Tree progress

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Tree progress

Post by Mailleweaver on Fri Aug 15, 2014 3:09 am

My tree's heart location just suddenly sprouted into a large version of one of the smaller trees from my tree farm. Its dimensions are 7x those of the original.
Hat's off to you, Truffled. Wink


It's nice and glowy at night, too. Smile
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Re: Tree progress

Post by grillo126 on Fri Aug 15, 2014 11:46 am

That must have took a huge amount of work/time, congratulations on the completion !
I'm not a fan of scale-up things trough, I like to add realism along size (which is very hard to pull off for a giant tree)

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Re: Tree progress

Post by Mailleweaver on Fri Aug 15, 2014 7:12 pm

It only took about 8 or 9 hours, actually. It would have been faster if I didn't have to worry about leaf decay. (Stupid mod leaves.) I already had an automated tree farm providing a practically infinite store of logs and leaves with easy access through ender pouches, so all I had to do was place them. A scale-up was the easiest thing I could think of since I didn't have to design it; all I had to do for design was plant saplings until I got a sample tree that I liked the looks of.

This project was mostly just for something to beautify my original location since I'd mostly abandoned it, and for something to focus on in the short term. I'll work on putting some decorative farms out around it now.

My main tree project is much bigger and will look much more real. I found a really nice tree during my vacation that I'm going to model it after once I get its huge root base done. The trunk of this scale-up tree is only about 1/3 the size of one of the main tree's roots. It's going to be gigantic.

Here are a couple of pictures of the tree I'm going to recreate. I found it at Fort Laramie, WY.


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Re: Tree progress

Post by Blazinfox555 on Sun Aug 17, 2014 12:42 am

Looks cool. I can't wait to see the finished product.

Sadly guys, it's time for me to buckle down and study for my certification exam so I probably won't be on until mid to late September. I really miss you guys, please hang around until I can make it back!
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Re: Tree progress

Post by grillo126 on Sun Aug 17, 2014 4:22 pm

That tree is going to take ages to replicate Maille...
If you really plan to complete it, PLEASE build it entirely in a single biome, so you can port the build in future server maps without biome border mess

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Re: Tree progress

Post by Althing on Sun Aug 17, 2014 7:00 pm

grillo126 wrote:…so you can port the build in future server maps without biome border mess

That would would be cool, except he's using a Tree from a Mod. Which means the Block ID for the logs would change when moving between FTB Packs.
(Or worse yet, moving the server to Vanilla) This can lead to cool effects. Like the tree being made entirely out of Generators.
The only way he could preserve the build for future servers is #1. Schematica #2. Use a vanilla tree.

Edit: lol cool, the Log I.D. number for Cherry is identical between Unhinged & Magic Farm 2
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Re: Tree progress

Post by Mailleweaver on Sat Aug 23, 2014 10:36 am

I've done a little villager grinding over the past few days, and here are the results. Very Happy
I'll not have any trouble with getting emeralds or Certus Quartz from now on.

Based on my trading with this guy, I believe that 29 trades is the most that a blacksmith can have in Unhinged.


So I decided to work on getting a nice, easy source of everything AE.
The one on the stone background isn't profitable yet, but they will all improve with use. It's not needed, anyway, since quartz dust will trade in place of quartz crystal just like coal and charcoal are interchangeable with the villagers. ("Dust" is certus quartz dust.)


Anyone want a villager?  Razz

Oh, and they all started this way, so I don't have to worry about randomly losing the last trade to it not getting a new one when the trades refresh.


I have a priest and a librarian like this, too. They're next. Wink
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Re: Tree progress

Post by Mailleweaver on Sat Aug 30, 2014 11:03 pm

My Sweetling got her first automatic tree farm set up today.
Yay, Darockaria! cheers
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Re: Tree progress

Post by Mailleweaver on Sun Sep 07, 2014 7:30 pm

Darockaria had the wonderful idea of putting growth rings in the base of her tree, so I thought I'd try it out myself. I really like the effect it gives in both of our trees.

Hers first...




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Re: Tree progress

Post by Mailleweaver on Mon Apr 06, 2015 5:48 am

Got a nice decorative setup for my steam engines. Smile

There are 3 engines per side, like you can see, and two on the back. The bottom of the decorative boiler is shaft junctions carrying power from the actual engines into clutches controlled by the levers on the front of the boiler. On the sides of the boilers I have item frames holding bibliocraft waypoint compasses to look like pressure gauges or something. One side of the setup powers a furnace friction heater and the other powers a grinder. I can use a dolly to swap out barrels for grinder input and output depending on what I want to grind, and store the unused barrels of stuff in the wall where I also have a cobble generator for refilling my cobble barrel when it's not in use.

The fireplace looking thing in the left wall is my blast furnace surrounded with snakestone blocks.
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Re: Tree progress

Post by Mailleweaver on Mon Oct 05, 2015 1:28 am

So I thought I'd give you guys a bit of an update on what I've been doing lately since I seem to be the only one playing anymore. Maybe I can inspire you to get back into it. I've mostly been caving, but I've also done a bit of beautification of my spawn room with garage doors and some wall cleanup. I added 2 spawners to get a total of 8 for 1 of each of the most useful mobs.

All the chambers now have the same type of glass on the front, and they're all lit up the same to prevent bats from spawning inside.

Each kill chamber window is covered by a garage door that automatically opens when the spawner is turned on and closes when the spawner is turned off.

There are also garage doors covering the spaces under the spawn chambers to make things look polished and still allow for full open access when I feel like I need it.

And even the tops of the chambers have been cleaned up to look nice.

I've also done a little refinement of the kill chambers to make for max efficiency. I've found that this pattern of spikes works quite well for the chambers where I want to get player kill drops. As the chamber fills, the mobs tend to push each other into the corners, so that's the only place where diamond spikes are needed. Wooden spikes damage mobs that are anywhere else, but don't kill them, reserving them for the diamond spikes. I also now have all the exp being collected into one drum via ender tanks instead of the separate OpenBlocks tanks like I did before.
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Re: Tree progress

Post by Mailleweaver on Thu Oct 08, 2015 12:02 am

I've made a huge leap of progress on my tree today. It's mostly conceptual progress rather than build progress, but that's been my biggest hurdle on this map. I decided to start working on my actual surface tree, and as I was working I thought about some of the trees that I saw on my latest vacation up to the Pacific Northwest. That along with something else that I built before worked together to inspire a very cool idea for the purpose of my tree.

There are some truly gigantic spruce trees along the pacific coast of US and Canada called sitka spruces. Since I'm doing a spruce tree now, I thought it would be cool to model my tree after those. A tree is more than just an individual, though, and I began to think about the forests that these sitka spruces grow in. I thought of the moss growing all over and hanging from everything, the undergrowth, and the different ages of the trees. I began to wonder how I could make a forest like that without making lots of huge trees. Then I remembered the division sigil activation area that I made to fit inside of a huge stump and it reminded me of something really cool that I saw in the forests. When old, old trees get knocked down the giant trunks start to rot and to collect soil in the crevices on their surfaces. New trees then take root in that soil and spread their roots out over the surface of the old trunk. Eventually several trees do this and they encase the old trunk with their roots. Then the old trunk rots away, leaving just the live roots that encased it. This is how I can make a forest without making all the trees huge.

I'm going to polish out the two stumps that I have started and then make a frame of where the trunks would have fallen. I'll then use that framework to build several smaller trees on top of as if they had grown on the fallen trunk. Once I get the trees made, I'll remove the frameworks and build a village in the hollows and up around the new trees. I'll also spread the forest out a bit, sprinkle in a couple other species, and try to simulate some of that moss and undergrowth that I saw in the real forest. It'll be like those two giant fallen trees were the last of an ancient forest that has long since disappeared. And their eventual demise, instead of meaning the final death of the forest, was the sacrifice that ensured the forest's renewal and continued growth.

I actually have a hope of realizing this idea, too. The two months between the end of my job and the beginning of the next school semester should have a lot more free time in them than I have now. Hopefully I can use some of that time to play more here and bring to life the forest in my head. This will give me motivation to play, too. It's nice to have a purpose beyond building subterranean tech systems for the collection of wealth. I'll have something to do that means a lot more... something much more akin to how I first began the tree spirit challenge four years ago.

In a way this idea is kind of a metaphor for where I am right now. I think the impending end of my stress-poisoned job of the last decade has released a lot of energy that my mind is finally able to turn back toward creative use instead of just survival in the grind. It's time for a rebirth with the release of the old energies that have been locked away supporting something that's not practical anymore, and this is a perfect way to express it. This is my art.



Minecraft is so awesome!

Since I'll be working on the surface, you will be able to see my progress here on dynmap if you feel like following along even if you can't get in-game.


Last edited by Mailleweaver on Sat Dec 05, 2015 11:57 pm; edited 1 time in total
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Re: Tree progress

Post by grillo126 on Thu Oct 08, 2015 11:41 am

A very original idea. I also love the new dynmap in perspective

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Re: Tree progress

Post by Mailleweaver on Thu Oct 08, 2015 5:41 pm

Dynmap has always had that isometric perspective option. You just have to select it under the dimension name on the right. Each dimension has flat, iso, and cave views.
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Re: Tree progress

Post by idontcare on Thu Nov 26, 2015 12:23 pm

Jeez... You've been busy... I should really get on his server more often, expand my world conquering forest. Your multiple small trees gave me and idea, I'm not sure if it'll look good or even work, but I'm gonna try it.
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Re: Tree progress

Post by Mailleweaver on Mon Jan 18, 2016 8:28 am

I got an itch for a little industry, so last night I stayed up all night and built a new tree farm that should be a lot more productive than my old one. It is a bunch of 2x2 trees as close together as they will grow. The woodcutter is powered by a couple of steam engines from underground so the fire that heats them isn't in danger of lighting the whole farm. The woodcutter feeds into an ender chest that goes directly into my auto sorting system. There are also a couple of sprinklers near the woodcutter to make sure the center of the farm grows more quickly to prompt more cut operations from the woodcutter.


It turns out that it's actually too big for the server to handle. The first time it grew fully it caused a server crash from the woodcutter trying to detect the full extent of it. Trimming out the leaves with a scythe and then connecting the standing logs with branches got it small enough to harvest. Then I only replanted 16 trees instead of the original 82.
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