Friday Seecrets Update

Entry 12 ()

It’s almost time for the next big adventure! Yes, the second (still as of yet nameless) village has been built up, a cartographer has been recruited, and I have a map in hand. Our first trek out to the Halo (and beyond) awaits!

View of the second village.
An overview from up on scaffolding. (Old view for comparison.) Note the lightning rods – a thunderstorm came in while I was working, and I realized I should put some up just in case. I’ll do the same for Intersylva when I come back to finish its refurb project. (+2,566 E / +271 S), looking southeast.

So far the village has two butchers, a farmer, two leatherworkers, two shepherds… and, of course, a cartographer. Already a master cartographer, in fact!

The cartographer in their… cartographing building.
My new friend supplied not only the woodland explorer map we were looking for, but also an ocean explorer map for another time, plus a globe pattern I’ve already put to use. (+2,654 E / +319 S), looking northwest.

Ah, but it still just felt too soon to go questing. So I headed home and did a little more work around there before getting ready to set out.

The sofa at home, now occupied by six cats.
If you were wondering about the fistful of salmon in the last pic, I brought a few more strays home: First a calico (named Calico), then a red and a tabby who have yet to be named. Over halfway to a complete catalogue now! (−248 W / −222 N), looking north.
Chest in the map room containing various potions, banners, paper, blank maps, chest boat, cartography table, shears, both explorer maps, and globe banner pattern.
For now, the maps are tucked away with the adventuring supplies for safekeeping.

The first priority, as always, involves the thing this game is really about: Railways! Yes, to quickly get back and forth to this second village, the Nether hub has gained its third main line, due east. And – and – Roam finally has a proper station worthy of its “home base” status and location at Spawn, not just some temporary track in the tunnels.

View of the new station from the landing halfway up its stairs.
The new station, buried beneath the old one, is somewhat grander and less cramped than the rest of the network, though still safe from any of the dangers found in the basalt deltas. (−30 W / −17 N), looking northeast.

Like the vault at home, it appears to be carved right out of its surroundings and polished up with care. (Brand new deepslate bricks have been imported from the Overworld to substitute for polished basalt in the floor and ceiling, as I felt the end texture clashed with the rest of the design.) It’s also the first station to include a proper exit out into the Nether cavern!

An iron door next to a button, a fully charged respawn anchor, and a sign reading “got gold?”
I needed to barter up four more blocks of crying obsidian to craft the respawn anchor… it took 89 gold ingots to get them. My fault for not wanting to break down those ruined portals, I guess. Got a Soul Speed III book too, though, so just need more Netherite for perfect boots. (−29 W / −20 N), looking south.

Being the interchange where all three (eventually four) main lines meet, and the showpiece of the entire network, I decided to break my usual “it’s the Nether; keep it simple and hard to break” rule – so when you head up those stairs to set off, you’ll find the user‐friendly interface panel of a brand‐new state‐of‐the‐artnote 1 CARTS unit!

The boarding area. The right wall holds a system map; the left has a banner featuring the globe pattern and a sign reading “Roam, −246 W, −180 N”. A cart rests at the end of the track which exits through the left wall. Behind this is a wall of buttons, each labeled with a sign under an indicator lamp. From left to right they read “East for: Village”, “North for: Stronghold”, “West for: Intersylva, Spiders”, and “Coming Soon!” The lamp for the westbound track is lit.
CARTS is capable of performing an astonishing one operation per second, and this particular unit is configured with four codependent memory cells boasting one bit of memory each. (−25 W / −19 N), looking east.

Yes, the Bromtech‐designed Completely Automated Rail Transit System offers the discerning rider a convenient, one‐touch transportation experience. No more manually thrown levers here: Simply hop in, press the button for your chosen route, and CARTS does the rest, whisking you off onto the iron highway while setting the switches ahead of you.

The switching room with tracks leading in various directions.
The switching room may look complicated, but it’s really not. (−32 W / −18 N), looking north.
The previous screenshot annotated with directional arrows and labels for each track.
Outbound carts circle the golden Spawn marker on the CARTS‐controlled inner track, which contains the three actual switches in the room. Inbound carts are passively directed around the outer track for return to the station.

Of course, the new station means the nether portals have been moved as well. Roam may not have an Overworld rail station yet, but it’s coming along and the portal has finally been relocated closer to home.

The entrance area to the map room. The sign by a new side door reads “To Nether”.
The map‐room‐slash‐transportation‐hub is far from complete, but we’re getting there. (−257 W / −183 N), looking east.
Interior of the side room.
The portal room includes a helpful map of the growing area. (−251 W / −179 N), looking northeast.

I still need to get a few more bookshelves together to complete the walls (and do… something with the ceiling), but there’re almost enough.

Back wall of the map room, mostly consisting of bookshelves.
And look, no more tunnel back to the vault under the house… (−256 W / −189 N), looking northeast.
Two bookshelves have been moved back and to the side, revealing a secret passage.
…or is there? (−253 W / −196 N), looking north.

Yes, I considered adding a secret piston door, and in the end, I did in fact add a secret piston door. The first I’ve ever built, actually! They’re not as complicated as I thought – I followed Biggs87x’s design for the mechanism itself but hooked it up to a couple buttons instead of using a “key,” and added a delay circuit to prevent inadvertent squishing. No, not the buttons on either pillar there by the door; that’d be too obvious. It’s actually the ones by the cartography table.

Things look all sealed up in the vault, too.

The mine shuttle station in the vault under the house.
Can you spot the button to open the door? It’s in plain sight here… (−252 W / −220 N), looking south.
Detail inside the rail tunnel. On the side wall is a stone button on stone bricks.
…not where one would think to look, sure. And you have to crouch to press it. But in plain sight nonetheless. (−255 W / −217 N), looking southeast.
A passage has opened to the right of the rail tunnel.
I do like that it retracts flush with the wall, leaving no redstone exposed. (−254 W / −218 N), looking south.

Not pictured: A pressure plate in the seecret tunnel opens both doors, timed so you can walk right on through without waiting.


The sheep pen now holds a full rainbow set of 16.

Sheep pen between the house and the pumpkin/melon farm.
I should probably widen it a bit to give them some more space, though. (−232 W / −193 N), looking southeast.
A short distance behind the pen is a tree covered by vines. A trapdoor is barely visible in the ground underneath.
Pay no attention to the overgrown tree out back. (−215 W / −188 N), looking southwest.

This is an animal cruelty‐free world, so I still rely on shearing by hand for all of my wooly needs. Sure, you could automate the process with dispensers and observers, like so, with a hopper cart circling underneath to collect everything:

A cramped underground space. Sheep are trapped in glass cells next to dispensers.
This is uh… from a Creative test world, for demonstration purposes only. Definitely not (−218 W / −183 N), looking northwest.

But who would do such a thing? Confinement is no way to live.


I also took down the glow squid farm out back and restored the environment to its natural state.

Natural‐looking plains out back of the house.
Might not even build another one. I have about a full chest of glow ink from the old farm, and apparently now I have a steady trickle coming through the general mob farm anyway… (−248 W / −276 N), looking west.

But enough prep and procrastination. I’m getting eager to start on that adventure and see what’s out there. Are you?

Let’s see where we’re headed…

An unexplored woodland explorer map. The mansion appears to be in a bay, and the player marker is small and in the northeast corner.
…ah. Hmm.

Somewhere to the southwest. And apparently below sea level, which isn’t exactly promising for actually finding a mansion and bringing a totem home.

Well, conveniently, Intersylva is already a good ways to the southwest. I headed there next for another look. Seems it won’t be long before we find out, at least…

The same map with a normally‐sized player marker, still in the same corner.
Still farther southwest, but we’re actually fairly close given the larger marker.

In site update news, I’ve been convinced by my new webring neighbor Seirdy’s argument against “lazy loading” and removed that attribute from the screenshots here. I may in time flip‐flop on that again (I am still but a babby hobbyist web dev, not an expert); I see the points on both sides of the debate. But it does seem likely to have the opposite effect than intended when it comes to slow or unreliable connections. And while that article’s recommendations are for primarily textual sites, I think this point still applies here, where the images largely are the content. Not that I have a large audience to be concerned about in the first place, but I’d still like to “do it right” and get those best practices mentally ingrained.

On that note, I know I still have lots to learn, particularly about accessibility. (Alt descriptions for images are an obvious miss on here, though that’s mostly because my brain goes blank trying to come up with them, and there are a lot because, again, the images are the content here 😅 Not that that’s an excuse.) And there are other things to look at like tap targets and non‐interactive space on mobile, proper contrast, even color choice for reducing overstimulation (something I hadn’t even thought about despite dealing with that very problem myself.). At some point – definitely after we peek beyond the Halo, and probably even waiting until after freeing the End – I’ll have to take a hiatus from playing and writing to sit down and do a big revamp here. Make a new style sheet from scratch(ish) and hack on Zoner a bit.


Next time: The long journey begins!