Minecraft 1.15.2 Vanilla Server now up and running!!

Soldato
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Just a head's up. The Iron Farm is now fully public. There's so much iron. Any taken gets replenished automatically 24/7 and once the system is full it's just voiding the excess, so feel free to grab iron if you need it. It's at spawn, next to the spawn shack!

I'm going to spend a couple of days improving the Nether Network - widening the tunnels and putting in a nicer wall than netherrack. I don't really use the lower network, I prefer to go above the bedrock ceiling and fly to the locations, but realise new players won't have the luxury of elytras. It's been something I've been meaning to do and well, I've certainly got plenty of time at the moment lol!

I want the network tunnels to be 3x3 with the rail running through the middle, so I'm carving out a 5x5 (less the corners) in preparation. I haven't decided what walls to put in yet - open to ideas. I also want to put in some sort of station system, but haven't decided how I want to do that yet either. It would be nice to have a system where you select your destination and you'd take the express way there, but that's not easily feasible. The other option is where the rail cart stops at each station and you either get out, or press a button to move to the next station. Open to ideas about how to do that as well.

Anyhoozle - feel free to jump on - cheers - Ham
 
Soldato
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OK - so the main tunnel going from the End out near me, past my place, past spawn, past Sylvet's rail and on to the Guardian farm has been carved out in a 5x5 area ready for the floor and walls. It was only about 13,000 blocks or so, about 205 stacks, or just under 4 double chests of netherrack lol! The total length about 1,100 blocks or so.

Sylvet suggested maybe using Prismarine blocks as these aren't often used and there is a load at the Guardian Farm. I was thinking about a "Station" at the Nether spawn area with a track heading East and West with waypoints along it stopping at every POI, but Sylvet showed me a very nice selectable design where you set your destination and the rail will take you directly there.

Stopping points so far:

Heading West from spawn:
Judo's portal (Very close to the spawn hub)
Haaammit's Place/Gold Farm/Passive Blaze Farm
Guardian Farm WIP
Witch Farm
West Stronghold/End Portal

Heading East:
Witch Farm WIP
Generic Mob Farm (Close to spawn hub)
Lewis_Raz's place (Entrance Close to spawn hub with own rail, his portal is a ways off)
Wither Farm
Ink Farm
Sylvet's Place/Eastern Stronghold/End Portal
Guardian Farm

The Waypoint idea would have a system where the minecart stops and you manually decide whether to exit the cart or continue by pressing a button/lever. Pic below - the lever controls which way you go, the buttons activate the rail. Below was a WIP the final design has, amongst other changes/tweaks the lever set the other way round so it points in the direction of travel.

Let me know your thoughts!

27Wvupm.png
 
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Soldato
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I've played with some tunnel designs down at the intersection of my place and guardian farm. Let me know what you think, I tried a single block between lines and without for a more compact look. For the tunnel with the middle block this would be covered in green carpet to prevent pigmen spawn.

I was thinking of a central station where you select a destination and it puts you onto a line direct to that destination without stops, you've seen the design I was looking at. At each destination you would also have a separate return line which converges with all the other destination return lines ending in a single point back at the central station, that way all roads lead out and return to the central station (star distribution). To get between locations you would use the return line to go to central station and from there select a destination. This way there is never any collision on the network. Stops that are relatively close and are often travelled between can have a separate dedicated branch line outside of the central network.

The only issue I see with the your distributed design above is depending on the no. of stops on the route you would need a lot of interaction to get to certain destinations further along the route. Let me know your thoughts and ideas :)

I'll have a look when I jump on later. I'm happy for the direct option with a universal return rail but that would need a fair amount of planning and infrastructure, although time is plentiful at the moment lol! I'd be correct in saying you're suggesting a tunnel with two rails - one to and one back from the destination? My only real concern with this system is if a player wants to get to a farm/location that's on their "half" of the nether (you to the guardian farm for example) you'd have to travel to the Nether Hub before travelling back to the farm. We'd certainly need to do a fair amount of clearing out at the Nether Spawn area, although be careful, I'm fairly sure it's close to the top of the Nether caves!

What could be fun is having different tunnel designs depending on destination. Let me get my Voxel Map up and show the potential destinations etc and we'll take it from there.
 
Soldato
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Here's a couple of screenies of my waypoints. The farms are all marked, other places are specific biomes or places for specific materials. The furthers away farms are the guardian farms and the wither farm.Wither Farm is ~1200 blocks south of spawn. Purple Guardian Farm is ~660 blocks.

The places nearish spawn:

jichu2e.jpg

Then the further out places:

CkuY7wY.png
 
Soldato
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Hmm, if I join you lot won't be a bunch of thieves and griefers will ya? Thats why I stopped playing it online. :p

There's no griefing here - also there is a plugin called Grief Protection that prevents players opening chests/breaking blocks etc in your claim unless you invite them. You start with a small amount of claimable blocks which increases with gameplay. There's also Core Protect so if you forgot to claim your build and got griefed it can easily be rolled back/restored :)
 
Soldato
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What we could do is maybe retain the existing East//West tunnel that's already in place and have multiple tracks on each, then heading off on a North/South direction to each location maybe? It would make for quite a wide East/West tunnel, but that could look quite impressive with a single theme/decoration, with the North/South destination tunnels then being decorated individually possibly? As you say, the logistics are quite the thing lol!

I think the design of the central station with one track outbound is the way forward, with the selector system you showed me, but maybe we have two main platforms, one heading to East bound locations and one West bound - that would give us capacity for 16 individual destinations. The Spawn portal is far enough from the East/West tunnel for us to construct the station/track selector system.

We can double some up - for instance Lewis_Raz has his own rail from the Generic Mob farm, so that could work - one route labelled Mob Farm/Lewis_Raz and put in a way-station at the mob farm exit possibly?

Things like End access would probably want their own rail as that's an important destination for the Ender Farm etc.

Lots of things to consider/plan!!

Edit: I think I'll jump on later with a view to clearing out the area around the spawn portal :)
 
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Soldato
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Sounds like you guys need a train station. Maybe some coloured lines in the tunnels along with some funky names for each line. :p

Tempted to jump back on, but the gaming apathy is real.

It's what we're planning - Sylvet/ @hegemon showed me a great design where you have one single track outbound with a selector system. There is a list of 8 destinations with a redstone lamp under each one. You rotate an item in an item frame which then selects the destination (and shows you by lighting up the lamp under it). You then jump in the rail cart and head off and automatically get switched to the correct track via redstone magic behind the scenes!! :)

Feel free to jump back on :p

Edit: I had a play with the goldfarm - zombie reinforcements can actually spawn in on glass, hence them appearing down in the collection area. That has been carpeted to stop them spawning, plus a few carpets up at the afk spot but there is a remote possibility they *may* spawn on the four remaining glass blocks at the afk spot. You will be safe on the afk trapdoor, but it is something to consider. If you're after easy xp then I'm making a super fast Ender ender in the next few days (it will be xp only, no real pearl storage)
 
Soldato
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I think the reason I left so soon last time is because giving the player all sorts of stuff right off the bat, armour, iron, weapons, food, wood, etc, spoiled some of the fun for me, I had an inventory full of stuff, and then couldn't decide what to do!

I think I'll re-join in a bit, put everything back, then go off and gather my own things from scratch in a quiet corner somewhere :)

Yeah the stuff in the spawn shack is to use if you want - what sometimes happens is the area around spawn can be devoid of all resources making the start for new players difficult and it was to mitigate that down the line! I personally like to grab some food then head off to find a nice place to start, others like more gear to start. I thought the approach of "start with what you want to" works better than being equipped with a load of gear automatically when you first join (as I've experienced on other servers in the past).

Server's not going anywhere so whenever you're ready :)
 
Soldato
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I keep meaning to jump on but something always comes up.

Whenever you're ready/find time :)

Spent a little while clearing out some of the area around the Nether Spawn Portal - there's currently a 38x38 7 block high area cleared out there. The floor is currently 2 blocks of Netherrack thick. Underneath is a similar 38x38 platform which is only 1 block thick as the area is quite close to the top of the Nether caverns. It was a bit of a pain but scaffolding blocks sure are useful!

No idea how much space we need, but it's a start. Be aware though that at the moment it's quite the mob farm - I think I need to go back an at least replace the upper layer of floor in the main bit with lower half slabs to stop mobs spawning - the main issue being Ghasts can spawn there lol!!

D9BVsPF.png
 
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Soldato
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I've been doing some scheming/thinking and have come up with some thoughts. The idea is that there is an outbound platform and a return platform. The returning rails all converge on a universal return rail. The outbound track is where you select your destination, jump on the track and the redstone directs you to the correct place. I like the idea of an East/West running main tunnel with an East and West outbound platform each side. The system I have in mind would have, for the West locations, a main tunnel with 6 outbound tracks and one universal return line, so 7 tracks. The tracks then head off on a North/South tangent to their various destinations. This would mean the main East/West tunnel would be 7 blocks wide, although I would suggest 9 for future updates (each outbound platform can have 8 selectable destinations)

I've got my head around that, and also the outbound track layout so there's no crossing of tracks. What I'm really struggling with at the moment is the universal return track. I'd like to (for the most part) have the system basically on one level, but can't fathom out how to connect the returning track. Well, I can but it would involve a crossover of the outbound track. It is possible to have the rails set out as below so the red journey and blue journeys stay in the correct direction. It is possible to cross multiple tracks in this way. See the pics below for what I mean.

Any ideas/thoughts? Cheers - Ham

WnriPuN.jpg

dmPrbxP.jpg
 
Soldato
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Having had a play in a creative test world it's just not possible to get the rails to connect how I want. I did, however, come up with this sort of design/concept. It would mean the tunnels would be a little taller but that's not real issue. The cross over returns could also have details added like columns/posts etc to hold them up. I think this would work! Coloured track is outbound black is common return.

hTHXS1J.png

I've also been playing with location selectors. There's a couple of options/ideas. Both use an item frame. One is more complicated in that it will illuminate the destination. It's good but quite large.

The other is where the arrow in the item frame points to a sign. Much more compact but less impressive.

Both ideas below

Xo6GpV8.png

fDUNMD3.png

aYL40wG.png

Edit:

Managed to condense/amalgamate the two designs - the final footprint is 13x15 blocks and it needs 6 blocks on the vertical axis, so not too bad. The issue was trying to split the signal to both the indicator lamp AND the points system that is behind the whole thing:

7YRDLGl.png

FgGmuUm.png

Bit messy where I've had to take the signal to the points, but it works and is compact!
 
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Soldato
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I've had a dig/layout and here's the footprint I think each platform/station will take up. Red is the return rail - blue is outbound to the track selector area and purple and pick represent the 8 out going tracks. The red rectangle is the selection area/redstone stuff. Not too bad tbh!

PFvW9Tr.png

And all dug out two blocks spare to add in decoration blocks!!

VnPRz68.png

East bound main tunnel also dug out ready out to my place/gold farm

SROshVp.png
 
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Soldato
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The first 8 track selector system and track layout is now in place. Still very much a work in progress but the selector system is now fully operational - select the track colour of choice, enter the white track and you'll come out on the corresponding track. Neat huh? :)

The basics are in place - need to work on designs and decorating - feel free to help/offer ideas etc. I'll replicate the selector system on the other side later on today for the West bound tracks. Be wary there at the moment as Ghasts can and do spawn there. We'll make sure it's all Ghast proof in the final design/decoration.

hL1fWIU.png
 
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