Since the original world spawn is ~8000 blocks away from the interesting parts, I decided to create a new little spawn area that also fit the established trend of the Elder Scrolls games. So I built a little reef in the middle of the ocean, so you can RP being the only survivor of a prison ship who have wrecked on the reefs.
Added some very basic stuff(including some Davinci Vessels parts) to allow travelling and directions to the various main regions. Just a bit of fun for myself, and would work nicely if the pack is ever polished enough to share.
Had to drastically reduce the spawn rate of Ice and Fire mods Sea Serpents(even further than I did with all other mobs), because they were everywhere. Made Davinci ships or even vanilla boats near shore impossible. Even got knocked out of the sky a few times in Davinci air ships when testing. But Sirens, sharks and other dangers still make oceanic traversal interesting
Since it fit nicely with the early game tech, and I have just recent been playing that game a lot, I decided to start out in Skyrim. Picked a nice spot in a Mega Taiga(Spruce and mega tall oak tree forest) at the foot of an Extreme Hills mountain region. Really reminded me of the transition between Falkreath and The Reach. I can definitely see myself building Dwemer ruins later in the Extreme Hills area! And there are also Tundra, Ice Plains and Snow Desert biomes nearby, so lots of cool options for more Skyrim locations.
I have cleared out a part of the forest and founded the Nord village of "Jetilheim" (made up name, not part of lore):
The spot was almost perfect. Almost... I just cannot help modifying the landscape to make it just so. The mountain lake and the stream are not part of the natural world gen. I built it by hand to give the village fresh water and power for a sawmill(more below). Thank god for decent Tinkers tools and Emperors Chalice from Reliquary
So far the village is mostly just a Nordic themed Minecolonies colony, but I have started adding my own touches to it, heavily inspired by Skyrim. Plan on decorating all the buildings later when they are all at the level I want, and I have some flight/creativeflight means. Too tall to modify without
Tier 5 buildings are also gated behind materials from the End, and doesn't really feel ready for that yet.
View from nearby watchtower on a hilltop:
One of the main gates:
Heavily inspired by the old broken battlements and the new wooden reinforcements of both Whiterun and Riverwood. Lot of Chisel and Bits work
Sawmill and farms:
Just a regular Minecolonies Lumber hut, but once it is max level I intend to make it into a Skyrim styled sawmill. Hence the Better With Mods waterwheel, which will be driving a Saw.
Tavern at the foot of the Jarls house(the town hall, not fully upgraded yet):
The NPCs are just some CustomNPCs tests for various Nord styled skins.
Next door, the Companions/fighters guild/mead hall style building that I have built from scratch:
Heavily inspired by Jorrvaskr in Whiterun. And yes, it is almost entirely Chisel and Bits. Roof was a nightmare
Minecolonies Watchtower in the background. For scouting dragons and other winged dangers I suppose, because forest is too thick to see anything through
Inside:
Still have to add some furniture etc. Debating with myself whether to make a basement similar to Jorrvaskr too. Would make a good Fighters Guild style thing with accommodations for recruits I suppose.
Got forced into a few Ice and Fire dragon fights when exploring pretty early in the game. Managed to cheese a few of them after they just wouldnt stop following me, so mounted a skull of one at the end. Temporary Troll skull at the other end, but not nearly as good looking
Dunno what the Minecolonies farmer is doing in there...
More pics of roof:
I spent hours doing ellipses with the Extra Bit Manipulation tools to make the roof. And then hours moving half of it to the other end of the building. And a lot of copying stuff back and forth. Good thing I apparently secretly like torture like that I suppose
Roof decorations:
Lately I have been mostly busy just setting up some basic infrastructure. Initially I had set up in a Roguelike Dungeon house in the village. But it started to get in the way of the village, and had to be partly removed to build the mead hall. So I set up a lot of stuff in the Aroma1997 mining world, then regretted that due to performance degradation each time I went back and forth to craft/pick up stuff... So now I have built a "noob cave" kinda thing in the side of a volcano biome, far away from any place I plan to build anything else. That way I can quickly travel back and forth with Waystones without the performance drops of swapping dimensions:
Airship landing platform:
And also a nice view of some sort of jungle biome. Also added a few guards to deal with any rare instance of mobs wandering in. Using a Megatorch from Torchmaster, but the verticality of the landscape and flying capability of a lot of mobs still allows a few mobs to get in. Mostly Manticores and Wraiths from MoCreatures.
Item storage and random clutter:
I have deliberately kept is slow in terms of mod progress, so doesn't have any fancy infrastructure yet. But just now I have set up the Storage Drawers network and hooked it up to the ExU Indexer and Remote Indexer, for easy access to building materials out in the world. Also had to give in and make myself some basic Botania tools and baubles, despite my plan to wait with that. They are just too good...
Oh, and I recently also found out a little nugget: Cooking for Blockheads multiblock kitchens extend to other inventories too. Learned that by accident when recipes showed up for all the stuff in the Storage Drawer network!