Just a quick post, as I’ve never seen slime behavior like this before. Was just working in my new branch mine when I heard a whole ton of slimes. I dug through a few blocks and found this collective of slimes throwing themselves into a magma pool.
As I had said in my last post, I planned to make a lot of progress on the new map this weekend. Here are screenshots from the digging I got done on Saturday. At this point the mineshaft is completed and I’ve started work on the hub building at the top, so the next update will include some screens from that.
As I had mentioned in my last Minecraft post, the map on my private server was corrupted during the conversion process in Beta 1.3. After mentioning it to the friends I play with, it was decided that we would simply start up a new map. And so as promised, here is my first post on the new world.
Minecraft Beta 1.3 : The Word of Notch.
This update is awesome. I haven’t gotten to try the new blocks yet, or the bed, but the new lighting is great. It is apparently the “better light” mod just integrated into the official release. It’s kind of great to know that Notch isn’t afraid to integrate a modder’s code if it already does something he wants to include, with credit to the original author of course. The other major back-end change is the map format. And the format is way more reasonable. I’ve never seen any program use as many files to store a game as the old Minecraft save format.
Speaking of saving, finally the single-player worlds are limited to 5 static slots! You can have as many worlds as you like, and you can actually name them so you can keep them straight! This is great, since I enjoy going back to old worlds and seeing how I was building and doing back then.
Now, some slightly bad news on my own Minecraft front. It seem the map conversion process from the old format to the new format isn’t exactly rock solid. The world that my “tour – part 1” is taken from was converted, but it appears that numerous chunks were somehow lost in the conversion. When the world was loaded, those chunks were regenerated as new, replacing existing portions of the map with new (blank) chunks with sheer cliffs going up 30 blocks higher than the surrounding terrain. A few constructions were partially lost in this event. So I don’t know if I’ll be playing that world anymore, kind of depends on how the other people who play on the server feel. This means I likely wont get to finish the tour of that world, but if a new map is started I shall do my best to keep regular updates about it, so you’d get to see a much more “from the beginning” look at construction.
As always, thanks for reading, enjoy your crafting!
While I feared that Fatallash had entered an irreversible spiral of death, it appears that the city has managed to recover over the course of the summer. I have uploaded a new map at the DF Map Archive so that you can see the condition of the city. There has not yet been a full count of the death toll but I suspect it may be as high as 70 Dwarfs.
You can see on the city map the expansion of the burial chamber as well as the creation of a morgue. The Dwarfs have done their best to ensure no one is forgotten after the chaos, but the whole operation is disheartening. The hospital at least has cleared of the dying, and the hallways are no longer crowded with bodies.
The Dwarfs learned a very hard, but important lesson from the nearly final summer of Fatallash. Namely that the world wants them dead. Construction has begun on some much heavier fortifications. The new drawbridge is already complete (visible on the map), and work is nearly done on a moat covering the front entrance. Along the moat, fortifications have been built to allow marksdwarfs to attack anyone laying siege. A proper barracks has been dug out and there is a small militia training.
And so, it seems, Fatallash shall continue on. The cleanup effort is still massive, and coffins are still being produced almost constantly. Hopefully, the city will be able to sustain some growth and get to some good dwarfy exploratory mining.
Well a lot has happened, and very quickly, since my post about the Dwarf city of Fatallash. I fear that name has finally come back to haunt them.
After the previous post I made about trying out the game Goblin Camp, I couldn’t help but end up checking out Dwarf Fortress. I had heardabout it a few times but never really looked into it.
Once I got the game downloaded and started it up, I was instantly lost. Like most games of this type, you have to make some fairly important decisions before you even get to start playing. In this case, the supplies you will start with as well as the skill sets of your seven starting Dwarfs. Plus you have to pick the location in which you will start in your newly generated world. All of these factors can play a big role in how much difficulty you will have in getting your Dwarfs established… Continue reading
xkcd: Wisdom Teeth.
This is both funny and scary since I’ve just started down that path myself. You shall understand more after upcoming tours of my Minecraft world.
Well the start of my tour is a bit overdue, but I will continue to work on it.
Here is part 1 of the tour, basic layout and the branch mine.
The front of The Complex.
This is the main entrance to my complex. It’s just down the beach from my spawn, and has a nice lounge above to view the surrounding areas at night.
Happy Valentines to all! Hope everyone has a good day, even if it is just another workday for some.
We don’t usually do much to celebrate so it’s not that big a day around here. We did have some heart-shapes pancakes for breakfast for my daughter which was fun, and I believe the trend of heart-shaped foods will continue.
I’ll be posting later in the evening with some touring pics from my Minecraft world. Stay tuned!