Progress in my neck of the woods has been slow. I've been busy and have had only minimal amounts of time to play. I managed however, to make a trip back to the server spawn to gather some snow from a nearby biome so I could get some snow golems. I them started working on building on my frames. The small building will be a sort of apothecary while the larger one will be where I actually place my bed considering it's proximity to my mine and horse stable. After I finish both of them I'll move to building the bridge across the river.
Hey guys I am making a huge adventure map but you need to download forge to play it. After you get forge you need the two mods: Divine RPG 1.6.4 and Mine and Blade Battlegear 2. Here are some pictures of the first city. This is not nearly the whole map! I may be posting pictures of the second city soon!
I recently used mcmap for the first time and found a scenic location that I had taken a screenshot of and then later wanted to build there but I couldn't remember where it was. I now built a new house there and am moving all my stuff there through the nether. It isn't too far but I have loads of stuff so it's taking a while.
My new house.
The first floor where I grow crops and trees. I have some more crops underground.
My storage room with 168 double chests. I think I'm going to replace the planks under/next to the chests with acacia logs like in the corners. I have room to build another storage floor if I fill that.
The reason I moved here, this is a nice looking naturally generated side by side waterfall/lavafall. This is the view from my upstairs porch.
Hi Recently I found the end dungeon and made a huge wheat farm for all of my cows. Sadly I went into Minecraft snapshot 14w20b on this survival world and then went back to 1.7.5 and all of my stuff out of my inventory and my chests but all of my buildings are still there... bummer :/
Sorry for not providing screenshots, its nice to see everyone's creations
As someome who too has suffered significant losses in MC lately, you have my sympathies. Don't worry about screenshots--post them if they're not too much a hassle. I really enjoy this thread and read everyone's posts, screenshots or not. I just love the variety of stuff people do in MC and their experiences with the game, good or less good. Given that this thread stays active i suspect I'm not the only one.
I'm getting resituated in my modded game after the heartbreaking lost of Portia, my horse. Long story short, I now have Portia II, plus a new horse who I think I'll name Scorpio, but I've lost Boethius the Donkey, who has wandered off to god knows where. I haven't been able to find any slimes, so I haven't been able to make leads to tie up my steeds while out exploring and I got lazy and didn't put up a quick paddock to hold him, so, happy trails, Boethius. Perhaps we'll meet again--I'd really like my saddle back.
I spent time running around Gullywamp (the village I've been staying close to in the modded game, although most my games have a town I have named Gullywamp--I just like saying "Gullywamp"), putting signs on the different buildings, putting out more torches, putting doors on any buildings without them and adding cobblestone stairs to the paths to make getting around easier. I moved into one of the larger houses on the edge of the town as a temporary base for me to start sorting stuff and getting ready to move ot my estate once I decide where it'll be, and put an iron door on it to keep villagers from throwing a party in there without my permission. Thinking about adding a fenced perimeter to help keep mobs out too. I like this town, it's the largest village I've found in this seed so far, it's crawling with horses, and the Village Taverns mod adds a lot. In this town there's a bakery, two sheep pens, a chicken coop and a stables with a hostler who sells saddles (and now that I've traded with him enough, leads too!), in addition to the vanilla game's blacksmith, 2 butchers and a library. Oddly the only thing Gullywamp doesn't have from the Village Taverns mod is the tavern, but I'm not hurting for a bed at this stage , But it does have two buldings that look like alehouses, I guess--not sure which mods they're from, one of the crafting mods I'm sure, but in my sign spree, I named them Pickle Ale Tavern and Swampside Tavern.
Finally managed to get full diamond armor, and I found a horse! I named her Emerald, she's currently tied up to my melon farm behind my house until I build some stables. Also tidied up the village a little, after I enchant a bit more I'm heading to The End!
I farmed a chestful of snow (such a pain in the butt to shovel, craft...). And have made a platform out to where my enderman farm is going to be. Still have like 2 or 3 large-chestfuls of stone.
Yo dawg I was playin' that craft the other day and I enchanted my fishing rod with luck of the sea and then the first item I got was a bow with power IV, Infinity, and I think flame II! And then I decided I wanted to name that now so I went to my skeleton Xp farm and found a creeper in there and then I got a music disk!
Main World
Started: Alpha 1.2
Resource Pack: Painterly.
So last time I said I was I'm contemplating making this chunk round the back of the fort into a phat tower as well:
After raising the rest of the back exterior wall to the same height as the rest of it I began work, at first building on top of the chunk. I then ran into a problem. I put a wall along side the chunk wall at the side to reason that it would've stopped the terrain. (Excuse to hide the chunk border wall.) Now originally, I was going to have it just over 3/4 of the way up, only problem is it would be higher than the rest of the wall around. I didn't want to raise the rest up to meet it, then it would be too high. There was only one answer, level part of the mountain.
I've done it on the main part of my home elsewhere to make room for a swimming pool and single tennis court, so had no illusions about it.
The weather waits for no man, or mountain..
Daylight, after:
Really not sure to do about the rest of it:
*Door hole up thee is temporary, just for access into the tower.
Should I level the rest of it? I kind of like how the new tower juts out of the terrain. Maybe I should just do a "Fake" terrain on the side that I knocked down so it looks more natural. Any advice?
Also noticed this:
Not sure what's going one with that waterfall - one side higher than the other. Needs.to.be.fixed/sorted!
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+.
I've done a lot between last night and today, all in my modded game, mostly looking at what all these mods do. Some highlights:
Went exploring for a place to homestead. In a wetlands biomes I found an interesting village with a modded tavern--and it was on fire. So I got water from the crops and put it out but not before it destroyed almost half the building (these taverns have a fireplace with lit netherrack and normallly they spawn with stone firepalces but here it was wood, I guess because of the modded biome):
I told the tavern owner I'd help him rebuild when I come back to visit and found so great loot (diamonds, iron armor and iron sword!) at the blacksmith which I took as my reward for saving the whole village from a firey death. I named this town Green Chapel for obvious reasons--its chapel was the first thing I saw from a distance:
Did more exploring, found this cool biome called Silkglades which had tons of cobwebs, which made my day. I need string badly and spiders just don't drop enough! I collected a 120 string before my new iron sword broke.
Also found two of the much covered Ominous Woods. They didn't do a lot for me, although I did collect a few stacks of clay balls there.
After exploring for a few hours I decided on this place to start my homestead--it's at the intersection of a Redwood biome, a Swamplands biome and a Hot Springs biome, with a Plains biome not far off. It's going to require a lot of terraforming and landscaping, but that seems to be the case with everywhere with the Biomes a' Plenty mod:
And it's very close to spawn (I spawned in the Plains biome next to the Redwood biome). So I did all that exploring only to go back to where I started. Typically me.
So I headed back to Gullywamp to get stuff ready for moving. So of course I wasted time and materials making a flower headband and purple pants, because I can:
Then I built these bridges so I can use my horses to move my stuff at Gullywamp over to my homestead faster. Very basic and functional yet it felt like they took forever. When I'm not so sick of them and better with using carpenter's blocks maybe I'll try to sprice them up a little (sorry for the bad res-- it was hard to get a good angle that included all three bridges):
After thse bridges, I need a break. I may get started on the terraforming after Orphan Black tonight.
I have done things in 3 of my worlds in the last day or two. Two of those were using mods from Direwolf20's Season 4 LP, while the third was from the Season 5 LP via the FTB launcher.
The worlds from Season 4 are all 1.2.5, and in one I removed Thaumcraft2, The Laser Mod, and Forestry, and added both Better Dungeons and Adventure Items. Those two mods were combined in later versions. Both of these were using a batch file with the old launcher, and I found it would no longer connect, so I had to play offline. That created another issue with EE2, as the contents of my Alchemy Bags were now empty. But I found a workaround and got all my items stored in them back again.
In my 1.4.7 world I found that my Steve's Carts treefarm had stopped. The cart was out of fuel. This was kind of convenient as I have over 13,000 Oak Wood, so I did not want to run it any more. The cart is now in my tools chest, where it will stay until I need to run the treefarm again. I've also been recharging all of my Near Depleted Uranium Cells, and have done all but 9 of them. One extra of those is from running the first cycle on my Breeder Reactor. I've gotten quite a bit less than the 52 cells/cycle as I had left it running a while after recharging a batch of 4 cells in it. I probably used up around 1/4 - 1/3 of the cell's fuel. I should also have another 12 cells to add to those needing recharging as my main reactor is near the end of a cycle as well.
In my original 1.2.5 world I went looking around for Taint, but did not find any new areas needing to be cleaned up. There was one area by the ocean which was been cleaned earlier, and the sand was slowly reclaiming the tainted ground nearby. The Taint level was actually quite low, around 600 or so.
In my other world with Better Dungeons, I went exploring the large open caves near bedrock. Both of these setups I have Single Player Commands installed, and using World Edit to drain the lava down there really helped in exploring. I mined out some of the ore I had found, destroyed a few spawners, encountered a couple of Endermen (I got 5 Ender Pearls from killing them with my Monking Sword - this is made from 3 Monking bones, gotten by killing the Monking boss found in forests. It can be enchanted and has infinite durability).
Although it was nice to be able to play my old 1.2.5 worlds again, I think I'll stick with 1.4.7. I also went Wither Skeleton hunting in that world, but did not get even one skull. I did get a few Blaze Rods, though.
I went back to my 1.2.5 world with Thaumcraft2 in it and decided I wanted to automate the creation of scrap to get more UU Matter. Although I already had a Quantum Suit in this world, there are some other things that can be made with UU Matter, and I wanted to keep at least a stack of it on hand.
In this world I have EE2 solar flowers set up for the duplication of low, medium and high EMC items. For the low one I have 6 Mk I Energy Collectors, 2 Mk I Antimatter Relays and an Energy Condenser into which I put the target block (in this case cobblestone). Instead of manually emptying the condenser into my inventory, I decided to connect it directly to my IC2 Recyclers with Buildcraft pipes. But I found there was a problem - Golden Transport pipes would not connect to one another, so I came up with a workaround, alternating gold and stone ones. Since the Buildcraft version in 1.2.5 has no Autarchic Gates, and I don't have an Assembly Table set up anyway, I used a Redstone Engine to pull cobblestone out of the Energy Condenser into the pipes and then to the Recyclers.
I have a similar setup in my world in 1.4.7, though here I have two Autarchic Gates pulling items from Diamond Chests that collect cobblestone from Igneous Extruders and a cobblestone generator, and another Gate pulling items from an Ender Chest linked to an Ender Pouch of the same color into which go items I don't want to keep. But here I had no trouble with the golden pipes. I suspect the issue has something to do with either the Buildcraft version or having to play my 1.2.5 worlds offline.
I also added pressure plates to all the ground level doors to the outside of my house. These can be activated by the Thaumic Slimes that are such a nuisance in Thaumcraft2, but my monster attack seals (Air-Fire-Magic) I have setup around my house take care of any of them, as well as the occasional Wisp that gets too close. Yes they are quite noisy when zapping enemies, but it's a small price to pay to keep mobs away from my house.
And while exploring I found a Valiant Princess and Valiant Drone, and added them to my bee building in a forest biome around 200 blocks east of my house. Since it is in such a biome, and I already have Steadfast bees, I can breed up to end line of the Heroic branch.
My new house.
The first floor where I grow crops and trees. I have some more crops underground.
My storage room with 168 double chests. I think I'm going to replace the planks under/next to the chests with acacia logs like in the corners. I have room to build another storage floor if I fill that.
The reason I moved here, this is a nice looking naturally generated side by side waterfall/lavafall. This is the view from my upstairs porch.
This is what it looks like in mcmap.
As someome who too has suffered significant losses in MC lately, you have my sympathies. Don't worry about screenshots--post them if they're not too much a hassle. I really enjoy this thread and read everyone's posts, screenshots or not. I just love the variety of stuff people do in MC and their experiences with the game, good or less good. Given that this thread stays active i suspect I'm not the only one.
I'm getting resituated in my modded game after the heartbreaking lost of Portia, my horse. Long story short, I now have Portia II, plus a new horse who I think I'll name Scorpio, but I've lost Boethius the Donkey, who has wandered off to god knows where. I haven't been able to find any slimes, so I haven't been able to make leads to tie up my steeds while out exploring and I got lazy and didn't put up a quick paddock to hold him, so, happy trails, Boethius. Perhaps we'll meet again--I'd really like my saddle back.
I spent time running around Gullywamp (the village I've been staying close to in the modded game, although most my games have a town I have named Gullywamp--I just like saying "Gullywamp"), putting signs on the different buildings, putting out more torches, putting doors on any buildings without them and adding cobblestone stairs to the paths to make getting around easier. I moved into one of the larger houses on the edge of the town as a temporary base for me to start sorting stuff and getting ready to move ot my estate once I decide where it'll be, and put an iron door on it to keep villagers from throwing a party in there without my permission. Thinking about adding a fenced perimeter to help keep mobs out too. I like this town, it's the largest village I've found in this seed so far, it's crawling with horses, and the Village Taverns mod adds a lot. In this town there's a bakery, two sheep pens, a chicken coop and a stables with a hostler who sells saddles (and now that I've traded with him enough, leads too!), in addition to the vanilla game's blacksmith, 2 butchers and a library. Oddly the only thing Gullywamp doesn't have from the Village Taverns mod is the tavern, but I'm not hurting for a bed at this stage , But it does have two buldings that look like alehouses, I guess--not sure which mods they're from, one of the crafting mods I'm sure, but in my sign spree, I named them Pickle Ale Tavern and Swampside Tavern.
Formerly known as ORabbit around these parts.
PROUD USER OF THE STEVE SKIN
Screenshots (went to creative to take pictures):
So last time I said I was I'm contemplating making this chunk round the back of the fort into a phat tower as well:
After raising the rest of the back exterior wall to the same height as the rest of it I began work, at first building on top of the chunk. I then ran into a problem. I put a wall along side the chunk wall at the side to reason that it would've stopped the terrain. (Excuse to hide the chunk border wall.) Now originally, I was going to have it just over 3/4 of the way up, only problem is it would be higher than the rest of the wall around. I didn't want to raise the rest up to meet it, then it would be too high. There was only one answer, level part of the mountain.
I've done it on the main part of my home elsewhere to make room for a swimming pool and single tennis court, so had no illusions about it.
The weather waits for no man, or mountain..
Daylight, after:
Really not sure to do about the rest of it:
*Door hole up thee is temporary, just for access into the tower.
Should I level the rest of it? I kind of like how the new tower juts out of the terrain. Maybe I should just do a "Fake" terrain on the side that I knocked down so it looks more natural. Any advice?
Also noticed this:
Not sure what's going one with that waterfall - one side higher than the other. Needs.to.be.fixed/sorted!
Closed old thread
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+.
16yrs+ only
Went exploring for a place to homestead. In a wetlands biomes I found an interesting village with a modded tavern--and it was on fire. So I got water from the crops and put it out but not before it destroyed almost half the building (these taverns have a fireplace with lit netherrack and normallly they spawn with stone firepalces but here it was wood, I guess because of the modded biome):
I told the tavern owner I'd help him rebuild when I come back to visit and found so great loot (diamonds, iron armor and iron sword!) at the blacksmith which I took as my reward for saving the whole village from a firey death. I named this town Green Chapel for obvious reasons--its chapel was the first thing I saw from a distance:
Did more exploring, found this cool biome called Silkglades which had tons of cobwebs, which made my day. I need string badly and spiders just don't drop enough! I collected a 120 string before my new iron sword broke.
Also found two of the much covered Ominous Woods. They didn't do a lot for me, although I did collect a few stacks of clay balls there.
After exploring for a few hours I decided on this place to start my homestead--it's at the intersection of a Redwood biome, a Swamplands biome and a Hot Springs biome, with a Plains biome not far off. It's going to require a lot of terraforming and landscaping, but that seems to be the case with everywhere with the Biomes a' Plenty mod:
And it's very close to spawn (I spawned in the Plains biome next to the Redwood biome). So I did all that exploring only to go back to where I started. Typically me.
So I headed back to Gullywamp to get stuff ready for moving. So of course I wasted time and materials making a flower headband and purple pants, because I can:
Then I built these bridges so I can use my horses to move my stuff at Gullywamp over to my homestead faster. Very basic and functional yet it felt like they took forever. When I'm not so sick of them and better with using carpenter's blocks maybe I'll try to sprice them up a little (sorry for the bad res-- it was hard to get a good angle that included all three bridges):
After thse bridges, I need a break. I may get started on the terraforming after Orphan Black tonight.
Formerly known as ORabbit around these parts.
Two of those were 1.2.5 worlds in which i had set up with mods from Direwolf20's Season 4 LP.
The worlds from Season 4 are all 1.2.5, and in one I removed Thaumcraft2, The Laser Mod, and Forestry, and added both Better Dungeons and Adventure Items. Those two mods were combined in later versions. Both of these were using a batch file with the old launcher, and I found it would no longer connect, so I had to play offline. That created another issue with EE2, as the contents of my Alchemy Bags were now empty. But I found a workaround and got all my items stored in them back again.
In my 1.4.7 world I found that my Steve's Carts treefarm had stopped. The cart was out of fuel. This was kind of convenient as I have over 13,000 Oak Wood, so I did not want to run it any more. The cart is now in my tools chest, where it will stay until I need to run the treefarm again. I've also been recharging all of my Near Depleted Uranium Cells, and have done all but 9 of them. One extra of those is from running the first cycle on my Breeder Reactor. I've gotten quite a bit less than the 52 cells/cycle as I had left it running a while after recharging a batch of 4 cells in it. I probably used up around 1/4 - 1/3 of the cell's fuel. I should also have another 12 cells to add to those needing recharging as my main reactor is near the end of a cycle as well.
In my original 1.2.5 world I went looking around for Taint, but did not find any new areas needing to be cleaned up. There was one area by the ocean which was been cleaned earlier, and the sand was slowly reclaiming the tainted ground nearby. The Taint level was actually quite low, around 600 or so.
In my other world with Better Dungeons, I went exploring the large open caves near bedrock. Both of these setups I have Single Player Commands installed, and using World Edit to drain the lava down there really helped in exploring. I mined out some of the ore I had found, destroyed a few spawners, encountered a couple of Endermen (I got 5 Ender Pearls from killing them with my Monking Sword - this is made from 3 Monking bones, gotten by killing the Monking boss found in forests. It can be enchanted and has infinite durability).
Although it was nice to be able to play my old 1.2.5 worlds again, I think I'll stick with 1.4.7. I also went Wither Skeleton hunting in that world, but did not get even one skull. I did get a few Blaze Rods, though.
I'm back from my hibernation. Most likely gone so don't pm me.
In this world I have EE2 solar flowers set up for the duplication of low, medium and high EMC items. For the low one I have 6 Mk I Energy Collectors, 2 Mk I Antimatter Relays and an Energy Condenser into which I put the target block (in this case cobblestone). Instead of manually emptying the condenser into my inventory, I decided to connect it directly to my IC2 Recyclers with Buildcraft pipes. But I found there was a problem - Golden Transport pipes would not connect to one another, so I came up with a workaround, alternating gold and stone ones. Since the Buildcraft version in 1.2.5 has no Autarchic Gates, and I don't have an Assembly Table set up anyway, I used a Redstone Engine to pull cobblestone out of the Energy Condenser into the pipes and then to the Recyclers.
I have a similar setup in my world in 1.4.7, though here I have two Autarchic Gates pulling items from Diamond Chests that collect cobblestone from Igneous Extruders and a cobblestone generator, and another Gate pulling items from an Ender Chest linked to an Ender Pouch of the same color into which go items I don't want to keep. But here I had no trouble with the golden pipes. I suspect the issue has something to do with either the Buildcraft version or having to play my 1.2.5 worlds offline.
I also added pressure plates to all the ground level doors to the outside of my house. These can be activated by the Thaumic Slimes that are such a nuisance in Thaumcraft2, but my monster attack seals (Air-Fire-Magic) I have setup around my house take care of any of them, as well as the occasional Wisp that gets too close. Yes they are quite noisy when zapping enemies, but it's a small price to pay to keep mobs away from my house.
And while exploring I found a Valiant Princess and Valiant Drone, and added them to my bee building in a forest biome around 200 blocks east of my house. Since it is in such a biome, and I already have Steadfast bees, I can breed up to end line of the Heroic branch.