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Unofficial Official Minecraft Thread
You can see that, on this level, Minecraft is actually quite a profoundly evil game! It's fun though.
not the most impressive but i'm still working on it. it's the latest snapshot because im experimenting with the new blocks and it turns out i wanted to make a whole town with it's own 'lore' too.
so long ago there were four tribes, each residing north, south, east and west. they never were on the best terms but the North tribe leader managed to unite the tribes and thus the town of Fourpoint was born. there is still rivalry and tension though, that long grey thing towards the North is a decaying wall that was put up between the North and West and nobody bothered to break it so it just kinda broke down?
here's some pics of the north..not much is done besides one house though.. that weird looking tower thing?
it's apparently a well (dont believe the lies)
pics of the south,
the 'east' is literally just a school so far. i've never built a school in my life though so... yeah.
idk what that is
i guess like a closet or somethin
also yeah, the land is pretty messed up in this area.. to be fair, the whole seed has been wacky for me, lots of underwater caves randomly spread about and the town (also my spawn area) is surrounded by desert..
No one should ever let things like that hold them back and it's good to see you haven't.
I can't wait to see the final version. Will you build the town out towards the sea for a sea-side?
I can't tell from the image, did you use cracked stone and mossy stone?
Is that big building apartments? You know ancient Rome had apartment buildings, I think, as high as 16 floors. The poorer you were the higher the floor you lived on (no elevators)
You're getting better at bridges; good for you! I really like building in sandstone. It's got a great aesthetic, it's easy to make, and due to it's light colour darker areas seem more lit.
If I may make a suggestion, don't make the roads out of sandstone; you can't see them. Keep the road material consistant throughout your town, it kinda brings it all together regardless of biomes and biome changes.
The ones on the left are not flush with the wall, so I'm gonna guess they're lockers.
Gymnasium change room?
I grew up in western North America, so much of which was built after the war. I've noticed in the east that there are sooooo many more red brick buildings. The school really looks like an American High School. Personally, I'm not used to seeing so much red brick. This is not meant as a criticism though I hope you understand.
EDIT: Oh! I just noticed you used umop ap!sdn stairs to make the counter! What a great idea!
Guess what I like best? That you put a fence around the ravine. That would TOTALLY happen; it makes sense! You'll see some game generated Testificate towns with ravines going through them and Testificate children will happily form and train and commit mass suicide by running into them; I pull my hair out every time I see that. When I first saw the outdoor market, I thought maybe it was supposed to be, like, a used car sales lot. When I looked closer though I saw they are outdoor commercial stalls. The house across the street though, because of the way you made the roof, should be a Quickie Mart!
So for roads at 45° you lay down 5 blocks in a row then lay groups of 5 blocks next to them offset by one block. This gives a seeming width similar to orthogonal roads.
For roads between 45° and a cardinal direction, you lay down 7 blocks then lay down the next 7 offset by two blocks. This gives a seeming width similar to orthogonal roads.
This gives you 16 directions to play with rather than just 4. Thanks for the screenies. Glad to see you're having fun and I hope to see more soon!
as for the wall, i used a mixture of cracked and mossy to really give it that super-old look :>
in fact the whole north is going to be that 'run down' style, some parts of the lore i forgot to add: the current government body for the north has no idea what its doing so it's invested into roads and only roads, so they look nice but everywhere else looks like a dump
as for the desert road, i've been on and off on what to really make it out of but i settled on sandstone because it looked nice blended in but i think i might just change it over to
what you said about the school is really interesting though, i never thought about it but since you brought it up it makes sense :O i'm from Ohio so maybe thats why i made it brick, lots of buildings in my city are older and use bricks
heck, theres some roads nearby that are made of bricks!
that ravine.. i was going to just cover it up but i thought it would be more fun if i just put up fences and claim 'there was a great cataclysm 1000's of years ago, blah blah' and the west being extremely stubborn, they just build around it anyway xD
honestly making up the story for the place is the most fun for me!
yeah, the building across is supposedly the office but i might just change it into a small shop or grocery store! plus the more i look at it the more i wanna change the type of roof it has.. all wood is kinda boring
i'll see if i can get anything else built but i gotta think of how i'm gonna make the east.. i was thinking a mix of cobblestone, kind of a nod to my first minecraft world where i made a town entirely out of cobblestone (it was horrible).. actually i might just make a huge map somewhere, mapping out worlds is fun (also i really need to see how big this blasted desert is)
OH, OH! another fun fact! the river with the bridge over it! it was a lot smaller and extended only past the bridge and i extended it to run around the house in the west area! i'll get a screenshot and edit this, i just gotta get it rq
pics added!! :>
For the east, why not make the buildings first as though they're brand new then age them to make them look worn down?
I remember one year my family drove through Boston and I saw this big old building that looked like a factory made out of red brick. My god it just looked like a place where hope goes to die. You gotta understand in western North America all the old run down neighborhoods are made out of red brick, so for us there is no charm to it; it just screams "hold your purse tighter!"
That was a good idea. It's more realistic I think to not change the landscape too much. For example it's tempting to flatten mountains to build there. Although the mountains in Minecraft are ridiculously high sloped I do try to just reduce them to gentle hills leaving something of them there so the landscape is more rolling. I feel it looks more realistic when you do that.
Try acacia or dark oak, or even some of the new "wood" from the nether. Failing that, red sandstone is nice.
Cobblestone slabs for roads looks okay though. But yeah building in stone is really only good for walls, castles, and infrastructure. It can work in medieval buildings as long is they are made of mixed material, not just stone derivatives.
I saw a testificate town to the east, are you gonna kidnap folks from there? Also to the west of the lava pool directly south of that pond, all in the desert, looks like it might be a buried desert temple.
Sorry, I'm not sure what I'm looking at here; it just looks like wild country next to the town.
Aerial view from the north-west. You can see a dock, with shallows, so you don't lose your boat (this map was made when items would sink). Unsurprisingly, I've placed an access ladder up on the roof.
View from the north-east. Another access ladder. You can see a doorway giving access to the roof of the sorting chamber.
View from the south-east. Not much to see of the building but you can see the town and a bit of the biome it's in. You can see that I've stripped away all the sand, down to sea level, and done some open-pit mining as well.
View from the south-west.
There's a bug in this set-up since the spawning and flushing mechanism are combined. In a future version I will separate these functions, with an extra switch, so that the spawning chamber can continue to flush once spawning has stopped.
This is the water source block room, on the roof. It contains sixteen water source blocks. You can see the red-stone leads to them all. The colours, low ceiling, and light sources remind me of a 1960's computer room!
This is just below the floor of the water source block room. You can see the sticky piston that removes the prismarine block to open the sluice. You can also see how the flowing water will be spread. You can see some ladders giving access.
Here you can see the water distributor. The upper part distributes the water to the east and west and the lower part to the north and south. They're hard to see but along the wall on the left you can see some access-ways.
This is where the spawning occurs. From the water distributors above to these north/south beams completely fills with water allowing the spawning of guardians. You can see the signs, placed on the sides of the beams preventing water from flowing through. This leaves the floor open for guardians to fall through.
This is the floor they land on. You can see it is higher in the corners and lowest in the middle. Water flowing from the corners flushes the guardians to the middle of the room.
The factory had to be built in stages. You can see that so much of it is built from the very material it produces. The ocean monument itself was canabalised to make a basic one. Since, at the time, the only lighting available was torches, which are uprooted by water, the original version of the factory had no roof. That with the glass beams allowed light to shine onto this floor which minimised spawning of regular land hostile mobs, until I could install the sea lanterns.
This is the hole the guardians are compelled to. You can see two blocks lower that there are signs holding up this pool of water. The idea is that once spawning, and flushing stops, the pool attracts the guardians which eventually fall through. You can see, way down, some hoppers awaiting their ultimate fate.
Here is the killing floor and the door giving access to it. Before I had collected enough iron to make hoppers, for the earlier versions of the factory, I would have to stand on the killing floor and basically shower in raining guardian guts to collect their drops; bleah!
This is the pulsing circuit running the dispenser that flushes the killing-floor hoppers. You can see the lead coming from the switch in the control panel.
Here is said dispenser and the lead to it.
Here it is again and the channel it dispenses into. The block of prismarine below it is a sluice gate holding back a water source block that enables the channel.
Here is the sticky piston running the sluice and the lead to it.
The channel leads to this glass elevator.
This is the pulsing circuit for the glass elevator. You can see the sticky piston on the left. It retracts allowing the circuit to close.
This is the top of the glass elevator. Items appear above the hoppers then get sucked into them. They lead to the hopper train on the right, which is the backbone of the item sorter. You can see the leads from the pulsing circuit running the dispensers for it. It's the same design as in the witch farm. The dispensers dispense into an enclosed block of air with a hopper floor. Once the storage chests, and attached hoppers are full, the enclosed block of air keeps accepting items without backing up the hopper train and sorter and causing the whole works to be gummed-up.
The first two filters are for raw fish (now called Raw Cod, I think) and ink sacks.
The next two are for prismarine crystals and prismarine shards.
Finally, the miscellaneous chest at the end which catches anything the filter ignores. Note the ladder!
it really does look like a factory though, with circuits and tubes.. its just missing conveyor belts (though i guess water could just do that)
also for the last post, i was talking about the river and how i expanded it
also i have an epic post count now
OH gotcha! Well, since I didn't even notice, I'd say that proves you did a bang-up job of making it look natural.
We both do! Oh sure, were not "Gremsonsama" territory yet but we're getting there.
but anyway, this is what I've done before my huge break;
I added more roads, this is the Northern district.. planning on adding housing eventually..
I've also added a whopping TWO more houses to the
None are fully furnished yet but I'll get there sooner or later.
I think my next project will be extending that sorry excuse for a river in the North by that road... I hate water terraforming... zzz
Yeah, never update your world to a snapshot unless you make a back-up copy. That way if you end up having regrets then you haven't lost everything.
The first thing I noticed was you changed the roads in the desert. I like it; you can see them much more clearly now!
This looks like it will be a new neighborhood and much closer to the ocean. I can't wait to see how you make the city meet the ocean!
are you gonna keep that pond or fill it in?
Looking forward to seeing the interiors!
Maybe instead of making the river wider you dig away the slopes under the water so that the river cross section is flat rather than like a 'V'. Put in stone brick walls, underwater, so that it looks like the inhabitants did it deliberately. Then you don't have to worry about making it look natural. What do you think?
also the stone brick wall sounds nice! I might add that to the south to add the whole 'rich' feeling...
aaand i just noticed i messed up last post LOL *i added houses to the WEST mb!
This is the standard building I use to house a three by two nether portal. In typical "me" fashion, you see ladders allowing access to everywhere. You see that both doorways open into a yard which is fenced off; more on that later.
The portal chamber itself is accessed through a double iron door. The doors are activated with switches rather than buttons. This allows the doors to remain open while I pass through them on horseback. In order to close them again I have different doors activated from opposite sides. Since nether portals spawn Zombie Pigmen (now called Piglins, if I'm not mistaken) the iron doors keep them from wandering out and making mischief.
This is the room accessed via the oak door. It is one metre lower than the portal room. From this room you attack, with impunity, any Zombie Pigmen that may spawn. The stone wall ensures that the gap, through which we attack is too small for Zombie Pigmen children to get through. In the portal room you see a bed, which we will talk about later, a chest, that you can use to offload any items that you don't want to bring into the nether, or to temporarily offload booty gathered from nether while you go back to get more. Note the two slabs that allow one to walk into the portal without jumping; we'll have more on them later, as well. You see, in the lower room, a ladder going down into a basement.
The basement has redstone machinery in it, activated with this switch. The machinery is hidden so I'm just showing this switch.
When you throw the switch this happens; note the slabs that allowed ease of access to the portal. By raising them up you avoid the possibility of knocking an agroed Zombie Pigman back into the Nether. Were that to happen, then they would stay, just on the other side of the portal, and remain angry until you stepped through, no matter how long you took.
This is the portal room. You see the clock on the wall. While in the Nether you lose track of time, since clocks don't work there. The idea is that when you step back through the portal, into the Overworld, you know what time it is. If it's night, there is a bed that you can use, rather than having to brave the night to find one. If, when you return, there is a Zombie Pigman to greet you, should, when exiting the building, the Zombie Pigman also exit then they are trapped in the yard.
Here you see a standard smallest size portal: a three by two. Note that the corners need not by made of obsidian. When we step through we see . . . .
A space opening up into a tunnel moving right and left. I wanted the nether tunnel network to be bright with mild, if boring, colours.
Looking to the left, down the tunnel, we see the rings of lights are spaced every 5 blocks. Every second ring is finished with white blocks with a sign. You can see that the tunnel is spacious enough to allow riding on horseback. You can also see that the main floor consists of half slabs and sea lanterns, which mobs cannot spawn on. This helps to keep the tunnels safe. The "ledges" to the sides, presently, do allow spawning, but this is meant to be addressed in the future by placing minecart tracks, which inhibit spawning.
When we look to the right, we see tunnel under construction. You can see how the netherack is mined away to accept the cladding that the tunnel is made from. You can see bedrock on the floor as I site my tunnels just above bedrock. In the tunnel, note the green blocks; more on them later.
Right at the portal that we entered through there is this sign. You can see that the signs are used to denote distance, like with interstates in the real world. Distance is measured in hectometres (hm) or hundreds of metres. In the ancient world, they measured distances, for journeys, in stadia which was something on the order of how big a stadium is. In Minecraft it seems to make more sense to recon such distance in hundred-metre units rather than thousand-metre units. You can see that this sign is saying that it is located ten metres to the west of the north/south Prime Meridian of the Nether. This also means that the white blocks act as a kind of milestone placed every ten metres.
As we move along we come to an intersection. The branch to the left heads to a portal which opens in the town next to the Sea Lantern Factory. You can see that the main tunnel branches again, to the right, in about ten metres.
Proceeding partially down the branch tunnel we see a distance marker indicating: fifty metres south. I use the convention that signs are only placed on one side of the tunnel. If the sign is on your right then you are heading in the direction named on the sign, else you are heading in the opposite direction. Earlier, since we proceeded with the signs labeled "west" on our right, we were heading west.
Here we are at the second intersection. Notice that the green block corresponds to a sign denoting a distance of 1.0 hm. Green blocks, therefore, act as a mile stone denoting every one hundred metres.
Taking the branch on the right, we head north for a bit to see that it terminates in a spiral staircase that leads to the surface and into the Nether, proper.
Heading back to the intersection and proceeding down the main tunnel, we see that the westerly direction terminates in a left turn, to the south, at two hundred and fifty metres.
Heading south, to one hundred and ten metres, we come across another intersection heading west, to the right. This leads to a portal that opens in the town near the witch farm.
Continuing south, down the main tunnel we see that the tunnel terminates in a right turn to the west at one kilometre. You see that a kilometre is not marked with anything any more special than any other multiple of one hundred.
The tunnel continues west until it terminates in a left turn to the south at five hundred eighty metres.
Looking down this new section we see that it proceeds about ten more metres south before terminating in a portal. Piecing together what we've seen, so far, we can see that we entered the Nether at: 0.5 hm south, 0.1 hm west. This portal is at: 10.1 hm south, 5.8 hm west. Since these tunnels are all orthogonal, the distance we actually traveled is given by the Manhattan distance which is: (10.1-0.5)+(5.8-0.1) = 15.3 hm. The Pythagorean, or true distance, is: ((10.1-0.5)^2+(5.8-0.1)^2)^(1/2) = 11.2 hm.
We step through this portal into a portal room. We see through the windows that it is night, in the Overworld, and, by the clock, that it is shortly before sunrise.
Stepping outside we see that this portal is located on a mushroom island. Since hostile mobs do not spawn on mushroom islands, it is safe not to use the bed. We see that this building is the familiar design but a mirror version of the one we saw earlier. We are looking to the east and can see the sky, on the horizon, is already turning red. Since our true distance travel in the Nether was 11.2 hm, using the Nether/Overworld scaling factor of 8, we can calculate that the two portal houses, in the Overworld, are 89.3 hm, or 8.93 km or 5.55 miles, apart.
anyway, this reminds me of the time i tried to make a nether portal away from a friends so i could go back and forth between our bases... it felt like i was trying to do the math for a space rocket, it took waaaaay too long for me to figure out :x
i also really like the look of the tunnel! it reminds me of those huge tunnels that are built through mountains, was this the look you were going for?
oooh and im surprised there was no ice on the floor, i usually see people put ice down and travel with a boat!
personally i avoid the nether at all costs because i have this strange mortal terror of going anywhere near the oceans of lava.. but im also afraid of the void in the end so i think its just a fear of heights tbh
i also really like the buildings you put the portals in, i usually just smack one down somewhere away from my base so i dont hear the annoying noises it makes and i only go in if i need glowstone for building, which i try to avoid needing at all times lol
i never usually fight anything besides whats at the fortresses and i havent really been inside the nether after the whole update so i still have to check it out :') im kinda too scared to though..
the bed/clock idea is really smart! i usually carry a clock on me all the time and i only know the time until i step outside of the nether and then i make a mad dash back to my house if its night time
sorry for the wall of text btw i really like nether tunnels a lot but im usually too scared to build one myself (and im too dumb for it)
Don't let it intimidate you; it really isn't that hard. For siting portals, that distance stuff doesn't matter. All that matters are the coordinates labeled X and Z and making sure that the Overworld ones are eight times bigger. Multiplying and dividing by eight is the only math you need to do.
Usually, my designs are pragmatic first and aesthetic second, if I bother with it at all. I use a form-follows-function approach as I feel that it makes things look more "authentic". So, the look just happens organically. Here, I just wanted to make circular cross-section tunnels and I chose colours that would make a nice break from all that "red" in the Nether. The primary building material, ultimately, being cobblestone, after being fired in an oven, was just a matter of economics since stone is one of the cheapest materials in Minecraft. That the resultant tunnels look like something from Science Fiction a la THX-1138, though, is not lost on me! XD
I hadn't thought of that, thanks for the idea, but packed ice allows hostile mobs to spawn on it, so, I'll need to think about that. The primary design requirement of the tunnels is that they be safe; speed is secondary.
Make sure you are wearing a pair of Feather Falling enchanted boots when in the Nether. Items can have a couple enchants so a full set of gear with fire resistance is good. The old Nether was actually much safer than folks realise. Whereas in the Overworld you avoid caves since they are dangerous places, it's the opposite in the Nether: caves are safe places. Avoid the open surface as much as you can and you'll be all right. BTW, try paving over a lava lake with, say, cobblestone. Do it in creative if you want. Then, in survival try fighting Ghasts from the surface of this paved over lake. You will notice two remarkable things: (1) Ghasts are actually not very aggressive and (2) Ghasts are terrible shots.
Oh, my dear there's a couple things we need to talk about here. First-off don't be using glowstone to make permanent lighting, unless it's an aesthetic thing. Sea lanterns are way better for that, hence the Sea Lantern factory. You use glowstone for switchable lights and potions. Harvesting glowstone, in the Nether, is hazardous business but it's not the only source of it. Yes, you can trade for it, but trading is something you do only when you're desperate or if you can afford it. The other source is Witch Farms. Always, always, always build a Witch Farm, they are the most useful factory you can build. You get glowstone AND redstone among other things.
About the buildings themselves. I build them for two reasons: (1) so I'm safe when I emerge from the Nether, (2) to contain any Zombie Pigmen that may be created. Since Zombie Pigmen are involved then the building needs a second room from which to safely kill the Zombie Pigmen. So, again, pragmatism first.
Or, what I really meant to say; "Thanks for the compliment!"
Yeah, the new Nether appears to be a lot more dangerous now; even the oceans aren't safe anymore. Before I would first step into the Nether carrying cobblestone, in case the portal was created in the middle of the air over a lava lake. I'd use the cobblestone to enclose the portal with a room in front of it. I'd cut a 3 by 4 hole in the floor and dump sand down, which I could tunnel through putting down ladders. Eventually, you hit the floor of the lake and then you dig through the Netherack. I'd make a new portal just over the bedrock layer, but not light it. I'd go back up and break the portal in the air, effectively trapping myself in the Nether. Then I'd go back down, light the new portal and it would connect with the Overworld one. What's changed now is that now, when I first enter the Nether, I gulp an invisibility potion first, whereas before I never bothered.
Don't be embarrassed, that design of mine was a result of learning things "the hard way"! XD
Oh, stop putting yourself down. I've been playing Minecraft since 2010. These things just require experience; that's all. For now, go ahead and copy my design. I have that one screenie that shows the raw tunnel before the cladding goes in. Over time, you can tweak it to suit your own requirements.
the official Mojang website used to tell you when you first bought a game but they removed that for some reason? i still remembered my join month/year somehow 1.4.5 babyyy (well.. 1.4.something)
also i haven't really used glowstone to build anything in a long time surprisingly (at least in survival), my most used lighting method is to place fences and then place torches on top of them to make a sort of uhh.. standing torch (i thought they had a fancier name but ig not lol)
also i have another update!!!
you can probably see how it's rather sloppily made and has twists and turns to avoid the dumbest things, like a tree or pond of water..
it's (going to be) a running gag that the East lacks common sense ..
i've also been working on my map a bit!
but what really stands out is that theres an ocean near the South!
can someone say RICH BEACH HOUSES?? :OOO
they're gonna be super fun to build, i've never built stuff like that before!
i've also noticed something rather odd when i was working on it....
is that.. a chicken and an egg?
it sure is, how cute! sometimes world gen holds some great surprises
kind of smaller than my first update post but i think it's a lot bigger than my last
i'll be honest, i've lost my motivation for a while but lately i've been having random waves of inspiration.. tbh it's probably because i'm getting into pixel art in my spare time and that must of jump started my brain :>
also can't wait for Caves & Cliffs Pt. 1, first thing i'm doing is digging down to that new dark biome with the new giant blind dude and pretending i'm in a horror game because im too scared to play actual horror games (well, if it's released in this part of the update?)
Maybe that all changed when Microsoft bought them? I actually use my little brother's account. It was one of the "first-round" of accounts, I forget now, but there's supposed to be something special about them. He changed the skin on "Steve" to one that's like Mabinogi. So, you start out running around in your tighty-whiteys! XD Whenever he'd join on-line minecraft servers folks be like "Dude! What is WRONG with you?"
I first heard of Minecraft when I was visiting my Grandma. I was looking for let's plays, on YouTube, of the old Duke Nukem game. I found one by this guy named Seananners. At the start of the video he said something like "I'd normally be playing Minecraft but I felt like playing Duke Nukem". So, after the vid was done I went back to get the name again and looked at his vids; I was instantly hooked. Then I totally, lucked out because that very weekend was the famous "Free weekend". This was just before the Nether was introduced. I showed it to my little brother and he was hooked. He power-whined to my mom and she bought him an account.
Remember you can use the design in the Overworld to go through mountains or under a strait. Remember to make them half circles though.
Torches are great because they're sooooo cheap, since you can make them with charcoal and not just coal, but water washes them away. I haven't tried these new lantern thingies yet, the kind from snowy villages. They're made with torches and iron bars. Perhaps water doesn't wash them away. Who knows, maybe you can place them underwater! There is also jack-o-lanterns. That's just a torch and a pumpkin. Those can be placed in water.
It's fun building roads through the country-side and then riding a horse down them. Since you are already building roads that are three blocks wide they don't have to strictly go east/west and north/south. You need to have diagonal roads. I'm sure you've already seen a few places where you might otherwise want to have them. Of course diagonal roads have those rough "saw-tooth" like sides. This is why, at first, I resisted using them. But I gave it a try and in short order you forget all about their jaggedness. Here is the convention I use:
To the south, in the rich neighborhood, you could build a marina with yachts and stuff. Make it colourful and lively. To the North East, in the poor neighborhood, you could build a port. Make it gritty, dingy, and dirty (with lots of red brick <winky-woo>) full of warehouses and mills.
If you build a port here, these two islands could have a fort built on them. Remember forts protecting ports point out to sea.
It's like any other game; sometimes you need to take time off. For example there's this other game I play on-and-off, it's called Mabinogi; ever heard of it?
The Good News: I think it is scheduled to come out today as a matter of fact.
The Bad News: I think the Warden is in pt. 2.
yeesh, i wish i took more pics of this..
What a charming little village! I think what makes it so is not just it's setting but that it's all smooshed together. For most of human history we didn't have cars, so before cars we lived all smooshed together. If you decide to revisit this project, the fact that now there are different colours of wood available, I think could be an interesting application here.
There's a YouTube channel called Grian. They don't know redstone to save their life but they're pretty good at aesthetics. Here's a video of theirs that might inspire you to punch up the stonework in this village.
1. you create artificial villages in order to create Iron Golems and Villagers. You create Iron Golems so that you can terminate them for their drops; the drop of interest being Iron Ingots. You create villagers for two reasons:
a. to increase village population, and
b. to create villagers with favourable trading opportunities.
2. what is physically within a village and how much of it there is, determines the maximum population a village can have before further villager breeding stops. Before the 'Village and Pillage' update the mechanic was based on how many doors separated 'inside' from 'outside' within the village. The Arcologies presented here will be based on this archaic mechanic. I'm not entirely familiar with the extant mechanic other than it involves beds, workstations, and a central town bell.
3. the maximum population of Golems, in a village, is directly proportional to the village's population of villagers.
A villager breeding arcology is paired with at least one other village, typically 64 or more metres lower than it. The breeding arcology has a 'drain', at the centre of it, where villagers and golems are removed from the arcology. In the case of the golems, they fall into a grinder. In the case of the villagers, they fall into a chute that delivers them to the lower village. This allows the lower village, via a constant influx of 'immigrants', to exceed the maximum breeding population of the village and so exceed it's typical golem population. Since the arcology is constantly losing population of villagers and golems, it is constantly making new ones.
I will present the two arcologies that I've built; starting with my latest one and finishing with my first one. Both were made in survival mode and took one to two weeks to make.
My Latest Arcology
My First Arcology
The drain and associated facilities
Hey! Wait a minute! What about the villagers? What happens to them?
Uh boy. Um. They end up here. You can see the top of the water elevator and the stream that compels them towards the street.
Wait! What's that switch over there?
The switch on the right is set to let testificates (villagers) into the ground level town proper.
But why would we not want to let them in?
When the golem grinder is in operation, the villagers will just keep coming. As long as they remain safe, the ground level population will keep rising and the game will end up lagging. When we throw the switch, the egress to the street is blocked.
Wait a second! Aren't the villagers still inside the building which is still inside the city, so the population will continue to grow? Won't it?
Well . . .