#infdev to modern
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sadgrrly02 · 8 months ago
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Infdev to Modern, Post 1
So, this is something I’ve been meaning to do in some form since December or so of last year, and now it is finally happening! The concept is fairly straightforward in nature. I am going to play Minecraft (specifically Java Edition) from the earliest version that allows you to carry a world forward to the present day, and then do that! I intend to play from Java Edition Infdev 20100327 to whatever the current version of Minecraft is when I get there. (This concept is heavily, heavily derivative of bugmancx’s series Minecraft: The Journey. As such I highly recommend checking it out! It’s a nice watch! https://www.youtube.com/watch?v=ZmAF1bThqRw&list=PL0qwyBj5XSpZG35qFvy2Z9VbezZ1t4cGt )
So, Java Edition Infdev 20100327. After several versions of development to figure out infinite world generation, the game has finally metastasized back into a playable form. As of now, and it will be until quite a long time from now before this changes, the only game mode is survival. Despite being over a decade old, a large amount of the basic gameplay is already established. You chop down trees and mine minerals to create tools to allow you to mine and chop down more trees. 
The big additions and changes in this version of the game are as follows.
The level format has been changed from the indev level format to the alpha level format (This is what allows us to use this version as our starting point!).
The title screen and menu have been changed.
Testing and debug items from previous builds of infdev have been removed from the player’s starting inventory.
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With the preamble sorted, let’s get to playing Minecraft!
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Upon spawning in, I am greeted by two things. A quaint little valley, and some pretty nasty lighting errors!
The other end of the valley, featuring more lighting errors.
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Well, those lighting errors will solve themselves at some point, so I decided not to worry about it, and get to working on more immediate concerns.
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I get to work chopping down a tree, and then I remember to do something that I always need to get taken care of while playing older versions of the game
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In the older versions of Minecraft, the inventory key is mapped to I. This makes some sense, but in the modern game, this is mapped to E, which is much more ergonomic.
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As something worth noting, you’ll notice that in the above photo my skin hasn’t shown up, and the default is visible. I’m unsure of the exact cause of this particular issue, but it will be fixed by the end of infdev. While we’re here though…
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A silly pic of the old walk cycle where the player character would flail their arms around wildly. Anyway, back to the game.
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I scaled the sides of the valley, and chopped down a few more trees, eager to ensure I have enough wood to obtain the torches and tools I’ll need for my upcoming projects. I crafted the bare minimum of wooden tools, and then got to work on mining the coal out of the mountainside.
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Eventually; however, night began to fall, so I dug myself into an alcove and started working on a shelter for myself.
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You may notice I blocked myself off with a single block of dirt here. This isn’t just because dirt is more practical than a door at this state in the playthrough - doors hadn’t been added to the game yet! Once I was sure I’d securely sealed myself away, it got straight to my favorite activity: digging long stone hallways! Other than this, it was an uneventful night.
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I haven’t noticed any monsters spawning, despite the game being on normal, so I think I'm going to update to the next version and see if that fixes that particular issue.
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See y’all later!
-Ciel
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summermonths · 1 year ago
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hi! i was away for a bit. idk what my posting is gonna be like for the next while, i've been kinda reassessing my social media usage but for now i'll be on here periodically.
i now have a minecraft sideblog, @infdev-20100616! i'll be posting (eventually) some of my minecraft shenanigans, both old and modern minecraft. idk how much i'm gonna use it yet, but it's there.
i have some new music very close to being done, i received final masters for the next life on the island album, and i've been planning the album art for the next cookie heart album. those will be done whenever they're done lmao
if i missed anything important lately, let me know - i haven't been up to date with anything going on here in a bit. thanks :D
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badolmen · 7 months ago
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ID: Images and text depicting minecraft’s night sky that read,
Infdev, 2010-06-24: The old stars are replaced with 780 new stars.
202 & 365, with the image depicting two minecraft stars overlapping.
1.3.1, 2012-08-01: The stars get shrunk.
1.3.1 scales down the stars down to their modern sizes, separating most of them.
This leaves just 1 remaining pair: 202 & 365.
1.21, 2024-06-13: Star positioning breaks.
As a result the stars now: Rotate extra during placement. Rotate counter-clockwise. Use the wrong offsets for each vertex.
Tragically, this separates the last pair of touching stars for the first time in 14 years.
The previous text is first shown with the touching stars, then again with their new separated positions.
The final image is a pinned YouTube comment by Curcuit Store @/CurcuitStore that reads, “HUGE UPDATE!! 1.21.2 is set to fix the stars!! Both the rotations and vertex changes from 1.21 were actually corrected in 24w33a, meaning 202 & 365 will be officially reunited next update! Perhaps true love is real after all…”
End ID.
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What if we were two touching stars in Minecraft.... and our creators made sure that we would stay together even when fate tries to tear us apart.........
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edwardos · 3 years ago
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staryoshi06 · 2 years ago
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messing around with the minecraft modern beta mod. i generated an infdev island world (20100615) with modern biomes and wow. this doesn't even feel like beta terrain with new biomes pasted on top. it feels incredibly natural.
this just shows that mojang could add old generation types as options and it wouldn't feel out of place at all
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sleepstrategy · 1 year ago
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Realistically the best bet to make a brick pyramid is getting like 50 mason villagers and a raid farm or another way of getting emeralds, each trade gives 10 bricks so that's 2.5 brick blocks but even then it's probably too slow,
I'd love to see someone making a nearly automatic system of dropping brick in hoppers and autocrafting them into bricks and inserting them into shulkers,
Also with anarchy we could just dupe the bricks and make bots that place all the blocks but that would be silly for a challenge video
The brick pyramid goes from the world height all the way down to wherever the surface of the world is so there's 2 ways to build this beast:
1. The brick pyramid goes down from y 128 like infdev
2. The pyramid goes down from y 320 the modern buildheight
Bonus option: you make a perimeter and build the pyramid from y 320 all the way down to bedrock like a maniac
Honestly tho nobody will ever make the 2nd or 3rd options in vanilla they're ludicrous
there's a million "i captured every mob in hardcore minecraft" and "i transformed the end dimension in hardcore minecraft" videos out there but i think another one that should join the ranks is building every structure that got removed from the game. for no reason other than i think it'll be really funny to watch all these youtubers mine over 5000 stacks of bricks to make a single pyramid
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sadgrrly02 · 8 months ago
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Infdev to Modern, Post 2
Alright, as stated earlier, I chose to update after encountering some bugs during the last part of this playthrough. Specifically, I skipped version 20100331-1 and 20100331-2, and 20100413 moving straight to version 20100414 (If this is getting hard to follow, don’t worry, this numbering scheme will go away once we make it to alpha). The primary changes of interest to use are that saplings (forgot to mention saplings not growing last time) will grow again, and monsters now spawn normally. Unfortunately, leaves no longer naturally decay, meaning we have to punch down every block of every tree we cut for a while. To rub salt in this wound, large trees have also been added, meaning there’s a random chance of any sapling becoming a massive pain. So it goes! Additionally, we had to skip the version most of these changes were made in, 20100413, because placing torches would have crashed the game.
Anyway, getting back to our game… the first thing I notice is that the lighting has already greatly improved! Alas… it appears this version of the game crashes whenever I take a screenshot… so I suppose I should try updating :3
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Additionally, it turns out mob spawning was re-implemented in 20100415, so that’s exciting!
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Okay, so we’re up to 20100420. The biggest change is that the terrain generator has been altered to favor plains rather than the mountainous terrain of earlier infdev versions. Hopefully it doesn’t crash!
It works! Also, mobs!! Also… my inventory is empty for some reason… so I guess I need to go fix that!
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As I gathered a new set of tools, I noticed two things. One, there are a lot of sheep and pigs milling about. Additionally, I caught a look at some of the new large oaks added in this update. As I was doing all of this, I was unfortunate enough to discover that the high spawn amounts applied to hostile mobs as well… Here's the aftermath of a creeper blowing me away, featuring some wonky physics.
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There really were quite a lot of creepers during this session... I counted at least five, and three of those blew up. One of them detonated in the water, thankfully, but the others exploded close enough to my shelter that I decided I was simply going to redo the façade and entrance rather than piecemeal fix the damage.
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The renovations came out quite nicely, I think! I quit playing at this point to eat dinner, and when I came back I discovered that my head had been embedded in the mountain for some reason.
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It's a great thing suffocation hasn't been implemented for solid blocks yet, or else that would have been death number four thus far! Anyway, with leave decay enabled, after I harvested the wood from the trees outside my home, I took it upon myself to punch away all of the leaves from them. This was... quite a feat, considered how large big trees can get (not to mention there was two of them).
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As I was pounding away at this task, whenever night rolled around, I continued my task of hollowing out the mountain wherein I dwell and carving a number of large, straight hallways, as well as a single room for storage.
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Eventually, over the course of my digging, I managed to reach the bottom of the world! Rather than bedrock, the bottom of the world is a large sea of lava for the time being (fun fact: this lava will eventually disappear, and be replaced by... nothing! A decent portion of this early part of the world will not have bedrock even after that is implemented!)
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Additionally, as I was carving hallways near the surface, I punched through the side of the mountain and came across a lovely, secluded pond. I decided it would make an ideal place for out first farm, and so got to work tilling the ground outside to gather seeds. At this point in the game, you have to use a hoe on grass in order to obtain seeds
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Finally, I looked at the large, half-chest stockpile of cobblestone I'd managed to build up, and decided to turn my efforts towards construction!
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I decided to build a modest observation deck to take in the beauty of the infdev terrain. Additionally, since the style of big tree found here will be removed rather quickly, I chose to plant near the deck as a sort of preservation.
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Finally, I decided to begin the work of bridging the water in order to find my way to fresh chunks in order to experience new terrain generation! I stopped for the night to build a small outpost, and decided to end this portion of the lets play there.
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Hope y'all are enjoying reading these, see y'all whenever the next one of these is posted!
-Ciel
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sadgrrly02 · 8 months ago
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Infdev to Modern, Post 3
After some very good progress in my last post, I figured we’d seen most of what there is to see in version 20100420. As such, we’ve moved on to the next version of infdev, 20100607! This one has some pretty major changes, primarily, the addition of doors, ladders, and signs! Very exciting! Additionally, big trees no longer grow from saplings, and the hostile monster spawn rate has been greatly reduced. All of these are welcome. It may not have been communicated in the last post, but there were so many monsters during my last few sessions. At one point I barely missed a chance to get five creepers in one screenshot. It has also introduced some small bugs, but we’ll get to those in due time.
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Ah, here’s the first bug. You may notice an odd red tinge in the water down there. Let’s take a closer look.
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What has happened here is that for some strange reason, part of the lava texture has ended up in the water texture. The tiling is also strange, though I haven’t seen it mentioned elsewhere.
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I continued to work on the bridge/path that can be seen in a few of last post’s screenshots. As I did, I came across an incredible example of different worldgen settings clashing. Once I’d continued the bridge to a length I found satisfactory, I decided to work on the little cliff alcove I carved the beginning of last time. The renovations went well, though I’ll be waiting until later to fully furnish the space. I also made a sign to mark the purpose of the structure (and to celebrate signs being added).
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After this, I headed back to home base to pursue another bug added in this version: a door duplication glitch. By placing a door on a slab, it automatically breaks, but drops two doors instead of one!
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I checked back in on my farm to see how things were going, and returned to find it devastated. Very unfortunate! I did some slapdash modifications to help keep this from happening again. After that I spent some more time chopping down big trees.
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Finally, I returned to the interior of my base to gather more cobblestone and furnish the only room I'd already carved out. I was successful in both endeavors.
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I've decided to call it here for this post. Once again, I think we've seen enough of this version of the game. See y'all next time!
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-Ciel
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sadgrrly02 · 7 months ago
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Infdev to Modern, Post 5
Greetings, once again. After a rollercoaster of events last week, I’m hoping this week’s gaming sessions will be somewhat less up and down. On the update front, we have moved to a new version 20100616. This one’s a big one! Bedrock has finally returned, having been absent since indev, and flowers, mushrooms and caves have returned! Additionally, the fluid mechanics have been worked on, and their modern triangular prism shape is here. Exciting stuff!
There is a change that is not noted in the wiki page: trees no longer have logs inside areas with leaves! Here’s a screenshot of this rather annoying behavior.
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Seeing as we need quite a bit of wood for our current project, I chose to update to the version that fixes this: 20100617-2. This version also fixes an ongoing glitch where the player’s hand wasn’t visible. Additionally, the player can now suffocate when inside a solid block. There are also some tweaks to underground areas and caves, but those aren’t relevant to us yet. As soon as this fix was in place, I got to work, cutting down every tree I could find in the chunks I’d already explored and planting as many as I could along the coastline adjacent to the ship. Once that was done, I got to work.
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At some point I realized the ship would look better if both of the lowest level’s wall blocks were logs, so I had to go in and replace all of those planks with logs. From there I settled into a cycle of resource gathering at night, and building the ship up during the day. This worked out pretty well, and you can see the results bearing fruit.
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As I was working, I noticed another odd bug. Any water bordering a player-placed block seems to flow towards it, as though the solid block were air. Odd stuff.
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Eventually, I did grow tired of working on the ship, so I headed ashore and got back to working on the village. I made pretty decent progress here, even if I was harassed by some passing zombies.
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Finally, I marched back to spawn and continued to work on an idea I had earlier: a botanical garden near spawn! Using the Infdev big tree as the base, I added an enclosed area around one of the normal trees, and prepared spots for Oak, Spruce, and Birch trees once they are added in Beta. I had previously worked on this project, but all of my progress was destroyed by the crash last time.
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Anyway, that’s all I’ve got for this week. Until next time, keep your stick on the ice!
-ciel
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sadgrrly02 · 8 months ago
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Infdev to Modern, Post 4
Hello again everyone! After very good progress last time, we are once again going to jump forward a little bit to the next major update: buckets! The first version we’re moving past, 608, fixes the strange texture issues and the item duplication glitch from 607. The next version, 611, changes terrain generation yet again.
Another change, and the one I noticed most immediately, was that the save folder had changed. Whereas the older version locked the saves to being located in .minecraft. This was slightly annoying, as once I updated the Betacraft launcher I use immediately switched save locations, forcing me to find my way to appdata and manually move the save into the proper place.
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Now normally I would regale you with an account of what happened while I was playing version 611, but unfortunately the game crashed four hours into a long session without saving. It was very unfortunate, and all I have to show for my diligent efforts gathering stone and carving out new rooms are these screenshots. I got frustrated, understandably, and when I returned to the game, I had a new project in mind…
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As we move forward, we arrive at version 615! This one brings us buckets, and overhauls lava and water, causing them to actually flow! In celebration, I decided to wander for a while until I found a coastline, and decided to begin my previously mentioned project: a port town!
In addition, I found the first blocks of sand for the playthrough, and got to see the new water flow mechanics in action! The flow is much blockier than it is in later versions.
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Here’s some pics of construction in progress, including a small farm I built to keep myself fed when the pigs ran low. I also built a few small boats at the dock.
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As I was spending a night mining deep underground, I came across something wonderful. Our first diamonds! 21 of them, even! Any lingering unhappiness I had over losing my progress earlier was instantly dashed once I found these. And in the afterglow of that wonderful discovery, I decided upon the capstone to the large port projects… a three deck ship of the line! Here you can see the initial preparations being put into place.
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Anyway, expect the next one of these to feature quite a bit of that project. For now, bye!
-ciel
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sadgrrly02 · 8 months ago
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Infdev to Modern Post 3.5
So, something worth noting in the early portions of this let's play is that Minecraft Infdev’s development cycle lasted approximately four months. In four months, the game went from limited worlds and disjointed features to possessing a gameplay formula that would remain unchanged until Beta 1.8 and Release 1.0. The game went from several broken test builds to make infinite terrain work to being a fairly decent little experience. The next couple of major features were only a few months off, such as the nether and multiplayer. 
Just thought this was worth noting.
-ciel
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sadgrrly02 · 6 months ago
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Infdev to Modern, Post 11
Picking up right where we left off last week, our first order of business is to smelt all of our sand into glass, and get to remedying the lack of proper windows.
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Ah, that is so much better. And now, for the real point of this post… finishing the boat! Choosing between my options, I chose to finish the ship rather than build more buildings on the coast. The ship has been unfinished for nearly a month now, and I needed to remedy that for my own sanity.
First off, I finished the section of the boat that lies below the waterline. A small thing, but an important one when it comes to appearance, I think. Next up, I got to work making some small additions to the wip masts, and finished the area below the deck.. Once that was finished, I finally built the furled up sails and the rear elevated area. 
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Not a super long post by word count, but a huge one for me personally! I am very very happy to have this project done, and I’m eager to move on to whatever is next
See you then
-ciel
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sadgrrly02 · 7 months ago
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Infdev to Modern, Post 6
For the first time in this series so far, we’re not upgrading to a new version. For the time being, we’re remaining in 617. As I’m still tired of working on the ship, I’ve embarked on a project to make spawn nice and spiffy. To start this project, I returned to the bridge maintenance depot and dug down to bedrock - well, what would have been bedrock if these chunks were not generated in infdev 327. Once that was all done, I returned to spawn to work on my first project - an outdoor storage and crafting area dug into the hills. Afterwards I went back to the bridge depot, mined for a little bit, then took a break for a week. When I came back to the game, I spawned back inside the mine, and suffocated to death! Not amazing, but thankfully I found all of my stuff.
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Once that business was taken care of, I returned to spawn to work on the workshop area. Made a lot of nice progress, including digging a narrow portion through to the other side. Additionally, at this point I had nearly filled my first chest of cobblestone.
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I worked a little more on the workshop, before turning my attention to do a little bit of work on the bridge.
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This is a really short update, but I haven’t really played much, been having a rather hectic two weeks! In any case, talk to y’all next time.
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sadgrrly02 · 7 months ago
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Infdev To Modern Post 9
We’re finally moving onto a new version of minecraft! Today we’re moving to version 618! This is an exciting one as it finally adds… minecarts! There are quite a few other changes as well, such as gravel and sand falling properly, the void actually killing the player, obsidian now drops, as well as a change to the sky texture. Let’s jump into it!
First off, I have a confession to make… I’ve been preparing for the minecart update for a bit now, and I’ve already carved most of a tunnel back to spawn.
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With that revealed, we can quickly move on to building the tracks! And of course, the cart! It does have a bit of a fucked sprite.
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Afterwards, I went to the tracks, and placed our cart. When I right click it, however, it offers me an inventory instead of allowing me to ride in it!
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Seeking to take advantage of this, I pushed the cart back to spawn and began logging, hoping to haul back enough wood to make an impact on the ship project. And make an impact I did. I made major progress, as well as choosing the scale back the project to being 2 partial decks instead of a full three. Still, very good progress.
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That’s all for now! 
-ciel
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sadgrrly02 · 7 months ago
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Infdev to Modern, Post 8
As I said last week, our focus has now turned back to the port! First off, we have to gather wood once more. I got to work immediately, but had to run back to one of my bases almost immediately to make more axes. 
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On my way back, I noticed a very nice arch in the mountain that might look cool with a bridge running inside of it. Something to consider for a future project, I think.
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Once that was settled I really got to work. I chopped and chopped and chopped. Though I also took a chance to harvest more wool as well. Strangely, sheep seem to cause a lot of freezes and stuttering for the game. Unsure of why, exactly.
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After I was finished, I eagerly returned to the ship, and got building, making very good progress. I almost finished flooring the first deck, in fact.
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However, I was not satisfied. I needed it finished before I allowed myself a break. Thus, I returned to logging… or I was about to, when I remembered that I had been storing wood in one of the rowboats.
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I retrieved what I needed, and got back to work.
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Once that was done, I took a nice, well deserved break.
After that break, I did a little more work on the walls of the deck, and then worked on constructing the ship below the waterline. Nothing down here really matters functionally, but I want it to look nice.
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Once that was down, I headed back to shore, and returned to working on the house I’d started. I ended up finishing it! Except for the windows… I’ll find some sand at some point, but there isn’t much of it in these old chunks. Afterwards I continued working on the port town, making things look nice. Once I got bored of that, I began my next project: a tower! This one’s a little boring, as it’s not a lighthouse or anything terribly exciting, but I think it’ll still be a good time. An exciting aspect of it is that I intend to use it for access to the floating alcoves just behind the current port structures.
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I built a fair portion of it, then had to retreat underground to gather more cobblestone. Sure, we have a full chest of the stuff back at spawn, but that’s quite the walk… if only there were a way to move large quantities of items very quickly…
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The tower wasn’t too difficult to get looking nice, though I did fall to my death while building the bridge. We intended to build the tower all the way up to the current height limit, but decided to stop for now once we reached the cliffs. Afterwards, I got to work building paths and even a house up there, as I’ve had the idea for a while to extend the city up to this area.
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Finally, I set the beginnings of another home before choosing to take another break.
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That’s it for this post. Hope y’all are still enjoying this.
-ciel
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sadgrrly02 · 6 months ago
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Infdev to Modern, Post 10
Ten weeks!!
As always, I was feeling a little sick from working on the ship, and as such chose to return to shore to work on other projects. As such, I returned to working on the port town, choosing to start on yet another new building! This one is some kind of hall or tavern. I also added some modest furnishings to a smaller house i’d built earlier (whilst cowering away from monsters.)
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While I was waiting for smooth stone to smelt, I got distracted and built a tiny observation area near the entrance to the port town, accessible via my mountain base.
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Once the hall was done, I added a new farm area up on the cliffs. Once I completed that, I decided to start adding stuff to the valley our railway runs through. In addition to enclosed areas for farms, I built a small house, a tower, and a train station!
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Finally, I decided on one last thing to do for this week. I set off on an expedition to find sand! As you may have noticed, all of my builds have space for windows, but lack actual glass for them. This is because early on in infdev sand was not included in the terrain generator, leading to our starting chunks being entirely bereft of sand.
I set off, and after walking a fair distance from spawn, was rewarded with a nice, large beach! 
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After ruining that beach, I set off for home, making sure to grab any coal or iron I spotted along the way.
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See you next week
-ciel
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