Minecraft - The challenge: create a work of art in a 36x36 pixel frame, using only grey scale. How'd I do?


The challenge: create a work of art in a 36x36 pixel frame, using only grey scale. How'd I do?

Posted: 03 Apr 2018 12:50 PM PDT

I think something went wrong here ! ^^

Posted: 03 Apr 2018 05:58 AM PDT

Always remember, wall detail can make or break a build.

Posted: 03 Apr 2018 08:52 AM PDT

A crafting table that I made back in high school

Posted: 03 Apr 2018 02:05 PM PDT

My USS Baltimore, followed by my USS Erie

Posted: 03 Apr 2018 12:29 PM PDT

My forever project completed! The back is a nether portal.

Posted: 03 Apr 2018 03:02 PM PDT

Chessman! Might do a whole board if this is well received.

Posted: 03 Apr 2018 05:21 PM PDT

My brother (9) made this.

Posted: 03 Apr 2018 05:33 AM PDT

Me and a few buddies cleared out an Ocean Monument, what should we do with it?

Posted: 03 Apr 2018 03:40 PM PDT

Dropping Items to get the Best Sword Enchantments [RNG manipulation] (not April Fools)

Posted: 03 Apr 2018 01:20 PM PDT

How does this look?

Posted: 03 Apr 2018 02:11 PM PDT

Tried a go at “improving” more textures for my pack. Just wanting to share.

Posted: 02 Apr 2018 10:14 PM PDT

My build of Dipper and Mabels bedroom from Gravity Falls (without a roof)

Posted: 03 Apr 2018 07:44 AM PDT

This turtle decided to hitch a ride

Posted: 03 Apr 2018 06:40 AM PDT

Old crop textures | New crop textures

Posted: 03 Apr 2018 12:00 PM PDT

A guide to working on big projects (warning: wall of text)

Posted: 03 Apr 2018 06:56 AM PDT

Recently, I was inspired by a question posed on this subreddit by u/lovemyson2017 asking for tips on how to build big. I have been playing Minecraft since beta 1.7, and in those seven years I'd like to think I've become a fairly competent player. I watch a lot of Youtubers like those who play on HermitCraft and SciCraft, and used to watch the things they did and feel totally intimidated. Over time, I've built up a repertoire of knowledge to help me tackle large projects myself, and I want to share that with you all so more people feel empowered to create amazing things. This doesn't include specific aesthetic advice; it is a lot of generalized advice. Also, I completely ignore the existence of MCEdit and WorldEdit. Some of the tools in those programs make large projects super easy, but this guide is aimed more at people who play on survival servers and don't have access to or don't want to use those things. I mainly ignore these tools because I myself have no idea how to use them, and haven't yet had the need to learn how.

  • Use a creative testing world to build anything remotely complex first even if there are really good tutorials that you are able to follow along with. It may seem counterintuitive or like a waste of time to build it twice, but you will certainly end up saving time by learning your way through (i.e. screwing up and having to tear everything out) a complex thing in creative first. It's one thing to have an idea that you know how something kinda works, and it's a whole different thing to actually build it yourself to get a hang of things, like what parts are hard-to-place for example. If you're designing your own thing (functional or aesthetic) this advice is even more important. It is so much easier to fudge around with it until it's just right in a testing environment than in survival.

  • If you're building with the terrain (maintaining the natural shape of the terrain is a simple way to add a surprising amount of beauty) use a backup of the survival world as your start for your test world, or if you don't have access to the server files, use a new single player world with the same seed (ask your admin what the seed is if it isn't public knowledge). If the terrain does not matter to your particular build (like if it is completely underground for example) use a void world (get started placing blocks in a void world using the /setblock command) or a redstone ready preset world.

  • Make frequent backups if the thing is tricky, involves explosions in any way, or if breaking a single part of it would render it a huge pain in the butt to fix. ALWAYS take a backup of tricky circuits involving tnt or pistons BEFORE testing them.

  • If you are playing on the Java edition, I highly recommend using the client-side Forge mod Schematica! It works on vanilla servers. It will generate a full materials list for you as well! If you are going to save a schematic of something like a farm, that doesn't use the terrain itself in any aesthetic function, I recommend clearing the terrain away so there is no terrain around it in the bounding box formed by your build's outermost edges before snapping the schematic. You can do this one of three ways: build your thing hovering in the air or in a void world skyblock style, clearing it by hand, or by using the /fill replace command (make a backup before either manually or command clearing, in case you break something drastically).

  • Amidst (a downloadable program, make sure you use a 1.11 profile or it will crash) and Chunkbase (an online webapp, no download required) are deeply useful tools for planning where you want something to be in a world. These things show biomes and structures, although they aren't perfect for displaying all structures. If you are using a creative testing world with the seed of the world you will be building, you can fly around in spectator mode to find a beautiful spot that suits your needs precisely. I recommend scoping out the spot ahead of time and building your creative prototype in its exact place if applicable (not applicable if using void world testing worlds or redstone ready presets).

  • You can switch between creative and spectator mode very quickly by using the keyboard shortcut F3+N. It can be very useful to spectate sometimes to peek in tight spaces that even a creative mode player might not be able to get to without breaking something important.

  • Build lighting into your everything now in creative, while monsters are not a menace. If you don't like torch spam, use block lighting like jack-o-lanterns (you can hide light under carpet if you just don't want to see it at all). Also, always light up your redstone circuitry, especially if there are redstone torches, repeaters, or comparators that can give off lighting updates as they flash (those lighting updates contribute to server tick-per-second lag even if no one can see it because it's encased in a wall). I like using jack-o-lanterns in my circuits as they are the only light-emitting solid block that can transmit power (without it itself flashing). You can't place rs torches on top of jack-o-lanterns, but you can place them on the sides. And jack o lanterns are awful like gates, (at least in 1.12 and before) you have to have a solid block under them when you place them, even in creative mode (I am so stoked that they are fixing that for pumpkins in 1.13).

  • If you're building any redstone circuits at all, make all of the blocks that the components are sitting on, powered blocks, or any blocks are otherwise essential (like holding back water) are unique blocks that do not exist normally in nature where you are building. You can develop your own personal system for this. Make sure Endermen CANNOT pick up any blocks that are essential to the system (they can pick things up even if they are blocked by other blocks, so they don't need to have direct line of sight to pick it up; I've seen an Enderman grab dirt out from under a grown tree). Slabs are effective for a large number of signal transmission needs, and they have the added benefit of not being powered themselves (so it's easier to run circuits near hoppers without them locking, for example). I use a lot of polished granite, but if you have access to a mesa something like red sandstone is a wonderful versatile block for this (red sandstone also has slabs&stairs!). If you have complex circuits with multiple different parts, I recommend you ditch the generic obviously-player-placed reddish block and go instead for concrete in many colors. Color code your circuits, it's like commenting code, it makes it infinitely easier to debug if something goes wrong. I recommend concrete over wool because wool can burn.

  • If your build involves circles, spheres, or ellipses, use an online resource like https://www.plotz.co.uk/ (circles are easily shown on Plotz by clicking 'ellipse' and then setting the width and depth to be the same)

  • Block palette: choose what blocks you want to make the thing out of, make sure they all look good together. You may want to try to include at least one block in your palette that has slabs and stairs. You may want different palettes for different zones of large-scale projects. Have your palette set down somewhere physically at your building site in the creative test world so you can quickly middle-mouse-button to pick block on them while building.

  • Watch Youtubers for inspiration! A big part of visualizing your own large scale project can often be seeing what other people have made and thinking, "damn, I would love to make something like that myself, but with these specific differences" and boom, right there you have been inspired to do your own creative derivation of it. Your personal flair and style can emerge even if you are emulating something you saw someone else do first.

  • Sometimes the spark of inspiration can come from the terrain itself, or structures like dungeons or witch huts. Scoping it out is essential. Fly around in your same-seed-as-survival single player test world in spectator mode, and you may come across that one gorgeous spit of land that just takes your breath away and draws to mind immediately a beautiful vision of what you could do with it. That kind of spot is truly magical, and it can definitely be worth the time to scope if you're able to find such a place. I personally got that kind of feeling when looking at the mountain I now call home in my world.

  • If you're building anything below y=40 (especially large scale builds), be aware of where your slime chunks are! if you're digging out a big area bring enough carpets or slabs to cover those in their entirety as you work your way down. Slimes can really be overwhelming in big pits with lots of slime chunks.

  • Build a frame first! Building a skeleton for your structure can help you get a feel for the shape of your build.

  • It can be helpful to think about large-scale builds as a series of smaller parts. Projects can work up pretty fast if you're just methodically building a few small parts. Gathering materials is always the first "part". Think of building the frame as this second "part" (unless you have to dig out a whole big area, then do all that digging as the second part, then build your frame as the third part). How you choose to break down the rest of the build into parts will depend on your personal style and the project itself. You can break it down like: "build up all the walls all the way around methodically working my way up", "do this particular detailing pattern around this entire huge place"; or you can break it down like: "build up this particular room". Both kinds of ways of thinking about it have their place and purpose, for truly massive scale builds it can help to think of each disparate step in the building process as its own distinct part, but then once the sections of your large build become more apparent it may be easier to think of it in terms of whole rooms or areas at a time.

  • Pace yourself. Rome wasn't built in a day; large scale builds take a long time to come to fruition. You'll get faster at them as you get some practice, but think in terms of months or years for projects on the scale of a lot of YouTubers like those on Hermitcraft. Most of those people play a lot more Minecraft than most people are able to, and it can even take them weeks and months to do large things. Don't feel bad if your first huge survival project seems like it's taking forever, and don't give up. Keep chipping away at it bit by bit. The best way to eat an elephant is one bite at a time.


You want to know two things for certain before you start building in survival.

ONE: Know exactly how much materials you need to build the thing. If you were using Schematica, it generates a materials list, or you can calculate it the slow manual sitting-there-counting-blocks-until-your-eyes-cross way. Prepare and gather 110% of that number of all needed materials, have it ready to go before you begin building at all. You'll want the little bit extra to account for the small amount of loss that is inevitable in most large scale projects.

You'll also want to account for scaffolding. Personally, I use a lot of carpets and slime blocks for my scaffolding, as carpet towers for vertical scaffolding can be broken easily just by breaking the single bottom carpet, and slime blocks for horizontal scaffolding can be broken instantly with a fist without risking breaking out chunks of your build with it as you take out the scaffolds behind you. I don't use slime blocks for scaffolding when I'm working on slimestone projects, but most other times it is my go-to. If you're not going to use carpet or slime, at least make it a block that looks different and breaks faster than other blocks in your build.

Always bring extra torches, to light up your scaffolds as you go along and to light up big dug-out-areas before you build up enough to put your final lighting system in place.

TWO: Know the footprint of your build. Know exactly how much space you'll need in each direction. Schematica + access to spectator mode can make it possible to build insanely intricate and dense things. Know exactly where you want it to be. Always be sure to triple-check that any biome or structure specific builds are properly aligned so they are completely where they should before laying any blocks. Failing to do this step could result in frustrating situations, like misaligned witch farms, or like when I was an idiot and built most of my hostile mob grinder in an End of Skyblock world inside the mushroom island biome chunk I had been given. Make sure you are aware of where nearby villages are to not cannodle if your build in any way involves wooden doors and/or villagers.


If anyone else has any tips or tricks for tackling large projects that I have not thought of, please post them in the comments! I hope this post helps some people. Happy building!

tl;dr: use a creative testing world. use schematica.

submitted by /u/thegreenkacheek
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we made a little comfy place with a friend in hardcore mode

Posted: 03 Apr 2018 10:35 AM PDT

Finally Ready to Change the Biome

Posted: 03 Apr 2018 04:21 AM PDT

Ancient Persian-Egyptian style temple/public building

Posted: 03 Apr 2018 09:07 AM PDT

Just blowing up some TNT nothing unusual to see here...

Posted: 03 Apr 2018 01:28 AM PDT

I just finished my main room in my underground home on Survival Mode! (Bedrock Edition on Xbox One)

Posted: 03 Apr 2018 09:11 AM PDT

Birth of A Boss .... (btw, not a good idea ...)

Posted: 03 Apr 2018 06:38 AM PDT

Look how far my building skills have come!

Posted: 03 Apr 2018 03:15 PM PDT

Sorry in advance for the crappy setup of this post, not too familiar with mobile Reddit yet.... Anyway,

So I set up a realm last year for my brother and I to play on. It pretty much ended up being just me though. And I just started playing Minecraft at that time. I built a village, and I made a guard tower for my village, and this is what it looked like:

I built this probably 8 months ago

At the time, I was really proud of it. But I came back to it the other day and just thought, "I can make this better." So here it is revised:

Image 1

Image 2

Image 3

I am super excited about it and I feel like my skills have come a long way in 8 months. I can't wait to keep working on my builds and making them better!

Thanks for reading ☺

submitted by /u/Pyramid_Head_666
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Herobrine and the Endermen fanart

Posted: 03 Apr 2018 08:20 AM PDT

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