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Procrastination Report №8

By Una Ada, August 31, 2025

This was definitely one of those weeks where I feel like I absolutely did something, but it was all of so little consequence that I didn’t even make the file for this report until Thursday. With that in mind, I feel like this one’s just going to be more of a blog about my thoughts throughout the week.

I’ve still been playing Minecraft and doing some server admin stuff. I don’t think I mentioned this previously, but for a while there was an issue where the server’s memory would be mostly full by the time it finished startup and any remaining memory would be pretty quickly filled thereafter. Finding the source of this issue, given that it wasn’t logging any errors, was a bit of a trial-and-error process, but I eventually found that removing WorldEdit fixed it. Which meant I have to live without WorldEdit. Hypothetically, much of what I wanted to use WorldEdit for could be covered by Building Gadgets 2, but this has issues both in that it cannot copy Framed Blocks with their camouflage and it insists on animating the placement and removal of blocks which causes significant strain on the renderer when trying to terraform a few hundred chunks as I have been doing. The former issue, and the latter in the case of pasting operations, can be circumvented by using Create’s schematics, as it turns out. In creative mode, Create schematics can actually just be placed without the use of the “schematic cannon” and an inventory filled with the necessary materials, which definitely made this whole process easier. In fact, in the case of placing roads, I’ve found the placement UI to be significantly more helpful in ensuring it’s all done as desired over the command-based operation of WorldEdit. I’m still left without a number of conveniences provided by WorldEdit (like block gradients and complex shapes), but at least the more major issues have solutions.

I did find something of a solution to the iron fence server crashing issue, which was to simply remove the Beyond the Horizon custom structures from the structure set they were included in, which does seem to keep them from generating further. Perhaps I should follow one of the agonizingly few examples provided by KubeJS to also block players from placing the damn things as well.

I have been thinking, since I did download an IDE for patching that one mod, that perhaps I could simply make my own mod? There’s been quite a few instances where mods just fall short of what I want them to do, and approximating my desired outcome is always just a bit off, so why not fill that gap myself? Here’s the thing about a lot of mods, unlike vanilla Minecraft they aim for specific usage rather than generalization. Consider furniture for instance, in vanilla a stair block is a chair and a pressure plate atop a fence post is a table, but with mods there’s chair and table blocks! You’re no longer approximating the furniture, the model is right there, but the model is still an approximation of the specific furniture you want! Consider roof design, with mods you often end up with angled roof blocks that are either the height of a full or half block, but what about shallower or steeper angles? In vanilla you can use blocks, stairs, and slabs in whatever arrangement to approximate whatever angle and curvature you want, it isn’t aesthetically obvious to be roof shingles but it is the aesthetic of Minecraft. Even if you do have shingle textures, have you considered all the types of shingles the player wants? They could be approximated with tiles or bricks in vanilla, but you now have decided that all shingles are actually from shitty post-war American suburban houses. Point is that there’s inevitable gaps, and I want to fill some in. Here’s a categorized (by Java Edition creative inventory tabs) list of ideas I’ve had, we’ll see how doable they each are eventually, but I’m just thinking of things based off of what I know is possible.

I believe that’s everything I want to add initially, sort of a v1.0 feature list. I’ll write other ideas down for sure, but with the exception of possibly adding ingredients for crafting, I don’t want to add any more features to the list before finishing these.

As far as Minecraft modding and such goes, I do also have this brilliant idea of forking and porting Thaumcraft to be compatible with Minecraft 1.20.1+ for Forge and Fabric (I’ve heard a while ago that Team COFH is working on this, but it’s been years without much news). Also, I really want to update the Isabella 2 texture/resource pack, the original creator, Bonemouse, maintained it up through 1.5, Srugs maintained a continuation up to 1.8, then yurisuika maintained a continuation up to 1.19. Mod support was previously done via the FTB Edition thread or Gnomeo’s Modded Isabella repository. Basically, there should be a decent amount to work with here to get it to support everything we’re currently playing with. I just really like Thaumcraft and Isabella, they were core parts of my Minecraft experience for years, but now even playing with resource packs at all is treated rather oddly… well, anyway.

I haven’t read and written nothing all week, just nothing to really talk about in those regards. It’s been a weird week, I’m even thrown off enough to not publish this on Saturday as intended. Okay, not sticking to schedule is admittedly fairly normal for me, but I was doing pretty well. See you next week when I’ve, maybe, at least started on this mod idea.