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Minecraft, Monster, and The Game: Biomes' Impact on Monster Density in Minecraft 1. Introduction and Hypothesis Minecraft is a survival/sandbox biocks. You can find monsters in the game that will spawn in that there are more monsters i came from 2009 where the goal is to survive in a world filled with ISEF dark areas. Observations has suesested n caves underground during daytime compared to at night. This suggest density of monsters in a place is affected by how many places in the area that s or monsters to spawn. The fewer places, the higher density. By this assumption, the numbes oawn in an area should be affected by the biome where the area is located SEF that the oA 3. Execution monsters who will Minccrants own system fot peogramming was used so make the exccudion aulomatic In summary, the experiment was conducted as ollows 2. Purpose The purpose of this project is to look at how changes in the mpact the number of monsters who will spawn in an area: -A platform was madc ai a predeterminot place in the game 4. Results The results are presented in arrays below weather and time got adjusied to a standard After a while the number of monsters on the platformm got counted and written down The platform was moved to a new location 13 diffencet biomes, 4 different heights and 10 different types of underlay on the platform got tested with this sctup n and conclusion ent biomes had the biggest impact on the number of monsters who spawned. The biome Deep Ocean has the highest density rs by a large margin. The follow up is the Swamp biome. Both of these biomes arc mostly water The biome with the lowest Taiga, followed by the two types of plains. These biomes has a lot of available land for monsters too spawn, so this was n the view of the hypothesis. rence between the different heights are smaller, but the difference is still there. The surface in the Minecraft world are at 64 we can see a lower density of monsters at that height. The highest platforms got the highest density of monsters s of underlay give some difference in density, but the varicty is small This can be explained by the inaccuracy of the crent types s, so it doesn't seam like the undcrlay has any effect on the monsters. se results, there seems to be no doubt that the biome and hcight an area is located, greatly affect how many monsters who will there. The hypothesi s loo spawn got the highest number of monsters on average. There seems too be some kind of correlation, but a different study be conducted too find out if this hypothesis is right s in the introduction seems to have got something right since the biomes with the least available places for To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.
Minecraft, Monster, and The Game: Biomes' Impact on Monster
 Density in Minecraft
 1. Introduction and Hypothesis
 Minecraft is a survival/sandbox
 biocks. You can find monsters in the game that will spawn in
 that there are more monsters i
 came from 2009 where the goal is to survive in a world filled with
 ISEF
 dark areas. Observations has suesested
 n caves underground during daytime compared to at night. This suggest
 density of monsters in a place is affected by how many places in the area that s
 or monsters to spawn. The fewer places, the higher density. By this assumption, the numbes
 oawn in an area should be affected by the biome where the area is located
 SEF
 that the
 oA
 3. Execution
 monsters who will
 Minccrants own system fot
 peogramming was used so make the
 exccudion aulomatic In summary, the
 experiment was conducted as
 ollows
 2. Purpose
 The purpose of this project is to look at how changes in the
 mpact the number of monsters who will spawn in an area:
 -A platform was madc ai a
 predeterminot place in the game
 4. Results
 The results are presented in arrays below
 weather and time got adjusied to
 a standard
 After a while the number of
 monsters on the platformm got
 counted and written down
 The platform was moved to a new
 location
 13 diffencet biomes, 4 different
 heights and 10 different types of
 underlay on the platform got tested
 with this sctup
 n and conclusion
 ent biomes had the biggest impact on the number of monsters who spawned. The biome Deep Ocean has the highest density
 rs by a large margin. The follow up is the Swamp biome. Both of these biomes arc mostly water The biome with the lowest
 Taiga, followed by the two types of plains. These biomes has a lot of available land for monsters too spawn, so this was
 n the view of the hypothesis.
 rence between the different heights are smaller, but the difference is still there. The surface in the Minecraft world are at 64
 we can see a lower density of monsters at that height. The highest platforms got the highest density of monsters
 s of underlay give some difference in density, but the varicty is small This can be explained by the inaccuracy of the
 crent types
 s, so it doesn't seam like the undcrlay has any effect on the monsters.
 se results, there seems to be no doubt that the biome and hcight an area is located, greatly affect how many monsters who will
 there. The hypothesi
 s loo spawn got the highest number of monsters on average. There seems too be some kind of correlation, but a different study
 be conducted too find out if this hypothesis is right
 s in the introduction seems to have got something right since the biomes with the least available
 places for
To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.

To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.

Feminism, Girls, and Movies: LA VIR PARISIENNE sous LA GLACE SERVEE La Parisenne deviendrait elle looeese Ou yit beaucoup mokes de yantaleus, cette asnie t finkspiration: kendrene: yamino: gay-and-disorganized: flukeoffate: nestofstraightlines: feminism-is-radical: snowwhite638: captain-snark: derinthemadscientist: chimericaloutlier: lemonsharks: qglas: startrekrenegades: knivesandglitter: discursivetacenda: belovedtraveler: newvagabond: This will always remain my favorite vintage lesbian art… Do I even have to break it down for you? I just thought it was a mermaid trapped under ice the caption says “Are Parisian women becoming more thrifty? Seeing a lot of different types of panties this year!”presumably half those girls are commando or wearing thongs. this is totally lesbian pinup ads. If it were just a mermaid trapped under ice, there would be no reason all the skaters above the ice are wearing skirts and are presumably women. also look at that mermaid’s smile she knows what’s up. I feel the need to correct the French translation, primarily because I’m garbage, but also because the actual translation has a significantly different meaning than what is written above.  The French says, “La Parisienne deviendrait elle économe ? … On voit beaucoup moins de pantalons, cette année ?” “Are Parisian women becoming thrifty? Seeing much fewer pant(ie)s this year!”  I know I’ve reblogged this 5000x before but 1. Never with that corrected translation and 2. I don’t care this is a great ad but how is she smoking under water? Lesbian mermaid magic The cigarette indicates it’s sexual too. Although I agree that it being usable underwater is a baffling detail I think the cigarette is to make damn sure you know it’s sexual. Cigarettes were often used in movies and art to indicate that that woman is a lesbian! Also see how she has 2 fins not one? It symbolises trousers instead of a skirt, another way to hint at the woman being a lesbian in artwork at the time. I’m just incredibly relived for the corrected translation, the nonsensical-ness of ‘thrifty = more pants’ has troubled me for a while now. GUYS. Although it is made to look like a cigarette–look at the box next to her. It’s a sardine box. She is holding her last sardine like a cigarette. So it actually makes more sense than a cigarette under water…. (Obviously the sexy cigarette imagery is still there, it’s just a clever way to work around the water bit) this post is just the gift that keeps on giving. I can’t even imagine being SO STRAIGHT that I’d think this was “just a mermaid trapped under ice” smh @lesbian-sorceress @clexcallysto I’m obsessed with this painting, I have it hanging in my house, and I never realized it was a sardine she had in her fingers before!!!!!!!!!!!!!!!!!!!!!!!!!!!I’m SHIVERED
Feminism, Girls, and Movies: LA VIR PARISIENNE
 sous LA GLACE
 SERVEE
 La Parisenne deviendrait elle looeese Ou yit beaucoup mokes de yantaleus, cette asnie t
finkspiration:
kendrene:

yamino:

gay-and-disorganized:

flukeoffate:

nestofstraightlines:

feminism-is-radical:

snowwhite638:

captain-snark:

derinthemadscientist:

chimericaloutlier:

lemonsharks:

qglas:

startrekrenegades:

knivesandglitter:

discursivetacenda:

belovedtraveler:

newvagabond:

This will always remain my favorite vintage lesbian art… Do I even have to break it down for you?

I just thought it was a mermaid trapped under ice

the caption says “Are Parisian women becoming more thrifty? Seeing a lot of different types of panties this year!”presumably half those girls are commando or wearing thongs. this is totally lesbian pinup ads.

If it were just a mermaid trapped under ice, there would be no reason all the skaters above the ice are wearing skirts and are presumably women. also look at that mermaid’s smile she knows what’s up.

I feel the need to correct the French translation, primarily because I’m garbage, but also because the actual translation has a significantly different meaning than what is written above. 
The French says, “La Parisienne deviendrait elle économe ? … On voit beaucoup moins de pantalons, cette année ?” “Are Parisian women becoming thrifty? Seeing much fewer pant(ie)s this year!” 

I know I’ve reblogged this 5000x before but 1. Never with that corrected translation and 2. I don’t care

this is a great ad but how is she smoking under water?

Lesbian mermaid magic

The cigarette indicates it’s sexual too.
Although I agree that it being usable underwater is a baffling detail

I think the cigarette is to make damn sure you know it’s sexual.

Cigarettes were often used in movies and art to indicate that that woman is a lesbian!

Also see how she has 2 fins not one? It symbolises trousers instead of a skirt, another way to hint at the woman being a lesbian in artwork at the time.

I’m just incredibly relived for the corrected translation, the nonsensical-ness of ‘thrifty = more pants’ has troubled me for a while now.

GUYS.
Although it is made to look like a cigarette–look at the box next to her. It’s a sardine box. She is holding her last sardine like a cigarette. So it actually makes more sense than a cigarette under water….
(Obviously the sexy cigarette imagery is still there, it’s just a clever way to work around the water bit)

this post is just the gift that keeps on giving.

I can’t even imagine being SO STRAIGHT that I’d think this was “just a mermaid trapped under ice” smh


@lesbian-sorceress @clexcallysto

I’m obsessed with this painting, I have it hanging in my house, and I never realized it was a sardine she had in her fingers before!!!!!!!!!!!!!!!!!!!!!!!!!!!I’m SHIVERED

finkspiration: kendrene: yamino: gay-and-disorganized: flukeoffate: nestofstraightlines: feminism-is-radical: snowwhite638: captain-s...

Beautiful, Comfortable, and Energy: "TMI!" INTENSE!" "TOO EMOTIONAL!" OVER SHARING AND BP D TEXTSFROMTHEBORDERLINE.TUMBLR.COM WHAT IS IT? TEXTSFROMTHEBORDERLINE.TUMBLR.COM THE PROCESS People with BPD are emotionally intense, emotionally sensitive, and emotionally intelligent We need to feel like our thoughts, feelings, and experiences are received (and hopefully, reciprocated!) Oversharing is the process of us revealing these things in extreme detail, about every possible topic, in a effort to demonstrate the intricacies and depths of our inner processes e want you to understand + appreciate us WHY IT HAPPENS If we're (over)sharing anything with you, it means you make us feel comfortable, safe, loved+accepted. We are free to be ourselves, and we want you to know that! It's our attempt at building intimacy, trust, and care POSITIVE OUTCOMES Helps develop clear+strong communicat ion skills. Honestly conveys what's on our minod Can nurture amazingly close, fulfilling relationships. DIFFICULTIES The other person may feel overwhelmed Oversharing is not a substitute for healthy intimacy Can unintentionally disregard boundaries THINGS TO WORK ON Communicating with the appropriate time, place, and person; it's good to share, just make sure it's okay! It doesn't have to be an outburst; take your time. Be patient; give the other person time to respond SHARING +CARING HEALTHY INTIMACY Intimacy involves feelings of emotional closeness and connectedness with another person, along with the desire to share each other's innermost thoughts and feelings. There are different types of intimacy: emotional, intellectual, physical (sexual), experiential, and spiritual. Oversharing can encompass all five, but most commonly it involves emotional + intellectual ed A healthy level of intimacy is achieved when both the communicator and the receiver feel safe +comfortable to voice their inner processes, when they are respected + encouraged to do so, and when there is active listening, empathy (cognitive, at the very least) and enuine interest involved HEART TO HEART Having a discussion that is meaningful can leave you both feeling closer than ever before. You can build appreciation of each other's emotional life, interests, goals, fears, sorrows, and victories. Beautiful moments happen when they are free, spontaneous, and motivated by care instead of pressure. The exchange of energy+ perspectives can help Borderlines lessen anxiousness, fear of abandonment, feeling like they are a burden + help them learn how to communicate better OVERSHARING IS REALLY ABOUT LEARNING HOW TO COMMUNICATE EFFECTIVELY, NOT ABOUT BOTTLING YOURSELF UP AND THEN EXPLODING TEXTSFROMTHEBORDERLINE.TUMBLR.COM
Beautiful, Comfortable, and Energy: "TMI!"
 INTENSE!"
 "TOO EMOTIONAL!"
 OVER
 SHARING
 AND
 BP D
 TEXTSFROMTHEBORDERLINE.TUMBLR.COM

 WHAT IS IT?
 TEXTSFROMTHEBORDERLINE.TUMBLR.COM
 THE PROCESS
 People with BPD are emotionally intense, emotionally
 sensitive, and emotionally intelligent
 We need to feel like our thoughts, feelings, and
 experiences are received (and hopefully, reciprocated!)
 Oversharing is the process of us revealing these things
 in extreme detail, about every possible topic, in a effort
 to demonstrate the intricacies and depths of our inner
 processes
 e want you to understand + appreciate us
 WHY IT HAPPENS
 If we're (over)sharing anything with you, it means you
 make us feel comfortable, safe, loved+accepted. We
 are free to be ourselves, and we want you to know that!
 It's our attempt at building intimacy, trust, and care
 POSITIVE OUTCOMES
 Helps develop clear+strong communicat
 ion skills.
 Honestly conveys what's on our minod
 Can nurture amazingly close, fulfilling relationships.
 DIFFICULTIES
 The other person may feel overwhelmed
 Oversharing is not a substitute for healthy intimacy
 Can unintentionally disregard boundaries
 THINGS TO WORK ON
 Communicating with the appropriate time, place, and
 person; it's good to share, just make sure it's okay!
 It doesn't have to be an outburst; take your time.
 Be patient; give the other person time to respond

 SHARING +CARING
 HEALTHY INTIMACY
 Intimacy involves feelings of emotional closeness and
 connectedness with another person, along with the
 desire to share each other's innermost thoughts and
 feelings. There are different types of intimacy:
 emotional, intellectual, physical (sexual), experiential,
 and spiritual. Oversharing can encompass all five, but
 most commonly it involves emotional + intellectual
 ed
 A healthy level of intimacy is achieved when both the
 communicator and the receiver feel safe +comfortable
 to voice their inner processes, when they are respected
 + encouraged to do so, and when there is active
 listening, empathy (cognitive, at the very least) and
 enuine interest involved
 HEART TO HEART
 Having a discussion that is meaningful can leave you
 both feeling closer than ever before. You can build
 appreciation of each other's emotional life, interests,
 goals, fears, sorrows, and victories. Beautiful moments
 happen when they are free, spontaneous, and motivated
 by care instead of pressure. The exchange of energy+
 perspectives can help Borderlines lessen anxiousness,
 fear of abandonment, feeling like they are a burden +
 help them learn how to communicate better
 OVERSHARING IS REALLY ABOUT LEARNING HOW TO
 COMMUNICATE EFFECTIVELY, NOT ABOUT BOTTLING
 YOURSELF UP AND THEN EXPLODING
 TEXTSFROMTHEBORDERLINE.TUMBLR.COM
Candy, Clothes, and Cute: ISCHACROS mischacrossing: This is probably my most requested guide/ tutorial, and there is no one right way to explain it. Everyone’s town is different, along with everyone’s tastes and preferences. Feel free to follow this to a T, do only a few steps, or ignore it altogether. This is just what I’ve gathered from my own experiences and watching other people plan/ build their towns. I won’t mind if you add a “Read More” when you reblog it. I know it’s a ridiculously long post. :x Pre-Landscaping Prep: Dreamies: Try to get most—if not all—of your dream villagers first. Knowing where their houses are will make landscaping much smoother since you won’t be worrying about someone moving into the middle of your orchard. Using a little (or a lot of) plot resetting will help their houses get in not-so-shitty spots. Side Characters: If you’re going to have characters other than your mayor, go ahead and make their houses (or at least plan where they will be). This is for the same reason as getting your dreamies early on. Hybrid Garden: Move your flowers to your beach and set up a hybrid garden, and plant any flowers you buy there. The beach is the best spot, because villagers can’t move there, obviously. This hybrid guide will be super helpful! Stock Up: Start hoarding everything. Bells, axes, flowers, tree saplings, bush starts, furniture, etc. You can store them in your house, locker, museum, and/or beach to keep them off the town’s ground and away from dangerous house plots. Check out my Bell-Making Guide for money-making tips. Town Theme: Most people have a general idea early on, but I felt like I should touch on it. Think of what kind of theme/ feel you want your town to have—i.e. modern, regal, zen, fairy tale, forest, etc. Knowing this will help you decide on wide or skinny paths, number of trees, color of flowers, and so on. Don’t feel pressured to have a theme, though. You can make a town without thinking, “This all has to look super modern!” Just design what you like! Deforestation: Before you start laying down paths or PWP’s, you need to cut down every damn tree in your town. You can use all those axes you’ve been hoarding or a golden axe if you’ve gotten there. This will give you a blank slate to work with so seeing where paths and PWP’s can go will be 100x easier. Putting Down Paths: Wide and/or Skinny: There are two basic types of paths—wide and skinny. Wide paths take up two to three tiles, while skinny paths take up only one. Wider paths tend to give a more modern/ regal feel, and skinny paths tend to give a more natural/ forest feel to a town. Skinny paths are also useful in tight areas that you need to go through. You can use only one or a mix of both, but having an idea of which you’ll use will help with planning. Find a Path: This is obviously a huge step. I have a fairly thorough mix of paths posted to my blog, but other blogs for finding paths include bidoofcrossing, merongcrossing, and acnlpaths. This would be the time to find waterway and grass designs if you’re planning on having those. Planning: This is definitely optional, but it definitely helps. Take a screenshot of your town map and open it in Paint, or a similar program. Draw lines on your map to indicate where paths will go. You can use a red line to represent wide paths, a green line to represent skinny paths, a blue line to represent waterways, etc. Actual Pathing: Now you can actually put down a path in your town! For the first go-around, it’s simpler to use one single-tile design so you can just put it down where you think you want your path. This way, you can tweak it without having to change three other designs along with it. Having a path with no dead ends that also connects the major parts of town is best. You can use skinny paths/ stepping stones to connect the wide path to smaller areas—like villagers’ houses in tight spaces, the campsite, PWP areas, etc. After all that, you can go in and lay down the pretty path you picked out earlier! Too Many Designs: I get a lot of questions about this, so I figured I’d talk about it. You can only store 10 designs in your design slots, but some paths will take up all or more of those. If you want more than 10 designs, you’ll have to create another character to live in your town. You can have up to 4 characters, so you can have up to 40 designs—including paths, clothes, wallpapers, etc. Public Works Projects: Picking PWP’s: Obviously your thoughts on what PWP’s you want will change over time, but try to get a basic idea of the ones you like. There is a list here that tells you all the PWP’s, how much space they take up, and what villager personality will suggest them to you. Some might go along with the theme of your town more, so you can pinpoint those early on. Planning: Once you’re done picking out your favorite PWP’s, you can start figuring out where they’ll go. Walk along your path/ look at your map and find spacious areas. Especially large spaces can be filled with parks (jungle gym, tire toy, water fountain, picnic blanket), gardens (statue fountain, topiaries), zen gardens (zen garden, zen bell, zen bench, zen streetlight), campground (campsite, fire pit, camping cot, log bench), etc. Smaller areas can have single PWP’s. Most can look fine on their own, and you can fill more space with trees, flowers, bushes, etc. a little later. Use a simple design to indicate where various PWP’s will go so you don’t forget and accidentally move a villager in on top of it. Getting Suggestions: Villagers can be super annoying with not suggesting new PWP’s. To help the process along, use the diving trick. It might take a couple tries, but I promise you’ll get more suggestions this way. Do the Damn Thing: Build the PWP’s!!! Obviously you can be building some while planning for others, so don’t get so caught up in planning and the diving trick that you forget to actually build those PWP’s. Landscaping: Planning: Now that you have most of your villagers moved in and PWP’s at least planned out, you can start putting in pretty nature! You should have been hoarding trees and bushes while expanding your hybrid garden, so you should have plenty to work with. You still might need more though. In this case, use a simple design to indicate where trees or bushes will go eventually. Lining Paths: The first step to giving your town “depth” is lining your paths with something—literally anything. If your town is more natural, use more trees. If your town is more modern, use more bushes and flowers. Just mix and match different things with different areas of path. Try not to mix too many different types of bushes in one area. If you do mix them, do it in a pattern of some kind. Filling Around PWP’s: Now you can build on those areas with PWP’s. Larger spaces that you filled with a park or garden can be outlined just like you lined your paths. Inside the areas, you can fill it with flowers, a path/grass design, or just leave the natural grass! Around more secluded PWP’s, you can do the same thing on a smaller scale. For example, around a fountain put a mix of flowers on the first outline or two. Then do an outline of bushes around those flowers with a couple open spaces for entryways. You just took up so much space with just one PWP! So experiment with different areas and see what looks good. You can always rearrange everything later. Flower Combinations: There are going to be several areas you’ll want to fill with flowers, and deciding what kind can be daunting. Like a lot of other things, experimentation is going to be a large part of this. As far as mixing breeds goes, combos that look nice together are cosmos and tulips, cosmos and violets, roses and tulips, and roses and lilies. As far as mixing colors go, combos that look nice together are anything and white, pink and yellow, pink and blue, purple and blue, yellow and orange, black and orange, and red and pink. Everyone’s taste is different, but these are combos I’ve seen that many people have liked. Extra Space: You shouldn’t have much space left, but you can add some trees and flowers into weird areas right behind bigger buildings and whatnot. Putting out clothes and gifts for visitors to your dream town is really nice. Other things can fill up space are fruit baskets, tree stumps, mushrooms, songs, and candy. Finishing Touches: Houses: Houses aren’t exactly “touches,” but you’ll be working on them all throughout your town building. Basically, just get an idea of what “theme” you want your houses/ rooms to have. Cute ideas I’ve seen are bedrooms, living rooms, kitchens, spas, offices, libraries, cafes, classrooms, convenience stores, flower shops, restaurants, and hotels. Gifts: Putting out clothes and wrapped gifts for dream visitors is really nice. Good gifts include throwing beans, toy hammers, balloons, bubble wands, ice creams, and so on. Carry On: Building your town will take months, and you’ll probably change your mind 293208 times on where you want this PWP or what kind of flowers you want in that area. You’ll probably be doing a mix of a few different steps at once, which is completely fine. Just don’t lose focus on enjoying the game! Build your encyclopedia, work towards your badges, interact with villagers, visit dream towns, etc. Have fun, and good luck!!!
Candy, Clothes, and Cute: ISCHACROS
mischacrossing:
This is probably my most requested guide/ tutorial, and there is no one right way to explain it. Everyone’s town is different, along with everyone’s tastes and preferences. Feel free to follow this to a T, do only a few steps, or ignore it altogether. This is just what I’ve gathered from my own experiences and watching other people plan/ build their towns. I won’t mind if you add a “Read More” when you reblog it. I know it’s a ridiculously long post. :x
Pre-Landscaping Prep:

Dreamies: Try to get most—if not all—of your dream villagers first. Knowing where their houses are will make landscaping much smoother since you won’t be worrying about someone moving into the middle of your orchard. Using a little (or a lot of) plot resetting will help their houses get in not-so-shitty spots.

Side Characters: If you’re going to have characters other than your mayor, go ahead and make their houses (or at least plan where they will be). This is for the same reason as getting your dreamies early on.

Hybrid Garden: Move your flowers to your beach and set up a hybrid garden, and plant any flowers you buy there. The beach is the best spot, because villagers can’t move there, obviously. This hybrid guide will be super helpful!

Stock Up: Start hoarding everything. Bells, axes, flowers, tree saplings, bush starts, furniture, etc. You can store them in your house, locker, museum, and/or beach to keep them off the town’s ground and away from dangerous house plots. Check out my Bell-Making Guide for money-making tips.

Town Theme: Most people have a general idea early on, but I felt like I should touch on it. Think of what kind of theme/ feel you want your town to have—i.e. modern, regal, zen, fairy tale, forest, etc. Knowing this will help you decide on wide or skinny paths, number of trees, color of flowers, and so on. Don’t feel pressured to have a theme, though. You can make a town without thinking, “This all has to look super modern!” Just design what you like!

Deforestation: Before you start laying down paths or PWP’s, you need to cut down every damn tree in your town. You can use all those axes you’ve been hoarding or a golden axe if you’ve gotten there. This will give you a blank slate to work with so seeing where paths and PWP’s can go will be 100x easier.
Putting Down Paths:

Wide and/or Skinny: There are two basic types of paths—wide and skinny. Wide paths take up two to three tiles, while skinny paths take up only one. Wider paths tend to give a more modern/ regal feel, and skinny paths tend to give a more natural/ forest feel to a town. Skinny paths are also useful in tight areas that you need to go through. You can use only one or a mix of both, but having an idea of which you’ll use will help with planning.

Find a Path: This is obviously a huge step. I have a fairly thorough mix of paths posted to my blog, but other blogs for finding paths include bidoofcrossing, merongcrossing, and acnlpaths. This would be the time to find waterway and grass designs if you’re planning on having those.

Planning: This is definitely optional, but it definitely helps. Take a screenshot of your town map and open it in Paint, or a similar program. Draw lines on your map to indicate where paths will go. You can use a red line to represent wide paths, a green line to represent skinny paths, a blue line to represent waterways, etc.

Actual Pathing: Now you can actually put down a path in your town! For the first go-around, it’s simpler to use one single-tile design so you can just put it down where you think you want your path. This way, you can tweak it without having to change three other designs along with it. Having a path with no dead ends that also connects the major parts of town is best. You can use skinny paths/ stepping stones to connect the wide path to smaller areas—like villagers’ houses in tight spaces, the campsite, PWP areas, etc. After all that, you can go in and lay down the pretty path you picked out earlier!

Too Many Designs: I get a lot of questions about this, so I figured I’d talk about it. You can only store 10 designs in your design slots, but some paths will take up all or more of those. If you want more than 10 designs, you’ll have to create another character to live in your town. You can have up to 4 characters, so you can have up to 40 designs—including paths, clothes, wallpapers, etc.
Public Works Projects:

Picking PWP’s: Obviously your thoughts on what PWP’s you want will change over time, but try to get a basic idea of the ones you like. There is a list here that tells you all the PWP’s, how much space they take up, and what villager personality will suggest them to you. Some might go along with the theme of your town more, so you can pinpoint those early on.

Planning: Once you’re done picking out your favorite PWP’s, you can start figuring out where they’ll go. Walk along your path/ look at your map and find spacious areas. Especially large spaces can be filled with parks (jungle gym, tire toy, water fountain, picnic blanket), gardens (statue fountain, topiaries), zen gardens (zen garden, zen bell, zen bench, zen streetlight), campground (campsite, fire pit, camping cot, log bench), etc. Smaller areas can have single PWP’s. Most can look fine on their own, and you can fill more space with trees, flowers, bushes, etc. a little later. Use a simple design to indicate where various PWP’s will go so you don’t forget and accidentally move a villager in on top of it.

Getting Suggestions: Villagers can be super annoying with not suggesting new PWP’s. To help the process along, use the diving trick. It might take a couple tries, but I promise you’ll get more suggestions this way.

Do the Damn Thing: Build the PWP’s!!! Obviously you can be building some while planning for others, so don’t get so caught up in planning and the diving trick that you forget to actually build those PWP’s.
Landscaping:

Planning: Now that you have most of your villagers moved in and PWP’s at least planned out, you can start putting in pretty nature! You should have been hoarding trees and bushes while expanding your hybrid garden, so you should have plenty to work with. You still might need more though. In this case, use a simple design to indicate where trees or bushes will go eventually.

Lining Paths: The first step to giving your town “depth” is lining your paths with something—literally anything. If your town is more natural, use more trees. If your town is more modern, use more bushes and flowers. Just mix and match different things with different areas of path. Try not to mix too many different types of bushes in one area. If you do mix them, do it in a pattern of some kind.

Filling Around PWP’s: Now you can build on those areas with PWP’s. Larger spaces that you filled with a park or garden can be outlined just like you lined your paths. Inside the areas, you can fill it with flowers, a path/grass design, or just leave the natural grass! Around more secluded PWP’s, you can do the same thing on a smaller scale. For example, around a fountain put a mix of flowers on the first outline or two. Then do an outline of bushes around those flowers with a couple open spaces for entryways. You just took up so much space with just one PWP! So experiment with different areas and see what looks good. You can always rearrange everything later.

Flower Combinations: There are going to be several areas you’ll want to fill with flowers, and deciding what kind can be daunting. Like a lot of other things, experimentation is going to be a large part of this. As far as mixing breeds goes, combos that look nice together are cosmos and tulips, cosmos and violets, roses and tulips, and roses and lilies. As far as mixing colors go, combos that look nice together are anything and white, pink and yellow, pink and blue, purple and blue, yellow and orange, black and orange, and red and pink. Everyone’s taste is different, but these are combos I’ve seen that many people have liked.

Extra Space: You shouldn’t have much space left, but you can add some trees and flowers into weird areas right behind bigger buildings and whatnot. Putting out clothes and gifts for visitors to your dream town is really nice. Other things can fill up space are fruit baskets, tree stumps, mushrooms, songs, and candy.
Finishing Touches:

Houses: Houses aren’t exactly “touches,” but you’ll be working on them all throughout your town building. Basically, just get an idea of what “theme” you want your houses/ rooms to have. Cute ideas I’ve seen are bedrooms, living rooms, kitchens, spas, offices, libraries, cafes, classrooms, convenience stores, flower shops, restaurants, and hotels.

Gifts: Putting out clothes and wrapped gifts for dream visitors is really nice. Good gifts include throwing beans, toy hammers, balloons, bubble wands, ice creams, and so on.

Carry On: Building your town will take months, and you’ll probably change your mind 293208 times on where you want this PWP or what kind of flowers you want in that area. You’ll probably be doing a mix of a few different steps at once, which is completely fine. Just don’t lose focus on enjoying the game! Build your encyclopedia, work towards your badges, interact with villagers, visit dream towns, etc. Have fun, and good luck!!!

mischacrossing: This is probably my most requested guide/ tutorial, and there is no one right way to explain it. Everyone’s town is differen...