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Ruisdier

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Oct 26, 2017
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It's finally here. A while ago I posted an introduction thread to the 2nd season of my survival world. While building, I ran into some trouble with my computer randomly turning off and deleting the world but I got it back and went through. Here's what I have so far!

I'm starting off in the medieval district, because it's just the easiest. Here comes the first house I've build, with the outside and inside look! :D

2019-10-12_19.16.54.png
2019-10-12_10.55.07.png
2019-10-12_19.17.10.png
2019-10-12_19.17.17.png
Not detailed yet, will come later
2019-10-12_19.17.06.png
2019-10-12_19.17.40.png
2019-10-12_19.17.44.png
2019-10-12_19.18.10.png
2019-10-12_19.17.53.png
2019-10-12_19.18.17.png
Totally haven't been killing off wandering traders

Okay, that's the first house! But that's not the only thing I have done, in the title you also see 'Town Layouts', so here they are!
2019-10-12_19.40.18.png
Tbh I find it so satisfying looking at it. Anyways, let me just explain what everything means even though most of it seems quite obvious.
Red= Buildings
Yellow= Paths
Orange= More decorative things
Blue pillars= Entrances to the town
Singular blue blocks= Custom trees
Black= Watchtowers

Outside of the town, in the top left corner, you can see I've also layed out something with cobblestone. That will also be some sort of watchtower. Thought it fit, since it's basically the place that seperates the medieval, modern and industrial district from eachother. The plains biome you see above it is the modern district and the mountains biome under it the industrial.

The walls will of course be upgraded because if this is their final design I might as well just delete the world (ok maybe not but they're very ugly currently ok)

For most of the buildings I already know what they're going to be but there's still some that might end up being just purely decorative.

Final note here, you may not have noticed it immediately, but the area on the right side of the river is actually 6/7 blocks higher than the left one. Currently there's just a dirt wall but that will also of course be upgraded

Well, that's it for the first official thread from this world. I'll see ya'll in the next one! :D


Oh and btw, the next thread might be when I complete finish the left side of the town. I'll probably post some igmur links on my status as I'm completing builds and then the entire thing then. Okay for real now, bye! :p
 

Priley

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I have been working on a document - will not be shared nor published - that contains a lot of calculations about the game. I thought I'd share some that might come in handy!

(directly copy-pasted from the document)

One Game Night of Fishing (6 hours)


The following calculations are for a fishing rod enchanted with Lure III and Luck of the Sea III


If you have Lure III on your fishing rod, then you’ll catch something approximately every ten seconds


If you were to go AFK fishing overnight (approximately six hours here), then you would catch a whopping 2,160 items


Statistically speaking, you would catch the following items in six hours


  • 1,825 Fish (1,095 cod, 456 salmon, 237 pufferfish, 37 tropical fish)

  • 244 Treasure Items (35 of each, list of all treasure items at the end of this section!)

  • 91 Junk Items (11 bowls, 2 unenchanted fishing rods, 11 pieces of leather, 11 pairs of leather boots, 11 rotten fleshes, 5 sticks, 5 strings, 11 water bottles, 1 ink sac, 11 tripwire hooks)

Going into some more depth here...


Bows and fishing rods caught from the Treasure category will be enchanted by a random level between 22-30, but also badly damaged. The enchantment probabilities are the same as a level-30 enchantment on an enchantment table. However, these can also include treasure enchantments, which are unavailable via an enchantment table


Enchanted books are the same as a level-30 enchantment on an enchantment table, but the chance of multiple enchantments is not reduced. These can also include treasure enchantments, which are - once again - unavailable via an enchantment table


If multiple enchantments on an enchanted book occur, then they will be completely random, though they cannot be contradictory.


Now I will be calculating treasure into more depth: the enchanted books


Seeing as we cannot know when or if some enchantments will occur combined with others, I’ll have to calculate it for each enchantment separately


All enchantments have an equal chance, meaning you would have every enchantment approximately once






One Normal Night of Fishing (12 hours)


The following calculations are for a fishing rod enchanted with Lure III and Luck of the Sea III


If you have Lure III on your fishing rod, then you’ll catch something approximately every ten seconds


If you were to go AFK fishing overnight (approximately twelve hours), then you would catch a whopping 4,320 items


Statistically speaking, you would catch the following items in twelve hours


  • 3,650 Fish (2,190 cod, 912 salmon, 474 pufferfish, 73 tropical fish)

  • 488 Treasure Items (69 of each, list of all treasure items at the end of this section!)

  • 181 Junk Items (21 bowls, 4 unenchanted fishing rods, 21 pieces of leather, 21 pairs of leather boots, 21 rotten fleshes, 10 sticks, 10 strings, 21 water bottles, 2 ink sacs, 21 tripwire hooks)

Going into some more depth here...


Bows and fishing rods caught from the Treasure category will be enchanted by a random level between 22-30, but also badly damaged. The enchantment probabilities are the same as a level-30 enchantment on an enchantment table. However, these can also include treasure enchantments, which are unavailable via an enchantment table


Enchanted books are the same as a level-30 enchantment on an enchantment table, but the chance of multiple enchantments is not reduced. These can also include treasure enchantments, which are - once again - unavailable via an enchantment table


If multiple enchantments on an enchanted book occur, then they will be completely random, though they cannot be contradictory.


Now I will be calculating treasure into more depth: the enchanted books


Seeing as we cannot know when or if some enchantments will occur combined with others, I’ll have to calculate it for each enchantment separately


All enchantments have an equal chance, meaning you would have every enchantment approximately twice
Drowned & Drops

1.13 introduced the new drowned mob and its rather lovely trident


A drowned can also occasionally hold a nautilus shell or a fishing rod.


The odds of a drowned spawning holding a trident are 6.25%. The odds of it spawning with a fishing rod are only 3.75%, and the odds of it having a nautilus shell in its offhand when spawning are only 3%


No Looting


You would have to kill 144 total drowned in order to get 1 trident. 9 of these would be holding a trident and only 1 of these would drop its trident.


Looting I


You would have to kill 128 total drowned in order to get 1 trident. 8 of these would be holding a trident and only 1 of these would drop its trident.


Looting II


You would have to kill 112 total drowned in order to get 1 trident. 7 of these would be holding a trident and only 1 of these would drop its trident.


Looting III


You would have to kill 96 total drowned in order to get 1 trident. 6 of these would be holding a trident and only 1 of these would drop its trident.
Wither Skulls


No Looting


If you are killing a wither skeleton using a sword without the looting enchantment, then there is a 2.5% chance of the skeleton dropping its skull


You would need to kill 40 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 120 wither skeletons in order to get 3 skulls


Looting I


If you are killing a wither skeleton using a Looting I sword, then there is a 3.5% chance of the skeleton dropping its skull


You would need to kill 29 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 86 wither skeletons in order to get 3 skulls


Looting II


If you are killing a wither skeleton using a Looting II sword, then there is a 4.5% chance of the skeleton dropping its skull


You would need to kill 23 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 67 wither skeletons in order to get 3 skulls

Looting III


If you are killing a wither skeleton using a Looting III sword, then there is a 5.5% chance of the skeleton dropping its skull


You would need to kill 19 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 55 wither skeletons in order to get 3 skulls
 
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SanCookie

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Woah I absolutely love how detailed you can make a house, there is so much to look at, inside and outside, I didn't even know it was possible to make such an amazing house when your world is still that new. Really well done!
 
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Ruisdier

Forum Expert
Oct 26, 2017
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your basement
I have been working on a document - will not be shared nor published - that contains a lot of calculations about the game. I thought I'd share some that might come in handy!

(directly copy-pasted from the document)

One Game Night of Fishing (6 hours)


The following calculations are for a fishing rod enchanted with Lure III and Luck of the Sea III


If you have Lure III on your fishing rod, then you’ll catch something approximately every ten seconds


If you were to go AFK fishing overnight (approximately six hours here), then you would catch a whopping 2,160 items


Statistically speaking, you would catch the following items in six hours


  • 1,825 Fish (1,095 cod, 456 salmon, 237 pufferfish, 37 tropical fish)

  • 244 Treasure Items (35 of each, list of all treasure items at the end of this section!)

  • 91 Junk Items (11 bowls, 2 unenchanted fishing rods, 11 pieces of leather, 11 pairs of leather boots, 11 rotten fleshes, 5 sticks, 5 strings, 11 water bottles, 1 ink sac, 11 tripwire hooks)

Going into some more depth here...


Bows and fishing rods caught from the Treasure category will be enchanted by a random level between 22-30, but also badly damaged. The enchantment probabilities are the same as a level-30 enchantment on an enchantment table. However, these can also include treasure enchantments, which are unavailable via an enchantment table


Enchanted books are the same as a level-30 enchantment on an enchantment table, but the chance of multiple enchantments is not reduced. These can also include treasure enchantments, which are - once again - unavailable via an enchantment table


If multiple enchantments on an enchanted book occur, then they will be completely random, though they cannot be contradictory.


Now I will be calculating treasure into more depth: the enchanted books


Seeing as we cannot know when or if some enchantments will occur combined with others, I’ll have to calculate it for each enchantment separately


All enchantments have an equal chance, meaning you would have every enchantment approximately once






One Normal Night of Fishing (12 hours)


The following calculations are for a fishing rod enchanted with Lure III and Luck of the Sea III


If you have Lure III on your fishing rod, then you’ll catch something approximately every ten seconds


If you were to go AFK fishing overnight (approximately twelve hours), then you would catch a whopping 4,320 items


Statistically speaking, you would catch the following items in twelve hours


  • 3,650 Fish (2,190 cod, 912 salmon, 474 pufferfish, 73 tropical fish)

  • 488 Treasure Items (69 of each, list of all treasure items at the end of this section!)

  • 181 Junk Items (21 bowls, 4 unenchanted fishing rods, 21 pieces of leather, 21 pairs of leather boots, 21 rotten fleshes, 10 sticks, 10 strings, 21 water bottles, 2 ink sacs, 21 tripwire hooks)

Going into some more depth here...


Bows and fishing rods caught from the Treasure category will be enchanted by a random level between 22-30, but also badly damaged. The enchantment probabilities are the same as a level-30 enchantment on an enchantment table. However, these can also include treasure enchantments, which are unavailable via an enchantment table


Enchanted books are the same as a level-30 enchantment on an enchantment table, but the chance of multiple enchantments is not reduced. These can also include treasure enchantments, which are - once again - unavailable via an enchantment table


If multiple enchantments on an enchanted book occur, then they will be completely random, though they cannot be contradictory.


Now I will be calculating treasure into more depth: the enchanted books


Seeing as we cannot know when or if some enchantments will occur combined with others, I’ll have to calculate it for each enchantment separately


All enchantments have an equal chance, meaning you would have every enchantment approximately twice
Drowned & Drops

1.13 introduced the new drowned mob and its rather lovely trident


A drowned can also occasionally hold a nautilus shell or a fishing rod.


The odds of a drowned spawning holding a trident are 6.25%. The odds of it spawning with a fishing rod are only 3.75%, and the odds of it having a nautilus shell in its offhand when spawning are only 3%


No Looting


You would have to kill 144 total drowned in order to get 1 trident. 9 of these would be holding a trident and only 1 of these would drop its trident.


Looting I


You would have to kill 128 total drowned in order to get 1 trident. 8 of these would be holding a trident and only 1 of these would drop its trident.


Looting II


You would have to kill 112 total drowned in order to get 1 trident. 7 of these would be holding a trident and only 1 of these would drop its trident.


Looting III


You would have to kill 96 total drowned in order to get 1 trident. 6 of these would be holding a trident and only 1 of these would drop its trident.
Wither Skulls


No Looting


If you are killing a wither skeleton using a sword without the looting enchantment, then there is a 2.5% chance of the skeleton dropping its skull


You would need to kill 40 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 120 wither skeletons in order to get 3 skulls


Looting I


If you are killing a wither skeleton using a Looting I sword, then there is a 3.5% chance of the skeleton dropping its skull


You would need to kill 29 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 86 wither skeletons in order to get 3 skulls


Looting II


If you are killing a wither skeleton using a Looting II sword, then there is a 4.5% chance of the skeleton dropping its skull


You would need to kill 23 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 67 wither skeletons in order to get 3 skulls

Looting III


If you are killing a wither skeleton using a Looting III sword, then there is a 5.5% chance of the skeleton dropping its skull


You would need to kill 19 wither skeletons to get 1 skull.


If you are planning on fighting the wither, then you would need to kill approximately 55 wither skeletons in order to get 3 skulls
Interesting facts! Could use those to my advantage!

Woah I absolutely love how detailed you can make a house, there is so much to look at, inside and outside, I didn't even know it was possible to make such an amazing house when your world is still that new. Really well done!
First, the interior design was different with just the basic crafting table, furnace, chest and stuff. A few days ago I went ahead and improved it. Thanks for the nice reply!
I love how much you’ve improved in your building skills! These builds are incredible and I’m looking forward to see more
Yeah, imo my building skills have really improved in the last 5 years of playing the game. From an oak wooden planks square hut to the way more detailed houses like this. Youtubers like BDoubleO really helped me with getting better at interior and exterior designs.
 
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Ruisdier

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IMO I would make the interior a bit more open due to the whole house seeming a bit cramped, especially with all the amazing details. They may be more appealing when spread out a bit. But detail work is sick!!! GG
It's kind of the point of the house to be a bit cramped, thanks tho :)

You've progressed a lot since your first survival world posts. Nice work!
Tyy :)
 
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