Road to the West
Entry 25 ()
After a little break, it was time to do some more work around Roam. I was going to expand the farming area – much bigger crop fields, plenty of room for the animals to graze (and sploot, once I hatch those eggs from last time) – but quickly realized that’ll be a bigger project than I thought. The plains biome at the north end isn’t actually all that big (and is a bit hilly besides), so I’d have to trim back some forest and/or bridge across the river, and I don’t quite have a plan for all that yet. So instead I started by making some of those fancy new hanging signs.
I also did more overdue torchspam cleanup, specifically down in Old Roam, and more specifically in the cave‐bowl‐thing where I first sheltered and mined.
And I do have a project in mind for this area – the “industrial district.” Not so much in the usual Minecraft base sense of “where all the automated farms are,” but specifically for heavy industry – the copper aging facility, the super‐smelter, and, yes, the iron farm. Because I’ve decided I do want an iron farm after all.
Specifically, I want a combined super‐smelter and iron farm. Villager enslavement has never sat right with me, so I’d like to at least pretend they’ve got normal lives, even if that’s in a tiny‐isolated‐company‐town‐buried‐inside‐a‐mountain kind of sense. I’ve played with the idea in Creative mode, and it seems viable enough to give the staff some living space while still limiting golem spawning to the, well, grinder.
So the plan is to set up the villagers’ workstations (blast furnaces, grindstones, and smithing tables, to keep to the theme) in the same room as the super‐smelter’s furnaces (and maybe its input/output chests; I’m still playing with the layout). That way I’ll see them regularly and can even trade with them instead of just locking them in a box and throwing away the key. I’ll have to restrain and cure some zombie villagers to get things started (no kidnapping!), and I’ll need five of ’em, so it’s a long‐term plan – but a plan nonetheless.
And sure, it won’t be as efficient as the traditional 24/7 panic boxes people build – but who cares? As I’ve opined before, we can Fortune iron now, and giant veins are a thing too (even if I haven’t found one yet). I would like to convince a pillager to break their crossbow and hire on as supervisor, with trapdoors or a piston wall opening on a timer to… encourage… the production team a few times during the workday, but that’s an even longer‐term improvement considering the only watchtower I’ve found is over 11 km away. (Remember, there aren’t patrols in this world, and the closest I could possibly find another tower would still be over 2 km from home.)
But why finally give in on this? Rails, chains, and bars. I want to bring the railway out to the Halo so I have a better jumping‐off point for further (and farther) adventures – and (even if I’ll rarely see it) I want to suspend some sections of tube from the nether ceiling, but in many places that’s gonna be dozens of blocks above. I’d love to get started on the overworld system sometime, too. And all of that gets expensive.
Besides, I’m me. I like zenning out and mining. I’m not gonna stop doing that just because I have a source of infinite iron. I’m gonna keep doing that and have a source of infinite iron. (That’s how things are going on my friend’s server – he set up a rather productive (and shared) iron farm basically first thing when he moved out of our group commune, but that hasn’t deterred me in the slightest from mining out the giant iron vein I later found under my own base.) Plus I’ll probably have to do that anyway if I ever want to hunt down an ancient city (and I do want to hunt down an ancient city).
As to the railway, extending the west line out to the Halo feels like the obvious choice: It’s already the closest to getting there, and even if it weren’t, it’d be the shortest from Roam. Plus, the parts I’ve already explored are around the southwest corner, relatively close by… ish.
Anyway, I decided to head directly west from home base and see what’s on the way – scout for potential stations and all.
Fire probably would’ve been a continuing theme if not for some well‐timed weather.
I filled up two maps to start – there wasn’t much else to report, just a couple more villages and a few more coast armor trim templates.
But then I filled a couple more, and that’s where the good stuff came in.
Those little bits of beach might not be so impressive, but oh, I promise there’s more…
Continuing north along the Halo, I spotted something even rarer: Some mushroom fields!
Turns out the Halo also had some snow to offer up today.
When I reached the far edge, I was pleased to discover exactly the kind of thing I wanted out of this world…
All told, I got to check a whopping eight new biomes off the list on these trips, with fewer than that remaining for the Adventuring Time challenge – and some of those are in sight in those mountains just beyond the Halo. Soon!
Next time: We’ll see how I feel, idk.
I’d like to get back to railing my way west, but the line currently ends midair above the lava sea, with nothing but fog in sight ahead… and if I stick to the current palette, that means smelting a lot of nether bricks to make any progress; can’t just tunnel first to feel accomplished and then come back to decorate later. That palette does date to before Caves & Cliffs, though – and I think now that I have more deepslate than I know what to do with, I might just switch to that instead for future extensions.
I also still haven’t planted any mangrove or cherry trees, or played with the new bamboo set, so those are still options. Could also decide what to do about expanding into the plains/forest, but that requires brainpower I may not have available.