New World & January Monthly Recap

Welcome to the monthly recap blog, where I will be summarizing our ongoing survival progress at the end of each month and showing off some screenshots.

Our new world began just before the new year on December 27, 2024 with three colonists and has progressed into a small neighborhood with several essential farms and public areas.

New Survival World

We landed at a typical birch forest and quickly gathered materials for a communal house to settle the immediate area. Early food sources were kelp and potatoes obtained from a nearby village. Besides the ocean and a couple of mountains, surrounding biomes were little more than woods and plains. We started building close to the shore near the landing site.

The initial spawn area.

A small boat dock and supply of kelp.

First Shelter

We threw together a small communal birch house with some basic food sources and a rudimentary mine stemming from the cave system below.

Our first house and farms.

Access to the cave system and nether portal.
An unexplored cave.

Getting Organized

As our house began to fill with junk we created a storage shed for organizing materials, a small stable for breeding animals, and an enchanting table supplied with book-making leather from the animals. We also began a dedicated strip-mining shaft near the house.

The storage shed and stable.

Inside the storage shed.
The completed enchanting room in the shed basement.
A small stable.
The strip mine entrance (seen through a spyglass).
The strip mine entrance.

Basic Farms to Automation & Grinders

The chicken pen soon turned into an automatic grinder as a faster source of food and arrow fletchings, and a cactus composter was built in the nearby field to support farming.

A skeleton spawner was discovered via strip mine and turned into an xp farm, largely eliminating the need for the aforementioned grinders. A golem grinder was also created using captured villagers for sustained iron production.

The chicken grinder.
The cactus grinder.

The skeleton farm idle room.

The main entrance to the skeleton farm, located on a small island.
Skeleton farm loot and maintenance room.
Skeleton farm overflow disposal.
The iron golem grinder.

Trading & Setbacks

The village farmers provided enough emeralds to trade with a few wandering merchants for some useful resources. However, the entire village was eventually wiped out by a zombies, leaving us without a ready source of emeralds.

A villager house and farm.
Trading with a wandering merchant.

Nether Prospects & Basic Brewing

A fortress was quickly discovered and a small treacherous road was drawn out from the first portal to allow regular access. A handful of blaze rods from the fortress allowed the brewing of zombie cures which restored a farmer and a blacksmith to the village (one of whom was proximately killed again).

Our first nether portal.
The treacherous road to the fortress with added landmarks.
Crimson and warped forests on the way to the nether fortress.
First glimpse of the fortress.
Some nether minerals.

A recovering zombie villager.
A newly cured zombie villager.

Fortune & Riches

The xp farm facilitated the creation of silk touch and fortune enchantments, making us rich with minerals and top-tier armor and tools, including infinity bows and more effective mining equipment.

Some fortune III loot.
Processing collected minerals with fortune.

Settlement & Expansion

With our basic needs met, we built our individual houses surrounding the village, just up the creek from the landing settlement.

Turtlemay's house.

hextball's house.

AngryGinger's house.

So far we have done relatively little exploration, instead focusing on establishing a sustainable home base. I expect the coming weeks will be filled with more adventuring and treasure-hunting.