'm using AoE 2's buildings as a guide, but then I realized something... I can't really use it as a guide for minecraft as much as I would like, because when I do, I end up with a basic house with 6+block high walls. And that makes little sense, especially when the windows would be 2x2 blocks. So I'm wondering if I should try to find some hard to imagine middle ground, or just say Fizwidgit! to the scaling, and just make something that "feels" right in minecraft. I'm going to go with the "feels right" one for now, but it's getting frustrating doing all this building, then getting upset with it not looking right, and then starting over from scratch. Any advice for that last part would be most appreciated!
Honestly, I'm pretty bad at building aesthetically, but I do have a couple of things I always try to do. I like high walls, at least 5 tall, and they have to be odd number in length so that I can have a symmetrical look when placing doors and windows. I also like to build with the flow of the land, but in my main SSP worlds I generally build into a mountain because I don't like mobs surrounding my house, and it's generally easier for me to hollow out rooms. In this challenge though, I'm trying to plan the builds, however with the farming and mining districts I'm going for a more organic, haphazard feel as in a group of settlers quickly setting up a community. Once I get to the higher tier districts, city planning will come to the forefront, with more refined materials being used. I guess the only real tip I can give you is to build according to what the district/building is meant to represent, so a farming community, in my mind, would be a lot of wood and cobble, but a market or housing district would be more smooth stone or marble.
While this is true, I want to make clear Silvru has the option I am taking, which is staying on 1.4.7 (because of RP2) until the 1.6 update cycle - which is when poeple are thinking Redpower will be updated, and fold back into the updated Ultimate pack. At this time I will get access to the new mods (Tinkers and Ars, etc)
For 1.5 there will not be a new 'ultimate' pack, but a 'beta' pack.
That's probably what I'm going to do. I really, REALLY want to play with Tinker's though. And Ars looks really fun too. I'm more into the tech side of things rather than magic though, so Tinker's looks right up my alley.
FtB is not having an official update for 1.5 that will be backwards compatible with 1.4.7, so explore to your hearts's content. It's in the news section of the FtB launcher if u want proof.
My concern is mainly about world gen and RP2. I've a new SSP setup waiting for the update, and since I tend to use a lot of RP2 I don't want to get the major infrastructure rolling if I'm not going to have it. It's not an issue really, but I've grown to love my pneumatic pipes and machines so much it'll be a pita going back to BC pipes and gates, and I so love my basalt brick walls, lol! I know I can make new MC ages to account for the world gen but it's more about the nether quartz than anything. AE (and some others I'm sure!) is going to be using it in it's recipes so I don't want to have to trek a thousand meters across the Nether to find some. All the same goes for this world.
Edit: Oh I'm an idiot! I read it wrong. It sounds like regardless I'm going to have to make a new world after the updates! D'OH!
@SteelFeathers: I love the look of your buildings. Very rustic yet somehow modern at the same time. You obviously spent some time designing that, or you're just really good at it, lol!
@Roland: Good job with that wall, I really like that design. I think I may end up using that idea in conjunction with growing the wall, as in grow the inner wall with saplings, then expand it out with stone as it comes available.
@Vaal: I like the amount of thought you've put into the planning of the layout. It's making me sit back a moment to really think about how I want to lay mine out. I also really like the idea of having the mining camp further away from the main settlement. An idea, though, you have that river that leads to both places, you could make a dock at both and use boats to go between. Would be much safer to traverse at night, especially now that you don't have the main road or battlements in place yet.
As for me, I've been working on the city and my main SSP back and forth. I'm kind of taking it slow because FTB is due for a massive update soon thanks to 1.5 coming out, and a lot of the mods are being re-worked. I don't want to travel too far from my bases due to world gen being updated. Anyway, here's a little update. I'm still in the stone age, but all I need to complete it is a couple of watchtowers, however I'm still debating on whether I want to get my wall started now around the farming district and build the towers into it or just complete them to move on.
First up, the completed Town Hall. Doesn't look as good as SteelFeathers unfortunately, but I think it works:[/URL]
The meeting hall: [/URL]
A little hallway to back office and treasury: [/URL]
The Mayor's office: [/URL]
And the treasury. Who needs chest when you can have BARRELS?!?! It will be expanded further when more resources are available:[/URL]
And on to, a 3rd house. Unfurnished except for a bed, chest and table upstairs: [/URL]
And finally, I added a "stained glass" window to the church: [/URL]
Still a lot of work to be done, and now I really need to step back and plan the layout. The mining district is the next order of business, and I think I'm going to convert the village near me to the docks district since it sits right on the water. Unfortunately, as always it seems, it sits on a Hellmouth so I'm going to have to put quite a bit of work to clear that up. Thankfully there really isn't any villager there I can't live without, such as Mystcraft or Apiarist, so if they all get eaten by zombies it's not a huge loss. Still I'm probably going to board as many as possible into a building while I fortify the area.
That church looked awesome! And here I struggled with the town hall... And now I'm wondering how on earth I'm going to manage to have the patience and the fortitude to make the massive structure I'm planning on making for the main wall, not to mention how will I manage to make everything.
It seems kind of hard to find motivation when working alone... There are a lot of empty houses and such. If anyone is working on a team version of this, and wouldn't mind another helping hand, I'd like to join them.
Minecraft name is tussebast.
P.S. Haven't done any work lately, been playing heroes 6 since it works now. I'll probably make headway later this week, but for now it's on pause on day 9 (I think atleast...)
And here I thought that church was a simple basic structure, lol! For the wall, I saw a trick waaaaayyyyyyy earlier in the thread I'm going to utilize. Simply grow you wall. Using saplings and bonemeal, you can grow a wall that is both tall and aesthetically pleasing. Place a sapling, bonemeal it, trim the leaves, then place another sapling right next to it and on and on ad nauseaum. I'm going to use oak I think since I have a nice tree farm with about 30 trees at the moment. Jungle wood gets too tall for my tastes, although with playing FTB I may end up trying to make the wall out of rubberwood trees, that might be cool. The only issue is to make sure to plant the trees far enough away from any structures so the leaves/branches don't end up replacing structure blocks.