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Session 28

“Caravan Completion”
Today’s standout enchantment:

My collection of axes, while not significantly large, now boasts a few Silk Touch precious
metals. With that, let us return to the SANA for a new day of wonder.

The caravan looks adamant on escaping the wheat farm. And I don’t blame them – it’s
awfully grimy in here, at least as it currently stands.
But before that, I think I’ll breed a few more. Recall that we lost one from our caravan
conquest last session, which left us with an even eight llamas. Breeding all now brings us to
twelve – one step closer to completing the caravan I’ve pictured in my head. We’ll finish it
later.

First, I’d like to look at this obsolete horse stable one last time… because it is the last time
we’ll be seeing it.
Much better! Now that Stanland is connected to Starlight HQ via the Nether Hub, we no
longer need to keep a horse on the mainland. Plus, we lost Luna anyway, who was the only
horse to reside there. As such, I’ll use this opportunity to transform the coast section into
something more useful.

Off from the portal, I’ll construct a humble dock – no redstone with this part!
A small rounded staircase will greet the water, as we’ll be setting up something of a
miniature marina here for when boating is preferred.
To make life just slightly more interesting, I’ll add docks for all six boat types, so that I can
have some options. If you know me, then you know: options galore!
Fencing and lights around the dock will protect it from the dangers that rest underneath the
black sky. But otherwise, the dock is a modest design.

Such pretty colors! Considering first that directly across from this coast is Starlight HQ, I
feel as though having a means of getting there via boat is a necessary addition. After all, I
want the SANA to be accessible through the Overworld just as easily to and from Starlight
HQ. And remember that in Starlight HQ, we already have the escape hatch for boating.
Take a refreshing view of the SANA from the water!

Now take a (less) refreshing look of me, suited up in angel armor.


Having completed one side of the SANA, it’s time to finish our expedition in the eastward
direction. To recap, we’ve constructed two buildings so far: the mooshroom arena and
wheat farm. The third and final building of the SANA will be much simpler than both:
Caravan Quarters.
Taking a much similar approach as with the Sheep Processing Facility, Caravan Quarters
will allow each llama of the caravan its own space. But wait… that means we first need to
complete the caravan.

A few more babies should do it. We now have sixteen llamas – the caravan is complete!
Eight on each side, and I suspect you may know my reasoning for why I chose sixteen.

Sticking primarily with the spruce log aesthetic, I’ll use orange and pink clay as accents,
while grass will coat the floor of each llama pen.
Above, you can see the quarters more broadly. The llamas will get their own pens, while I’ll
select which will accompany me on whatever travels I embark that require them.

But why would they be required? Well, the sky is the limit when it comes to expansion
throughout Quintropolis, as the caravan has now allowed. If you don’t already know why,
you’ll soon come to see!
As I’ve used sea lanterns for the principal interior lighting, I’ll switch things up and opt for
glowstone lamps within the pens themselves.

I swap granite in place of pink clay, as I feel the look is truer to the SANA’s robust agrarian
aesthetic.
On each pen, one fence is stagnant whilst the other is a gate. You can see above how I’ve
patterned the fence gates.

Of course, we need to prevent creepers and such from spawning atop the SANA! What
good would the build be as a base addition if we could never go outside at night?
Alas, the Caravan Quarters are complete! Let’s bring our caravan to its new home.
One-by-one, they seem quite willing to enclose themselves. Perhaps – and this is just a
theory – they’ve spent too much time together. I mean, I did have them shoulder to
shoulder cramped up in the wheat farm. Here, they have a bit more room.

Now, for why I chose sixteen:


What fun is a colorless caravan? Beyond just looks, there is another functional property of
color-coding the llamas.
What do you notice? Yes, there can be chests attached to each llama! This means that I can
haul oodles of building materials anywhere I want and have more than enough storing space
to do so. Let’s say I want to build a large structure in northern Megapolis – well, I should
be able to store everything I could possibly need with the help of the caravan.

Not to mention, the colors will allow me to group items I want to store so that I can know
which llamas hold what items.
With the Caravan Quarters completed, it’s time to complete the SANA with one final
addition.

That’s right – we have yet to install a proper wheat storage room! Considering first that we
have wheat dropping into two different chests, we must first connect them together before
sending them to a storage room, which will have to be underground.
The staircase to the wheat storage basement will be located between the wheat farm and
Caravan Quarters, situated appropriately in the hallway that connects the two.
Above, you can see how I need to rework some redstone to make the roof proper for the
basement.

A 5x3 grid of chests should be more than plenty for this farm. When fully grown and
harvested, it yields nearly three stacks per cycle. That’s a lot of wheat, but it will take a
while for the whole room to fill.
Builds like this one are always fun aesthetic challenges, because of their awkward placement.
Since the staircase is built between two buildings, crafting its enclosure requires some
creative thinking. Utilizing the materials and theme, I’ve crafted a neat collage of glass
windows, varying woods, and clay to integrate the staircase within the SANA.

Above, a small window is added to enhance view, and of course we’re still encouraging the
greenhouse effect.
There is a stairwell on both sides. While the side I’ve just completed juts outward into the
open field, this side above cuts into the mountain. As such, we won’t be using glass
windows too much here.

Still, I want the proportions and architecture to be the same. It’s just the build materials
that will differ.
And now, a side-by-side comparison of the two sides:

I’ve maintained the same color scheme and general design, altering only block choices to fit
the structure’s awkward location.
Moving down to the basement itself, located directly underneath the wheat farm, we face a
similar challenge. But this one is easier.

Coating the floors with granite and painting the walls with orange clay seems appropriate.
The chest situation is the final piece of the puzzle.
Hoppers insert behind every chest you see above, in such a configuration that allows wheat
to travel throughout all (but only once the chest to which it currently travels fills up). We
shouldn’t run out of wheat storage space for a good while.
Check out the disparate textures as we descend from the hallway (right staircase) to the
basement (left staircase). The change in texture theme is purposeful. After all, we need to
conserve heat underground, so naturally we’d use heavier materials.

Details only remain. Fence gates are added here in the corners of the piston gate doorways,
while crafting tables are added in the corners along the floor.
A funky wooden pattern renders the floor just a bit more interesting.

Finally, I’ll add fence gates to the wheat farming areas to tidy it up.
Oh, and let’s not forget the diamond hoe we’ll prop atop the doorway just in case, you
know, we get a little drunk while farming.

Now, finally, after more than two years, we can update the Lapis Hall of Fame with a sign
commemorating the official completion of a new base addition. Welcome the SANA to
Starlight HQ as our animals’ new home! Though the build will probably receive updates
over time (as all builds do), the Lapis Hall observes the month of a build’s first-generation
completion (so, for example, Starlight Castle 1.0 was completed in December 2013, which
is what its sign reflects, even if it has come significantly far since then).

I’m going on an adventure! To celebrate the completion of a new build, and in fact the
Starlight’s first completed major addition of Season 3 (not counting “Chambers”), I’ve
chosen to engage in an underground spelunking adventure that will help replenish a
plethora of resources at Starlight HQ.
Do you know where this massive ravine is? We found it during our mapping of Stanland.
I’ll show you:

The fact that I chose to find a spot in Stanland for this underground adventure was no
mistake. The SANA is just the first of several builds that Stanland will offer, so it’s
important to get a healthy start to its human intervention.
Damn, I didn’t expect that the mineshaft would extend down to near-bedrock heights!
Perhaps some blue rocks await me…

Infamous cave spiders… my last encounter with these guys was well over two years ago,
maybe three. Call this venture a nostalgia trip.
Looks like I’ve caught sight of the you-died-by-creeper-surprise-drop-kick chamber.

A dangerous spot above it seems. Look at the bottom-right of the above picture. Lots of
unique sounds emerge from the cave spider spawning pool!
Secured!
Aha, the gods of Quintropolis are guiding me down to the depths of… redstone.

Before even hitting diamond level, our first return trip to the SANA is necessary. Loads of
coal and iron already, and there’s still so much left to explore! Clearly, I’ve left a lot of
photos out. That’s because highlights of mining are difficult to capture.
We’ll add a section in the Essentials Room for unmined ore, since I expect we’ll end the
adventure with a full chest of that.

Now, returning for our second run of the ravine adventure.


A myriad of colorful rocks abounds at the bottom of this ravine!

And the colors continue to spread. Still, I’ve yet to encounter any bright blue ones. I haven’t
found any in… over a year. I bet you find that hard to believe. But since I returned home to
Starlight HQ in Session 211, I’ve not done a single mining or caving session. This is the
first one.
You smoldering dumbass.

Just when I thought the mineshaft had ended, more awaits! It’s always a maze with these;
that’s why I try to maintain the habit of placing torches on the right side – this way, I’ll be
able to follow the way out.
Securing another cave spider spawner above. And might I say that this shield has saved my
life a handful of times! Skeletons don’t stand a chance against me now – good thing I’ve had
plenty of practice with shields at Stonewall. I only now begin using them again.
Red rocks, plenty of those… But blue ones? Please? Just one will suffice.

Things are getting tense here at rock bottom. But alas, you can see that I’m well fit for this
sort of climate.
Above, you can see my triumph over the warzone.

Another cave spider spawner awaits, but this one looks to be surrounded by plenty of light
already. I should have nothing to worry about.
Heh, guess I don’t need to concern myself with that one, either.

Not the blue rocks I was referring to, but sure; I’ll take these, too. I engage in a lot of
enchanting anyway.
So much lava! It’s a good thing I keep my trusty water bucket on me for times like these.

Behold! My first blue rocks of the year!


And another!

And another!
And… wait, how long have you been lurking?

These count too, right?


Above is my final haul from this adventure. Yeah, I think I’ve made up for lost time. Let’s
go home and end our conquest.

Rather than try and navigate back, I find a gaping hole to climb out of instead, located
abroad the nearby plains.
That might be the best view of the SANA we can currently acquire. It’s quite shielded now.
But it is only a couple hundred blocks or so from the gaping hole just climbed out of.

My full chest prediction wasn’t too far off.


I’ll hold off on the coal for now; I don’t need it. Rather, I’ll take Fortune and go ham on
the goodies.

Above lists the final accumulations on this single underground conquest, not even counting
coal – yeah, I think our iron supply is more than replenished. And that’s just one adventure!
We’re off to a good start as we rebuild the Starlight’s mineral supply.
As I have loads of levels, I’ll complete the session with a few enchantments. Let’s see what
we get:

Not bad.

But now, it’s time for a restful night as we conclude this Stanland chapter of Starlight HQ
3.0’s expansive development.

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