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Apr 10, 2012Greenzoid posted a message on Lumberjack village of Aemsterveen (Download link + video! 4-5-2013)Wow everyone seems to be doing this storyline/narration thing now. I love it! lolPosted in: Screenshots
Mar 3, 2012Greenzoid posted a message on [1.2] CivilizationCraft [Factions/PVP] [24 Slots-No Lag]Cool I'll check it out! There is no whitelist am I correct?Posted in: Minecraft Survival Servers (archive)
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Dec 24, 2012Posted in: ScreenshotsNew Update's on page 3 and on.
Feyruhn is my personal piece of paradise. I was never able to find an RPG city in all the games I've played that shared my vision. Sooooo.... I am creating it!
9 years in the making (so far), Feyruhn is one of the Largest cities you will come across in a non-creative environment with each block placed including landscaping to achieve a maximum aesthetic value, and after a multitude of arm twisting from the players on my server I am creating this thread dedicated to it's Fruition.
Feyruhn is made up of 11 Districts Described below..
The City District
Is considered the wealthiest District in all of Feyruhn With a slightly Elvish influence in it's design, Vast streets, Paths and Rivers weave there way through the district and can be seen in it's entirety by traversing it's rivers in a boat, or if preferred by foot. Many Large Chateau's as well as some Player houses exist in this District.
This area Contains the seaside Medieval village of Fort Feyruhn and is unique in that it's design was incorporated into the natural terrain surrounding it, Massive hills and scenic trails cover it's vast treescapes. Fort Feyruhn was the 1st district created that had it's beginnings on a 1.4 beta world back when large mountains were generated with multitudes of trees naturally. This area also contains Rails for local transportation and all of the world portals as well as multiverse portals. Fort Feyruhn also contains the Skyway Hub that house's rail transportation out to the vast world of Elysium. Vast Cliffside dwellings and an underground Mining colony can also be found in this district as well as treehouse dwellings.
The Market District
In the heart of Feyruhn, this district contains all the largest place of commerce in all of Elysium. The Market area surrounds a Massive Mob arena known as "The Pitt of Souls" That is a sight to behold. In the center of dank dark corridors is the player area its self. This Arena is an adventure on it's own and was created by Sin90 an incredible designer in Elysium. The Market district also contains other activities such as The Spleef Arena, and the Tedious Silverfish challenge known as "The Sanctum". Many Factories surround the Market place appealing to it's economic theme.
The Moors District (Stillwater)
Also known as the Stillwater Moors is considered the Poor to middle class District in Feyruhn, The Moors contain multitudes of swamp lakes surrounded by a medieval farming community in many areas. Row houses and ghetto's can also be found amongst the Moors. Vegetation is thick in this District and Vines grow from just about every crevice. Downtown Stillwater is in the Heart of the Moors and has a bit of a western feel due to its vast connecting and numerous Balconies overlooking the streets below. Aged architecture is in abundance and sets the tone for it's economic standing.
The Temple District
This District was Strictly built by Sin90, Who also Designed and Built our fabulous Mob Arena. The Temple District includes Sins Massive Castle and a Full scale rendition of the Cathedral from Oblivion. One walk through this district and you'll understand why we named it the Temple District. Very symmetric and detailed designs give you a very culturistic impression. We're talking high society worship!! Have a Tour and be sure to Give Sin90 a Holler for his Fantastic work!!
The Northern Frontier
Dense Forage laces this district with a wet and damp jungle feel, a tour through this district brings a familiarity of being on Mysterious Island or even the Island of Dr Moreau.. it Sprawls all the way around the base of Nordmar.. and Contains some sweet Jungle Bungalows.. Breathtaking region..
The Harbour District
Waterfront Housing Galore!! This is the Harbor town you've all dreamed of vacationing at and the city horizon with it's depth and Rooftop peaks make this area a Delight to explore. A very diverse design, with Towers, Watermills and Houses straight out of your Fantasy imagination.
Sweethaven This Area is in the Mountain Range that surrounds the Harbour District and Yes it is an ode to Sweethaven From Popeye and has a Popeye style theme. This area also contains the Witherly Academy of Fates University, a Very Large Build complete with Dormitories and classrooms..
Nordmar Mountain District Named after a region in Gothic 3 this is a vast Mountain Range covered in snow, it also has a collection of Steampunk Builds on Steampunk Alley.. Beautiful snow Vistas and icy waters make this region breathtaking in sun or snowy weather.
Bayside District This Region is so large it's broken into both Northern and Southern titles and contains two rail Junctions to accommodate it's size.. This Region is full of Storybook style Whimsical houses and mini themes.. For those who like Faitytale style architecture, this is the Region for You.. This region could be described as the Harbour District on Steroids..
Galveston Yes, not only is it named after the Gulf town in Texas, the theme is based on the stilt houses you find in that town.. This region sits just outside the city walls but is still within the Feyruhn county limits, many of these Stilt house designs were taken from actual existing structures found on the peninsula. No paths here, just long stretch's of beachside Stilt houses, very tropical!.. Also an Area i call the Bolivar Aquaduct can be found in this area and is a really unique on the water complex built into a private cove.. the structure is both above and below water.. very cool..
More Districts to come!
There are so many Large and Fantastic Builds out there and I plan on contributing in this fashion in the Future, But my goal with Feyruhn is a bit different. Instead of making one epic and amazing build I set out to create a city made up of thousands of Components all being part of a greater whole, a Single entity in it's entirety Known as Feyruhn. I will be posting Screenshots on this thread regularly of what is done and what is planned.
To View Full renders of the pics in this thread, right click the images and open them in a new tab..
Render of Dynmap Ariel View of Feyruhn..
Dec 20, 2011Posted in: Minecraft ModsI am searching for a new texture! If you have an idea, please post it below!
May 27, 2012FossilizedMiner posted a message on Autocracy of Decrepia - featuring "My Survival Hill-Fort"Posted in: Screenshots
updated early Oct 2016
My survival world is available for download, MediaFire link provided both here and at post bottom, where it is accompanied by explanatory narrative. This edition is dated 2016-08-31 and requires MC1.94 or higher. It includes early work on my for-now abandoned Autarch Neglect Village project and Oct 2015 - Aug 2016 renovations and new construction at the Hill Fort. Its most recent alterations of note are the Keep's upper floors and roofing, Beetroot Hill, the Vine Farm, improvements to the Lower Terrace east side, and lighting tweaks throughout the fortress.
Introduction: The Hill Fort
Our main base, a fortress situated in a hilly, snow clad, uninviting, pre climate-change Taiga biome, was created solely to prevent hostile mobs from gaining access to the Autarch's farmland, livestock pens, living quarters, storage facilities and other valuable commodities. There was originally little beauty or fanciness to it. We have since taken tentative steps in that direction. Utilitarian might be a good description. Little within the fortress serves no practical function, the Goddess Shrine being a notable exception.
Low-tech is another. The Autarch is not much in to automated crop harvesters and such. Almost all chores are performed manually. Pressure plates operating a few doors is about as sophisticated as it gets. He has nothing against pistons and redstone and such, and may well incorporate a bit of that at some later date. But not now.
Our overall concept differs from much that seen here and on YouTube. Rather than select a suitable plot of land, strip and level it, and build from the foundation up, the Autarch settled on the opposite approach. Our compound conforms to the natural lay of the land, preserving as much of its virginal state as is practicable. He assaulted the slopes of hills surrounding his original spawn point, sheared away their lower sections and used the resultant rubble to fortify upper slopes of those same hillsides. In the end those slopes morphed into sometimes massive walls encasing the entire complex. Ground level inside the fortress upper plateau and lower terrace is atop those walls rather than at their base. Hence our designation "hill fort".
The upper plateau is reached via enclosed stairways leading upward. Access to the lower terrace is by one fence-protected ascending ramp and one ramp with both fence and doors.
Construction occurred in phases. Phase one saw the Autarch sculpt the various outer walls and plateaus, erect Keep, enchanters tower and farm shed in their original primitive forms, and establish crop fields and livestock pens. Phase two sheathed fortress walls in cobblestone and/or red brick. Phase three renovated many early constructs. Phase four saw total renovations of all livestock pens save chickens, creation of tree and cactus farms, construction of various support facilities, and a conscious effort to replaced spammed torches with more sophisticated lighting. The Keep remained in phase three an awfully long time, gaining its roof as recently as early 2016. Note that the Keep roof remains missing in a few older images.
This is a single-player survival world, created with Minecraft release version 1.1, converted to v1.25 and so on until reaching its current incarnation under MCv194. It has been played consistently on normal difficulty. Construction materials are acquired legitimately. It is my first and thus far only major Minecraftian world. Textures seen in my more recent images are provided by KoP Photo Realism 128x128, partially overwritten by select blocks from a now ancient early edition of JJJason's Fancy Craft 128x128. My sole original texture contribution is an as yet unfinished modification of FancyCraft's paintings file utilizing screen captures from favorite computer RPGs and several odds and ends. Some images utilize SEUS shaders, a few Sildur's.
Hill Fort Images
This image gives a fair representation of what the eastern portion of our complex looked like the morning of 24 Sep 2016. Many Upper Plateau and Lower Terrace structures and crop fields are on display. About the only things of any significance not visible are a fortress annex housing our Nether Portal and a shrine to the goddess, a few upper plateau auxiliary crop fields, a number of upper plateau livestock pens concealed by Keep and trees. The lower terrace north-side wool pens are visible but not its southwest timber farm complex. The eastern portion of the lower terrace remained relatively untouched since its early 2012 initial sculpting, until its entrance passage was renovated and small horse & mule stables with attached corrals were added during the second half on 2015.
The upper plateau and lower terrace are quite secure. Hostile mobs do not spawn there. Nor can they reach them from below so long as ramp access doors remain closed.
For exhaustive images and text relating to the Hill Fort, open the spoiler below:
Lower terrace south-side ascending ramp gate to the Upper Plateau, a 2016-10-01 image:
This is a typical fortress protective wall; a mix of cobblestone with red brick. For added blast resistance walls are two blocks deep from one block below ground level to several blocks above groundlevel. Their tops are lipped to prevent spider infiltration. Note that the merlons of my battlements point outward rather than upward, a decidedly Minecraftian concept that can look odd until you get use to it. The advantage of outward merlons is, in my opinion, that one can walk out on them for an enhanced view of enemies abutting the wall below. A disadvantage . . . one well aimed skeleton arrow can send you plummeting to join your foe(s).
Double doors open to an enclosed ramp that ascends to the upper plateau. I affectionately refer to this as my "hell gate", it being surrounded by Nether Brick. Andesite frames the entrance. Andesite and Glowstone lighting were added June 2015. Further cosmetic alterations surrounding the gate and more sophisticated lighting atop the Upper Plateau defense wall were installed 6-7 Jul 2015. The crossed-swords-under-shield seen above the doorway is from my paintings file modification. Chocopic13 Shaders.
Fence protected south-side entrance ramp to the lower terrace, a 2016-08-25 image:
Portions of the Upper Plateau are surrounded by fortified lower terraces which acts as a buffer zone, deterring mobs from reaching the plateau's protective walls. These terraces were not utilized for quite some time. Much of their northeast section now houses an extensive sheep ranch, the southwest section a tree farm with support facilities. More recently an acacia farm and horse/mule stables were install to the east and southeast.
Doorless, this lower entrance is safe from spider infiltration due to its one block width. Fencing keeps all else at bay. Two fire-wells were added above the entrance late June 2015. The fortress keep rises high above the Plateau. SEUS shaders v10.2 preview 1.
Fortress east-side gate ascending to the Upper Plateau. A 2015-09-21 image:
This is my "Red Gate", sporting brick surrounds at the doorway. This image was captured soon after completion of a two-stall horse stable on the Lower Terrace. Also seen are 2015 lighting improves atop the Plateau.
Gateway to east-side ascending ramp to the Lower Terrace, a 2015-09-20 image:
This mid Sep 2015 capture is the first visual representation of the fortress east-side lower entrance. At that time the gateway was transformed from its original primitive state to that seen above. Also seen is small horse stable erected at that time. (This image pre-dates the mule stable.) Sildur's Vibrant Shaders.
North-side entrance gate, a 2016-09-04 image:
This was the last major gateway to assume its present enclosed form. Protective fencing was added as recently as June 2015. This image reflects extensive modifications to livestock pens and an expansion of the northeastern lower terrace made that same month. Also seen are a Netherwart field and, just above it, our chicken pen.
Fence protected west-side entrance gate, protecting an enclosed ramp ascending to the upper plateau, a 2016-05-15 image:
The West Gate and its surroundings have undergone relatively little alteration since their construction early 2012. Indeed, I never bothered to update its original 2012 image until performing insignificant cosmetic changes to the area mid May 2016. The terrace between ground level and upper plateau is currently unutilized. The Upper Plateau itself in this quadrant remains in a somewhat primitive state, aside from 2015 lighting improvements and construction of Beetroot Hill mid 2016.
The Autarch's favorite fishing hole is little more that a stone's throw west of the fortress, reached via this gate and a connecting road discussed elsewhere. The gate also marks the official beginning of our Road to the West, longest and most elaborate of Decrepia's highways, stretching nearly 1.5k blocks as the crow flies. Details concerning the Road to the West can be found near post end.
Upper plateau fortress Keep, a 2016-08-25 image:
The Keep consists of two sections. The north (near) section houses the Autarch's spartan living quarters on its upper floor. Its bottom floor is basically a thick slab of cobblestone with stairway leading upward. An interim floor continues the upward passageway and houses several double-chests for bow-and-arrow storage.
The far larger south (far) section consists of numerous floors. The ground-level floor contains a mud room with two single-chests holding frequently needed items, as well as entrances to the outside, my living quarters and a vast underground cavern / abandoned mine complex. The second floor contains storage, oven banks, and a workbench. On 14 June 2012 the Keep tower was extended upward, adding a third floor devoted to bulk storage. On 20-21 June another storage floor was added. Late Nov 2012 a fifth floor dedicated to alchemy was installed. Late Jun 2015 an open-air map-room floor was erected. A small basement houses yet more storage. A proper roof, along with two additional floors, was installed mid Jan 2016.
Seen screen right is the Enchantment Tower following its Jun 2015 cosmetic makeover. A sliver of the even more recently redone Annex surface can be glimpsed to Tower right.
To see the Keep in its earliest recorded stages of completion open the spoiler below:
Day-One view of the site that would house my keep:
Unbeknownst to me at the time, my keep began life as the sun set that first day in Minecraftia. Having fallen victim to the dreaded Why can't I chop this darn tree? syndrome and waiting far too long before googling it, I was ill prepared to survive the night. What I did was throw a column of dirt beneath me, as recommended on YouTube. Only, in my ignorance I didn't pillar high enough. A skeleton arrow sent me plummeting to earth and a speedy demise.
I stayed in a safer haven night two, and planned to make it my temporary base of operations. Alas. A creeper got me next morning. I would not chance upon that haven again for weeks.
Back at my spawn point, I enhanced my column, widening its base and adding a platform at top...all dirt. I never left. That dirt column eventually morphed into the fortress keep as it is today.
Fortress Keep mid Mar 2012:
The Keep in this form came into existence some three weeks into the game. Its living quarters section, with wood superstructure, was erected first. Only later did I add the rear section, to house additional storage and provide safe passage to the entrance to my mining operations. Basic and utilitarian, it got the job done, serving me well for months.
Keep Living Quarters Interior, image updated 2015-06-30:
A simple, spartan affair. I rather like it. Note the nicely patterned wool ceiling, part of the old FancyCraft textures I used as an overwrite.
Keep basement, image added 2012-10-29:
This was originally a natural passage open to the surface just outside my Keep, back when it consisted of only its living quarters section. I built the tower section atop that passage to guaranty safe entry and exit to my exploratory / mining operations. I shored up the ceiling and eventually converted the passage into a proper basement. It currently serves as storage for heavy-construction materials; chests of dirt, cobblestone, gravel, sand, and so on.
The double doors seen ahead open to the passageway that leads to extensive branch mining operations, abandoned mines and underground ravines. I still occasionally chance upon areas not yet explored down there.
Should we turn around we would see a passageway extending some way just beneath the surface. It leads to a set of doors outside the fortress. This passageway served me well as an alternate escape route early on, when the upper plateau was still a dangerous place and mobs often made using the main doors a risky proposition. Nowadays this escape route is never used, the upper plateau being totally secure both day and night.
Keep second floor storage facility and crafting station, image updated 2016-09-03:
This room was for some time my primary storage facility. Nowadays it mostly houses coal, diamonds, iron, gold, obsidian, red-bricks, odd over-world stone blocks, and various Nether blocks. It also contains my daily-use oven banks as well as a crafting table. As is readily apparent the room hails from a time when most everything I built except roofing was solid cobblestone. It is unlikely to undergo modernization.
Keep third floor storage facility, image updated 2012-12-08:
On 14 Jun 2012 the Keep tower was extended upward, adding a third floor dedicated to bulk storage. Kept here are logs, planks, wood stairs and slabs, rails, fencing, misc wood produces, redstone, Lapis, emeralds, leather, odds and ends. Ugly cobble flooring is the Keeps original roof.
Keep fourth floor storage facility, image updated 2012-12-07:
On 20-21 Jun 2012 the Keep tower was extended yet again by an additional floor devoted to bulk storage. The floor is only partially utilized at present. It holds various mob droppings (i.e. zombie flesh, gunpowder, slime balls).
Keep fifth floor alchemy lab, a 2012-12-22 image:
Late Nov 2012 my Fortress keep extended upward yet another floor, a floor devoted to brewing. I have next to no interest in alchemy so was shooting in the dark here, basing my design on what the wiki says is essential. Empty glass bottles, Nether Wart, Glowstone Dust, Redstone Dust, Fermented Spider Eyes, and Gunpowder each have their own individual dispensers. All else will be contained in conventional chests. Hard to see in the capture, there is an infinite water source mid-wall. I prefer that to constantly refilling cauldrons. As of late Jun 2015 this roof saw little use and is far from complete.
Keep sixth floor open-air map room, a 2015-06-29 image:
A 'fluff' floor, erected 27 Jun 2015. I had a difficult time piecing together maps, not realizing that some if not all individual segments were not properly orientated for my purpose. Once I caught on to that finishing up was a breeze.
Keep sixth floor map room, a 2015-06-27 image:
A glimpse at the north and east wall, with a sliver of map wall at extreme right. Paintings seen here are my creation, derived from screen captures from my ongoing play-through of The Elder Scrolls: Oblivion. The lovely young lass seen gracing two walls is Oblivion's version of Companion Vilja.
Keep eighth floor 'guest' room, a 16 Jan 2016 image:
This room, part of the roof complex, saw the light of day Jan 2016. It consists of four more or less identical 'cells', each containing bed, table & chair, chest, and painting. The further away painting seen above is of my long-ago primary Everquest II character. The nearer painting if my TES Oblivion avatar along with his companion, Vilja. From this floor a ladder ascends to the roof itself.
Upper Plateau Keep Roof, a 17 Jan 2016 image:
The Keep roof soon after completion, captured from outside the Oven Bank Facility. Only a few currently posted images show the roof in place.
Overview of Upper Plateau Farmland, captured atop the Keep, a 2015-09-24 image:
Much of my farmland is situated on the upper plateau southeastern quadrant. Melon, potato, carrot and cactus patches are out of frame to the left. Though individual fields are small, they more than satisfy my needs, so long as I harvest them with any regularity. Of all the images that saw updates during mid 2015 this one needed it least, having undergone only minor cosmetic changes since its years old predecessor. Jack-o-lantern and glowstone lighting has been added, though a number of semi spammy torches remain. Stone slabs replace cobble around several wheat fields. Cobble steps replaced a few cobble blocks at the southern ramp protective enclosure. SEUS shaders.
Upper plateau with crop fields, a 2015-09-23 image:
The same fields seen above, captured from my farm storage shed. Part of the Keep can be seen. The small wood structure with double doors opens to a stairway that leads down to the South Gate. This image reflects additions and alterations made mid 2015. SEUS shaders.
Upper Plateau Cactus Farm, a 2015-09-23 image:
This mound originally housed a two-tree spruce timber farm, made redundant following creation of a dedicated tree complex on the lower terrace June 2015. At that point it was converted into a cactus farm, and the mound itself made more formal. To the left is seen a portion of my melon patch. A small carrot/potato patch is located just out of frame to the right.
Upper Plateau Melon Patch, a 2015-09-24 image:
My small melon patch is situated at the Upper Plateau northeast corner. The slightly raised mound to its immediate left once housed a two-tree spruce tree farm, now converted into a cactus field. The melon patch itself was for some time a simple affair of no more than plants and torches. Upon creating the cactus field mid June 2015 I found my melons too blase in comparison. To rectify that I added two trees, stone ground cover and fancy lighting.
Upper Plateau Carrot and Potato Patches, a 2015-12-17 image:
These minuscule crop fields were established during the month of November 2012, with starter plants acquired at a nearby primitive zombie-spawner XP farm. They have been augmented by auxiliary fields located elsewhere on the Plateau. The dirt for these patches sits directly atop the underground wool storage facility's obsidian roof. Note the plaque designating the spruce tree at screen left an identical replacement for a day-one spruce located one block to the east (right).
Auxiliary Potato patch , a 2015-09-22 image:
This small field was installed mid Sep 2015 in preparation for MC1.9. It was intended as a beetroot patch. However, beetroots ended up being planted in a larger dedicated field located elsewhere on the Plateau. It currently houses potatoes. Plaques denoting two preserved day-one spruce trees are clearly seen. This section of the Upper Plateau underwent lighting improvement mid 2015, several months prior to this image's capture. SEUS shaders.
Underground Crop Storage, image updated 2012-12-03:
This storage room is reached via a passage beneath the Farm Storage Shed and lies directly beneath the cactus patch. Its chief distinction is an obsidian ceiling, it being below the sand surface.
Upper Plateau Livestock Pens, a 2015-10-20 image:
We are once again atop the roof of my Keep living quarters, this time staring down at upper plateau livestock pens. These pens are the bane of my Minecraftian existence. Livestock is forever disappearing from them. I pretty much squelched that with the old pens, though it meant adding an unsightly second row of fencing and consequently reducing pen interiors. I had hoped this new design would alleviate the problem. Alas, it returned with a vengeance. An interior row of fencing was again added. It helps.
A rabbit pen is obscured by foliage just right of center screen top. A portion of my obsidian generator is glimpsed at screen bottom. Made obsolete by the will of the Minecraftian gods, it remains as a nostalgic keepsake and will not be demolished.
Upper Plateau livestock open-air storage shed, a 2015-09-25 image:
The facility was erected soon after livestock pen renovation, but before I was forced to add an interior lining of wood and or stone fencing within individual pens to reduce animal loss. I might or might not add smoke (cobwebs) to the shed chimney. The tiny carrot patch seen just north of the shed is dedicated to rabbit and pig breeding.
Upper Plateau rabbit pen, a 2016-06-01 image:
Until late 2015 this area housed a secondary chicken coop, retaining its primitive wood fencing with torch lighting after all other livestock cages had been 'modernized'. To the left is seen a bit of my mutton pen, colored sheep being kept in a 'wool ranch' on the lower terrace. This image reflects late May - early Jun 2016 modifications to the hill behind the pen made to accommodate a beetroot field and storage facility. Also on display atop the hill, an oven-bank facility.
Upper Plateau Oven-Bank Facility exterior view, a 2016-06-01 image:
Though this structure has existed in its current form since Sep 2015, I was unable to display an acceptable image of its front until now due to the primitive state of the hill on which it rest, and a clutter of day-one spruce trees blocking the view. Between 31 May and 1 Jun 2016 the hill was modified to house a beetroot field and dedicated open-air storage facility. At that time all remaining spruce trees were removed and a few decorative birches added.
Upper Plateau Oven-Bank Facility interior view, a 2015-09-27 image:
This structure houses four ovens tied to chests via hoppers so that I can cook / smelt great quantities of material in one fell swoop unattended. I have no pressing need for so elaborate a setup, but it's there should the need arise. In the cubbyhole between brick columns at screen right is a snow golem to provide snowballs as needed, a service not needed before climate change ended snowfall on the taiga.
Upper Plateau Beetroot Field and Dedicated Storage Facility, a 2016-06-01 image:
Late May 2016, almost immediately upon updating from Minecraft 189 to 194, the Autarch undertook a grand exploratory expedition, journeying a great many Minecraftian days from the fortress in search of, among other things, beetroot. He eventually succeeded, returning home with enough seeds to establish a field. His original plan was to locate the field on the lower terrace. Several false starts later this idea was abandoned. The field was instead situated atop the upper plateau hill that houses our oven-bank facility. That hill was until then largely untouched, remaining much as it was late Feb 2012. Between 31 May and 1 Jun 2016 it underwent extensive modification, losing all day-one spruce trees in the process. Results are seen above, with field and storage facility in place, and decorative birch trees added. A sliver of the oven-bank facility is seen screen left. I suspect this area to undergo further fine-tuning before we are happy with it.
Upper Plateau Vine Farm, a 2016-08-30 image:
This small "farm" was installed not long after completion of Beetroot Hill. Need for readily available vine became important with the jump to MCv1.9x, when the Autarch settled on a shield design which requires vine. Beetroot Hill's retaining walls are seen behind and to the left of the vine tree. The upper opening to the west-side ascension ramp is seen screen right. Only one day-one spruce tree remains in view, immediately atop the ramp. All others were removed while creation the "Hill" or establishing the vine farm.
Cocoa Farm and crop fields, image updated 2015-10-08:
My cocoa farm was established 09 Nov 2012 on a previously undeveloped section of the upper plateau northwest quadrant, near the Enchanters Tower. It was originally one third larger, but shrunk in an attempt to reduce lag. No great loss. The farm in at its present size easily meets my almost non existent need for cocoa.
This area contains a number of auxiliary crop fields supplementing pre existent fields elsewhere on the plateau. The capture reflects lighting improvements installed Oct 2015 that are subject to modification.
Mushroom farm entrance, image updated 2016-09-03:
This insignificant structure, built late April 2013, rests atop a small multi-floor mushroom farm. The farm is a converted day-one sinkhole, long ago capped with layers of cobble to prevent accidental falling deaths. The West-side entrance ramp's protected upper gateway is seen to the immediate left. The vine-farm is as extreme left, a bit of Beetroot Hill peeking out behind it.
As to the farm interior, there's little to it. Three small smoothstone rooms with recessed lighting and a ladder in one corner. (The bottom floor is somewhat larger.) Each room can hold only a limited number of mushrooms. For what it's worth, here's a glimpse at the second, middle, floor, housing five red shrooms:
Enchanters Tower, a 2016-09-02 image:
My enchantment table and associated bookshelves are located in the second story of this tower, situated in the upper plateau northwest quadrant. This image captures it as cosmetically renovated late Jun 2015. This is the tower's second renovation. The first occurred mid Jun 2012. At that time much of its original exterior was subtly reshaped and an upper observation deck with canopy and cupola added. A lower observation deck was made redundant and stood empty until MC v1.42. It now houses a basic repair facility. The tower provides access to the fortress annex, seen screen right behind the Tower, following its early Jul 2015 total makeover. The Annex houses my Nether Portal and, as of mid 2015, a Shrine to the Goddess. This image reflects lighting improves atop the Upper Plateau surrounding the Tower make 2015-16.
Enchantment Room, image updated 2016-05-10:
Housed in the second floor of the tower seen above, below its observation deck. Originally established early 2012, this image reflects alterations made mid May 2016. At that time bookshelves were reduced from the once required 30 to the now standard 15. A few other insignificant changes were made, such as a crafting table embedded into the floor directly in front of the table.
Fortress Annex with Shrine to the Goddess and ramp descending to Nether portal, a 2015-07-01 image:
The fortress annex received no attention beyond initial terrain sculpting when the world was new, and the installation of Nether Portal within its innards sometime later. That changed on 1 Jul 2015 when its outer dimensions were subtly enlarged and a shrine added atop the mound. Almost nothing atop the annex escaped modification. Even the two trees at the shrine, while near their predecessors, are no longer original growth. As with other mid 2015 renovations, I made a conscience effort to avoid torch spamming and instead rely on more polished lighting. This project was particularly successful in that regard. Other than two intentionally placed torches seen in the foreground, and two on the Enchantment Tower wall behind camera position, there are no torches atop the annex. Yet everything is, so far as I can tell, adequate lighted to prevent mob spawn.
My Portal is housed in a tiny underground chamber dug into the annex, reached via a descending ramp the opening of which is seen near camera position. My original plan was to site the Portal in a not-yet-existent upper floor of my fortress Keep. The more I pondered that the less I liked it. In the end I decided to locate the Portal outside the fortress-proper. The question then became how much effort and resources to allocate to the task. Should it be grandiose and elaborate or small and simple? After much flip-flopping I settled on relatively small and simple.
Annex Shrine detail, a 2016-09-04 image:
Here we see EmKai Versta, Goddess of Godiva. I was at first reluctant to situate the goddess shrine above a Nether portal. Yet it is entirely fitting in that EmKai is champion and protector of the porcine. Indeed several pigmen visited the site during its construction prior to heading out to explore their new home.
Annex Portal Chamber facing portal, 2015-07-01 image:
This chamber received two renovations since its original creation as a plain cobblestone and nature stone room. Decorative brickwork and extra obsidian were added 17-18 Jul 2012. On 1 Jul 2015 the chamber was widened one block on each side of the portal, and its ceiling raised that same amount.
There is an open space behind the Portal. It contains two chests. One holds personal gear I will not carry into the Nether (such as my enchanted diamond armor and sword). The other is for temporarily storage of items acquired in the Nether. I have intentionally not yet decorated that behind-the-Portal space.
Portal Chamber facing entrance ramp, a 2015-07-01 image:
This is the ramp leading up to the Annex surface. The Jul 2015 enlarging of this chamber was minor but much needed as the room seemed far too cramped before.
Overview of Lower Terrace Wool Ranch, a 2016-09-04 image:
Initial construction of these enclosures consumed the bulk of my free time between 03 Jun and mid-morning 05 Jun 2012. They marked my first significant usage of the hill fort lower terrace. I originally created eleven pens in the space available, each containing three like-colored sheep. Due to crowding I later combined a number of adjacent pens, now containing similar-colored sheep. Remaining colors were penned on the upper plateau.
Fast forward to early June 2015. Tired of wool pens divided between terrace and plateau I began a major renovation of the area, expanding it significantly northward and a smidgen to the west. Pens were totally redone. As originally conceived, there were eight pens comfortably holding eight sheep divided between two like colors. (One pen of necessity was confined to a single color.) Alas, these new pens were subject to significant animal loss. In the process of rectifying that I reluctantly added a second layer of interior fencing abutting the original fence, and reduced pen number to four larger pens housing four colors each. Oak trees were added within pens to reduce unwanted structural sterility.
The ranch also houses an underground wool storage facility, infinite water well and minuscule dedicated wheat field. The upper plateau sheep pen remains as a mutton farm.
Sheep Ranch Gated Interior Walkway, a 2016-08-30 image:
The entrance to the underground wool storage facility is seen bored into the plateau defensive wall at distances. Beyond that the Keep rises atop the Upper Plateau. The Ranch contains four separate pens, each housing three sheep for each of four like colors, except for one pen holding three colors. Sheep in these pens are never killed for mutton. That function is satisfied by a small sheep pen atop the Plateau.
Sheep Ranch Well, a 2015-09-27 image:
This infinite water source an early surviving attempt at creating something cosmetically pleasing as well as functional. I don't know that I would choose this same combination of materials today, but it is good enough to have stood in place unaltered while almost all else in the vicinity received total renovation. The Underground Wool Storage Facility is out of frame screen left.
Underground Wool Storage Facility, image updated 2016-05-10:
This narrow room is located beneath the Upper Plateau of my hill fort. Access is via door that opens unto the Lower Terrace. I would have ideally made the facility two blocks wider, but could do so only by weakening Upper Plateau walls. I am unwilling to do so. The facility sports an obsidian roof above its wool ceiling. This image reflects mid May 2016 alterations to accommodate six additional chests, switch from wall torches to ceiling lighting, and made the rear wall seem less cluttered.
Underground Wool Storage Facility, a 2016-05-10 image:
As above, this image reflects mid May 2016 alterations to accommodate additional chests, change lighting, and un-clutter the rear wall. One rear-wall chest holds dyes, the other odds-and-ends such as shears and facility repair material. All side-wall chests house wool, one color per chest, except for one that hold carpets of all colors.
Lower Terrace Horse Stable, a 2015-10-20 image:
This stable was erected Sep 2015. Its attached corral was added Oct 2015.. It was the first utilization of this section of Terrace. A barely glimpsed one-stall mule/donkey stable also debuted in Oct.
Lower Terrace one-stall Mule Stable with attached corral, a 2015-10-20 image:
A complement to the horse stables, captured the day of creation. At that time the structure stood empty, no donkeys having been found that could safely be brought home.
Lower Terrance Acacia Tree Farm, a 2016-05-10 image:
Located at the Lower Terrace southeast corner, This small (4 tree) timber farm was established following the discovery of Acacia trees some time after the main tree farm came into being. A row was reserved for Acacia at the main farm. I ultimately decided that, due to its haphazard growth, Acacia needed its own space so as not to interfere with other harvestable trees. A wheat patch seen between the Acacia row and horse stables was established either 9 or 10 May 2016. I do not consider this area finalized.
Lower Terrace Tree Farm Complex, a 2015-12-17 image:
Established early June 2015, the complex consists of a wood storage facility, seen left of screen center, and to its right the tree farm. The farm contains rows for all wood varieties save Acacia, which has its own small dedicated farm elsewhere on the Terrace. It sports an oak constraining device above the middle tree-row. Also seen, cosmetic wheat fields and support structures. A sliver of the Upper Plateau protective wall is glimpsed extreme right.
Lower Terrace tree farm support facilities, a 2015-12-17 image:
Here we see various tree farm support structures; wood storage facility, infinite water well, outdoor oven. More cosmetic crop and flower fields are on display. I will likely never come close to utilizing all the chest cubbyholes within the storage facility. Better safe than sorry is my motto in this instance.
Lower Terrace tree farm complex facing toward the upper plateau, a 2016-09-02 image:
A dramatic view of the tree farm complex. Clearly visible is the as yet underutilized middle terrace and, atop the Plateau mid screen, an oven-bank facility that also houses a snow farm. The Keep is seen screen right. SEUS v10.2 preview 1 shaders.
MinecraftianAutocracy of Decrepia
Roads & Bridgesa single-player survival world
The Autocracy of Decrepia includes three roadways of significance. Designated by their Hill Fort gate of origin, they are the roads East, West and South. The northern road is a mere path covering the short distance between fortress and mine entrance. It plays no further part in this discussion. Images and narrative documenting the three noteworthy Decrepian roadways follows.
The earliest of my significant roads, and until December 2012 the longest. Unlike other major roadways, it lacks cobble flanks and underpinnings for the bulk of its duration. It begins life as a gravel path atop the fortress lower terrace, just outside the upper plateau eastern gate. It passes out the eastern lower terrace entrance ramp, becomes sand, turns north soon afterward, meanders through lush forest (seen above), turns east again, and almost immediately brings us to our destination....
Road to the East: The Bridge at Skelspawn Creek
A small canopied bridge spans the water. Across the way is the first substantial safe haven I built away from base. The forefathers and foremothers of most animals currently inhabiting my livestock pens roamed this plain.
Were we to continue onward, the path narrows to single block width and, before terribly long, enters a desert biome, becoming dirt. From there we would follow it to the coast and its terminus at my early attempt at creating a small naval facility. That abomination is an architectural horror. It is so bad I can do nothing to improve it without first stripping it down to its foundation.
The pictured nighttime safe haven is another matter. Plain as it is, it suites its purpose admirably. I continued to make similar structures during exploratory expeditions for quite some time. Nowadays I normally find suitable hillsides to bore in to, or simply tough it out.
As to the creek name, should my avatar turn right he would stare point-blank, as the signpost indicates, at doors guarding the entrance ramp to my rudimentary Skeleton Spawner experience / arrow farm.
- Road to the West -
From its humble beginnings as a pathway connecting my fortress with a favorite fishing hole some short distance away, this road grew into the longest and most elaborate of my highways. Open the spoiler below for exhaustive images and narrative describing points of interest along the route westward.
The road west begins, Hill Fort seen at distance. A 2012-12-31 image.
above capture replaces a much earlier image, one which contained unsightly HUD elements. Though its replacement is recent, the road and its immediate surroundings are absolutely unaltered from what appeared in my original capture, which visually documented an insignificant construction project begun and completed 05-29-2012. That project marked the beginnings of my West Road. Open the spoiler for more narrative (only) details, written upon project completion:
I needed something to do, but had no pressing tasks on the agenda. Nothing new was needed atop the upper plateau of my hill-fort. I was not up for any major building projects in any case. Nor was I in the mood for branch mining or experience farming. Then I recalled that I had been half seriously thinking to construct a road connecting my fortress West Gate (obscured by trees) with the river-spanning bridge at my favorite fishing spot. That was the ticket! The distance was not great. There were no major obstacles between Gate and bridge. It was not going to be a major thoroughfare so would not eat many precious resources.
I decided to keep it simple, a one-block-wide path following standard practice: dig a trench two blocks deep, place a layer of cobblestone at bottom for extra blast resistance, and top it with my surface material of choice, in this case gravel. Cobblestone steps would be placed where needed.
That was the plan anyway. Only, things did not turn out quite as expected. My simple project turned into a (Minecraftian) days-long affair. The issue, you see, was that I soon discovered (or more likely had forgotten) that a goodly portion of the land the road would traverse was a mere two, and often one, layers of dirt deep. Beneath that dirt was part of a cave complex. As someone morbidly afraid of heights (a fear transferred to games like Minecraft) I immediately became paranoid of creeper detonations sending my avatar plummeting into those caves.
Then and there I revised my plan. The road would now be three blocks wide, the original cobblestone\gravel middle section, flanked on both sides by cobblestone two blocks deep. That would of course consume far more resources, but truth to tell I had cobblestone coming out my ears.
Before all was said and done I not only completed the road proper but also went down into the caves and shored up portions of the ceiling underneath the road. Ironically, the finished road got its baptism in fire almost immediately. After placing the final blocks I paused to contemplate what sort of lighting I wanted at roadside. I stood there no more than thirty seconds when...hssssssssssssss. I quickly turned toward the sound, saw green for a fraction of a second, then BLAM!
Once the smoke cleared I assessed the situation. Being in diamond armor, including one piece with
Blast Protection III, I was OK as expected. To my delight, while there was a good size crater just off the road where the creeper had stood, the road itself took no damage whatsoever. (I was of course amazingly lucky. Had the creeper been on the road itself...)
As can be seen, I ended up going with Jack-O-Lanterns on fence posts. At first I was not sure I liked it. It
looked acceptable in the capture, but when viewed from the upper plateau of my fortress it seemed sort of hokey. I have since grown accustomed to it.
Start to finish this project took me five or six Minecraft days during several of which I worked the night through. I had originally thought tobe done with it in one day, two max.
Road to the West: Dawn breaks over Fisherman's Repose
Here I do the bulk of my fishing, hence its name. It is an ideal location. Very picturesque and relaxing. Close enough to base that come dusk I caneasily scurry home without much fear of being ambushed en route...so long as I do not dawdle as the sun sets.
The bridge at screen-right is connected to my fortress by roadway. Its fencing/wool superstructure was added 24 Jul 2012. The trail at screen-left is not a continuation of the West Road, but rather an offshoot that leads to the door-protected entrance of a cave complex. Within those caverns are my rudimentary spider and zombie experience farms, converted dungeon spawners.
The branch road was constructed 22-23 Jul 2012. It hugs the creek bank for most of its duration.
My avatar stands atop the opening to another of my self-created tunnels, this one bored through hills beneath a forest biome. That tunnel leads to the marsh where I harvest clay, and is the true continuation of my West Road.
Road to the West: "Small Bridge" at sunset, Long Bridge seen at distance
Standing at the terminus of my original West Road, this tiny bridge represents the actual unification of old and new roads. It was not, however, the last stretch of road completed, that dubious honor going to the path between Small Bridge and Frustration Tower.
I had trouble erecting this simple bridge, not having built on so small a scale in some time. Took three tries to get it right, and I'm not wholly satisfied. I would have ideally preferred a wood bridge at this location, but the area is far too mob infested for that. I fully expect the bridge to succumb to creeper detonation from time to time. It thus needs to be blast resistant and easy to repair.
We cross the bridge, follow a stone patch south, and soon arrive at....
Road to the West: Frustration Tower (Long Bridge East Tower)
Guarding the eastern end of "Long Bridge", this was the final major bridge construction of my West Road unification project. Its name derives from the number of tries it took me before I got the tower spiral stairwell right, and the high number of mobs infesting the immediate area, all bent on interfering with my work.
Road to the West: Phony Forest Tower and the Long Bridge at sunrise, Frustration Tower seen at distance, a 2012-12-31 image
I surprised myself in erecting the Long Bridge in record time, the more so since I did not rely on vast pre-existing stockpiles of lumber and logs stored at the Hill Fort but instead harvested needed wood from an artificial forest established between Phony Forest and Holiday towers expressly for the purpose. The tower derives its name from that forest.
Most bridge towers contain dedicatory plaques, this one being no exception:
Their interiors house basic crafting centers and a few chests, one containing bridge repair materials:
Note that the lower end of the spiral stairwell can be seen screen right.
Passing through Phony Forest we come to...
Road to the West: Holiday Bridge East Tower, a 2012-12-25 image:
This bridge, named due to it having been erected 24-25 Dec, is typical of several such structures we will encounter en route. Its eastern tower serves a number of purposes. First and foremost its interior contains a spiral stairwell bringing us up to ground level on the opposite bank of the river. Secondly, it serves as a safe haven. As mentioned above, its
interior holds basic crafting facilities as well as several chests, one containing bridge repair material. Its small exterior fence-protected garden will satisfy a famished traveler's hunger.
Note that the above image was captured before the west entrance protective superstructure was installed. Nor had the stone path connection Holiday Bridge and Long Bridge been laid.
Road to the West: Holiday Bridge protected west entrance at moonrise, Long Bridge West Tower seen at distance, a 2012-12-31 image:
As the Holiday Bridge east-side ascending tower represents all such towers scattered along the West Road, so does its west-side entrance typify protected access at ground level. Here I keep things fairly simply, the entryway being subject to occasional creep detonations. Its superstructure provides a fairly clear field of view, so that I can pick off potential threats by bow from relative safety.
Between Holiday Bridge and Long Bridge West Tower can be seen Phony Forest, from whence wood for both Long Bridge and Holiday bridge was obtained. Note that each tree is planted on a raised dirt block. This is my way of distinguishing natural trees, which I prefer to keep in place when at all possible, from those planted specifically for timber farming.
Exiting Holiday Bridge westward, we follow the West Road across green plains until hitting the outskirts of Extreme Hills. At that point the road enters a fence-protected self-bored tunnel. The tunnel soon erupts into another fence-enclosed enclave, this one marking our entrance into...
Road to the West: Remnants of a Forgotten Past, campsite at "Slimeball Pass". A mid Dec 2012 image:
For good or ill, my world contains landscape generation anomalies, severe transitions that mar an otherwise visually idyllic environment. This is one such, and a particularly bad one at that. By utter happenstance my West Road tunnel came out smack in the middle of it.
Searching for an in-game justification for such sheer stone mountainsides, I decided them to be the work of some long vanished civilization, possibly the peoples who created the many abandoned desert temples scattered throughout the land. (This swamp is near the beginnings of a desert.)
The sandstone facade seen at cliff bottom is "their work". How much, if any, further I take this concept is anyone's guess. I have some vague idea about taking the facade higher with some sort of line-drawing, but admittedly have no skill whatsoever in that direction. In any case this is a project of the lowest priority, one I'll tackle only if nothing else is on the agenda and I happen to have an excess of sand on hand.
As to the name, the swampland between this tunnel opening and Slimeball Pass Bridge is a piston-lover's paradise. Slimes abound! One can easily amass stacks of their leavings in no time at all.
Slimeball Pass: The importance of solid road construction. A 2012-12-18 image:
Unbeknownst to me until this incident occurred, a lengthy segment of Slime Pass roadway rests atop a substantial underground cavern extending upward to very near the surface. As is obvious, a creeper caught me unawares just
after having completed this stretch of roadway. Talk about a rude awakening! Acrophobe that I am, it scared the heck out of me!
Thankfully, solid road-laying practices once more saved the day. Notice the depth at which my highway is paved at the point of impact. (Three layers deep, as seen here, is a rarity for me, two being the norm.) The creeper detonated just off-road. As you see, it sustained no damage, which is more than can be said of the surrounding countryside!
I later pillared my way down to cavern bottom and shored up part of the cavern ceiling with cobblestone. I did not, alas, have nearly enough on me at the time to finish the project.
Despite the danger, we trudge ever westward, soon arriving at...
Road to the West: The Bridge at Slimeball Pass. A 2012-12-20 image:
This was the first of my ascending-tower bridges. It lacks the fence-protected enclave found outside all other ascending west road towers, but is otherwise their equal. Note that at the time this image was captured the west-side bridge entrance lacked its protective superstruction, added some days later.
Slimeball Pass Bridge Ascending Tower interior. A Dec 2012 image:
Similar to already seen tower interiors, this is included for completeness. I particularly like the look of Jungle Wood planking there. All ascending stairwells, save my latest, wrap around Jungle Wood tree trunks. Planking is most often birch, but I also use jungle wold and oak. Spruce seems a bit too dark for general-purpose flooring, at least with my
Leaving the protection of Slimeball Bridge we continue on. The road almost peters out. Enough remains to guide our way. An abandoned temple looms ahead. Just prior to reaching the temple the road forks. The west fork is the one we want, leading directly to Wilderness Roadway, the most elaborate of my road segments. Ignoring that for the moment, we instead follow the right fork, skirt the temple, and come upon...
Road to the West: Remnants of a Forgotten Past, ruined bridge at Desert Temple Complex:
Only remnants of this ancient bridge remain, most at or below the water line. Constructed of oak and cobble, I suspect Bridge and Temple (the latter situated just out of frame to the left) were erected by different peoples at different times.
We can swim the pond, follow the dilapidated path seen across the water, and soon connect with Wilderness Roadway. Instead, we backtrack to the above mentioned fork, take its west branching, enter a small protuberance of jungle, and come upon...
Road to the West: Wilderness Roadway, a protected thoroughfare cut through harsh desert:
This is my most elaborate roadway, lined by oak trees and hedges, lit by jack-o-lantern lamps, protected from all save spiders and skeleton arrows by stone fencing. It is also the first section of "new" West Road I completed. From here I worked my way eastward until new and old road meet at the "Small Bridge".
The dilapidated unprotected path branching south leads to still active branch mines at diamond level. Indeed, connecting these mines to my main base was my original incentive for construction the "new" West Road. Note that when this image was captured Wilderness Roadway ended just past the mine branch. It now goes some distance further, as shall be seen.
Wilderness Roadway detail: Ruined Bridge Road junction protective gate:
All Wilderness Road side exits are protected by fencing, this being the most elaborate. (Several are nothing more than a simple wood gate.). Also seen is the interior layout of the protected roadway. Stone fencing. Jungle shrubs. Grass. Cobble flanking. Gravel center pathway.
As is my standard practice, the the road itself (cobble and gravel) is undercoated by another layer of cobble, added for better blast resistance. I "seeded" the dirt via grass blocks dug with a silk-touch shovel. Oak trees originate from saplings collected at my branch mine timber farm. (Two trees at the roadway east end had to be constructed by hand.) Fencing and pumpkins also came from branch mine support farms.
While the road is indeed protected, it is far from safe. Spiders ignore the stone fence, as do skeleton arrows. Worse, spiders and arrows can push you off road center, into creeper detonation range. Still, if you keep your wits about you a night on the roadway is easily survivable, even in so mob infested an environment.
The gate bears a dedicatory plague, though it is hard to read in this image.
Wilderness Roadway detail: roadside repair station:
This small roadside facility contains both crafting bench and a chest holding enough supplies to patch several creeper detonations. It is thus far the only such station along the roadway. I plan to add more as/if the road expands westward. I quite like the design...simple, effective, pleasing on the eye.
An aside. I have needed to use the facility.Whilst traveling the roadway, a skeleton arrow knocked me against the
opposite hedge. There a creeper patiently waited, abutting the fence. Its blast took out a number of stone fence sections. Surprisingly, the hedge itself remained intact.
Wilderness Roadway detail: western extension from Branch mine exit gate to Arachnids Revenge Bridge. A 2012-12-30 image:
We now near the end of our journey. This small section of roadway, paved between 30 and 31 Dec and ending at Arachnids Revenge, marks the end of my West Road expansion for the year 2012. When captured only the bridge
east entrance had been erected. Its jack-o-lantern cupola can be seen at distance. It was later renovated to better prevent spider infiltration.
We continue on, and in no time at all at least come to the end of our travels...
Road to the West: The Bridge at Arachnids Revenge. A 2012-12-31 image:
Here it is. My finally creation of 2012, and the tempory terminus of my Road to the West. As can be seen it follows my now standard formula. Ascending Tower on one bank (west). Protected ground-level entrance on the other (east). The immediate area simply teams with spiders come nightfall. They plagued me to no end throughout construction. Hence the name.
To be fair, all common overworld mobs were present in abundance. But only spiders have the ability to scale otherwise
perfectly secure enclosures.
Even discounting spiders and other varmints, this bridge proved something of a self-inflected hassle. I misremembered the amount of building supplies stashed at the nearby branch mine. These proved inadequate for the task at hand. In the end my only real stumbling block was lack of readily available birch for use as planking. Not caring to run home for it, I made do with oak. Not ideal, but it got the job done.
Arachnids Bridge detail: Ascending Tower interior, dedicatory plague. A 2012-12-31 image:
Arachnids Bridge detail: Ascending Tower observation deck dedicatory plaque,
officially heralding the temporary terminus of the road, and the year as well:
Seen well-lit at distance is the abandoned desert temple destined to be the ultimate terminus of my West Road as a major semi-protected highway.
End of the line: Terminus of my West Road at desert temple. Arachnids Revenge Bridge seen at distance. Image added 2013-04-22:
This image documents what I consider the West Road's official terminus as a major highway. Dedication plaques at road's end date 05 April 2013. The temple itself has been turned into a fence-protected supply dump surrounded by small crop fields and livestock pens. Two "totems of empire" atop the temple bear the image of the Supreme Autarch on their northern fronts.
- Road to the South -
My South Road was intended to extend further than it currently does. As originally conceived, it would have connected my fortress with a jungle biome far to the south. With that goal in mind I laid roadway all the way to the river south of my Hill Fort, spanned that body of water with the first of my "fancy" bridges, and bored a passageway through extreme hills across the river. I then learned that a future game update would introduce jungle temples and cocoa beans...neither of which could be found within my destination. I lost interest in the project.
Some real-life months later yet another game update increased the usefulness of leather. I extended the road slightly further, creating a cattle ranch between tunnel mouth and a stream to the south. That stream was again spanned via bridge, its south tower now marking the terminus of the road.
Open the below spoiler to view images and narrative related to my South Road.
Road to the South: Beginnings, a 2013-01-03 image:
This image documents a minor if time and resource intensive project, the bulk of which transpired 28 and 29 Jun 2012. At that time I constructed a road between the lower south gate of my fortress and a river some distance away. Construction follows my now standard practice for wilderness trails. I keep things simple and solid, since the entire length of the road is subject to creeper detonations. I dig a trench three or four blocks wide by two blocks deep. The bottom layer is filled with cobblestone. The top layer consists of my paving material of choice (in this case gravel) flanked by yet more cobblestone.
The road branches some distance south. One fork meanders southeast, the other southwest. It is the southwest branch that concerns us. It leads to...
The Bridge at Double-Drop Gorge:
A major construction project, 29 to 30 Jun 2012. This bridge links South Road to a tunnel bored through the hillside at screen left. Bridge underpinnings are mostly stone bricks. The walking surface is wood planks. Superstructure is primarily jungle timber. Wool awning as is obvious.
Double-Drop Gorge gets its name from the fact that ravines flank both sides of the river very near the bridge. You could see one of them at screen right had I not concealed it beneath layers of cobblestone and dirt.
Bridge at Double-Drop Gorge, a view from above:
As mentioned, this was the first of my "fancy" bridges. It remains a favorite. Fencing on the hillside above the bridge prevents all mobs save spiders from getting the drop on me
Bridge at Double-Drop Gorge detail: center superstructure with wool canopy:
The bridge was created ere the introduction of horizontal log placement. I sometimes ponder redoing the upper row of vertical logs with a solid horizontal log. But when all is said and done I like the way it looks now.
Tunnel at Double-Drop Gorge:
Thursday morning, 19 Jul 2012. I "improved" the tunnel bored through extreme hills immediately south of the bridge at Double-Drop Gorge.
My normal practice with tunnels and caves is to leave well enough alone, other than remove path obstructions and valuable resources, and patch gaps with cobblestone. There was little need for me to prettify this passage. I did so mainly because...
- The tunnel serves as an extension of the South Road and is thus a major if seldom used thoroughfare.
- I was in the mood to build but had no pressing projects on the immediate agenda.
- Due to extensive branch mining excursions I accumulated two and a half double-chests worth of cobblestone. In other words, the project cost next to no mission-critical resources. When all was said and done I had consumed some four stacks of cobble. Despite using coal to create smooth-stone I came out ahead there, finding several decent veins while widening the tunnel.
Road to the South, Cattleman's Folly:
During the latter half of November 2012 I constructed above facility. It occupies much of the space between my South Road tunnel and an unnamed stream slightly further south. The cobble-and-sandstone sheathed mound protects small wheat and melon patches, as well as an infinite water source, from creeper detonation. Do not be deceived by the door opening into the cattle pen. The mound is solid. It has no interior except for a short tunnel with ladder leading to the crop deck.
The name Cattleman's Folly derives from the fact that my new ranch was originally conceived as a simple affair, little more than cattle pen and and wheat patch, all at ground level. It was to consume next-to-no resources. As these things somethings go, I got carried away. Just as well really. The complex as originally implemented was a security disaster waiting to happen.
South Road, Bridge at Cattleman's Folly:
Something of a folly itself, this stream does not need so elaborate a crossing. Something far simpler would serve as well. But I wanted to experiment with then-new horizontal log placement, and had resources to burn. Aside from cobble and various sandstone blocks, the bridge uses three log types, oak for the vertical support pillars horizontal crossbeams, jungle wood for the horizontal river-spanning plank support beams, and birch for side railing. Close examination will reveal stone buttons used to represent the heads of metal spikes or rods attaching crossbeams to pillars.
The bridge originally contained a central canopy superstructure in addition to its two canopy-topped guard towers. That center section looked too busy and was replaced by simple glowstone lighting.
As previously mentioned, the Road South now ends on the southern bank of the steam.
MinecraftianAutocracy of Decrepia
Shrine & Catacombsof the Autarch
a single-player survival worldThis edifice is reached by a path branching eastward off the South Road, just beyond the Hill Fort lower southern entrance ramp. Shrine, catacombs, and pathway were constructed 11-14 Jan 2013. The shrine takes its inspiration from ancient Greece and Rome, though I did not attempt historical accuracy. The poled "emblem of empire" is the happy result of my dissatisfaction with conventional flags and banners. (I intended the two jack-o-lanterns as placeholders for glowstone, but find I quite like the totem as it is.) The structure's main purpose is to protect the entrance to the catacombs, bored into the base of the mountain directly behind the shrine.
Images of the Autarch seen atop the pole are my own creation, taken from a self-portrait drawn in 1975 when I was twenty-four.
For a peek inside the catacombs, open the spoiler below:
The catacombs house the burial chamber of the Supreme Autarch of Decrepia:
Individual deaths get their own caskets. In addition, several caskets contain mass burials. Each casket gets its own nook with headboard and flowers. Caskets contain items representing those the Autarch carried, wielded or wore at the time of his unfortunate demise. The catacombs has nooks for approximately thirty caskets. Only nine are currently in use.
Individual casket nook:
This particular casket documents the Autarch's second remembered death. He had spent day-two mining a stone grotto somewhat near his initial spawn point, amassing a decent quantity of cobble and coal, maybe even a bit iron. He survived the evening safe in a small torch-lit chamber bored into the grotto walls.
Come morning three he stowed his diggings and wood within a chest at the grotto and ventured out to search for food. Hunter became hunted. A creeper got him. Now back at his spawn point, he was unable to find the grotto and his goods. It would be over two real-life weeks before he chanced upon it.
Note that the headboard seen above was later reworded to read "Here lies Decrepit. Creeper got him. Morning three."
In memory of Kevin Bacon:
In addition to caskets for the Autarch, the catacombs house one "tributary" casket, an homage to Kevin Bacon. While I had contemplated constructing catacombs for a good many months, it was MKtheWorst's YouTube Kevin Bacon episodes that finally spurred me to get off my duff and build the darn thing!
Kevin Bacon casket interior:
All caskets will contain similar representative displays. Other than two pieces of pork, my interior differs significantly from MK's.
Catacomb entrance passageway with cubbyholes:
Visitors are encouraged to place messages for the dearly (or not so dearly) departed on these small shelves.
Three plaques, across from Kevin Bacon's tribute, document the structure's creation.
In addition to the above, the catacomb features a small combination crematorium (three ovens) supply closet (workbench and eventually two chests).
MinecraftianAutocracy of Decrepia
Autarch Neglect Village
a single-player survival world(NOTE that as of mid 2015 images and text relating to Autarch Neglect are in need of major revision and expansion.)
The autarch spent the preceding day harvesting clay in vast swampland northwest of his fortress. Far from home when the sun set, he established camp on a small island surrounded by water and darkness. There he passed the night. Come dawn, a faint glow of sunlight peeking above the horizon to the east, he noticed what looked to be the outline of structures along the western shoreline off in the distance.
This was indeed the case. He stayed on the island long enough to let me capture the above image for posterity, then crossed the water to investigate what to this day remains the sole decent size village found in my Minecraftian world.
Alas! In those early innocent days he did not comprehend the ways of villagers and their enemies. By the time the necessity to protect them from harm dawned on him it was too late. All but one had vanished. Disheartened, he sealed the sole remaining resident inside his home and shunned the village for months.
One day, by sheer happenstance, he found himself near the village at sunset. It being convenient, he set up camp atop one of its homes. Next morning he was amazed to see a second villager out and about! Two Minecraftian days later a third materialized! These too were sealed inside their abodes.
There matters stood until the latter half of Jun 2013...
Work has begun on the village. A new structure has been added. An outer protective wall is under construction. Continue on for further details.
-- The Inn at Autarch Neglect --Cobble / smooth-stone foundation was laid Monday, 17 Jun 2013. The exterior assumed its final shape one week later, 24 Jun. Remaining interior walls were in place a day later. The interior is still being accessorized. Landscape in the immediate vicinity has not yet been altered.
1st floor exterior side and rear walls were kept deliberately bland, this seeming realistic. Additionally, being a survival world blast resistance at creeper level is desirable. No mobs should spawn atop the roof (crosses fingers), as all walkable blocks are either steps or slabs in the "correct" lower position.
Open the spoiler for views and text relating to the Inn interior:
NOTE: this section is a WIP. While I am happy with the overall look, any and everything seen here is subject to alteration.
First floor dining room, facing toward the street exit:
Dedicatory plaques can be seen above the doorway.
Dining Room facing the kitchen area:
A look out the window shows that that section of village perimeter wall had not yet been constructed.
The kitchen, showing oven bank and staff rear exit:
Kitchen, showing sink with faucet, food prep area, restroom entrance door, and stairway to upper floors:
It's cramped, too small to get a decent shot of. Not much to it really, but I think it came out reasonably well considering the space I had to work with.
2d floor hallway shot, now showing a ladder leading to the "loft":
At one time potted flowers graced the far corner of the left-hand hall, as well as the corner at camera position. I found them distracting clutter rather than an improvement. I did leave one potted flower at the end of the "guest room" hallway (seen below).
2d floor "guest room" hallway:
The second floor houses five guest rooms, four with windows. Each room contains a bed (one with double-bed), table and chair, and storage chest.
2nd floor corner guest room:
Fairly representative of all guest rooms.
3d floor loft:
The loft houses three guest rooms (one large with two beds) and a crafting station. The crafting station will likely be replaced by a small library / lounge area before all is said and done. My original though was to install a bathing room with tub, but the space is too small to do that justice.
Loft "large" guest room:
Each room half mirrors the other, except paintings and flower coloration. Each of the two chests hold, at the moment, two melon slices, a loaf of bread, baked potato, carrot and a cooked beefsteak. (All eight guest rooms contain these basic complementary foods. A drink of some sort will be added once alchemical facilities are established.)
-- Autarch Neglect - Perimeter Wall WIP --On or about 27 Jun 2013 work began on what will a protective perimeter wall surrounding the village. It is slow going, consuming a wealth of various resources. I build a bit, then break to fell trees, mine stone, shear sheep and so on. This rotation between building, harvesting and spelunking makes it a nearly ideal project for me. This image shows the south wall little more than half built. It has since been completed. The east wall remains much as you see it, while I concentrate on the one-third built west wall.
Open the spoiler for more images of the perimeter wall under construction:
South wall exterior closeup:
This section represents what the entire wall exterior will look like. stone three blocks thick (rarely two) at creeper level. Wood upper section with battlements. My trademark pumpkin cupolas at corners and above entrances. Spider resistant overhangs.
An interior view, showing battlement walkway and access ladder:
Odd clumps of dirt sticking above ground level are designated birch-tree planting spots. (I harvested them just prior to capturing the image.) Battlement walkways will eventually receive more sophisticated lighting. The rectangle of dirt between gravel roads and wall will hold two or three smallish shops.
There you have it. My world remain very much a work-in-progress. Significant sections of the Upper Plateau and Lower Terrance remain underutilized. As for Autarch Neglect, only the surface has been scratched. I am in no hurry to rectify that. When something needs built, or the mood hits me, I will find an appropriate site and build it. Otherwise you will find me out-and-about branch mining, spelunking, harvesting surface resources, laying roadway, or just exploring.
My Survival World, "Hill Fort Renovation" editionA 31 Aug 2016 edition of my survival world is available via this MediaFire download link. Open the spoiler for details.
The downloadable game-save for my primary Minecraftian world, Autocracy of Decrepia, has been updated to reflect progress as of the end of Aug 2016.
Recommendations & Requirements:
...PC Minecraft version 1.94 (or later) required....Lighting set to moody, as the Fortress is adequately lit at night and seen to best effect at moody.
...Survival Mode set to Normal Difficulty. Harder settings require a few doors to be upgraded from wood to metal.
...KOP Photo Realism 128x128 resource pack, which will give a somewhat accurate impression of Decrepia as it appears in my Minecraft forum thread. Be aware that I overwrite many KOP files with selected bits from a self-converted ancient edition of JJJas0n's FancyCraft 128x128, which I do not have permission to distribute. You will of course not see my self-created paintings, though I hope to make them available if and when I ever finish the project.
...Whichever texture you use, consider renaming birth-wood planks as oak planks and vice versa, as this is how they appear in Decrepia due to a naming error within an early texture pack. I didn't notice the mistake until too many structures had been built to want to redo 'em with properly named planks.
...A utility to extract 7z files, assuming you don't already have one. A number of safe, reliable freeware 7z extractors exist.
As with most previous downloads, you wake in my avatar's spartan living quarters within the Hill Fort's Keep. There you can explore the Upper Plateau and Lower Terrace at leisure day or night, those areas being safe from mob spawns and infiltration. For sightseeing purposes there is little reason to enter the Nether via Portal, as I don't do any fancy building there. If you wish to set foot outside the fortress you are adequately armed and armored to do so, with ready access to ample food for long journeys. The Road to the West is worth exploring for its numerous bridges and my for-now abandoned Autarch Neglect Village project. Also worth visiting is the Autarch Burial Chamber, little more than a stone's throw southeast of the fortress.
Jul 2, 2012Posted in: PC Servers
Dwarfs Vs. Zombies is a fun gamemode. For the first 15 minutes you work as a dwarf, creating armor, weapons and a fort to protect your precious shrine. Come join us! We used to be a big server and are now rebuilding from scratch
Check out our website: http://www.dwarfscraftmc.com/
Our IP is: hub.dwarfscraftmc.com
Come join the fun
Feb 3, 2012Posted in: Screenshots
[Update] Dec. 24th, 2013:
Crafting Azeroth version 1.0 has been released!
Download Now: CraftingAzeroth-v1.0-release.torrent (6.8 GB)
Crafting Azeroth v1.0 includes over twice the content of the original beta version, including the new continents of Outland, Northrend and the Great Sea, in addition to the original continents of Kalimdor and the Eastern Kingdoms. Additionally, many zones that first appeared in the beta version have been re-generated using newly added blocks and features. To learn more about v1.0, you can view screenshots in the updated image gallery, read the included readme file, or explore the interactive map in your browser.
[Update] Jan. 23rd, 2014:
There is a nice Mac OS X installation guide. Thanks Joshua Reeves!
May. 17th, 2014:
Someone asked me to modify CA-Static and CA-Teleport so they would only affect the Crafting Azeroth map, so I made a separate version of both plugins that checks the world name before applying any changes. You can download them here and here.
About this project:
The Crafting Azeroth project is a full-scale reproduction of the World of Warcraft environment for Minecraft. The creation of the map is heavily automated, assisted by custom software that I have developed. The best way to explore the map is inside Minecraft, but you can also view the map in your browser by clicking the link below:
Screenshots of the map can be seen in the following galleries, including all new screenshots of Outland and Northrend. If you are unfamiliar with World of Warcraft, the "Before and After" gallery will show comparison screenshots between World of Warcraft and Minecraft:
Additional information about the map and many older screenshots are available in this this archived post.
Frequently Asked Questions (FAQ):
Q. How does the conversion process work?
A. Custom software converts the continents of World of Warcraft into Minecraft blocks using a process known as voxelization. This software converts everything in the game, including all the buildings and natural details, down to the individual tree stump. Once the parameters for the software have been set, the conversion process takes approximately 48 hours and requires no human intervention.
Prior to the conversion process, I needed to match textures from World of Warcraft to the appropriate material in Minecraft. For example, an object with a wooden texture might be converted into wooden planks, while an object with a mossy texture might be converted into mossy cobblestone. I created a special software tool to help perform this assignment, but selecting materials for all 10,000+ textures in the game still required many hours of work.
Q. How large is the world?
A. The current version of the map spans approximately 500 square kilometers and contains over 100 billion blocks. The highest part of the world, the peak of Mt. Hyjal, stands more than a kilometer above sea level. Since the map exceeds the Minecraft height limit, the world had to be divided into seven altitude layers, each connected via a server-side plugin that as they approach the height limit. To be played locally, the map requires 22 gigabytes of available hard-drive space.
Q. Does the world include underground areas, like dungeons and caves?
A. Yes, the map includes all caves and dungeons that are not part of a separate instance. So, areas like Blackrock Mountain are freely accessible, but dungeons like Blackrock Depths or Molten Core are not. The map also includes many randomly generated caves similar to those found in Minecraft.
Q. Do you plan to convert any other zones, such as Pandaria?
A. Yes, work has already started on Pandaria, but it will take a bit more time before the zone is ready to be released. The conversion process can also be used on dungeons and battlegrounds, so they may appear at a later date, but they are not top priority right now.
Q. Where can I download a copy of the map?
A. The full map is available to download right now, just click the BitTorrent link at the top of this post, or download from this mirror. If you don't want to download the map to your computer, you can explore a read-only version of the map by adding wow.cursecraft.com to your in-game server listing.
(new) Q. I downloaded the map, but now I'm stuck in Outland. What do I do?
A. Entering the Dark Portal in Hellfire Peninsula should return you to the Blasted Lands in Azeroth, just as it does in World of Warcraft. If the portal takes you to the Nether instead, you may not be using the correct plugins. Check the readme file for instructions on how to download and install a Bukkit server with the required plugins. The readme also lists some useful /tp commands for teleporting to key locations.
(new) Q. The game runs really slow when I'm near a jungle. How can I fix this?
A. There are two important things you can do. First, set your graphics in Minecraft to "fast", so that leaf blocks are opaque rather than transparent. Second, make sure that you are running the map on a Bukkit server with CA-Static-1.0 plugin correctly installed. Doing both of these things will greatly improve performance in large jungles and forests and should also help preserve the map from damage.
(new) Q. Can your software convert games other than WoW?
A. The same technique could be used on other games, but it would require a tremendous amount of additional work. The converter would need to be adapted to handle different file formats and then specially configured for the new data set. This is a very time-consuming and technically challenging process, so I have no plans to use the software to convert other games.
Q. Who is involved in this project?
A. The conversion software for this project was developed by Rumsey (RamsesA). Hosting support for the Minecraft server is provided by Cursecraft, and in particular Martin Benjamins (Marlamin), who helps manage the server directly. The mapping software used to generate the Google Maps view of the project was developed by the Minecraft Overviewer team.
Q. Who can I contact if I have more questions?
A. In addition to posting here, you can contact me via [email protected] or Twitter, or send a private message through this website. If I do not respond right away, check if it's something covered in the readme or this FAQ.
Aug 8, 2011All "How to install?????????????????????" questions will be ignored. Read the OP.Posted in: Minecraft Mods
Release policy has changed! The numbered versions have been eliminated in favor of "special" daily versions. They will usually match the unstable dailies, but if I add a potentially bugged feature, stable version will not update until that feature is known to work.
SSPThis mod restores singleplayer mode in Minecraft 1.3.2 and newer versions, allowing to play fast and smooth game again. It still supports all the new features, including commands and even LAN multiplayer. It also provides a button to play default mode with local server, for the mod compatibility. Also fixes particle rendering bug.
1. Create a local version for the launcher.
1.1. Go to game directory (.minecraft by default), then to versions dir.
1.2. Copy a version you want to clone.
1.3. Rename jar and json files to the same name as the directory itself.
1.4. Change "id" line in the json accordingly.
2. Remove META-INF in the jar you have renamed in step 1.3.
3. Unpack ssp.zip to that jar.
If you are on Mac, replace 2 classes in the net folder one by one instead of copying the entire folder, as the Mac overrides folders completely, removing whatever was in them.
Download the latest daily build
Previous daily version
This mod can cause many incompatibilities with other mods!
OldDays/NBXliteThis mod is merged OldSurvival, NBXlite and most other mods here. It has nice GUI for configuration and many new features.
Important feature of this mod is modularity. It's divided into modules and core. All modules require core.
Currently there are 9 modules:
Actions, Bugs, Gameplay, Mobs, Crafting, Eyecandy, Sounds, Textures, NBXlite.
NBXlite is very different from other modules:
The Nostalgia Project/No Biomes X (by InsanityBringer) exists since 1.7.3. In 1.8 it received many new features, increasing mod size and changing almost everything, and became even more bloated in 1.0. So I took the mod and removed GUIAPI dependency and options that don't required for old generation. Then I added some new things, like support of new generator from 1.0, SMP, fixed some bugs etc.
Differences from NoBiomesX:
- Removed most features that old generation doesn't require
- No need to change texture pack to switch between generators
- Terrain generation from Beta 1.8, 1.0, 1.1, 1.2, 1.3, 1.3.2, 1.4, 1.5, 1.6, 6 different versions of Infdev, Indev and Classic
- Working the End instead of Sky Dimension
- Sky Dimension as Overworld if selected
- Server version
- Buttons for choosing map type in "More options"
- No GUIAPI and AudioMod dependency.
- Mob spawning algorithm from beta 1.7.3 for old worlds.
- Villages are enabled for old worlds.
- Weather is enabled.
- Beta 1.0, 1.2 and 1.5 features for Beta generator
- Jungle option for 1.7.3 generator
- Fully working breeding for old worlds
- Alpha world converter that was removed in Minecraft 1.2
- Indev map (mclevel) importer
- Uses OldDays Core
- Many other things
Alpha 1.2.0-Beta 1.7.3
MrNewGuy (MrNewGuyGaming on youtube) made a nice "Let's play" called AlphaCraft using NBXlite and OldSurvival!Copyright: You can redistribute and modify this as you want, just credit InsanityBringer and me.
New seeds for old generators!
If you found a great pre-1.7 seed, feel free to post it here, so I can add it in the list.
Note that I will not add to list seeds with nothing interesting or Beta 1.8–1.5 seeds.
Settings are saved with world, but if world was not loaded with this mod, game will ask you which generator do you want to use.
Warning: You can only do this once! If world was loaded with mod, it will not change its settings anymore, unless you use external NBT editor.
To use 1.2.5-like standalone NBXlite, install SSP, Core and NBXlite, then disable SSP in the H menu.
1. Install SSP mod using instruction in the corresponding section.
2a. If you want to install everything:
2.1a Unpack olddays-allin1.zip to the jar created in step 1.
2b. Or if you want to install one/few particular module(s):
2.1b Unpack core.zip and some module zips to the jar created in step 1.
All in one
All in one
Video:Review by BrettPhilCopyright: You can redistribute and modify this as you want as long as you credit me.
Press H in game!
- Punch TNT: Allows punching TNT with hand to explode it
- Extinguish TNT: Allows punching primed TNT to extinguish it, like in SurvivalTest
- Smelt items on fire: Items will bounce off lava and smelt, but not burn, like in 0.31
- Alpha: Makes fire faster, allows logs to burn infinitely
- Beta 1.5: Makes fire faster
- Beta 1.6: Same damage on all difficulties
- 1.4: Default
- Punch sheep: Allows punching sheep with hand to get wool
- Indev: Makes diamond tools weaker
- Alpha: Makes tool weaker
- Beta: Default
- Mushroom spreading: Enables/disables mushroom spreading
- Solid TNT: Allows placing pressure plates on TNT
- Big fences: Changes fence collision and selection box to cube
- Less Nether lava flow
- Enable fog key: F by default, can be changed in controls menu
- Log rotation
- Old crops: Makes them break when player walks over them
- Time control: Allows scrolling time with F6 and F7, like in 1.8pre1
- Old stairs: Direction is based on surrounding blocks
- Old boat breaking: Makes boats always drop planks and sticks
- Old block hardness: Reduces mining time of redstone ore, obsidian etc
- Apples from leaves
- Old bone meal
- Snow falls on glass
- Egg throwing
- Boosters: Allows accelerating minecarts by colliding them
- Water lifts: Makes boats float in waterfalls
- Toasters: Allows lava to hurt entities through wall corners
- Water ladders: Allows player to use water and signs as fast ladder
- Ladder gaps: Allows player to climb ladders with 1-block gaps in them
- Piston dupe: Allows player to duplicate blocks with two pistons
- Crafting grid bug: Allows player to carry items in crafting grid
- Inventory walking: Allows player to walk while inventory is opened
- Experience: Enables/disables orbs and bar
- Hunger: Enables/disables regeneration/starving, bar, makes food heal
- Instant food: Makes food heal/fill hunger instantly
- Food stacking: Makes food non-stackable
- Old loot: Zombies drop feathers, pigzombies drop cooked porkchop, no chicken/beef/spider eyes
- Rare loot: Enables/disables ingot/armor/weapon loot from zombies, skeletons and pigzombies
- Machine bow: Removes bow charging
- Bow durability
- Combat system:
- Beta 1.3: No critical hits
- Beta 1.7.3: No critical hits, more damage
- Beta 1.8.1: Fixed critical hit damage
- 1.0: Default
- Beta 1.7.3: Based on durability, blocks all damage sources
- Beta 1.8.1: Based on durability
- 1.0: Reduces damage twice
- 1.1: Default
- Allow debug screen: Enables/disables F3 and Shift+F3
- Allow sprint: Enables/disables sprint, may work glitchy with hunger enabled
- Jump delay: Enables/disables jump delay added in the middle of beta
- Start items:
- Survival Test: 10 TNT
- 0.31: Flint and Steel
- 02.27 Infdev: 999 glass and 999 planks
- OFF: Default
- Sign stacking
- Bucket stacking
- OFF: No score, &e0 on game over screen
- Survival Test: Displayed in the corner of the screen, given for kills
- 1.0: Default
- Old explosions: Makes explosions always deal the same damage
- Disable sneaking
- Old reach distance
- Mob AI:
- Indev: Advanced pathfinding
- Alpha: Old AI, jumping mobs
- Beta: Old AI
- 1.2: Different visibility range
- 1.4: Can walk over rails
- 1.5: Default
- Animal panic: Enables/disables animal panic after being damaged
- Sheep eat grass: Enables/disables sheep grazing and wool regenerating
- Spiders climb walls: Enables/disables spiders ability to climb walls
- Survival Test mobs: Much more dangerous mobs
- Old skeleton fire: Makes skeletons shoot faster, but weaker
- Old mob health: Makes spiders have 20 health, sheep — 10 and endermen — 20, instead of 16, 8 and 40
- Allowed mobs:
- Classic: No mobs
- 0.31 (Ranas): Ranas
- 0.31 (Steves): Steves
- Indev: Creepers, spiders, zombies, skeletons, pigs, white sheep
- Alpha 1.0.8: Cows
- Alpha 1.0.11: Slimes
- Alpha 1.0.14: Chickens
- Alpha 1.2.0: Same as 1.0.14 due to a bug
- Beta 1.2: Squids, grey and black sheep
- Beta 1.7.3: Wolves, brown and pink sheep
- Beta 1.8.1: Endermen
- 1.1: Mooshrooms
- 1.2: Ocelots
- 1.4: Bats, armed zombies
- Slime spawning:
- 1.5: Default
- 1.4: No moon phase dependence
- 1.3: No slimes in swamps
- 1.0: Less slimes on Superflat
- Beta: Max. height — 16 blocks
- Alpha 1.0.11: 10 times more slimes, no chunk restriction, max.height — 32 blocks
- Unnerfed endermen: Allows them to carry almost all blocks
- Squids need water
- Old walking: Crazy arm flailing, no block breaking animation
- Bobbing: Like in Classic and SurvivalTest
- Old endermen: Scary endermen with black smoke and green eyes
- Endermen open mouth: Not an old feature, but made by request
- Item sway: Enables/disables item swaying when turn quickly
- 2D items: Like in 0.31. May look glitchy in third person view
- Old chests: Bigger size, no opening animation
- Show mob IDs in F3: Enables/disables seeing mob IDs through walls
- Mob armor: Makes zombies and skeletons wear decorative armor, like in SurvivalTest
- Main menu:
- Alpha: No panorama, animated logo
- 1.7.3: No panorama
- 1.8.1: Texture pack button
- 1.5: Default
- Old digging particles: Makes them use block side texture, not bottom
- Old redstone wire: Makes single redstone wire look like cross instead of dot
- Item tooltips:
- Beta: No blue border, tooltips are smaller and more transparent
- 1.0: Default
- Old fences: Makes fences not connect with solid blocks
- Arrows stick to mobs: Beta 1.8 feature, removed in 1.9 pre-release
- Version: Allows version string changing
- Inventory blocks:
- Alpha: Stairs are glitched, blocks have darker shadow
- Beta 1.8: Blocks look to the left, have no shadows
- 1.0: Blocks look to the left
- 1.3: Default
- Liquid drops
- Survival Test: Rotated hand
- Indev: Glitched in inventory and after third person mode
- Beta: Default
- Tool breaking animation
- Old labels: They are smaller when player or mob is far away
- Smooth loading bar: Makes loading bar in SSP mode smoother
- Old Creative inventory: No categories, more space to items
- Old arm swinging: Slower, allows to continuously punch air
- Bobbing in 3rd person
- Water particles
- Old dropped items
- Old GUI backround — more transparent, blue
- Old explosion sound
- Old XP orb sound: Same as for items
- Old hurt sound: Ooh!
- Falling sound: Enables/disables bone-breaking falling sound
- Old door sounds
- Chest sound
- 1.0: Default
- 1.8.1: Old door sounds
- Old bow sound
- Old arrow hit sound: Drr!
- Eating sound
- Drinking sound
- Tool breaking sound
- Lava sound
- Enderman sounds:
- 1.0: Default
- 1.8.1: Zombie sounds
- Use calm4.ogg music
- Old creeper sound
- Old walking sounds
- Old mob walking sounds
- Old cow sounds
- Old large slime sounds
- Old skeleton sounds
- Level-up sounds
- Old Flint and Steel sound
- Shearing sound
- Old water splash sound
- Swimming sound
- Minecart sound
- Old planks: Every log gives oak planks
- Leather armor:
- Cloth: Use cloth/wool as material
- Leather: Use leather as material
- Both: Allow both recipes
- 1.3: Default
- 1.2.1: Unflammable oak slabs from every plank
- Beta: Same as 1.2.1, but gives 3 slabs instead of 6
- Alpha: 3 cobblestone → 3 stone slabs, others are disabled, pressure plates take 3 stone/planks
- Ladders from crafting: 1/2/3
- Old cloth: Needs 9 strings instead of 4
- Old glowstone: Needs 9 dust instead of 4
- Golden apple: Needs gold blocks instead of nuggets
- 1.3: Default
- 1.1: No improved golden apple
- Beta: Needs gold blocks instead of nuggets
- Old mushroom stew: Shaped recipe
- Old ore blocks: Needs 4 ingots/diamonds instead of 9
- Old books: Shaped, don't require leather
- Old sign: Gives 1 sign instead of 3
- Old maps: Gives normal map instead of empty one
- Old arrows
- Old bread
- Old buttons
- 0.0.13a_03: Almost same as Alpha, more flat
- Alpha: More contrast and sharp texture
- Beta 1.7: Default
- Old mossy stone: More contrast texture
- Old stone: Some tiny changes
- Classic: Red bricks
- Alpha: White lines
- Beta 1.8: Default
- Old sand: Some tiny changes
- Beta: Sharper texture
- 1.0: More noisy texture
- 1.3: Default
- Old dirt: Some tiny changes
- Old grass: Some tiny changes (NBXlite biomeless world will always have old grass)
- 0.0.13a_03: Looks like grey bricks
- Beta: Some tiny changes
- 1.0: Default
- Classic: Brighter, has less details
- Beta: Brighter, has less details
- 1.2: Default
- Classic: Much brighter
- Beta: Brighter, more saturated
- 1.2: Default
- Old glowstone: Some tiny changes
- Ore blocks:
- Classic: Uses 3 different textures
- Beta: No lines on iron, some tiny changes
- 1.0: Default
- Old mob spawner: Blue instead of black
- Stone furnace top
- Old dispenser: Different face
- Old cobweb: Pure white, has less details
- Old porkchop: Cooked porkchop looks like steak
- Old axes: Two sided axes
- Old coal: Has less details
- Old flint: Similar to coal
- Old flint and steel: Flint in it looks similar to coal
- Old feather: More straight
- Pig snouts
- Old slimes: Opaque, have black eyes
- Steve with beard
- Old explosion: No shockwaves
- Moon phases
- Armor slot shapes
- Old cocoa beans: Look like a dye instead of seeds
- Old netherrack
- Old leather armor
- Old food items
- Procedural textures — enables old dynamic water, lava, fire, portal, clock and compass
- Old Mojang screen
- Old charcoal
- Old lapis lazuli block
- Theme: no biomes only
- Features (For Infdev/Alpha generators)
- Features (For Beta generator)
- Features (For 1.8+ generator)
- Flags: Many map-specific options
- Ground bound height: finite maps only
- Ground bound type: finite maps only
- Liquid bound height: finite maps only
- Liquid bound type: finite maps only
- Sky color: Set to 0 for theme settings
- Fog color: Set to 0 for theme settings
- Cloud color: Set to 0 for theme settings
- Skylight amount: Set to -1 for theme settings, to 16 for eternal day
- Cloud height: Set to -1 for generator settings
- Leaves decay
- Old mob spawning
- Old hoes: Seeds from grass
- Textured clouds
- Opaque flat clouds
- Beta 1.8: Default
- ClassicLight: InsanityBringer's tweaks to make it look like 1.7.3 lighting
- Beta 1.7.3: Chunk updates, no brightness settings, less light glitches
- Bedrock fog
- Sunrise at North
- Sunrise effect
- Old stars
- Old Nether fog
- Old saplings
- GUI in More Options
- Default generator
- Default features (Infdev/Alpha)
- Default features (Beta)
- Default features (Release)
InsanityBringer for original NBX!
jimeowan for translation class!
Xizz3l, 15382, ficion and danix111 for translations!
Many other people for testing!
Press G (configurable) key in creative mode to spawn human, like in very early versions of minecraft.
They just run aimlessly. And they will die if they touch cactus or fall too high, or if you punch them.
Screenshot:Copyright: You can redistribute and modify this as you want, just credit me.
1. Install SSP mod using instruction in the corresponding section.
2. Unpack spawn-human.zip to the jar created in step 1.
AllowInSurvival=false CustomTexture=true DeathEffect=true Health=0 SpawnEffect=true
When Minecraft 1.3.2 was released, simo_415's SinglePlayerCommands were rewritten from scratch to work with the internal server. Unfortunately, that also means that most of its commands were removed and are still not available.
SSPC is SPC 3.2.2 (1.2.5 version), updated to work with Minecraft 1.5.2 and SSP. It has all former SPC commands and few additions as well.
- Updated to 1.5.2.
- All SPC 3.2.2 commands, including the ones absent in the SPC 4.*, like /spawnstack.
- Commands are displayed in the vanilla /help.
- Plugin commands are also displayed there.
- /phelp and /superpunch actually work.
- /path supports block names, and not onlt IDs.
- /useportal now can work without arguments.
- //regen works.
- Commands conflicting with the default ones were renamed. For example, /clear became /clearchat.
1. Install SSP mod using instruction in the corresponding section.
2. Unpack every file from spc.zip, except WorldEdit.jar to the jar created in step 1.
3. Put WorldEdit.jar to the game directory (.minecraft by default).
Download latest version
Download previous version
Source code of the latest version
Source code of the previous version
This mod is licensed under GNU LGPLv3.
TL;DR: You can do whatever you want as long as the mod remains under this license; source code of any modification/derivative should be available.
Source code of the latest versions
Source code of the previous versions
Latest code on github
Daily builds:These builds have the latest features, and are the most unstable ones. They are generated automatically, so they may contain unfinished features.
They may work well, they may crash, they may give black screen, corrupt worlds, whatever. They may have all sorts of debug messages or "Useless test button: ON/OFF" options. Use them at your own risk and don't forget to backup your worlds! Also check the latest posts, they may have some information about upcoming bugs.
Changelog for all daily builds since the last "normal" development version
Before you ask any questions, read this FAQ:General
Q: I got crash/blackscreen/saving chunks/etc!NBXlite
A: Post the crash log.
Q: I did not get crash log! How do I get it?
A: Download MCPatcher and launch Minecraft from it. Then copy the log from MCPatcher.
Q: I use MagicLauncher and it crashes for me!
A: MagicLauncher fails to load the mod. Don't use it.
Q: Is it compatible with Forge?
Q: How do I use it with ModLoader?
A: Install ModLoader before SSP and OldDays.
Q: Can you add X?
A: First make sure that X is not in the ToDo list or the development versions. If it's not, I might add it to the ToDo list and implement eventually.
Q: I found a bug!
A: It is helpful if you post the log and a screenshot; however, this may not be possible, depending on the nature of the bug. Make sure that it's not feature.
Q: I don't want OldDays, I just want old generation!
A: The only module you need is the NBXlite module. The merge did not remove any features, it just added a configuration GUI.
Q: Why do I have gears in my creative inventory?
A: They are there to fix Indev map import.
Q: Why are there themes for Classic and other generators? There were no themes!
A: Themes for the Alpha generator is feature from NoBiomesX; I didn't remove them. The themes for the other generators are there just for consistency.
Q: I don't need the world creation GUI, how do I disable it?
A: There is an option in the OldDays GUI, called with the H key.
Q: I have a .mclevel map, how do I play it?
A: Place it in your saves folder. After first loading it will be converted to the standard Anvil format. However, the seed will be 0, so don't try to re-create it.
Q: Why don't leaves decay?
A: Since all the trees are quite large, decaying would cause considerable lag.
Q: Why do Alpha worlds have snow?
A: Snow is an Alpha feature. When it happens is random and it does not depend on the world seed.
Q: I tried the -7711547331594155648 Beta 1.8 seed, but there isn't a stronghold there! WTF?
A: It's a bug, and I know about it. Actually the stronghold is there, but is buried. Dig 2 blocks down to get it. OldDays
General & CoreSSP
Q: How do I use OldDays with Optifine?
A: Optifine is incompatible. For Minecraft 1.3.2 or newer versions install it in the following order: SSP-Optifine-OldDays.
Q: Why are some options disabled?
A: Some mods conflict with these options by editing the same classes.
Q: Why is everything disabled in SMP?
A: If it were enabled, you could cheat with instant food, ladder gaps, etc.
Q: Why is everything disabled in singleplayer?
A: Read the installation instructions.
Q: Why does smelting on fire give me more items than I originally had?
A: It's an intended feature.
Q: Why can't I use them with texture pack?
A: Default textures look awful with almost any pack. To force enable them, copy the olddays folder in the textures module to your texture pack's zip file.
Q: How to disable those tooltips when you switch the items in the hotbar?
A: Open .minecraft/options.txt file and change heldItemTooltips value from true to false. If it's absent, add it manually.
Q: What is it?
A: True singleplayer mode for 1.3.2 and higher, not a shell of SMP.
Q: But I have singleplayer, why do I need this mod?
A: Singleplayer now works like it's local SMP, and is much buggier than this; this mod reverts singleplayer back to how it was - pure singleplayer.
Q: How can I disable it?
A: There is button to temporarily use SMP mode. Disabling is pointless, since this mod does only one thing. OldDays allows you to disable it, however.
Q: Why is it required for OldDays, even when I disable it?
A: SSP contains the loader for the core/modules. ModLoader should work, but it might have various bugs in singleplayer, while SSP will work fine.
Q: How do I use it with Optifine?
A: Install SSP, then Optifine, then copy bfy.class and ng.class from SSP again, replacing Optifine classes.
Q: How do I use it with ModLoader?
A: Install ModLoader before SSP.
Q: Why is it so incompatible?
A: SSP changes a large number of classes, thus creating more conflicts with other mods. Additionally, it changes the way entire game works, while most mods are designed to work with internal server.
Signature banners!By Regicidal!
Sorry for my bad english:/
Aug 31, 2012Posted in: Screenshots
(The following pictures have been taken in during different stages of the building process. Therefore sometimes the decoration has changed a bit. Don't let this confuse you. For example I changed the art section of the textures later and retook some screenshots.)
In ancient Rome, wealthy citizens dedicated large spaces of their city houses to internal gardens. These were called "peristylium" which comes from the greek "peristylon" = "being enclosed by columns".
I found this idea fascinating and built this house, which is loosely inspired by the layout of ancient roman city homes.
It should be a fully functional base, so it contains a lot of elements that were definitely not featured by roman houses, for example an indoor wheat farm and a nether portal.
It also misses other rooms that were part of the typical roman house, for example a Tablinum (study) and several Cubiculi (small bedrooms).
Original construction site:
House 1/4 ready, but I changed the layout again since then. I feel, there is not one block in this entire building that I have not placed, removed, placed again and finally replaced by another one at least 3 times.
Looks a bit like an ancient ruin.
Next step: Making ornate ceilings.
I tore it down though. Didn't match the theme. But I still like this picture.
Another outtake: Painted floor.
The inscription says "MMXII" which is 2012 in roman numbers.
... well, at least more or less. There are some parts still unfinished, but it's good enough to show it off.
Seen from the front...
...and when you come inside, you will be in the actual garden, the Peristylium:
Entering the main house you will see wall paintings and a painted ceiling:
On the second floor there is the dining room, based on the roman "triclinium":
It has two large basins for heating.
The new uspide-down corner stairs make a lot of things look very neat. Thanks, Mojang!
Furthermore there is the bedroom:
Also on the second floor is a library. As you can see I retextured the bookcase a bit. I wanted it to look like wax tablets and scrolls, but the scrolls are not really recognizable.
In the basement there is a thermal bath:
At first you will enter the Apodyterium, the changing room. It is only sparsely furnished here - it has a heating basin, a little shelf and a chest to store your clothing.
A picture over the stairs reminds you to wear bathing sandals:
Descending the stairs you will come into the Caldarium, the hot room.
Under the stairs is something that wasn't part of the roman bath, but is an important feature of the Hamam, the turkish
bath: A hot stone.
The muslim world adapted and evolved the roman bathing culture after the collapse of the roman empire and added their own elements. I once experienced such a hot stone on my holidays in Turkey and thought it would be a nice addition to the hot room here.
Under the platform (which is from marble set in with other colorful minerals in reality) I put lava for heating.
Next to the Caldarium is the Tepidarium, the medium warm room. It was often the most decorated room in the entire bath structure and the center of it. The room temperature is about 38°C - just a bit higher than the body temperature.
Here I made it into a room to rest in and enjoy art and tropical plants.
The third room - insulated from the Caldarium by the Tepidarium - is the cold room, the Frigidarium.
You can cool down, wash yourself in the little basin in the Apsis (the niche in the wall) and again enjoy art. There is a chest which contains buckets of water and sponges.
The frigidarium in the large therme of Caracalla had 1600 marble seats on which you could let yourself be doused with cold water. Well - this one only has 3 couches and an algae problem.
The rooms in the one-storey parts of the house around the garden contain a kitchen, a wheat farm, a melon farm, a crafting and a potions room, a sugarcane farm with cocoabeans, a pumpkin farm with mushroom incubator (which is a fancy name for "small dark room in which I grow mushrooms") and a room that contains equipment for exploring (weapons, armour, maps, dogs and such).
When you leave the crafting room you will come to the tree farm behind the house. I left the ancient Rome theme there and settled for something vaguely "crystal palace" like.
The rear wall carries a giant face. I wanted someone like Neptun or another ancient deity. Unfortunately you can't make faces very well with 1m³-blocks...
I also built a house for villagers. I wanted something like an "insula" - a living quarter for poor people in Rome.
Each of the two storeys is divided into small rooms that are (hopefully) recognized als houses by the villagers. The inner rooms are accessible by walkways with only stairs and half-slabs (transparent blocks) above them, while the rooms have full-block ceilings.
The back of the house is only built in normal stone bricks and not in the more elegant sandstone.
In the ground floor there is a little area for cooking and eating because the individual rooms are too small for an oven.
And there is also a pottery in the first storey:
Last here are a few pictures of assorted architecture that is scattered in the surrounding of my house:Entrance to my slime farm:
The "Diana Temple" - entrance to my zombie farm:
And my cobblestone generator with the mysterious tiny oasis in the background. (Under the tree I burried a command block disabeling mob griefing. ;-) )
And this is an elaborate plan for the redesign of the grounds around the house.
Still to do:
thermal bath in the basement
- carrot- and potato-farm
slave quarters (Sorry, I know, slavery is bad and I don't encourage it, but in ancient Rome such luxury was unthinkable without slaves. And in Minecraft we have Testificates...)
- prettier facade and outside area
- expanding the absolutely non-roman transportation system. (Atm I only have tracks to my hunting site.)
I hope you enjoyed this. Thanks for reading.
Ideas, comments, praise, criticism, flowers, chocolates and congratulation cards are always welcome.
Aug 18, 2014Swervish posted a message on REGIA ANGLORUM - THE HEPTARCHY ------>UPDATE 10.28.14<------Posted in: Screenshots
I like the building yes... you nailed the look. But.... the Liverpool Cathedral was built in 1904-1910, bro.
Doesnt quite fit my time frame. Sorry.
Aug 14, 2014Swervish posted a message on REGIA ANGLORUM - THE HEPTARCHY ------>UPDATE 10.28.14<------GAME ON!!Posted in: Screenshots
Regia Anglorum II is officially a go. After EXTENSIVE testing and trials... the final start has been under way for about a week.
The Underground Biomes crash cause was solved (stopped when I removed a different and unimportant mod)... and even though that gives me access to the various different building materials I need, thats not the only solution to that problem. In addition, I recieved a WONDERFUL offer from BKrenz. He offered to write me a completely new mod from scratch so I can have 16 colored stone bricks and stairs with MY OWN TEXTURES... then he went on to teach me how to make those textures in GIMP and MSpaint. So muchos diamonds to BKrenz... you rock, bro.
So far I have a very nice hole in the ground, a decent wheat field, and a fairly large explored map. All the basic mechanisms of production and survival are in place including a store of arms and armor, an enchanting room, a forge and work room, and a kitchen. I have also started serious work on the first real build in this project;
A massive Farm supported by a water pumping windmill and a series of servicing aqueducts. (no actual water movement... just eye candy). Here is some of my inspiration;
THIS IS NOT MY WINDMILL...merely inspiration. I plan to seriously out do this fine work (fingers crossed)
Some of the models I'm working to imitate;
Here is a sneak Peek at the wheat fields and upcoming irrigated farm... at least the location of the farm. Layout and marking is done, but, excavations haven't started yet.
I am also in the process of selecting castles and cathedrals for this project. English, Welsh, Irish, and Scottish. Please feel free to make suggestions on your favs.
Expect a new thread soon.
Aug 12, 2014This map is meant for singleplayer.Resourcepack Troubleshooting
This resourcepack requires Optifine or McPatcher
If you're using Optifine make sure that underneath Options -> Video Settings -> Quality that Connected Textures are set to Fancy and Custom Colors are On.
Loading multiple resourcepacks may cause issues. If you see some funk and have done everything above then make sure the Edgecraft resourcepack is the only one loaded.
Optifine and McPatcher are needed to use the resourcepack because they both have CTM (Connected Textures Mod). CTM allows for each block face to be uniquely textured, this allows each block to have it's own shadow properties. Some blocks are textured to look like they're in shadow, others in light, and others to look like the transition between light and shadow. When placed in the right order they give the illusion of light.
This tutorial map shows which block does what in the resourcepack
[Download Tutorial Map]
If you create your own Edgecraft themed level it is a good idea to use McEdit.
Here are some McEdit schematics that you can use to populate your own level.
[Download McEdit Schematics]
In McEdit you can use the selection tool to find out where to accurately place shadows.
It doesn't always need to be 100% accurate though. Use artistic license!
If you're populating your skyline with the same building and are tired of them looking all the same you can use this trick to quickly mirror your building.
-Create a selection of your building of choice
-Import your selection
-Press "G" to mirror it
-Press "E" to rotate it
Now that we mirrored the building we need to mirror the shadow blocks as well, right now they are swapped. To do this you can use created by Wannywanson. If you're swapping blocks without the McEdit filter you can use an intermediary block instead, I used dirt.
-Replace Iron ore with Dirt
-Replace Gold ore with Iron Ore
-Replace Dirt with Gold Ore
You will need to do this for all shadow blocks that were mirrored.
Feel free to make your own Lets Play videos, custom maps, speedruns, custom resorucepacks, smart movement maps, whatever you want! Just be sure to link back to this page.
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