I really like that design - never seen anything like it before so it's a bit unique. Regarding shaders, I've never dabbled with them - but I think I would be interested in using them. I'm fairly confident that my laptop could handle it and it would make the world look a lot better.
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Jun 11, 2020Posted in: Survival Mode
Season 3's principal binding project, the Tetraquin Project, becomes the center of attention in today's sprawling update. First was the villager purifier. Second was the iron farm. Third was the Gold Grinder. Now we're onto something even bigger.
Session 260 - "Stage Four"
Interesting factoid that had been completely absent from my mind for years: the villager purifier has not worked since Minecraft 1.11.
I realized this in the last session when I needed to capture several zombie villagers. This means that we can close off the exit point for zombie villagers and eventually turn this back into a regular zombie farm. It still exists as stage one of the Tetraquin Project, because it did work for a hot minute three years ago.
The other two stages (iron and gold farms) are working well, but there is an overdue fix we need for the Gold Grinder that has been a nuisance for a while. I don’t know why I haven’t fixed it yet.
Feathers from jockeys end up clogging the system after long AFK sessions, resulting in the chests backing up with swords and drops ultimately being lost because they just sit atop the hoppers. This prevents me from doing true AFK sessions (overnight, for example). The solve for this is easy:
I just need to sort out feathers, too. I am also not going to replace the furnaces with blast furnaces because otherwise it would not be able to process the chicken we get from the jockeys. Regular furnaces keep up just fine, you know, when feathers are not clogging it.
With these tweaks amended, it’s time to focus our energy on the next step of the Tetraquin Project – and it’s a big one.
A witch farm is one of the most important and most useful resource farms that I think exists, right up there with iron and gold (and in some ways superseding them). It provides a wide-range of resources: sticks, bottles, sugar, glowstone, spider eyes, gunpowder, and most importantly, redstone. These drops are incredibly useful for potions, but they all have wider uses as well. Considering that we have been churning through our redstone supply as of late, it is time that we erect this farm properly.
I know what you might be thinking: “You already have a witch farm!” This is really only half true. Let’s take a look at the current “witch farm”:
We have the prerequisite groundwork for a witch farm. The spawning spaces are enclosed, the item sorter is built, the swamp is drowned, and most of the caves underneath are lit up.
The issue is that we don’t have a way to automatically move the witches. Currently I rely on them to walk off the sides, which does not work effectively if you’re more than 32 blocks away. Since building this farm back in Session 143 (this was almost five years ago), it has not been touched. I now have the resources and knowledge to turn this into the proper, maximum-efficiency farm it should have always been. Welcome to stage four.
For this farm, I’ll be using a somewhat expensive design by ilmango, which automatically causes the witches to glitch through the floor immediately upon spawning. Then, I can utilize the entity cramming rule to kill them almost instantly, opening room for more to spawn.
The way the farm will work is based on tripwires. String covers the entire top block of the 7x9 spawning space for the witches. This is multiplied by two because there are two total layers (since this witch hut was generated prior to 1.8, there can only be two spawning floors).
Once the witches spawn, the tripwires will cause a sticky piston to move an observer which triggers the bottom layer of pistons to move the floor back and forth, allowing the witch to glitch through.
^ Here, the repeaters are set to three ticks only on one side – this is how the floor will be pushed back to the correct position after being moved by the other side.
In order to correct the floor whenever glitches occur (witches may not glitch through immediately), we will need to install a hopper timer to automate this movement whenever a witch is present.
Above, you can see the hopper timer. It will always be running, as it isn’t necessary to turn it off. The witch farm is the only build in this area.
The killing area is quite simple, identical to that in the Gold Grinder to be exact. The witches will fall below and be funneled into a single block which will contain 24 minecarts. Since this is the maximum number of entities that can be crammed in a single space, the witches will die very quickly. Using cobblestone walls allows two to fall at once.
Next, I need to cover it up properly. This means destroying the ugly spruce slab roof that currently mocks the farm underneath.
I find that burning is an appropriate approach for a roof this large.
I am using purpur slabs to denote the 7x9 spawning area for the witches. This will also help me find the center of the farm and keep the roof symmetrical.
Yeah, it never needed to be nearly as big as the version I previously built. Blocks only need to extend fourteen blocks from the spawning platform to keep a light level of zero. This design is much prettier, too.
The ideal AFK spot is right up here, and it actually means that the lighting of the caves underneath is almost pointless. From up here, there is not a single spot other than the witch farm that mobs can spawn. This makes it ideal for an overnight AFK.
Time for a test run!
I spent an hour testing the farm’s rates, and here is what we got:
Not too bad! For the next test, I am going to run the farm overnight for seven hours.
I won’t go through all the chests, because the yield is roughly the same (doubled for sticks). What is that yield? Magnificent, that’s what:
Damn, I may not even need another AFK run for a while. What am I going to do with all those spider eyes?
This farm is, without a doubt, one of the most important developments so far this season. We now have renewable (and fast) ways to get sticks (which we use for lots of different things), redstone (which we use for everything), glowstone (no more needing to find it in the Nether, which is honestly a pain), sugar (speed?), and gunpowder (I mean, mass amounts of TNT anyone?).
As such, it deserves an official name of its own: the Alchemy Farm. Starlight HQ is going to love this addition.
With the Alchemy Farm complete (with relative ease, might I add – this farm was quite easy to build compared to some of the other major builds like the Gold Grinder and guardian farm), I’ve decided to touch on an overdue update needed for Starlight HQ’s multi-purpose mob farm: killing witches.
Currently, the drop tower is only 24 blocks – it kills all regular mobs sans armor. Extending the tower lower has always been a challenge because a lot of redstone for the farm’s features is directly underneath. I always decided it just wasn’t worth it. Now, however, I think it’s possible.
I’m making this hatch a feature that you can toggle, so that you still have the option to use the farm’s old functionality (plus, if you do the Starlight Parkour, then you don’t want to fall all the way down to the bottom).
Fence gates are the only option here because you cannot move hoppers with pistons (in fact, they wouldn’t even fit here).
^ Indeed, I’ll need to move this redstone so that it goes around the 2x2 space. This will require important considerations as I don’t want to mess up the timing (a crucial part of some of the features).
You can already see some of the challenges associated with this renovation. This farm has eight different features – all of them are wedged into this small space.
The main challenge, ergo, is trying to wire another four redstone lines throughout here to activate the fence gates, which themselves are right beneath four pistons that toggle the farm’s XP mode.
I have to move some of the torch towers so that we can fit the repeaters underneath these pistons. That is the only way to power the fence gates without powering the pistons above.
^ Here is one of the gates being powered – I have to use more repeaters to keep the redstone lines separated. I have a headache.
Above, you can see two more of the gates being successfully powered. Getting wires there wasn’t easy though – I had to move most of the redstone. The area is quite cramped now:
^ The last gate to power is in a weird position, and again it requires me to use more repeater/torch combinations than I would like.
Unfortunately, it looks like I broke something. The ‘XP farm’ trigger has just activated a timer that pushed both sides back and forth continuously. I have no idea why that happened.
I have also caused the lava kill switch to break, the water sweeper to stop working, and the bottom gates not to power. That’s a lot of bugs. Lol.
Thankfully, I managed to follow the wires one by one and amend these bugs. The timing is a little off from its old design, but every feature still manages to work as intended. Now we’ve got one more.
With the ‘kill hatch’ feature, we can choose whether we want the mobs to fall the 35 blocks or 24. Advantages of the former are obviously that it will kill witches (we already sort their drops, but of course those chests are mostly empty since they have had to be killed manually until now). However, we may still want to keep the 24-block floor, not just for Starlight Parkour but also to kill mobs manually (say, if we want to get potions from witches or certain armor pieces from mobs that fall and do not die, without the worry of creepers).
That is a lot of accumulated mobs that I’m about to drop.
Such is another advantage of the new kill hatch – I can safely drop mobs that are held above without worry of blowing up the entire farm (again).
Voila, our new kill hatch feature is complete! This feature is a big deal, because for years I had claimed it wasn’t possible to implement due to space restrictions. Once again, I have upgraded the multi-purpose mob farm in a big way, making it even better than before. The next upgrade will be some sort of timer that periodically opens the fence gates, because if you have them closed, drops can still rest on top of them. That will be for another day when I can figure out where it will go.
This took long enough.
With only two stages to go until Starlight HQ is primed for the development of both Tetraquin and Starlight City, we're heading into the industrial revolution now. That deserves something a bit... celebratory.
Next up... Session 261 - "World of Color"
Jun 11, 2020Posted in: Recent Updates and Snapshots
I would just like to note that I appreciate and respect Mojang's approach to the coming changes to gold XP farms (wherein the player will not automatically reap XP from nearby aggroed piglins). It's clear that they are quite exploitative, and while I love them simply because of how OP they are, I agree that the bug upon which these farms are based needs amending. On the topic of evolution, this is a balanced change - one that we've got some time to prepare for since it won't be coming in 1.16.
I did always wonder why it has taken them this long to notice, though - I mean, these farms have existed for many years. My current plan ergo might be to find new sustainable and balanced farm designs while in 1.16 before the changes come into effect. That way it's one less thing to fix.
1.16 is going to break so many things for me, so my approach to fix these things before updating is going to make the transition much smoother. I'd recommend this approach if you aren't in a rush to update (I will not update my world until a bulk of my farms/machines are 'primed' for 1.16).
Jun 8, 2020Posted in: Survival Mode
Yikes man, that's rough. I can't even imagine if I lost six months of progress - I got a BSOD the other day that scared the **** out of me, so yeah - I'm trying to get into the habit of using an external drive. But damn, that's a powerful loss. Sorry to hear mate - hope you don't lose motivation throughout this setback, even though I know it's going to be a tough pill to swallow.
May 7, 2020Posted in: Survival Mode
All of the unfinished components of Starlight HQ's modular system are the cumulative focus of today's technical session, where we complete some groundbreaking features and get the base closer to beta testing!
NOTE: This is a technical chapter, but I am not strictly aiming to appeal to a purely technical audience. For those of you who are not technical players, I would like feedback on whether you are still able to understand and engage with the content, as I want everyone to be able to enjoy the updates. Is the narrative structure engaging and easy to understand? I hope so, because this session was a lot of fun.
Session 259 - "Fourier Theory"
Don’t mind me. I’m just going to craft an inventory full of hoppers. Since we have iron to burn now thanks to broken game mechanics.
Today, we have a rather overflowing list of tasks that need completed, and almost all of those relate to the currently unfinished Starlight Compressor and the new furnace room. Back in Sessions 241-242, we talked a lot about this plugin and how it would work, but I could not at the time complete it because I had no knowledge of how to do so. I initially felt that what I wanted to achieve with the plugin was impossible due to the complexity of operations that would need to take place. In hindsight, I recognize that I was thinking about the problems incorrectly.
PART 1: Starlight Compressor
All redstone operations are simply additions of logic gates. Every farm, every door, every function – fundamentally they are made of logic gates. This means that, despite the complexity of some projects, theoretically every logical function should be possible by careful addition of said gates. Everything is just a sum of its parts.
While the furnace room I originally built back in Session 242 was a neat and innovative approach, it’s trash. I realized this when I built the chorus fruit smelter. Why is it trash? Because it actually locks us into a narrowly-focused functionality when my goals are much bigger.
To recap, the goal of Starlight Compressor is to separate all smeltable from non-smeltable items. Smeltable items would be automatically sorted and smelted, while everything else would bypass the furnaces. I’ll avoid recapping what we did in Session 242 since it would take too much time, but if you’ve read that session, then you know why that system does not work to accomplish this goal. I was trying to save hoppers by using the minecart to do all the work. But often times the most efficient way is also the most expensive.
To start, I am splitting the furnaces up into regular and blast furnaces. Obviously, the blast furnaces are strictly for ores (actually just iron and gold). As with the chorus fruit smelter, all incoming items will evenly distribute across all furnaces. The same goes for fuel.
^ We’ll have to install an additional layer of hoppers however, because usually there will be more than one type of item waiting to be smelted. Let’s say that you compress both stone and netherrack. Well, all the stone must smelt into smooth stone before the netherrack will enter the furnace. By this point, though, the hoppers are already locked. Another layer of hoppers (to ‘hold’ different types of items) will fix this issue.
Now, the next step is to install a rather large item sorter. All items coming in from the Compressor need to be sorted out.
Iron and gold ore will be taken out and dispersed into the blast furnaces.
^ Moving the ores to the back of the hopper chain, I’ll just add about twenty item sorters here.
Voila! The following items will be pulled out and smelted: iron/gold ores, cobblestone, stone, stone bricks, sand, sandstone, red sandstone, quartz blocks (into smooth quartz), clay, clay blocks, raw porkchops, beef, chicken, cod, salmon, potatoes, mutton, rabbit, and kelp.
It’s not actually every type of smeltable block. For example, I do not put chorus fruits here because we have an entire furnace room for those (same for cacti). Sponges also aren’t here because, frankly, I only have a few. Most notably, I don’t have the sixteen dyed terracotta blocks in here, obviously because we don’t have room for sixteen additional item sorters. That’s okay, because I’ll probably make a separate smelting room for glazed terracotta.
The rest of the items which cannot be smelted will be dropped off into the ‘Compressed Items’ storage, which is intended to be a temporary holding space for those items. Starlight HQ interestingly does not have a fully automated storage system (it is more selective), and this is by design.
^ What you see above is one of Starlight Compressor’s features: compression type. The repeaters are actually locking certain sorters from being able to pull items from the minecart. This means that when the repeaters are active, only food and ores will be smelted. Everything else like sand, stone, cobblestone, etc., will go straight to compressed storage, because the repeaters prevent those hoppers from pulling those items downward. Useful if you do not want to make glass, want to keep cobblestone, etc.
For the ‘balancer’, I have made it such that it keeps all the pistons permanently extended while compression is active (as opposed to the animation it did before). Recall that the balancer feature connects to Starlight Balancer and disables certain lag-inducing features of the base. Well, it just makes sense to extend this to the piston animation here.
We still have to complete the hopper timers and install the ‘amplitude’ timer. To do this, I actually have to change the behavior of the timers. Right now, they’re fully automatic. But they actually cannot be. Let us recap the point of threshold in this plugin:
You have the choice between two timers: low threshold or high. ‘Threshold’ just refers to the amount of time necessary for items to funnel through before compression starts. Let’s say you return from an adventure and put a shulker box on top of the compressor like this:
The plugin won’t do anything until it has received a continuous stream of items for a specified amount of time. This has nothing to do with the number of items coming from the shulker box, but rather the amount of time it spends funneling items. Notice that the comparators are coming from a hopper on the vertical column of hoppers – not the minecart at the bottom. For the timer to activate, that hopper must remain active constantly (continuous stream of items), or it resets. It takes about twenty seconds for low threshold and a few minutes for high (clearly, I didn’t really do a numerical test).
^ Also, you won’t be able to switch threshold when compression starts, because that would break the compressor. I lock the repeater of the threshold selector to secure this.
Check it out! I did a test putting all my materials into the compressor and what we have is a successful run. Everything sorted correctly, with stone/cobblestone/stone bricks going right into the smelters.
I guess I can just compress all this stone into smooth stone. It is practically effortless now. Cases like these warrant the need for a high threshold setting.
But what if I did want to compress based strictly on the number of items? That’s where ‘Amplitude’ comes into play.
Above, note the minecart which will pass along the detector rail when it leaves the compressor. Depending on the number of items it holds, that will determine the output signal strength. As such, we can now form a double use for the ‘threshold’ selector.
When you activate ‘amplitude’ mode, through a lever, I first have to deactivate the threshold hopper timers. This is because compression will no longer be dependent on them.
This is what you see above: when both hoppers are turned off, that means both can send/receive items, resulting in the items never moving back and forth. I do this for both timers.
In ‘amplitude’ mode, the threshold selector now decides at what signal strength compression will start (low is 4, high is 9). Note that things like tools count as a full item stack, and so they will impact this threshold.
At this point, I have to decide how long compression will last, since I cannot automate the process based on item input beyond this point (as the minecart will have already left).
I choose to activate a new hopper timer, powered by an RS (NOR) latch, with two item stacks as a default middle ground. After that time, the timer will reset, and compression will conclude. I can adjust if needed.
^ Above, you can see the compressor working on the MISC! That line of registers in the back (active redstone wire) is part of what the compressor does. Any base links made during active compression will be forcibly ‘compressed’ into one link. This means you could theoretically control every base operation with just one link. Now you know why we need a lag balancer!
Current Compressor settings:
^ Above, I’ve got the compressor running in ‘Amplitude’ mode (2) with a low threshold setting (1), which means that compression will begin only if the minecart has enough items to output a signal strength of four. Compression will then at that point last for about two minutes. The balancer is off (4), so all compression will occur at full capacity. Items will be sent to the furnace room by default (3). I also have it set to ‘hard compression’ (6) which means that only ores and food will be smelted (stone, cobblestone, etc. will not).
Test successful! Now we need to see what it did to the base…
^ Yep, I need to rebuild this farm since it cannot automatically collect items. The other farms (cactus, sugar cane, tree) are lossless and do not require player intervention.
With five of the six customizable options complete and well-tested, I just have one more to install: the bottom-center lever (5). This was originally planned to be an ‘Automate generator input’ feature that would allow the compressor to perform compression after automatically feeding the generator input. But there are two reasons why I am not doing this: (1) this turns the Compressor into a generator, which we do not want because you cannot control generators from here, and (2) the only reason for this feature would be because compression occurs over a temporary amount of time, which means that generator input needs to be received during that time in order for it to have any effect on the generator. I have thus found a solution to both problems: turn this knob into a ‘hold’ feature, which does exactly what you would expect. It will hold compression until the next reset. This reset could be one of two things: (1) whenever generator input is received, or (2) whenever the compression process is restarted.
With the ‘hold’ feature (5), you will be able to create a compression ‘preset’ if you will and save it until you activate the target generator. This is a prime scenario especially if you don’t really know what you want to do in the roughly 2-3 minute window wherein compression occurs. It also dodges the fact that compression must be a temporary effect on generators due to how it locks/regulates generator behavior (in the case of the MISC, it’s going to save/compress all individual links you create into one massive link, which means that you can cause a lot of base operations and farms to activate simultaneously).
Due to how tight all the redstone is, the only way to get an independent signal from that lever is to use a glowstone lamp and observers. Then, I’ll just make a piston latch to change states:
This lever will do the following things, technically speaking: (1) lock the threshold timers and force the compressor into ‘amplitude’ mode since that’s the only way we can save its state, (2) prevent ‘amplitude’ mode from activating the compressor right away, instead redirecting that power into an RS (NOR) latch, and (3) require input from the MISC via another AND gate in order to start compression.
(1) Locking threshold timers (same as 'amplitude' mode):
(2) Preventing immediate activation of RS (NOR) latch that triggers compression in 'amplitude' mode:
(3) Require input from target generator to start compression:
^ Above, I have a new wire running from the MISC’s initial input. This will actually connect to all modifiers, as it will be the second input to the previously mentioned AND gate. When this happens, the compressor will know to begin working.
^ The locking above takes place only during ‘hold’ mode because we are using the ‘amplitude’ mode wires to save space. To prevent overflows between the two features (as they are different modes), I lock the active state of compression only until the preset timer resets. This is what I have demonstrated in the diagram above.
And that, my friends, is Starlight Compressor – the most powerful plugin in the current modular arsenal, an automatic sorter/smelter, and a base regulator. Next step? We need to add more automation to the base. I know just the farm to make.
PART 2: Modular farms
On the SRF control floor, I cleared some space to begin setting up a series of automated modular crop farms powered by villagers. These will be located just above Redstone Room.
As such, it’s time to make another entrance to the control floor, and I think Redstone Room is the perfect place for it.
I collected one zombie villager a while ago, and he will be the guy sitting in the center to collect crops from the three farms. I’ll make one for each crop: carrot, potato, and beetroot. I am not confident this process can (yet) be automated with wheat.
^ I might just be a genius.
There is no redstone to this build, but there is a lot of digging. I chose this spot because it isn’t near anything that I could potentially run into. Well, except the transport pod to and from Starlight Treehouse – that’s right above us.
Now I need to hunt down three zombie villagers. Why not just breed them, you ask? Because by curing them, I get the major discounted trades. And you can bet this will double as a prime emerald trading hub, considering it is near all the other crop farms.
Come on! Get in before you burn!
Down you go.
Second one collected from the mob farm.
And third time’s a charm.
Once the crops are harvested and traded with the central villager, a hopper picks them up and takes them down a rather long hopper train…
…to get here:
I have another sorter to sort out the crops, with a comparator sending a tangent input to the MISC, where I’ll be using this crop farm to automate other base operations like the rest of the SRF crop farms and Night Lights:
^ Link 7A now connects the crop farms to the other SRF farms via an AND gate. The auto-smelter is also providing tangent input to the MISC. Currently, I have installed just one link: 5A, which will have the furnace room harvest all SRF farms upon receiving input. More to come.
What better way to celebrate these modular achievements than with some high-level trading? Of course, I locked the center villager into his profession to get more trades, because I am greedy.
This chapter was a lot of work, so much such that it actually should have been two sessions because of how long it took! But the spree of creativity hits, and you can't let it go! Speaking of which, with this phase of modular construction effectively concluded, it's time now to head back into the Tetraquin Project.
Next up... Session 260 - "Stage Four"
May 5, 2020Posted in: Survival Mode
I have hit several world milestones over the past few months thanks to quarantine, from completing my base's modular interface to killing the ender dragon for the first time. Though, I would say my most recent activity qualifies as a worthy update. After killing the ender dragon, I then had access to the beautiful purpur blocks, with which I had some fairly ambitious plans.
My first build in this world, Starlight Castle, was erected about six and a half years ago (December 2013). Its very first iteration looked like this:
Last week, I successfully completed the third iteration of this castle, reconstructing it from the ground up. So now it looks like this:
Interior (first floor):
You can see other parts of the base in the background, and these cumulatively are the in-progress Starlight HQ 3.0, which is, of course, the third major iteration of this base across the last seven years.
So far so glad with how it looks, but certainly there is more to get done! To quote Daft Punk, more than ever hour after, our work is never over.
May 5, 2020Joey_San posted a message on Local difficulty: Permanent increase, or does it go down?Posted in: Survival Mode
As far as I have observed, local difficulty does not decrease. It gradually increases until capping and then stays that way forever (unless you change difficulties).
May 1, 2020Posted in: Survival Mode
The update is here, and one that marks... a pretty significant one. If Starlight Castle wasn't what you pictured as a monument before, it most certainly will be now. The massive overhaul continues today as we complete the framework for the new build. I'll tell you - I don't think I've put this much detail into a build since... the first time we built it.
Session 258 - "Going Up"
So remember in the last session when I attempted to get more music discs but instead just blew up the entire farm because of my carelessness?
Well, I think I more than made up for that today. And I got my ‘11’ record this time. The parrots really got off to that one.
Today, we need to finish this mess of blocks lingering above the first floor of Starlight Castle. This also means we need to go ahead and complete the purpur infestation into the top two floors.
^ Some photos of how the second floor has looked for the past several (6.5) years.
Interestingly, Starlight Observatory may not have to be changed at all. I was already well ahead of the game when I built this, apparently.
Prismarine steps, anyone?
We’re giving the library a new look, while maintaining the rest of the architecture. Unlike the first floor, in which we completely destroyed the castle to build something new, I’m interested in maintaining the same architecture for the top two floors. We’re simply replacing all the blocks.
As you can see then, this renovation is much less invasive than what we did on the ground floor.
However, the floor of the third floor becomes the roof of the library. That’s okay, since I want black concrete for both anyway.
The beautiful lookout room – we’re giving this one a makeover, but I’m going to be careful to maintain its current look. Despite it being so old, I still really like its decoration.
You can see above that rather than remove the Grand Observatory (which sits underneath the lookout room), I’ve redone it utilizing our new blocks. In this way, I can integrate it within the roof of the first floor, as is the goal.
^ Some more history to this room: it used to be the ‘rail room’ 6.5 years ago, where I would store all my rails and minecarts. Of course, this is no longer the case today, and hasn’t been ever since the Redstone Room was built over three years ago. We’ll be encountering several obsolete rooms today.
^ The low-level enchanting room was a very frequent visit for me back in the iron age. This was pre-1.8, which meant that max-level enchanting was more of a novelty in the early game. Here, I could enchant all my iron tools with low-tier enchantments to give them a boost. The last time I used this room might have been six years ago, yeah.
For history’s sake, I’m going to keep this room, even though we don’t need it. I’m not a complete savage – these top two floors contain lots of historical pieces that I’d like to preserve.
Shoot, why are the paintings overlapping? Is that another pointless change that I wasn’t aware about? I can’t seem to place a 1x1 painting back in this spot! Looks like I won’t be messing with the rest of them… How do I get it back in place?
The old disintegrator – for destroying all the useless items you don’t want in your inventory. Imagine if we had one of these at the Gold Grinder.
^ The range room, which used to be where we would go to shoot mobs from afar. This is also where I got the ‘Sniper Duel’ achievement the very first time. I remain unsure what we will do with this room – maybe turn it into a phantom trap? That way, it will still retain the same themes as the original room.
Now, we’re making our way to the top floor, which has even older applications…
…such as this generator room. Believe it or not, Starlight Castle indeed had both a stone and cobblestone generator sitting on the top floor ever since v1.0. I used these rather frequently back in the early game, but now I have more stone than I will ever need.
I’ll keep the walking track up here above the lookout room, but I won’t bother putting another chandelier in place. That was too much, honestly.
The escape hatch is still an integral part of the base even today because it is the source of boats that get us around Starlight Bay. Granted, boats in general have been made obsolete thanks to elytra, but they’re still useful for more specific applications. What if we need to transport animals between islands, for example?
Now we need to work on the three roofs in front of the spires.
Again, we’re doing something a bit odd and keeping the first floor as open as possible. This means that the roof of it will be just underneath the second floor, with all the edges and contours of the other rooms being perfectly visible from inside. As such, I have to make sure to develop both the interior and exterior aesthetics as I move upwards.
^ Here is another example of this careful approach as we tackle areas in-between the two floors that are visible from both sides.
^ This room has never had any purpose. In fact, it was so pointless that if you look back at the manual for v2.0, I refer to it consistently as the ‘lol room,’ and for good reason. The room is therefore unique to the castle because this base does not really have any areas that serve no purpose. Except this room.
Naturally, then, I’d want to dress it up a lot more. It’s one of the three roofs, after all.
^ All of this, we’re going to hide, like this:
I know what I said about history but… the stone generators are just out of place. They don’t belong in a place like this, so I’d say this is one feature we can go ahead and strike.
I’ll put something else here in the future!
Easy does it for the last two roofs.
The map of Starlight HQ is now going to be moved from Starlight Plaza…
…to the fourth floor where the adventure map used to be! It needed a 3x3 map area anyway, and I’ve also rotated it to match how I want the base to be viewed (so ‘north’ is actually ‘west’ on the maps).
Now we need to finish the back side.
The escape hatch and foursquare courtyard are simply being renovated for now. I may upgrade them later, but I don’t think that’s too necessary.
Details are key here! One of the major obstacles that the first iteration of the castle harbored was the lack of attention to exterior detail. That’s something I am not glossing over this time.
…Likewise, we’ll need to finish the roof of the first floor.
Feels like a mix between an end city and an industrial factory coupled with a mage’s tower. Maybe that’s a good thing.
Now, we’ll get to the finishing touches.
But my version of a finishing touch is actually a bit more grandiose.
I mean, what better way to designate Starlight Castle than with a giant gold star? But, there are two things I see now that need attention.
The lounge floor obviously needs to be completely redone.
And I’ll continue using prismarine to top the new spire in front of the castle. We’ll take a look at how this comes together.
With some campfires behind the star, you can appreciate the visual accentuation that the star is burning in the night sky.
Behold, the new Starlight Castle!
What a treat to see my vision of this build come together. I’d like to do a quick comparison between this and its first version.
Can you see how this is what Starlight Castle should have always looked like? This is by far the most complete version of the build to date. While v1.0 looked incredibly bare-bones and empty, today we fill in all those gaps and complete something much more monumental. Starlight Castle is what it should have always been: the colossal center of Starlight HQ that brings the rest of the base together.
With that, I’ll quickly list a few things we will continue to renovate across the rest of the season:
- The Great Balcony – that giant UFO-shaped oak wood balcony needs to be torn down and rebuilt out of something else. I don’t know what yet. Neither quartz nor purpur.
- The Glass Dome – the obsidian Lifeline abruptly caps and there are better ways that we can enhance the beacon of the castle.
I imagine I’ll touch both of those in the same session, but that won’t be until later. Like I said, I don’t even know what to build them out of yet, and it’s a lot more work than you may think.
For now, let’s enjoy a new photo of Starlight HQ’s current skyline:
It’s much more colorful now.
Revisiting history, giving new life to old relics, and inspiring new ideas. What an incredible accomplishment, I'll go ahead and say! Very proud of this build, even though we're not done yet! The rest of the pieces will be finished later. For now, I am dying to get back to a technical project. And one specifically comes to mind: Starlight Compressor.
Next up... Session 259 - "Fourier Theory"
Apr 30, 2020Posted in: Survival Mode
Yeah... I have keenly avoided a raid in my world by avoiding pillagers altogether. I have actually only seen a patrol twice, so I guess I'm lucky. They are a beast when you aren't ready for them. Are you playing Hard mode? If so, then I say... good luck. A Hard mode raid, especially at Bad Omen 6, will basically destroy any unprotected village. I occasionally play on a server on which I've fiddled with raid mechanics, and in doing so have set up what you describe as a base area (or watchtower) from which you can kill the raid without worry of attack. For me it starts with a wall around the village, then a couple watchtowers on each side. I can fly to each depending on where the raid wave spawns.
Apr 28, 2020Posted in: Discussion
Iron farms are among the most useful given the wide versatility of iron, but an XP gold farm is by far my favorite and (in my opinion) the best farm to have for a number of reasons. You get lots of gold which you can use for beacons, powered rails, golden carrots, golden apples, and glistering melons (as of 1.16, it will also be useful as a source of gold so that you can barter with piglins, yielding an even wider variety of items). You can get 30 levels in 30 seconds (100 levels in 10 minutes just about). And you also get zombie flesh which is now useful for trading with clerics. A gold farm with an attached cleric trading hall will make the most out of the drops. Since you also get chicken jockeys, albeit infrequently, it's also able to provide chicken and feathers.
Apr 28, 2020Joey_San posted a message on kalCM's Survival World (Infdev to Official Release)Posted in: Survival Mode
Interesting, I also started playing Minecraft in the same manner as you. I had a dream one night in 2012 about a world I wanted to create, and I asked myself: Huh, now how could I create this? Minecraft. My brother had the Xbox version, so I hopped on that. A month later - this was November 2012 - I hopped on the PC version and have been playing that on and off ever since. Only ever had two main worlds.
Anyway, neat concept here. I've only toyed with old versions in the past (in addition to the Xbox version which at the time was equivalent to beta), but I always like watching them.
Apr 28, 2020Posted in: Survival Mode
Thanks, I appreciate the comments and you taking the time to read! On the efficiency-side of things, the farm needs a bit more work (some fruits tend to fall outside the walls, so I think I need to make them taller), but otherwise I've been enjoying the aesthetic opportunities that the End blocks present.
On that note, I'm going to share a quick photo update of something I have spent a bit of time doing... You see, my predictions were a bit off. Vax Valley has not produced nearly enough chorus fruits fast enough in order for me to complete the next session. That's why I had to raid an end city...
...and I mean RAID.
This is what controlled griefing looks like, by the way.
Apr 26, 2020Posted in: Survival Mode
Iron golems spawn in a radius surrounding the scared villager(s). This radius can be up to six blocks vertically (either positive or negative) and eight blocks horizontally in any direction. This means that you can take advantage of all possible spawning spaces by surrounding the villagers with layers. Here is my iron farm design as an example:
You can see that I have three layers at work here - one above the villagers, one in line with them, and one below them. Golems can spawn in any of the areas with water, provided you have at least three blocks of space above it. You don't need to 'stack villages' anymore so to speak, because golems spawn depending on the villager itself - not the village as a whole. My iron farm is relatively small in size, but because of the number of villagers (about 80), it produces about this much iron per hour:
The size of the farm itself does not matter nearly as much as the number of villagers. The more villagers you have, the more golems you will get (this is opposite of the old golem spawning behavior by the way). If you want to increase spawning chances, then you'll want to maximize spawning spaces. That's why I have several layers.
Hope this helps a bit. You can read more details about iron golem spawning on the Wiki here.
Apr 25, 2020Posted in: Survival Mode
An abnormally smaller session today, we're focusing on Starlight Outback again as we finish some necessary updates. I like that word. Finish.
Session 257 - "Tunnel Vision"
I am taking to Starlight Outback again, today to focus on an overdue project that has been looming ever since we built the new horse stables underneath the mountain all those years ago.
This entire wall has been left unfinished because I have always wanted to build a long tunnel connecting the two sides of the outback together.
^ This would be the other end of the tunnel, stretching across the mountain to the back of the trail.
Now that we have Haste II, we can actually complete this project in a reasonable time frame. I could not be more thankful.
For this tunnel, I am wanting to use some blocks that contrast nicely with the horse stables. Meaning: I do not want to use sandstone for the walls or podzol/green terracotta for the ground.
Prismarine and white terracotta are my choices, and I’m leaning towards cyan terracotta for the walls.
Oh, now that is looking nice. I wanted some curves in here to make the tunnel feel less abstract. The depth is working well, and it is high enough such that we can jump without bumping our head. Because remember that we have Jump Boost II now.
Indeed, you can see what I mean about contrast. If I had made the walls sandstone or anything brighter for that matter, the contrast would not work here. Sandstone would still look good, but here it is all about contrast. In a way, I want the tunnel to feel like you’re taking a dive underwater, even if you aren’t. That’s because I am eventually going to build an aquarium under here.
The tunnel’s length allows us to begin expanding the outback underground – something we could only previously do with ‘Chambers’ – the parkour course in the back of the outback. I previously mentioned that I’d like to begin installing modular plugins out here. This tunnel is where we will do so.
The first amenity we will construct will be a second entrance to the Starlight Treehouse STAS station. This will also allow us to take a shortcut up to the treehouse.
We’ve got a lot of wires in this area, so building the entrance is somewhat tricky.
Still, it’s doable, and the aesthetics match that of the other STAS stations, as intended.
We might as well finish this entrance, too, right?
I mean, why not?
The villagers have finally finished breeding and filling all the beds. So now we can bring up the zombies to complete the farm.
And complete it is! It produces about this much iron per hour:
That’s some serious ironmongering right there.
******* **** ehwurihfsuihfosengibs;s.
I really need to be more careful. He blew up the sacred ‘11’ music disc that I just got from here.
While we’re fiddling about the outback, let’s finish the trunks for the Night Lights. I don’t like how exposed they remain.
Much better, even if I still need to touch them up a bit.
For today’s final project, since we’re essentially looking for things to do whilst waiting for Vax Valley to produce more chorus fruits (for Starlight Castle), I think it’s appropriate to finish the valley.
We’ve been needing to complete the terraforming of this mountain for some time.
That’s looking better – I may continue to modify the terrain a bit over time, but for now I am happy with this. Gradual terrain changes are the key with this valley.
Next, we need to fill the valley with sand. Then water.
And that is the first phase of construction for the valley complete! Back in Session 252, I mentioned that this build would incorporate some unusual properties, which will constitute the second phase of development. I’ve already planted the seeds for this, but it will take far more work than we have time for today.
One more round of chorus fruit harvesting, and then we’re out of here!
Now that Vax Valley has produced enough chorus fruit, I'd say we have enough to complete the rest of Starlight Castle.
Next up... Session 258 - "Going Up"
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