Welcome (Back) to the Jungle
Entry 7 ()
Whoa, is it time for the next post already? A wrench got thrown into the plan from last time: Instead of a second village, I stumbled onto a dungeon! The first I’ve found since Beta, actually. I mean, I’ve never exactly gone out of my way looking for them (I never considered myself a technical player and wasn’t interested in turning one into a farm or anything), but in Beta I found two on the same server, also without actually looking for them – so they’ve seemed more elusive since then. This one was even above sea level, visible from the surface!
But before that, I’d covered a lot of uncharted territory and… charted it. There was a lot of fruitless searching for that elusive second village. I started by heading through the now‐rarely‐used second portal and exploring the rest of the Core to the east, filling the remaining four maps there and looking over the entire border in hopes another village would be as near as Intersylva was, but… nothing. So I rode back to that first village and headed north, hoping the next one would at least be close to the existing Nether railway.
I wandered back and forth, filling a whole map… and a second… and then most of a third. I’d completed the second‐to‐last pass and was moving a bit west to finish up when I caught sight of that cobblestone in the cliffside. Another village will have to wait, but now I’ve got all the string and XP I want – and, as always, there was some other neat stuff along the way, too. For example…
And then, the dungeon.
As you’d expect, the loot was mediocre (though I did get my first music disc, “cat”!), but of course that’s not the real draw of dungeons – the steady stream of mobs is, and all of the drops and XP that come with them. Time for my first ever spawner‐powered mob farm! I didn’t 100% follow either design block‐for‐block and just sorta winged it, but Pixlriffs’s and wattles’s videos were very helpful.
I’d originally included some redstone lamps for an “off” switch, but abandoned that idea as more trouble than it’s worth. This was before I realized just how loud an ever‐respawning cluster of spiders can be. Also before I remembered that after it finally comes time to update from 1.17.1 just one lamp should be enough, since then even a block light level of 1 will do the trick.
Of course such a remote location needs its own little base…
And the base needs to be connected to the Nether hub…
Construction also called for lots of netherrack for bricks (the mining of which yielded enough debris for another netherite ingot… what to use it on?) and a few trips to Intersylva to trade for more glowstone. One of those trips also resulted in taming not one, but two more kitties!
In my side quest to play with new‐to‐me HTML elements, I added some expandos to the Advancements section for tracking more detailed progress on those longer‐term challenges – and in the process, figured out the flower forest mystery that had me puzzled a few months ago. Turns out the one I found wasn’t counting towards Adventuring Time because… flower forest isn’t counted separately on the list of biomes required for Adventuring Time. Not until 1.18, anyway. Bit underwhelming, but hey.
And now I know exactly what I’m missing (for a few more weeks, that is – folks, we have a release date! I won’t be upgrading right away, in anticipation of the usual bug‐fix point release shortly after, but once things look clear, it’s time to get Mild.) – though it’s not a surprising list: The rarities, badlands and mushroom island fields, and the seriously‐why‐have‐I‐not‐found‐these‐yets, the snowy/frozen biomes (literally every single one except frozen ocean, which doesn’t count because ocean generation makes no sense (see also that desert island with icebergs just offshore)).
Next time: Maybe more village hunting, maybe working on some to‐dos, idk.