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So PocketCraft is a pet project of mine, first started on MCPE then converted to java. It is in works on and off for about 5 and a half years with big empty gaps in that period. Currently being built in Java (1.16.5, 1.18.1) 1.20.1. I highly recommend you download Umsoea textures and SEUS PTGI 11 shader since its built in that, and some details depend on it. So let me explain, this is supposed to be kinda planned city, dependent on its own technology. Most of the buildings don't have finished interiors, but some do which are remaining from when this was played with others. This map will continue getting updates whenever something big is added. Plan is to build until i reach the render limit, i do not plan on stopping building. So I hope you enjoy this and follow it :)
Required items for it to fully work (and for best experience):
Mods (must have): Macaw's doors (https://www.curseforge.com/minecraft/mc-mods/macaws-doors) - must have
MrCrayfish's Furniture Mod (https://www.curseforge.com/minecraft/mc-mods/mrcrayfish-furniture-mod) - must have
Resource packs: UMSOEA (https://www.patreon.com/umsoea) 512x is free but i highly encourage you to donate to him and you can get the more high rez ones - must have
Shader: Sonic Ether's SEUS PTGI 11 - You have to be a patreon to download this one (https://www.sonicether.com/seus/), or if you have a weaker PC or cannot get the SEUS you can also use Sildur Shaders (https://sildurs-shaders.github.io/)
Settings for SEUS PTGI 11 Shader:
Required items for it to fully work (and for best experience):
Mods (must have): Macaw's doors (https://www.curseforge.com/minecraft/mc-mods/macaws-doors) - must have
MrCrayfish's Furniture Mod (https://www.curseforge.com/minecraft/mc-mods/mrcrayfish-furniture-mod) - must have
Resource packs: UMSOEA (https://www.patreon.com/umsoea) 512x is free but i highly encourage you to donate to him and you can get the more high rez ones - must have
Shader: Sonic Ether's SEUS PTGI 11 - You have to be a patreon to download this one (https://www.sonicether.com/seus/), or if you have a weaker PC or cannot get the SEUS you can also use Sildur Shaders (https://sildurs-shaders.github.io/)
Settings for SEUS PTGI 11 Shader:

9 Update Logs
Update #9 : by ShiroDaddyStabo 02/28/2025 12:27:18 pmFebruary 28, 2025 @ 5:27 pm UTC
Good day to you all, after some time, another update is finally here! What does this new update bring?
- New transportation initiative
With some upgrade to transport philosophy I have decided to make road connections to all nearby NPC villages (as "lore" wise they are a part of the natural world and need to be incorporated into the structure). The newly started road network is a "backup" to the future rail network that will serve as a main transportation option. In terms of what the current road outside and inside the city perimeter supports, it is foot traffic and lights vehicle traffic (motorbikes, horseback and bicycle). For the future rail network a connecting lake on the edge of the main city has been drained and earthworks are in place to construct a train hub.
-New settlements!
While exploring and learning about urbanism my understanding of designing and the nature of human settlement is "upgraded". Therefore I have decided that one city is not realistic and that the people may seek more rural living standards and that village folk might seek urban life. This thus makes all NPC villages within the proposed territory connected to the main city and thus build worthy (note the previews road connection). This means that I have started cleaning up the NPC villages and paving their street networks and fixing generation bugs within them. The plan for the future is to have small villages and towns farther away from the main city in which you can see the evolution of buildings. (Similar to old town and new town seperation in European city's).
-Military?
New update also includes military structures, few militarized islands here and there and new air defense towers with their connecting radar towers (inspiration taken from WW2 German flak towers).
-Secrets?
The fact is that a lot of stuff goes beyond the reasonable crop limits of a map export there for to not have a giant empty map I have decided to have a smaller full map. This means not all buildings, projects and things fit within the map image and can therefore be clasified as "secrets".
That is all for this update, have a good one! :)
- New transportation initiative
With some upgrade to transport philosophy I have decided to make road connections to all nearby NPC villages (as "lore" wise they are a part of the natural world and need to be incorporated into the structure). The newly started road network is a "backup" to the future rail network that will serve as a main transportation option. In terms of what the current road outside and inside the city perimeter supports, it is foot traffic and lights vehicle traffic (motorbikes, horseback and bicycle). For the future rail network a connecting lake on the edge of the main city has been drained and earthworks are in place to construct a train hub.
-New settlements!
While exploring and learning about urbanism my understanding of designing and the nature of human settlement is "upgraded". Therefore I have decided that one city is not realistic and that the people may seek more rural living standards and that village folk might seek urban life. This thus makes all NPC villages within the proposed territory connected to the main city and thus build worthy (note the previews road connection). This means that I have started cleaning up the NPC villages and paving their street networks and fixing generation bugs within them. The plan for the future is to have small villages and towns farther away from the main city in which you can see the evolution of buildings. (Similar to old town and new town seperation in European city's).
-Military?
New update also includes military structures, few militarized islands here and there and new air defense towers with their connecting radar towers (inspiration taken from WW2 German flak towers).
-Secrets?
The fact is that a lot of stuff goes beyond the reasonable crop limits of a map export there for to not have a giant empty map I have decided to have a smaller full map. This means not all buildings, projects and things fit within the map image and can therefore be clasified as "secrets".
That is all for this update, have a good one! :)
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