FTB Ultimate world survey

3/24/2017 FTB Ultimate world

That's a really interesting process, doing a text survey of a Minecraft world.  Last night I had the idea that I should name my roads and give the buildings actual addresses, and keep the "survey" text files in separate text files (so they don't get lost in my regular logs).  That way when I come back to a world a year later, I have what's essentially a business directory.

So let's call the main road N/S road Main Street, main crossroad is Valley Pkwy.  They intersect right at my ME Hub, so count numbers N,S,E, and W from there.  Odd numbers on north and west sies of streets.  That makes 1 N. Main the Sawmill and 2 N. Main the Smelting Lab (I finished the 2nd floor), then a big gap for the bee and farm area, then the village (crossroad is Village Way), so the next address (leaving some available numbers let's use 21 N. Main St) is the library house, 23 N. Main is my home, 24 is Twilight & tools, 25 would be the peat bog and 26 is the old MFR rubber and cactus farms, then the bridge over the river ... end of town, and N. Main Street becomes .  But now I'm actually assigned lot numbers.  1 and 2 E. Village Way are unused tiny houses with some room to expand; 5 is the Sludge Boiler, 6 is unused, and 10 is the stone factory (road ends at the door).  Other direction: 11 West Village way is the furniture house, 12 is the Hunter's Handgun house, 15 is the blacksmith shop, 16 is the farm plots.

Well that's too much work, and it's not obvious how many blank numbers to leave for future building.  If I was totally anal, I would build everything exactly on the chunk boundaries.  But if I'm going to assign lot numbers (the way houses are numbered here in California), I could use 10x10 lots and use the hundreds and tens places of (x,z) to make up a lot number.  So the lot from (-250, 40) to (-259, 49) would be lot 2504 and (-260, 50) would be lot 2605.  Some buildings cross lots and might have doors in more than one lot, but at least this way I can uniquely write a street address for everything in a 1000x1000 area.  No more north, south, east or west streets, no more odd or even.  Cool.

New addresses:
Village Way -
    2134 = farms
    2135 = Blacksmith
    2234 = Hunter's Handguns
    2235 = furniture shop
    2535 = Sludge Boiler
    2635 = Stone factory

Main Street
    2327 = Implosion Compressor
    2329 = ME Hub
    2330 = Sawmill

    2427 = MV Lab (Industrial Blast Furnace)
    2428 = Power Station
    2430 = Smelting Lab
    2435 = Library
    2437 = My House
    2438 = peat bog

    2529 = Generator Room
    2537 = Twilight & Tools
    2538 = MFR rubber & cactus farm

    2627 = Biomass Lab

At XX26, Main Street becomes South Highway ...
    2323 = Squid pool
    2422 = Biomass farm
    2425 = Villager Apts
    Lot 2326 (formerly lot S-1), 2426

Valley Pkwy
    2229 = Blutricity Lab
    2230 = Laser Lab & Mystcraft Lounge
    2630 = intersection with Tank Way, the Tank Farm
    2829 = Rubber/Plastic factory
    3729 = Ice bees & Ice House

West Way
    1929 = Sheep & cattle ranch
    2029 = empty lot over chasm
    2228 = Recycling lab

Other:
2531 Enchanted Way = Cannery
2631 Enchanted Way = Enchanting Lounge
2632 Tank Way = Bee Lab
3036 Nether Way = Nether Portal
3136 Nether Way = Soul Shards lab

So that's my optimum system.  Now when I wall off a new land grab, I can drop a sign right there with an official lot number.  And keep a list of undeveloped lot numbers.  And because of the grid I can find any location that I know the address or lot number of.  And even know how far away an address or lot number is from my current location.  That's cool.  Now I can get update my text survey and get back to building.  I should put future roads at multiples of 10x or 10z to really make it work out.  When the road is at -245x, for example, the doors on both sides are technically in lot 24XX, but I can then use the middle of one of the buildings to get a unique lot id.

AFter dinner --

Added a second floor to the Sawmill building and the Generator Room building.  Lots of room to expand now.  Tried to do a bit of aesthetic cleanup while I was working on them.  I tend to use just 3-4 materials each and try to alternate them nicely.  But no real design in mind other than keeping all work areas 3-4 blocks high so they don't feel as cramped.

Sawmill second floor is now "Pipes R Us", with an automat (chest and two autocrafters) for making whatever recipes are needed.  Iron chests for "transport pipes", "waterproof pipes" and "conductive pipes".  One spot to hoard all my pipes.  Seems like I have left pipes in chests at almost every construction site.

Automated the 2nd line of apiaries.  Then made 5 new ones and made a line of 5 "cross-breeding apiaries".  18 dripping comb, 29 ancient comb, 9 stringy comb.  Hives:
1) marbled p + 11d
2) cult p + 18d
3) marbled p + 2d
4) forest p + 9 cult d
5) meadows p + 10 cult d
6) majestic
7) noble
8) ancient
9) unweary
10) ancient q + d
11) rocky p + 32 water d
12) meadows + common d
13) forest + 9 common d
14) rocky + 8 common d
15) rocky p + 32 water d

Jungle
1) topical p + 15d (take d)
2) topical p + 15d (take d)
chest) 40 silky comb (take)

Marsh/Water Bees
1) marshy q + 22d (take)
2) marshy q + 28d (take)
3) water q + 24d (take)
4) water q + 24d (take)
chest) 13 mossy, 13 wet comb (take)

Snow bees
1) wintry q + 48d (take)
2) wintry q + 48d (take)
chest) 39 frozen comb (take)

14) rocky/common p + common/rocky d, run again

Centrifuge chest: 41 snowballs, 2 wisps, 2 woven silk, 7x64+34 wax, 15 crystal pollen, 6*64+9 honey drops, 5*64+20 honey dew, 9 propolis, 35 silky propolis, 27 watery propolis.

Centrifuge the 35 silky prop: 24 wisps, 5 propolis.  Squeeze the 27 watery prop: 12 propolis + 10 water.

11) rocky/water p + d, run rocky/water + common
12) common/marbled p + 2 common/meadows d, run common/marbled + common
4,5) run meadows + cult, run forest + cult.

2133
11) river/common p + river/water d.  run rocky + common.
12) marbled/common p + common/marbled d + common* d, run marbled/common + common
13) common/forest p + 3 forest* d, run common/forest + common, trying to get a pure common p
14) common* p + d (good), run water/common + common
15) water/common p + water/rocky d -- run river/common + water

IC2 crops, fiddling all this time.  Got some blackthorn, but still no stickreed -- need to set up big batch of reed crossbreeding plots.  With stickreed and a harvester, I would hardly ever have to touch my IC2 rubber trees at the new rubber/plastic works.

break

2220

added four 2x2 plots for reed crossbreeding.  planted.

11) common/rocky p+d, run common/rocky + common
14,15) water/common and river/common queens want lily pads, take em out for now, 14 run cult + common

2228

12) common* p + marbled/common + common* d (good, another pure common princess)
13) forest/common p + d + 2 forest d.  run forest/common + common.

Break for Galaxy Quest

12,15) forest p + common* d

0048

11) common/rocky p+d, run common/rocky + common*

No stickreed yet.  When I see anything non-reed (or weeds) growing in my reed breeding area, I bash them and put down another crossbreed stick.  Should be just a matter of time.

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