Rainbow Fresh Posted May 24 Report Posted May 24 (edited) It has officially been 100h that I have spent on this world! (add 3h cause my PC softlocked and so the world was last auto-saved but the playtime did not update when shutting it down) Spanning already 2 major game versions (1.21.6 - 1.22.2), being loaded with an ever-growing (and shifting) modlist of over 50 mods and subjecting it to one or another of my stubborn playstyle decisions I have certainly left my mark on this blocky world - I just hope that my building of a growing village is a positive one. Which is what I want to share today, as I have certainly been inspired by other people's shared builds around here. Being settled on the ruins of my predecessors, the location I settled down in was what already seems to once have been the onset of a community. A ruined tower, atleast 2 discernable house ruins and a small plot of farmland next to a pond. Seeing the tragic state of this world, I wanted to fulfil their vision and grow this rather beautiful space of land into a flourishing settlement (maybe with actual NPCs modded in later, if my PC doesn't explode.) The first building to get a glowup was the one most salvagably discernible - and became my personal house which is housing me and my hoarder tendencies to this very day. A cozy little cottage with a now unused outside nook, which previously housed my smithing setup. Next up was a, probably way too extravagant, stable area for the one horse that was roaming the area when I arrived and has become my trusty steed on many an exploration so far. There was surely more need for more important things, but this type of stable design is the one thing I know by heart from my many lives in TOBG. (Yes, I still need to finish chiseling the other half but dayum that is repetetive) What actually housed me before the main cottage was livable, was the tower ruin as it was most sealably intact. It was very much clear to me from the get-go though that it shall eventually become a windmill tower to get access to mechanical power. Not much of the original ruin is left at this point, but the realization of how much flax a windmill consumes has thrown me back in progress quite a bit. Saw the rapid field expansion at the beginning? Yeah, that's gonna be flax only. Finally the newest addition to my corner of the world is the new smithy. My first attempts at dipping deeper into the world of chisel magic - not quite 100% sure how well the design turned out but I invested too much time and effort to just scrap it now. Got nothing to show on the inside yet, cause it is empty, cause I learned all the cool decoration stuff is locked behind blueprints with BetterRuins. Atleast that gives me more reasons to explore the new 1.22 terrain now. From here on out, soon having to face winter again and prepping for the third year, I want to add a fishing pier to the lake, a tavern to the village - cause what settlement is complete without a place for weary survivors to rest - a greenhouse and eventually put a big defensive medieval wall around it; plus whatever other building I find the need/inspiration for. I'd also like a harbor for a sailboat but sadly, the ocean is 5000 blocks away and constructing a road there is gonna be the end of me. I have always been bad with choosing material colors that go well together (and am also kinda limited in wood types for now), and I got a ways to go learning about the powerful art of using beams for detailing, so if anyone has suggestions for improvements I can try out, feel free to share them! Edited May 24 by Rainbow Fresh Forgot a picture 6
Rainbow Fresh Posted June 21 Author Report Posted June 21 It's been another 50h. Time does fly in this game, doesn't it. We're in the middle of winter which changes to looks of things quite a bit and limits the availability of alot of things. On a larger scale, not too much has happened. One big "under construction" building joined the fray, the rest is mostly detail work. Most time was spent surviving winter, passing long nights and finally raiding the Resonance Archives, aswell as exploring for more Better Ruins ruins to find the blueprints I need for cozy furniture. The smithy has gotten a little glowup. A type of design for hanging signs that I wanted a while back to mark buildings in-style. My first use of Black Bronze scrounged together from tidbits of gold and silver acquired over time - and suddenly I am not so sure about aiming for a Black Bronze Plate Armor for style points anymore. Entering the Iron Age proper now also spawned the need for a Helve Hammer to smith it, powered by the new 1.22 waterwheel moved by the new 1.22 rapids brought over from a nearby mountain(/hill?) via aqueduct. It'll eventually be fleshed out a bit nicer, if making mortar and collecting ashlar bricks wasn't such a time and resource costly process. The before empty nook on the main house has since turned into a cozy little corner for smoking meat and storing firefood for the winter... ...while the interior has seen a renovation adding a corner to store loree books and blueprints I come across on my journeys. The cellar also houses the first wine production now, seeing as living off of berries all non-winter isn't as feasable a prospect anymore. The stable has gotten some more detail; and while still not fully chiseled out atleast does not have missing walls on the lefthand side anymore. I originally intended to park an elk there once I acquire one of those but seeing the brains behind the Equus mod are cooking up a new variety of horse, that spot is now reserved in anticipation of the upcoming Destrier war horse. The mill - still in lack of a roof design that seems fitting - atleast has a restored interior now and is fully functional. The second image also showcases the road lanteren design I decided to use throughout my settlement to illuminate parts that lack buildings I can reasonably slap lanterns onto. The path is the one leading to the well for fresh water supply, but as of lately also to the first truly new addition: A little harbor/dock/pier thing. Good for fishing, good to spruce up the lakeside landscape - and where I'll eventually park my sailboat. Now why would I put a boat on a lake the size of a 30 in-game minute walk? Well, simple; the ocean is about 5000 blocks to the west from here. My original plan was to build a harbor there and pave a road all the way back home. Even installed a mod that adds cheaper but slower dirt paths for this purpose. However after carefully surveyin (staring at) the map for a while I came to the conclusion that it would be ultimately more efficient to just dig canals between a couple larger lakes on the way there. Construction effort should be about the same while it ultimately allows me to boat out directly from home instead of having to haul good one inventory at a time the entire 5000 blocks home each trip. And finally, the largest and most notable new addition that has certainly taken the most time, resources and sanity while not even being close to done: The inn. I have never used daub or thatch for anything before and after this, I don't think I want to ever again It's also the sole need for a mod that increses the maximum size of a room, how ever little my game's performance might light it. I'd showcase the upper rooms and wine cellar too but I have reached the upload limit. Moving forward, aside from the lunatic's errand of digging the panama canal, I have developed the serious need to build a tailor's workshop if only to store and display the... well, let's just say I have picked up every single unique clothing item I found on my journeys without fail. And seeing as Iron is already on the menu, somewhere there will need to be a steel smeltery. PS: If you are frequently snooping around build sharing posts like these around here and found the two additions quite familiar your are correct - for the have been inspired by @Edwin_Blacktallow's Village of New Sprout. 5
Edwin_Blacktallow Posted June 22 Report Posted June 22 Everything (and most importantly the Inn) is looking great, think we should open a chain and get more people to build this style in their game. Then we can take over the world!
Rainbow Fresh Posted June 22 Author Report Posted June 22 17 minutes ago, Edwin_Blacktallow said: Everything (and most importantly the Inn) is looking great, think we should open a chain and get more people to build this style in their game. Then we can take over the world! The Blacktallow Inn opening branches multiverse-wide; get your entrepreneur license, today! (beverages not included) 2
josee Posted June 24 Report Posted June 24 The inn looks awesome, I love how you made the roof look like that and the windows on it. Are you planning on adding tables and such to it, i think that would look wicked nice.
Rainbow Fresh Posted June 25 Author Report Posted June 25 9 hours ago, josee said: The inn looks awesome, I love how you made the roof look like that and the windows on it. Are you planning on adding tables and such to it, i think that would look wicked nice. I most certainly do - once the gods of RNG bless me with finding the Better Ruins blueprint I need to craft all versions of tables, alongside some trader stuff that would fit in nicely. Thanks to translocator chaining I have now been 10k blocks south yet none of the 6 unique + 4 duplicate blueprints I found so far are the one I really need for this
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