That's a great bridge, and I'm very impressed with your ability to turn terrain elements into design elements. Even chunk walls!
Thanks. I realised today that in mid November it will be exactly 10 years since I started expanding the halfway house into the sides of the chunk wall. From 2011 - 2013 it was a facade front that covered a 16x16 gap in a chunk wall, and not until the latter year (2013) that I began expanding into the sides.
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reading through here has really started me to want to play more again!! looking thru all you rbuilds and how pretty they are! you've clearly been very dedicated <3 might've missed it, but do you have any favorite spots where you find yourself coming back again and again? or particular areas youre especially proud of?
The planned bridge finally materializes! And wow is it beautiful. It's inspiring. Unfortunately, I don't think (?) I have any projects that need a bridge soon.
The planned bridge finally materializes! And wow is it beautiful. It's inspiring. Unfortunately, I don't think (?) I have any projects that need a bridge soon.
reading through here has really started me to want to play more again!! looking thru all you rbuilds and how pretty they are! you've clearly been very dedicated <3 might've missed it, but do you have any favorite spots where you find yourself coming back again and again? or particular areas youre especially proud of?
Probably this spot, bttom picture:
This corner building on the board walk, ironically where the Chunk Plaza development started intially. Made out of dirt until I finalised the materials, with the board walk, it was the first stuff in this area, but that's not why.
FRom 2015 this corner build was looking pretty basic and unloved, empty inside, and originally had an unused bit next to it that gave of impression of maybe being a shop once but being derelict for years:
As you can tell I ended up expanding the corner shop over into this unused bit over time and made it one shop (Allbeit empty inside), but even with that top picture in the first, it was fine but not one of my favourites. One of my least favourites.
When I decided to expand the outside of the apartments a little next to it however, to relocate the staircase inside, it would mean I'd lose a little of the former derelict shop/reformed one shop - but it was still empty inside so it didn't matter. It gave me the chance to completetly re-do the design of the whole shop however.
So now it's gone from least favourite to favourite as the newly chriistend "Boat hire shop" and is probably my favourite build/make-over.
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that's an impressive change!! the crane really bring a lot of focus to the area especially after it just being.. blank for so long. can see why you'd keep coming back again and again. the subtle changes for the window accents to the brick building around also help it feel more cohesive <3 been really enjoying reading thru your updates, and looking forward to more projects!
Two of the three changes are minor, but the third is going to be quite a change!
So for referance, off storage, there's a galley section and a door to the immediate left leading to the armory and old office:
The "Oval office" hasn't seen changes ion years and as well as the diorite that again needs to go, the wholw office is going to be moved to a different location, which will have a knock on effect on two other places. Mainly because as mentioned the office is next door to the armory.
This is looking towards the office from within that armory:
So when the office is cleared out, I will have another sircular section free, so I plan to make it another wing of the armory. I've also found I can raise the ceiling in the hallway proceeding both rooms so with make it a bit more open with archways into the area and it's proposed extension.
The BIG area news however id the back of science, which aside from a few layout changes and decor /floor changes hasn't seen much change in the best part of 10 years.
This little crossover bridge has alsways been there:
Through main reception (Back out the front of the science lab):
As mentioned, apart from some layout changes, the floor and some decor it hasn't changed much. The diorite floor has to go however an the stonebrick walls are looking very, very tired. Through the first door on the left are stairs up to the minecart down a short tunnel to the barns, This will be removed as well as the room inside however for an alternate little route just up the couple of stairs in this hallway that lead to the back minecart line here that I recently renovated,
I shall be removing the stonebrick especially abd really opening this area up for the first time in a decade and raising the ceiling height as well. In the new corridor will be the new office, however there is a third sacrifice - and that is the science lab toilets.
As you go through the lab reception and into the cosy room note the door on the right:
Here lies the office which at the bck has a door to the toilets:
These cubicles would get enveloped by the changes in the hall way out the back and get swallowed up in the process, however I have a contingincy, so let's go into the actual science lab:
If you look where I've opened up on the left of the back wall there was more of the lab that never got used:
It's stood empty for a number of years now and so is the perfect place to just relocate the bathroom toilets! There will be a slight gap in the back of the office with no toilets but the storage lab there can be expanded about a foot.
So the knock on effect of the moving of the oval will result in an extra armory wing, a MAJOR renovation of the corridor area at the back of the science laborotory, and moving of the science lab bathrooms to make use of that extra room. The main excitement here id the corridor and getting rid of that stonebrick and tired looking area that well overdue for a change!
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You've really had it out for diorite lately, haven't you?
I normally never used it nor liked it, but it looks nice in the resource pack you're using.
One change cascading into others is one I know all too well. Sometimes, it's very exciting. Others, it's... very exhausting. At least it sounds like the former for you with this one.
And it's always a big thing when it involves changes to some very old infrastructure. In those cases you have to weigh the improvement versus the fact you're "losing" something so old. It's partly why I never change older stuff much, but I have on occasion.
As mentioned, apart from some layout changes, the floor and some decor it hasn't changed much. The diorite floor has to go however an the stonebrick walls are looking very, very tired.
HGTV comes to Minecraft?
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
You've really had it out for diorite lately, haven't you?
I normally never used it nor liked it, but it looks nice in the resource pack you're using.
One change cascading into others is one I know all too well. Sometimes, it's very exciting. Others, it's... very exhausting. At least it sounds like the former for you with this one.
And it's always a big thing when it involves changes to some very old infrastructure. In those cases you have to weigh the improvement versus the fact you're "losing" something so old. It's partly why I never change older stuff much, but I have on occasion.
Yep! Sorry! I really don't like the way it looks in this pack, although it is more about the stonebrick more.
I do think if it wasn't to change, this bit, it never would. And there are parts that I'm happy with both the main living are has had a few changes in decor as has the dinning hall, but i can't see either changing and it's been a few years now.The bedroom and storage area isn't likley to change, there are a good number of parts that are staying consistant now.
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If you know me, the you know I'm happiest whilst doing big builds. Right now I don't have any. Whilst I have plenty of small things to get on with, that's what I stuggle more with. So again of course I have just been biding my time. After the great diorite purge, another thing I wanted to change was the paths. back in the day in late alpha into beta I used a painterly texture pack where you can shoose what you want to represent each block, and there were a LOT less blocks back then. So I chose blue gravel and had blue gravel paths for years:
circa 2011:
So when I started using my own pack, changing only a few things I changed )At some point) evnetually to just path block paths when they were introduced and it's been that way ever since. The natural path blocks have just been very wide and splatty with the shovel as I don't believe in throwing in cobble, gracvel, etc like everyone else does. mainly because everyone under the sun does too. With this pack it's one texture I wasn't too keen on:
So I dugg them up.
I started this outside the castle and chose a coarse dirt path instead,. Then continued around the main home. This picture was kind of weird going from paths for years to no paths! At one point I considered going retro with blue paths again using concrete powder. I accidently used cyan first which was far too bright, and even light blue was also too vibrant. On a copy of the world I looked at every block, even considering end stone with polished blackstone bricks edging at one point but I went for a more simple coarse dirt path for now this may change. I do go old skool going back to very straight, crisp paths.
Due to this I had a LOT of spare dirt, so I tried something out. I was reluctant to show this and I didn't know whether it was going to be a thing or not; still not sure, but it could be a thing. Of the coast of my bee dome , a good distance away so I don't see it that often is another long chunk error that leads to an old fashioned flower farm that I'm not sure if it even works these days (Building a dirt pad abover a flower forest patch so it replicates the flowers up there.)
I really didn't want to commit to another chunk error development in the way I did before so I tried something a little different:
The idea is a road around the cost with a rocky edge going into the sea with a slight gradient as it goes into the ocean. Maybe Itallian style buildings and a Italian piazza.
Back home I have finally dug out the new office space. I wasn't even sure if I wanted to re-do the office idea, even with another idea altogether for the area and not having an office at all, but alas I am going for it.
I love a new room.]
It does mean the previously talked about science lab toilets which would have to be sacrificed in the process and moved elsewhere WILL go ahead now.. I've already hollowed thhe old toilets next to the science lab office which previously looked like:
and now:
The new toilets will of coursse be at the previously mentioned walled-off unused back area of science, which now haas a small opening where the lime green banner is:
Just storing some of the bathroom stuff here in a random order for now, but will need much more.
Also made some minor nether wart farm area changes:
Still needs a floor and ceiling work, but is an new acess corridor for the potions lab.
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The area where paths were added looks much better to me, but I'm very biased towards neat and orderly paths (usually, anyway) versus unmarked open areas. Well, at least in more developed looking areas, like that appears to be.
That nether wart room looks a little too much like Silent Hill, haha.
The natural path blocks have just been very wide and splatty with the shovel as I don't believe in throwing in cobble, gracvel, etc like everyone else does. mainly because everyone under the sun does too.
I go both ways with this, but usually I do it more like you. I don't do gradients and blending too much because while it looks nice for pictures or artistically, I like more limited and consistent looking builds.
For "developed" areas I tend to go with gravel (old world with John Smith gravel texture) or path blocks (newer worlds). That's presuming the path isn't made of stone. I've also used sand, rarely.
But I will make the paths less "neat" and uniform sometimes, namely either where they are about to terminate and end, or in less developed areas. For the gravel ones, I might mix in cobblestone blocks, especially around layer changes as I use cobblestone stairs and slabs for those. For the gravel paths, I won't mix another block in but I'll have it end unevenly.
I really didn't want to commit to another chunk error development in the way I did before so I tried something a little different:
You have more patience than I. I couldn't deal with chunk errors. I actively shoehorned myself into 1.6 and earlier feeling world, even after updating beyond it, because I just disallowed them to ever happen. I couldn't deal with them. It's part of the reason (but not close to the majority reason) why I loved 1.18. Never have to deal with those again!
I'm actually more excited about what you're going to do with this one. While working a row of building against a chunk wall is a very creative way to deal with the issue, and while larger builds (if not in scale, then at least in time commitment) are more my preference too, I actually also love smaller builds. They feel more intimate and cozy at times, and sometimes I just feel like I'm getting more done when I do three small things instead part of one larger thing.
In my oldest world especially, I have a number of locations that have more rooms than I need. Especially because my locations in that world were usually a network of rooms in a mountain, and I didn't decorate interiors as much back then.
I loved planning a network of rooms to fill out a mountain... but I never truly used a number of them.
Thanks, I've tried to restore the first page; but this god awful forum software is terrible nd takes chunks out, inserts random bit of code and really messes it up.
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Thanks, I've tried to restore the first page; but this god awful forum software is terrible nd takes chunks out, inserts random bit of code and really messes it up.
Use the view which lets you see the post formatting "markup" instead. I always change to it (I wish I could make it default that way) whenever I make anything but the shortest of reply (like this one).
The default "WYSIWYG" edittor has always been awful, especially for larger or complex posts, since the software change. There's a a lot of quirks it has that I've recognized, such as padding an extra line between qoutes and your response every time you edit a post, or turning portions of your response text Grey instead of Black (this has to do with deleting the extra space I just mentioned too much). It's all the WYSIWYG editor. The answer is always do away with it and view the markup (click the [BB] icon).
I write directly in markup like Princess Garnet, and in addition I compose and store anything complex in a word processor because even doing *that* I've had the in-post editor eat things.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Use the view which lets you see the post formatting "markup" instead. I always change to it (I wish I could make it default that way) whenever I make anything but the shortest of reply (like this one).
The default "WYSIWYG" edittor has always been awful, especially for larger or complex posts, since the software change. There's a a lot of quirks it has that I've recognized, such as padding an extra line between qoutes and your response every time you edit a post, or turning portions of your response text Grey instead of Black (this has to do with deleting the extra space I just mentioned too much). It's all the WYSIWYG editor. The answer is always do away with it and view the markup (click the [BB] icon).
I write directly in markup like Princess Garnet, and in addition I compose and store anything complex in a word processor because even doing *that* I've had the in-post editor eat things.
Thnk-you both.
As a general rule of thumb I do always use the [BB] mark up as a rule, but it still has a whale of a time. I always keep a notepad copy to edit, so once I've finished going around taking these all new screenshots I'm currently doing; hopefully I can make an accurate copy again and just paste it in.
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In one month, it's the world's 13th anniversary. So for the first time in 4 years there will a new world download via dropbox for java users. WARNING: This is a big world file. I will compress it, but keep this in mind if your interested in d/l & exploring this world.
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The world itself is ready, however it's 7GB!!! So there will be some delay as I need to delete chunks. (Something I'm not used to doing.) I downloaded MCA but windows will not let me run it! I looked at the dl/l page which says it's a false negative, but I still can't run it. I'm working on it.
In the mean time, one of the last things I did was make a big push for the inside of the office block at the end of the chunk Plaza Boulevard - next to the ice boat station. The bottom floor at least. Also on the boulevard some furnishings inside the pub/inn.
So after making the office block in 2021, the bottom floor had looked like this:
Over the last week I did afloor, the ceiling, lights and aome furnishings (Latter not really seen in the this next picture) and a staircase to replace the simple scaffold shoot to each floor in one corner.
Latetly, i've also been thinking of ideas on how I can continue to expand the world and one of the ideas I came up with was a palace.
I have a castle so why not a palace? Just because I'm from the UK doesn't mean our own former Queen's London one though, that's boring. So I looked up ones around the world and think I've found one I like, but, ideally I need a fairly flat place to do it, so I've been scouting out close areas. One of which was a desert.
If you go behind the neighbouring mountains (Via the short tunnel through the mountain.) at my home-in-a-mountain, you'll find the horse n donkey barns and opposite it a sheep barn. There is a path way from the sheep barn to a small lake with a little footbridge I built and beyond that the desert. This is no ordinary desert however as it is in fact one of the earliest areas where I gathered sand instead of travelling early on in the game/BETA. THUS< it's not pretty, there are large patches of stone from how much sand was gathered years and years ago:
Old map:
Pre-Palace construction 2023:
Not pretty!
I picked a level and that was Y 74 to even things out, for all the top layers of sand I've levelled off, I have used to fill holes and replaces patches of stone to re-normanalise the desert to makeke it nicer. Also filled in a few sink-holes.
This is currenly what's left now after my second day:
It's getting there!
Still some odd edge lines to sort out but I have a shulker of sand spare just in what I took off! It's starting to make the desert look a little more healthy at least and not suffering from stone patches, undoig years or terrain abuse from the early years of the game!
Finally, remember this area I started?:
If you remember, I turned it into this ready for development:
Well to get here, you need to travel out to sea from the coast by the bee dome. It isn't well marked however, so for years there has only been the odd torch dotted on the coastal bits of land to get to it. I know my way by day, but this was more helpful by night. Hoever they are tiny torches, i needed a much more visable marker, something more obvious, and the answer lied in something I built close to home years ago:
The bouy on the left side of the screenshot.
It has a simple redstone mechanism inside connected to a redstone lamp so it constantly flicks on and off, I would need to make a few of these to lead to this area and finally mark a way there officially. I have only done one so far however, visible by the pulsating redstone lamp from the shore of the bee dome. More will come, however I underestimated how much netherbrick I needed and didn't take nearly enough with me initially.
It will be nice to have a series of this bouy beacon markers eventually in the water however.
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Thanks. I realised today that in mid November it will be exactly 10 years since I started expanding the halfway house into the sides of the chunk wall. From 2011 - 2013 it was a facade front that covered a 16x16 gap in a chunk wall, and not until the latter year (2013) that I began expanding into the sides.
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16yrs+ only
reading through here has really started me to want to play more again!! looking thru all you rbuilds and how pretty they are! you've clearly been very dedicated <3 might've missed it, but do you have any favorite spots where you find yourself coming back again and again? or particular areas youre especially proud of?
The planned bridge finally materializes! And wow is it beautiful. It's inspiring. Unfortunately, I don't think (?) I have any projects that need a bridge soon.
Thank-you for the continued support!
Probably this spot, bttom picture:

This corner building on the board walk, ironically where the Chunk Plaza development started intially. Made out of dirt until I finalised the materials, with the board walk, it was the first stuff in this area, but that's not why.
FRom 2015 this corner build was looking pretty basic and unloved, empty inside, and originally had an unused bit next to it that gave of impression of maybe being a shop once but being derelict for years:
As you can tell I ended up expanding the corner shop over into this unused bit over time and made it one shop (Allbeit empty inside), but even with that top picture in the first, it was fine but not one of my favourites. One of my least favourites.
When I decided to expand the outside of the apartments a little next to it however, to relocate the staircase inside, it would mean I'd lose a little of the former derelict shop/reformed one shop - but it was still empty inside so it didn't matter. It gave me the chance to completetly re-do the design of the whole shop however.
So now it's gone from least favourite to favourite as the newly chriistend "Boat hire shop" and is probably my favourite build/make-over.
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16yrs+ only
that's an impressive change!! the crane really bring a lot of focus to the area especially after it just being.. blank for so long. can see why you'd keep coming back again and again. the subtle changes for the window accents to the brick building around also help it feel more cohesive <3 been really enjoying reading thru your updates, and looking forward to more projects!
There's a change comin' on the home front..
Two of the three changes are minor, but the third is going to be quite a change!
So for referance, off storage, there's a galley section and a door to the immediate left leading to the armory and old office:
The "Oval office" hasn't seen changes ion years and as well as the diorite that again needs to go, the wholw office is going to be moved to a different location, which will have a knock on effect on two other places. Mainly because as mentioned the office is next door to the armory.
This is looking towards the office from within that armory:
So when the office is cleared out, I will have another sircular section free, so I plan to make it another wing of the armory. I've also found I can raise the ceiling in the hallway proceeding both rooms so with make it a bit more open with archways into the area and it's proposed extension.
The BIG area news however id the back of science, which aside from a few layout changes and decor /floor changes hasn't seen much change in the best part of 10 years.
This little crossover bridge has alsways been there:
Through main reception (Back out the front of the science lab):
As mentioned, apart from some layout changes, the floor and some decor it hasn't changed much. The diorite floor has to go however an the stonebrick walls are looking very, very tired. Through the first door on the left are stairs up to the minecart down a short tunnel to the barns, This will be removed as well as the room inside however for an alternate little route just up the couple of stairs in this hallway that lead to the back minecart line here that I recently renovated,
I shall be removing the stonebrick especially abd really opening this area up for the first time in a decade and raising the ceiling height as well. In the new corridor will be the new office, however there is a third sacrifice - and that is the science lab toilets.
As you go through the lab reception and into the cosy room note the door on the right:
Here lies the office which at the bck has a door to the toilets:
These cubicles would get enveloped by the changes in the hall way out the back and get swallowed up in the process, however I have a contingincy, so let's go into the actual science lab:
If you look where I've opened up on the left of the back wall there was more of the lab that never got used:
It's stood empty for a number of years now and so is the perfect place to just relocate the bathroom toilets! There will be a slight gap in the back of the office with no toilets but the storage lab there can be expanded about a foot.
So the knock on effect of the moving of the oval will result in an extra armory wing, a MAJOR renovation of the corridor area at the back of the science laborotory, and moving of the science lab bathrooms to make use of that extra room. The main excitement here id the corridor and getting rid of that stonebrick and tired looking area that well overdue for a change!
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16yrs+ only
You've really had it out for diorite lately, haven't you?
I normally never used it nor liked it, but it looks nice in the resource pack you're using.
One change cascading into others is one I know all too well. Sometimes, it's very exciting. Others, it's... very exhausting. At least it sounds like the former for you with this one.
And it's always a big thing when it involves changes to some very old infrastructure. In those cases you have to weigh the improvement versus the fact you're "losing" something so old. It's partly why I never change older stuff much, but I have on occasion.
HGTV comes to Minecraft?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yep! Sorry! I really don't like the way it looks in this pack, although it is more about the stonebrick more.
I do think if it wasn't to change, this bit, it never would. And there are parts that I'm happy with both the main living are has had a few changes in decor as has the dinning hall, but i can't see either changing and it's been a few years now.The bedroom and storage area isn't likley to change, there are a good number of parts that are staying consistant now.
I was thinking more Home Improvement, less the inclusion of Tim "The Tool man" Taylor!
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16yrs+ only
The Small Things
If you know me, the you know I'm happiest whilst doing big builds. Right now I don't have any. Whilst I have plenty of small things to get on with, that's what I stuggle more with. So again of course I have just been biding my time. After the great diorite purge, another thing I wanted to change was the paths. back in the day in late alpha into beta I used a painterly texture pack where you can shoose what you want to represent each block, and there were a LOT less blocks back then. So I chose blue gravel and had blue gravel paths for years:
circa 2011:
So when I started using my own pack, changing only a few things I changed )At some point) evnetually to just path block paths when they were introduced and it's been that way ever since. The natural path blocks have just been very wide and splatty with the shovel as I don't believe in throwing in cobble, gracvel, etc like everyone else does. mainly because everyone under the sun does too. With this pack it's one texture I wasn't too keen on:
So I dugg them up.
I started this outside the castle and chose a coarse dirt path instead,. Then continued around the main home. This picture was kind of weird going from paths for years to no paths! At one point I considered going retro with blue paths again using concrete powder. I accidently used cyan first which was far too bright, and even light blue was also too vibrant. On a copy of the world I looked at every block, even considering end stone with polished blackstone bricks edging at one point but I went for a more simple coarse dirt path for now this may change. I do go old skool going back to very straight, crisp paths.
Due to this I had a LOT of spare dirt, so I tried something out. I was reluctant to show this and I didn't know whether it was going to be a thing or not; still not sure, but it could be a thing. Of the coast of my bee dome , a good distance away so I don't see it that often is another long chunk error that leads to an old fashioned flower farm that I'm not sure if it even works these days (Building a dirt pad abover a flower forest patch so it replicates the flowers up there.)
I really didn't want to commit to another chunk error development in the way I did before so I tried something a little different:
The idea is a road around the cost with a rocky edge going into the sea with a slight gradient as it goes into the ocean. Maybe Itallian style buildings and a Italian piazza.







Back home I have finally dug out the new office space. I wasn't even sure if I wanted to re-do the office idea, even with another idea altogether for the area and not having an office at all, but alas I am going for it.
I love a new room.]
It does mean the previously talked about science lab toilets which would have to be sacrificed in the process and moved elsewhere WILL go ahead now.. I've already hollowed thhe old toilets next to the science lab office which previously looked like:
and now:
The new toilets will of coursse be at the previously mentioned walled-off unused back area of science, which now haas a small opening where the lime green banner is:
Just storing some of the bathroom stuff here in a random order for now, but will need much more.
Also made some minor nether wart farm area changes:
Still needs a floor and ceiling work, but is an new acess corridor for the potions lab.
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16yrs+ only
The area where paths were added looks much better to me, but I'm very biased towards neat and orderly paths (usually, anyway) versus unmarked open areas. Well, at least in more developed looking areas, like that appears to be.
That nether wart room looks a little too much like Silent Hill, haha.
I go both ways with this, but usually I do it more like you. I don't do gradients and blending too much because while it looks nice for pictures or artistically, I like more limited and consistent looking builds.
For "developed" areas I tend to go with gravel (old world with John Smith gravel texture) or path blocks (newer worlds). That's presuming the path isn't made of stone. I've also used sand, rarely.
But I will make the paths less "neat" and uniform sometimes, namely either where they are about to terminate and end, or in less developed areas. For the gravel ones, I might mix in cobblestone blocks, especially around layer changes as I use cobblestone stairs and slabs for those. For the gravel paths, I won't mix another block in but I'll have it end unevenly.
You have more patience than I. I couldn't deal with chunk errors. I actively shoehorned myself into 1.6 and earlier feeling world, even after updating beyond it, because I just disallowed them to ever happen. I couldn't deal with them. It's part of the reason (but not close to the majority reason) why I loved 1.18. Never have to deal with those again!
I'm actually more excited about what you're going to do with this one. While working a row of building against a chunk wall is a very creative way to deal with the issue, and while larger builds (if not in scale, then at least in time commitment) are more my preference too, I actually also love smaller builds. They feel more intimate and cozy at times, and sometimes I just feel like I'm getting more done when I do three small things instead part of one larger thing.
Me too, so much so that it is a problem.
In my oldest world especially, I have a number of locations that have more rooms than I need. Especially because my locations in that world were usually a network of rooms in a mountain, and I didn't decorate interiors as much back then.
I loved planning a network of rooms to fill out a mountain... but I never truly used a number of them.
Amazing. I might take a look into it later.
Check out my Youtube-Channel:
https://www.youtube.com/@VanillaLongplayz
Thanks, I've tried to restore the first page; but this god awful forum software is terrible nd takes chunks out, inserts random bit of code and really messes it up.
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Use the view which lets you see the post formatting "markup" instead. I always change to it (I wish I could make it default that way) whenever I make anything but the shortest of reply (like this one).
The default "WYSIWYG" edittor has always been awful, especially for larger or complex posts, since the software change. There's a a lot of quirks it has that I've recognized, such as padding an extra line between qoutes and your response every time you edit a post, or turning portions of your response text Grey instead of Black (this has to do with deleting the extra space I just mentioned too much). It's all the WYSIWYG editor. The answer is always do away with it and view the markup (click the [BB] icon).
I write directly in markup like Princess Garnet, and in addition I compose and store anything complex in a word processor because even doing *that* I've had the in-post editor eat things.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Thnk-you both.
As a general rule of thumb I do always use the [BB] mark up as a rule, but it still has a whale of a time. I always keep a notepad copy to edit, so once I've finished going around taking these all new screenshots I'm currently doing; hopefully I can make an accurate copy again and just paste it in.
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16yrs+ only
In one month, it's the world's 13th anniversary. So for the first time in 4 years there will a new world download via dropbox for java users. WARNING: This is a big world file. I will compress it, but keep this in mind if your interested in d/l & exploring this world.
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16yrs+ only
I have mad respect for this 12yrs survival world. Would like to inspect that church more I have plans for my own city.
Survivalist gamer, sandstone is best stone
Delays on the world d/l
The world itself is ready, however it's 7GB!!! So there will be some delay as I need to delete chunks. (Something I'm not used to doing.) I downloaded MCA but windows will not let me run it! I looked at the dl/l page which says it's a false negative, but I still can't run it. I'm working on it.
In the mean time, one of the last things I did was make a big push for the inside of the office block at the end of the chunk Plaza Boulevard - next to the ice boat station. The bottom floor at least. Also on the boulevard some furnishings inside the pub/inn.
So after making the office block in 2021, the bottom floor had looked like this:
Over the last week I did afloor, the ceiling, lights and aome furnishings (Latter not really seen in the this next picture) and a staircase to replace the simple scaffold shoot to each floor in one corner.
Latetly, i've also been thinking of ideas on how I can continue to expand the world and one of the ideas I came up with was a palace.
I have a castle so why not a palace? Just because I'm from the UK doesn't mean our own former Queen's London one though, that's boring. So I looked up ones around the world and think I've found one I like, but, ideally I need a fairly flat place to do it, so I've been scouting out close areas. One of which was a desert.
If you go behind the neighbouring mountains (Via the short tunnel through the mountain.) at my home-in-a-mountain, you'll find the horse n donkey barns and opposite it a sheep barn. There is a path way from the sheep barn to a small lake with a little footbridge I built and beyond that the desert. This is no ordinary desert however as it is in fact one of the earliest areas where I gathered sand instead of travelling early on in the game/BETA. THUS< it's not pretty, there are large patches of stone from how much sand was gathered years and years ago:
Old map:
Pre-Palace construction 2023:
Not pretty!
I picked a level and that was Y 74 to even things out, for all the top layers of sand I've levelled off, I have used to fill holes and replaces patches of stone to re-normanalise the desert to makeke it nicer. Also filled in a few sink-holes.
This is currenly what's left now after my second day:
It's getting there!
Still some odd edge lines to sort out but I have a shulker of sand spare just in what I took off! It's starting to make the desert look a little more healthy at least and not suffering from stone patches, undoig years or terrain abuse from the early years of the game!
Finally, remember this area I started?:
If you remember, I turned it into this ready for development:
Well to get here, you need to travel out to sea from the coast by the bee dome. It isn't well marked however, so for years there has only been the odd torch dotted on the coastal bits of land to get to it. I know my way by day, but this was more helpful by night. Hoever they are tiny torches, i needed a much more visable marker, something more obvious, and the answer lied in something I built close to home years ago:
The bouy on the left side of the screenshot.
It has a simple redstone mechanism inside connected to a redstone lamp so it constantly flicks on and off, I would need to make a few of these to lead to this area and finally mark a way there officially. I have only done one so far however, visible by the pulsating redstone lamp from the shore of the bee dome. More will come, however I underestimated how much netherbrick I needed and didn't take nearly enough with me initially.
It will be nice to have a series of this bouy beacon markers eventually in the water however.
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16yrs+ only
Interesting use of grindstones for light fixtures. And a very nice idea to use the old despoiled desert as a site for a new build!
Ha, I have flashing redstone lamp shipping buoys in my oceans too. Mine are much more plain though. Is that a daylight sensor on the top?
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