Roamwork
Entry 22 ()
After wrapping up the wood farming I’d started last month, I was feeling the itch to get back to exploring. Since the map around the ocean monument was still pretty bare, I decided to head back out there and fill it in. Not too much to report from there – though one corner of the ocean was particularly rich in ruins.
For the most part I just marked them for later – I wasn’t exactly loaded up on Water Breathing potions, and there were at least three clusters of ruins to dive for (on top of some scattered singles), and… honestly, I just wasn’t in the mood that night for all the gravel‐digging and drowned‐fighting and such. Besides, there were shipwrecks too, and those I’m definitely leaving for 1.20. Gotta get a head start on that smithing template collection!
Speaking of the coming update: Next on the menu was some trading. I’m going to need maps for all that exploring, and I also wanted to make the switch to the golden carrot diet. Lowering the unemployment rate will have to wait for another day, but over in Layabout I did get a few more villagers leveled up. (That led me down a rabbit hole working on a little trade tracking app for a couple days, but I found myself trying to reinvent the front‐end framework wheel, so I’ve shelved it ’til I make some time to play with React.)
Back at Roam, I’ve been wanting to expand the map room ever since I ran it into a corner, but one big reason I’d put it off was the thought of moving all those bookshelves without Silk Touch on my axe. After the trading, I thought I’d continue the zen Minecraft with some fishing in hopes of catching a Silk Touch book – but that reminded me that I’ve also been wanting a little fishing pier up on the river. So I built one!
The path still needs a little work (and lighting), and the pier itself isn’t anything fancy, but I like it.
A few days of fishing didn’t yield any Silk Touch, though I did catch two Mending books within a few minutes of each other – and while I certainly won’t complain about that, it just isn’t as exciting when I can always just trade for them (and already have it on all my current gear anyway). So I did some enchanting, too.
It took cycling through about a dozen books, but eventually the enchanting table was showing a level 30 enchant for Silk Touch on an iron pick. I crossed my fingers, made a diamond axe, and gave that a try – and, yup, still Silk Touch! One anvil combine later, I was holding a nearly perfect axe (it does still need netherite), newly dubbed Wit’s End for the struggle of finding that last enchantment. (I suppose it’s also an oblique Amphibia reference, but not exactly a good one.)
So, Silk Touch acquired, the time came to work on the map room. It’s mostly done! I still think the floor and ceiling need a little something, but I’m much happier with it.
Now, next time the room needs to grow, the whole entrance stairwell may need pushing back, but this time only the little vestibule had to be sacrificed. The portal room got pushed back into the southeast corner, and I figure the southwest corner can open onto a stairwell down to the overworld rail station once that’s established.
This room is gonna be one of the first things to revisit once we’ve got access to Trails & Tales stuff – hanging signs will be good to lead our hypothetical visitors from the entrance to the stations, and I think some chiseled bookshelves will help break up the repetition on the walls. Looking forward to it.
Now, I did run into a little problem during construction…
I had a lot of leather, so I was just making my own bookshelves to fill out the room instead of heading all the way out to Intersylva to trade for them. At one point, I went outside to grab some more sugarcane for paper, and was greeted by a couple of my colorful sheep roaming free.
Turns out an enderman left a block inside their pen while I was working underground, and every last one of them used it to hop the fence and go on an adventure.
Thankfully, none of them ran afoul of the one wild wolf still in the area, and over a couple of days I was able to track them all down and return them home. But it’s got me thinking: Maybe it’s time to add the Anti Enderman Grief data pack.
I always thought their behavior was a neat little bit of Minecraft weirdness, and it hasn’t bothered me ever since that early change limiting it to a handful of (mostly natural) blocks. And sure, maybe this was a freak occurrence… but what happens when one teleports into the storage system’s redstone room and decides to block off one of the floor lights? I don’t want to have a surprise creeper blow up any of that delicate machinery next time I go to expand it…
Oh, and speaking of the storage room, that did get an expansion – just not an increase in capacity. I’ve long had a shuttle rail between the house and the mine to heigh‐ho me and my chest cart full of spoils back from a long digging session, but it’s been less useful ever since I stopped keeping my goodies right next to where it drops me off. That’s fixed!
Yup, the new and improved mining shuttle now connects directly into the storage room – and into the storage system. There’s no longer any need to manually unload the chest cart; it takes its own branch onto a hopper that pipes everything in on its own. (The station is integrated as well; it only allows departure back to the mine if the system has finished running.)
That does leave the question of what to do with the abandoned tunnel branch up to the house. The portal at the old station is simply blocked off with some caution wool, but the other end is clearly visible as you pass under it. I’ll probably reclaim the rails and lanterns and such, then just make sure it’s spawn‐proof – maybe throw in some cobwebs.
Perhaps a bigger question is what to do with the house’s basement and vault. They feel… maybe not empty, but definitely underutilized, without all the chests. My first thought is a better (definitely more aesthetic, maybe automated) brewing setup, but I’m not sure if I want to make that its own building instead…
Next time: Who knows? As I write this, 1.20 has just been handed an official release date a week and a half away, so given my playing/posting frequency it’s likely some tales from the trails are coming. On the other hand, we’ll see how long it takes for the various mods to update (and whether any last‐minute game‐breaking bugs snuck in), so maybe just some more work around Roam.