I like it solely because of the rails.I have a thing for rails.
I have a thing for cat avatars. That cat is beautiful.
Anyways, OP this looks really cool. I like how you put in the effort to make some lore for every part. Nice work, and good luck with your continued efforts.
Looks very cool. The seperate areas and environments was a great idea. Also the railway is very impressive (especially on survival!).
Great job. Look forward to seeing more!
1. With survival on normal - I noticed that almost all of your cities are kinda "open spaces". They look like there are no gates/fences protection from outside - is it safe with the mobs during nightime, especially having villagers around? Or do you sleep some place far from these cities?
Most of the villages actually do have some sort of wall around most of them. Maybe one or two in the whole world (one of which isn't finished yet) don't.
Usually, time is passed at night by sleeping, but other than the zombies having such a huge aggro range introduced in 1.6 (hence dropping the difficulty from hard to normal), mobs haven't been a major issue to villages.
2. I liked sandstone+cobble combo - it looked nice with this texture pack. But - maybe - try to change the patterns of your biulds, because they look little bit too squarish and very similar in every location. Maybe put wool here and there, mossy cobble etc., so these places become more unique? I hope you get my point, it's waay too late in here and I'm getting sleepy
Part of the reason I stuck with John Smith's texture pack is because I made my village with it, and the sandstone/my village doesn't look as good with most others, haha (of course, it's my favorite for other reasons, too).
A few of the newer villages/settlements do have a little more theme/variety to them compared to the older ones. I do have to expand my materials I tend to use though.
First of all, I want to apologize for the delay in updating this for those interested. Part of the reason for this may have been because I've spent more time playing and developing it further, as another player of the world has broke their absence and started playing much more too.
I've updated the first post with Girdeaux, one of the more recent finished settings. It breaks into a little more style of it's own compared to the others (which often shared a lot).
I intend to update this again soon (rather than after another big break).
Offhand, I've yet to show Ziland (including Southern Ziland, another "half of Ziland, as well as the whole region, as the city has more become a region rather than just what's in the city walls proper), Alabastra, Frostdale, Vecemeir (a plantation), another unnamed plantation, a small unnamed... well, not quite even a small village, so whatever it is, the nether hub pathway, and many of the other still-in development projects and locales, not counting the many scattered small projects that aren't full villages or settings (like fields, paths, railways, oasis, bridges, mine shafts, etc., etc.).
I've shown a lot, but there's still much to go, and I intend on making available for download once the bulk is shown. At that point, I might be interested in seeing what others might add themselves.
I've updated the first post with Ziland as it currently is these days. This is a big section/update (78 images), and you can now compare it to the earlier images I posted of it in it's earlier stages.
To force a tree to grow as a larger Great Oak tree and not one of the basic ones, make a pillar of Stone at least four (but preferably no more) blocks tall on just side of the sapling, and then have at it with bonemeal. Most of the time, you'll get a Great Oak tree, but seldom, you'll get this smaller round-shaped one (not the normal type, but still a small one). Usually, you still need clearance, more or less, or it'll refuse to grow, repeatedly giving you the smaller round type and/or requiring more bonemeal. Be aware that this will sometimes take a lot of bonemeal (I've had one tree take over two stacks once, though that's an extreme).
You can just wait for the Great Oaks to grow. It usually takes a while, but if you have a reason to be in the area you'll get them eventually. You can save your bonemeal for flowers and to finish laggard trees.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So this is all Survival, or both Survival and Creative? Either way, your world is absolutely incredible! I thought I was doing well when I made a few functioning buildings, and you have separate cities! I really need to up my standards from here on out. Can't wait for a download if there is one. This for you!
It's appreciated, but I don't want you to feel bad about your own stuff. I know because sometimes I'll go looking around wherever and see the really insane stuff people do, and then just feel inadequate.
This has all been done in Survival. I've played this world since it's creation around the middle or so of 2012, and a lot of time has went into it. I've also had some help from others, but I've done the vast majority of it.
I've updated the first post with the small village of Frostdale.
Inspired by the offer to help with my railway (which I've since planned and started a little more expansion too), I had an idea, so look for an opportunity to be able help with this. I'm unsure of where it will be (I've got to narrow it down out of a few possible spots), but the plan is find a chunk of land I want another village at and upload that part of it, letting anyone who chooses to build their own village there, and choosing one of them to import into the actual world (you will then be referenced/credited for it). It all really depends on how much interest there is for it though, and if so, I'll post details on that when I make it available.
I've updated the first post with a collection of miscellaneous images from various locales around our world.
Lately, I've been working on renovating a custom stronghold and working on the nether tunnel network, another player made their own "outpost", a sort of variant of my Frostdale village, further work on their recently started mountain base, and my nephew started his own as well. I've also explored the world more and found a grand mountain range (sigh, so many ideas, but it'd take years...), that atop the other decent one bordering a desert (I think I have a thing for those) I wanted to develop.
It's not my village or name, so I can't personally say. The one who named it has played that game (I haven't), so I would guess that would be it if that's a name from that game, even though I think they told me the name more or less came to them (maybe they forgot; I don't know).
On this note, my village of Ziland was originally named Gurugu, the original Japanese name of the translated name of "Gulug" from Mount Gulug from Final Fantasy IX (I took the name from the soundtrack). I admit I wish I did a bit better with the names of Zi and Ziland, but they're okay enough I suppose, and I wanted something original, with the city named after the country. The idea is that a founder named Zi founded both. We have a storyline in our heads for the world and characters and such, and plan on writing books on as much as we can and filling a library in my renovated stronghold with the history and documents of our world.
I need to update this again soon, but I'm preparing to finally move to 1.7.4, so taking care of all that has slowed me a bit, along with not quite playing all too much recently. Once I've fully finished the transition (working out some final details regarding the texture pack and waiting on OptiFine, Forge, and the Better Grass and Leaves mod) and put some more work into more projects, maybe I'll have more time to show more things, but I have at least started playing the world in 1.7.4 now.
We have a large nether hub tunnel network that's grown and had a lot of work put into it recently, so maybe I'll show that for the next update.
How long does something like this take? And doesn't it get kinda lonely, even with the villagers?
Well, it took over a year so far (though not continuously) with more than one person working on it. Yes, it does get lonely, but I prefer it to the online experience overall. Though it's a limited number of people, about half of which don't play too regularly at that, there are others that play.
Good heavens that is HUGE! This inspires me to actually do something on my world.
Yeah, but unfortunately, it's huge in more way than one.
It was ~1GB not too long back, and since I've run Minecraft Land Generator in the core area before moving onto 1.7 (this was done to keep that core area we foreseeably won't venture out of consistent in generation), this has brought the size up to well over twice that, and then there's what will be added atop that from the new area. The world save is currently sitting at an estimated ~2.5GB (subtracting the cache files for UnMined).
I want to offer this for download at some point for those interested, but it's not seeming like it'll be a small download either way. Even if I purge out a lot of stuff, I'd still have to keep what I leave in connected, or you'd get a crazy world with disoriented terrain between all of the locales (because this world is from 1.2.5, and most people by time I make it available will likely be using 1.7.x or later, and post 1.7 generation is vastly different).
I'll probably end up offering a full download for those who don't mind the larger size, and a smaller one for those it'd be too much for, but the latter will have to have a fair bit of the locales further out from spawn pruned out, unfortunately. We've started expanding out more recently, but most of the original core stuff could be kept in the smaller version.
Thank you for the comments everyone! I like to try and update this regardless of feedback for those who browse but don't post much, but I'm running with less stuff left to show here. I'll promise to try and get some sort of update, even a small one, up within the next few days. I know I want to replace the few images I have up for the Place of Origins as I changed a lot of that. There's other new projects to show too; it's just that fully done villages/locales have mostly been shown by now, so I took a bit of a break from updating this.
If anyone is interested in what I mentioned some posts ago about indirectly helping add some builds to this world, I could get that set up too. I would basically find a few varying locales or differing types (like a mountain, a desert, plains, a shore, etc.), prunes those chunks out with MCEdit, upload them here for volunteers to build within, and then when it's finished, they post up/link it, and I past said chunks into the world and then add the screenshots to the front post. If anyone's interested in being involved, I wouldn't mind.
I'd also like to grab a map from Unmined of at least the core area our developments are in to give an overview of our layout.
I have one other question; where do you get the villagers?
The region I made our world's primary country of Zi (of note is that most of our recent work is spanning outside this area now) originally had just one village. That village I eventually redid to become what is now Arlia. This is why I gave Arlia the backstory I did. Anyway, they were originally transported to Ziland by rail (the start of the country-wide rail system), and then later to places like Windhelm and Kyerune Shores through the nether from whichever was the closest locale with villagers.
Anyways, OP this looks really cool. I like how you put in the effort to make some lore for every part. Nice work, and good luck with your continued efforts.
Great job. Look forward to seeing more!
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I hope to have another ready sometime soon, since I haven't done one lately.
I actually haven't been necessarily adding updates to the end of the post. I'm more arranging them based on region.
Most of the villages actually do have some sort of wall around most of them. Maybe one or two in the whole world (one of which isn't finished yet) don't.
Usually, time is passed at night by sleeping, but other than the zombies having such a huge aggro range introduced in 1.6 (hence dropping the difficulty from hard to normal), mobs haven't been a major issue to villages.
Part of the reason I stuck with John Smith's texture pack is because I made my village with it, and the sandstone/my village doesn't look as good with most others, haha (of course, it's my favorite for other reasons, too).
A few of the newer villages/settlements do have a little more theme/variety to them compared to the older ones. I do have to expand my materials I tend to use though.
I've updated the first post with Girdeaux, one of the more recent finished settings. It breaks into a little more style of it's own compared to the others (which often shared a lot).
I intend to update this again soon (rather than after another big break).
Offhand, I've yet to show Ziland (including Southern Ziland, another "half of Ziland, as well as the whole region, as the city has more become a region rather than just what's in the city walls proper), Alabastra, Frostdale, Vecemeir (a plantation), another unnamed plantation, a small unnamed... well, not quite even a small village, so whatever it is, the nether hub pathway, and many of the other still-in development projects and locales, not counting the many scattered small projects that aren't full villages or settings (like fields, paths, railways, oasis, bridges, mine shafts, etc., etc.).
I've shown a lot, but there's still much to go, and I intend on making available for download once the bulk is shown. At that point, I might be interested in seeing what others might add themselves.
You can just wait for the Great Oaks to grow. It usually takes a while, but if you have a reason to be in the area you'll get them eventually. You can save your bonemeal for flowers and to finish laggard trees.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
This has all been done in Survival. I've played this world since it's creation around the middle or so of 2012, and a lot of time has went into it. I've also had some help from others, but I've done the vast majority of it.
Inspired by the offer to help with my railway (which I've since planned and started a little more expansion too), I had an idea, so look for an opportunity to be able help with this. I'm unsure of where it will be (I've got to narrow it down out of a few possible spots), but the plan is find a chunk of land I want another village at and upload that part of it, letting anyone who chooses to build their own village there, and choosing one of them to import into the actual world (you will then be referenced/credited for it). It all really depends on how much interest there is for it though, and if so, I'll post details on that when I make it available.
█▀▀█ He made it so you couldn't have more than two lines in a signature.
Lately, I've been working on renovating a custom stronghold and working on the nether tunnel network, another player made their own "outpost", a sort of variant of my Frostdale village, further work on their recently started mountain base, and my nephew started his own as well. I've also explored the world more and found a grand mountain range (sigh, so many ideas, but it'd take years...), that atop the other decent one bordering a desert (I think I have a thing for those) I wanted to develop.
It's not my village or name, so I can't personally say. The one who named it has played that game (I haven't), so I would guess that would be it if that's a name from that game, even though I think they told me the name more or less came to them (maybe they forgot; I don't know).
On this note, my village of Ziland was originally named Gurugu, the original Japanese name of the translated name of "Gulug" from Mount Gulug from Final Fantasy IX (I took the name from the soundtrack). I admit I wish I did a bit better with the names of Zi and Ziland, but they're okay enough I suppose, and I wanted something original, with the city named after the country. The idea is that a founder named Zi founded both. We have a storyline in our heads for the world and characters and such, and plan on writing books on as much as we can and filling a library in my renovated stronghold with the history and documents of our world.
Really great idea.
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
We have a large nether hub tunnel network that's grown and had a lot of work put into it recently, so maybe I'll show that for the next update.
Well, it took over a year so far (though not continuously) with more than one person working on it. Yes, it does get lonely, but I prefer it to the online experience overall. Though it's a limited number of people, about half of which don't play too regularly at that, there are others that play.
Yeah, but unfortunately, it's huge in more way than one.
It was ~1GB not too long back, and since I've run Minecraft Land Generator in the core area before moving onto 1.7 (this was done to keep that core area we foreseeably won't venture out of consistent in generation), this has brought the size up to well over twice that, and then there's what will be added atop that from the new area. The world save is currently sitting at an estimated ~2.5GB (subtracting the cache files for UnMined).
I want to offer this for download at some point for those interested, but it's not seeming like it'll be a small download either way. Even if I purge out a lot of stuff, I'd still have to keep what I leave in connected, or you'd get a crazy world with disoriented terrain between all of the locales (because this world is from 1.2.5, and most people by time I make it available will likely be using 1.7.x or later, and post 1.7 generation is vastly different).
I'll probably end up offering a full download for those who don't mind the larger size, and a smaller one for those it'd be too much for, but the latter will have to have a fair bit of the locales further out from spawn pruned out, unfortunately. We've started expanding out more recently, but most of the original core stuff could be kept in the smaller version.
PROUD USER OF THE STEVE SKIN
If anyone is interested in what I mentioned some posts ago about indirectly helping add some builds to this world, I could get that set up too. I would basically find a few varying locales or differing types (like a mountain, a desert, plains, a shore, etc.), prunes those chunks out with MCEdit, upload them here for volunteers to build within, and then when it's finished, they post up/link it, and I past said chunks into the world and then add the screenshots to the front post. If anyone's interested in being involved, I wouldn't mind.
I'd also like to grab a map from Unmined of at least the core area our developments are in to give an overview of our layout.
The region I made our world's primary country of Zi (of note is that most of our recent work is spanning outside this area now) originally had just one village. That village I eventually redid to become what is now Arlia. This is why I gave Arlia the backstory I did. Anyway, they were originally transported to Ziland by rail (the start of the country-wide rail system), and then later to places like Windhelm and Kyerune Shores through the nether from whichever was the closest locale with villagers.