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Turtle Bay - The Final Cut (Free 1.20.2 worldmap download)

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DiggerMcGee's Avatar DiggerMcGee
Level 55 : Grandmaster Engineer
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Turtle Bay - The Final Cut

Turtle Bay is now featured in a video by RIver Youtube! Watch it here! Check out his PMC page as well...

Eco SMP has finished the first short on Youtube featuring the Cartographers Guild from the Southtown District.

The Underground Update is Here!

A major update has come to the Industrial and Farm Districts of Turtle Bay! From the beginning, Turtle Bay was designed and built as a server. The warehouse area is very laggy due to all the redstone, hoppers, and waterways. So, here are a few suggestions to run it smoothly! For details on what's new, read the update log, below.

Requirements
1.) run this world as a server on separate machine from your client. I use paper, but it should work fine with other server builds. You can download paper here: https://papermc.io/downloads/all

I use the following plugins:
EssentialsX: essentialsx.net/downloads.html
also WorldEdit, WorldGuard, Luckperms, and Multiverse:

Only EssentialsX plugins (EssentialsX, EssentialsX chat, and EssentialX Spawn) are required if you want to use the economy, trade, and disposal signs. LuckPerms is only needed if you have several players and want to manage permissions. WorldEdit and WorldGuard are only needed if you want to create player owned and protected regions. Multiverse is not needed unless you want to have multiple worlds on the same server.

2.) You WILL NEED a renderer plugin on your client that optimizes graphics and frame rate. I use AND recommend the Iris/Sodium package. You can get it here: https://irisshaders.dev/download.

3.) the more robust your machine is, the better it will run. Since it is a java version, it is less dependent on GPU power. Yu will benefit more from a better CPU and more memory performance than a high-end GPU.


Phase 4 of the Great Turtle Bay Makeover! Updated to MC 1.20.2 (always free, if you like it please leave a diamond)

Originally named Centerville (1.13.2) on our Big Forest server, this map is the culmination of a lot of fun and frustration over the years. The town of Turtle Bay has grown, changed many times, and finally evolved into the small city it is today.

Phase 1 of the Great Turtle Bay Makeover saw this small rural town renamed as Turtle Bay in honor of all the turtles that were occupying the beaches.

First building was the Royal Inn to give us a base to work from. Next came our modular farm (now removed) and some sorting storage facilities. Eventually, we had to replace the storage buildings with the main Warehouse building. Next was development of the waterfront including the Grand Hotel and the docks. From there the town really began to take off...

Phase 2 the town expanded to include all the Government buildings, merchant space, residential zones (including the Royal Village bldgs), and a new farming district to replace the aging modular farm.

Phase 3 brought Castle to life. This zone has underground rail, prison cells, gallows, and a villager trading area. The castle is still largely unfurnished. If you like to help with this effort, let me know.

Phase 4 completes the city as the star and capital of the realm. It now features:

Rail System: There is an extensive rail system in operation. Actually, it is three separate systems. There is a private subterranean system for use only by the Royal Family. Then the most visible system is the above ground dual rail system that runs on the east edge of town up to the Central Desert where it runs from Mooshroomia to Mesa Valley. Also, the is a public undergound rail for communting around town. The public rails can be accessed from the Train Station on School Street.

Castle District: First appearing in Phase 3, it features the main keep and throne room, Stables. unfinished chapel, Ministry of Long Knives (Under development) and a few small farms and houses and unfinished buildings.

Royal Village: This is digger's home district. He finds the castle too damp and drafty. Here you can find the Royal Inn, Royal Inn Stables, Tudor House, Train Station, Schoolhouse, Enchanted Library (by PMC'r NitroxNova), and a few tudor style houses around the lake. There is also an autonomous villager settlement that is protected by the realm. The village is open for trading to all... Be Warned! Harm the villagers and you will be executed!

Farm District:
The farm district now features an Iron golem farm based on a design by youtuber Avomance, a semi-auto crop farm (glowberries and cocoa too), a villager auto farm, raw chicken, cow, pig, and sheep farms, honey farm, sweetberry farm, subterranean bamboo and sugarcane farms, glowberry and dripstone farms, kelp farm, and slime farms. All crops from the farms are sorted into the Royal Barn storage system. Each bay (except for non-compostable items) has a compost module attached in the barn's basement that users can turn excess into compost that will sort into the Main Warehouse.

Industrial District: The heart and soul of Turtle Bay is our massive integrated sorting and storage system. It was the original impetus for the whole town. I wanted an automatic sorting warehouse system that can organize and store every manner of items with no manual effort. Now, the output of every mining effort, farm, industrial furnaces, and mob drop could be sorted and stored in their proper place.

The Main Warehouse, Crop Barn, Royal Woolery, Royal Gardens (Flower and shrubberies), Harold's Lumberwood, Royal Pantry, and the new Darkstone Warehouse are all separate and independent storage systems that are connect by an extensive underground plumbing system. There a couple of item drop boxes around the district, but we will add more as needed...

The Foundry and the Forge output to the warehouse system, but you can set each furnace array to allow you to manually collect items and XP. Also, there is a massive underground cactus and bamboo farm system feeding the XP array.

Market Square: Royal Bank, Royal Bookstore, Royal Bakery, Royal Pantry, and the Royal Smokehouse.

Waterfront District: This district features The Grand Hotel, Bob Ross Art studio and gallery, shops/office space, Public fishing pier, public docks, Church on the Hill. This area has lots of room to grow!

Government DIstrict: Home of the Capitol/Parliament building, National Bank, Turtle Bay Courthouse.

Residential District: From the south side of Central Ave to both sides of Embassy Street there are about a dozen unfinished multistory townhouses.

Merchant distict: From the northeast gate of the castle down Court street and up Central Ave, there are several buildings with unfurnished shop spaces ready to claim. More shops are available along shoreline drive and near the central fountain as well.

Guilds District: This area runs from the southeast castle gate to Court Street and features the Spawn Castle, Magus Sanctum (mages guild and tower) Masons Guild (Lodge 101), Smiths Guild, Explorer's Club, and the Royal Buccaneer Society (with archery range out back).

SouthTown: A small neighborhood on the south end of town that contains the Southtown Enchanted Library, Cartographers guild, Union House and Pub, Southtown Station, and miscellaneous small houses

Bonus Regions:
  • Mesa Valley: Home of sand, glass, concrete, and terracotta mining and production. This area still needs a few finishing touches, but is fully functional.
  • Central Desert: Future home of the Ziggurat of Ur.
  • Mooshroomia: Home of way too many mooshrooms. This is an undeveloped area.
  • Tortuga: A sandy island at the mouth of the bay and the future home of a pirate town (anyone want to help?).

This is the final edition of the Great Turtle Bay Makeover begun a few years ago. Since this is the current server we play, there will be updates until we retire this server. In the meantime, you can come join us and stake your claim on our server. Dream big and build your own kingdom... Go to our discord for details on how to join us. As usual, you can track our progress at www.diggermc.com.
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4 Update Logs

Update #4 : by DiggerMcGee 01/19/2024 5:44:29 pmJan 19th

The Underground Update is Here!

A major update has come to the Industrial and Farm Districts of Turtle Bay!

---------------------------------------------------

From the beginning, Turtle Bay was designed and built as a server. The warehouse area is very laggy due to all the redstone, hoppers, and waterways.

So, here are some basic info and requirements to run Turtle Bay:

1.) run this world as a server on separate machine from your client. I use paper, but it should work fine with other server builds. You can download paper here: papermc.io/downloads/all

I use the following plugins:
EssentialsX: essentialsx.net/downloads.html
also WorldEdit, WorldGuard, Luckperms, and Multiverse:

Only EssentialsX plugins (EssentialsX, EssentialsX chat, and EssentialX Spawn) are required if you want to use the economy, trade, and disposal signs. LuckPerms is only needed if you have several players and want to manage permissions. WorldEdit and WorldGuard are only needed if you want to create player owned and protected regions. Multiverse is not needed unless you want to have multiple worlds on the same server.

2.) You WILL NEED a renderer plugin on your client that optimizes graphics and frame rate. I use AND recommend the Iris/Sodium package. You can get it here: irisshaders.dev/download

---------------------------------------------------

Here is a brief list of what's new!

1. We upgraded Turtle Bay to 1.20.2!
2. The Industrial district underground has been completely excavated! The entire area under the main Warehouse, XP Farm, the Darkstone Warehouse, and the other specialty warehouses are now cleared out.
  a.) The Sugarcane farm was moved to the north end of the Warehouse underground.
  b.) We added two 5-level by 15-bay automatic stalactite/Glowberry farms, one as a glowberry and one as a stalactite farm, at the south end of the   Warehouse near the Kelp farm and the Slime farm. Each one features a single on/off switch that controls all five levels of production. There is a     separate switch to disable collection.
3. We added a few efficiencies to the XP farm in the Industrial District.
  a.) First we separated the bamboo and cactus streams, relieving a performance bottleneck.
  b.) Also, one of the cactus farms and one of the bamboo farms have been moved from level 10 to level -53 directly below the other farm. This places   all the production in the same two chunks closer to the item elevator.
  c.) We added a shaft down to level -53 to provide overflow incinerator functionality to the XP farm.
4. We vastly improved the people elevators on Level 58 at the southwest end of the cactus farm.
  a.) The elevators now bring you to the top or bottom of both cactus farms. Players can now travel from the top of the cactus farm at level 58 down to   level -53 with stops along the way!
  b.) In addition, there is a special elevator that brings you to/from Level 37, home of the improved mob grinders.
5.) On level 37, A short walk from the elevators, there is a single kill zone mob grinder with one zombie and two skeleton spawners.
  a.) Each spawner can be disabled.
  b.) All loot is captured by hoppers and transferred to the warehouse.
  c.) there is, also, a 12-bay water and 12-bay lava farm using drip blocks and stalactites.
6.) Reworked the item transport plumbing throuout the unground.
7.) THe Main Warehouse has been expanded and the second floor has been open and populated with items. There are five levels of storage on the first floor and three levels of storage on the second floor.
  a.) a New item overflow incinerator was installed. the entire storage system is now protected from overflow. for both the XP-farm and the entire Warehouse System!
  b.) Every farm, storage building, furnace array are connected ensuring that every item is sorted into its proper place.
  c.) there is an item drop box on the second floor, three on the first floor, and one in the basement.
8.) The Warehouse basement is finished and carpeted with
  a.) a center work area with an item drop box,
  b.) A kelp furnace that sends half the output to the pantry storage and half used to fuel the kelp furnaces,
  c.) a bamboo workstation for creating bamboo block and stick production,
  d.) fuel can be sent to each of the main furnace arrays (the foundry, the forge, and the Smokehouse) directly from the warehouse basement.
  e.) Appropriate items can be sent to the Foundry and the Forge furnace arrays directly from the warehouse basement.
  9.) Raw meats can be sent directly to the Smokehouse from the Pantry.
  10.) All furnace arrays (the foundry, the forge, and the Smokehouse) can be set to automatic or manual operations. Items and fuel can be set to     automatically smelt and send output to storage!

11.) The the basement level beneath the farm has been completely redesigned and excavated. Some of the new features include:
  a.) Completely reworked the plumbing and item transport, drastically reducing the number of hoppers.
  b.) Removed the rail collection beneath the villager wheat farm.
  c.) Added and labeled cutoff mechanisms for all farms.
  d.) enlarged and

12.) Above ground we added new farms!
  a.) Added a sweetberry farm using foxes and a minecart collection system.
  b.) Added an eight hive honey farm.
  c.) Added seperate bamboo and sugarcane farms with single switch controls.
  d.) Added five level glowberry farm with single switch control.
  e.) Added five level stalactite farm with single switch control.
  f.) Upgraded the kelp farm to single switch control.
  g.) Redesigned and expanded Melon/Pumpkin farm.
  h.) Expanded animal (cow, sheep, and pig) farms.

It is now easier to get around the Underground and operate all the machinery. We hope you enjoy the upgrades!

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