Hey everyone,

In order to re-render the entire dynamic map with the updated resource pack efficiently and with the least amount of trouble, the server will be whitelisted from 9pm-9am EST daily until the map is finished rendering. This may take up to 4 days total. I apologize for the inconvenience that this will give to players not in the United States or Canada, but this is only short lived and will not be a frequent thing. For those of you who do not know, dynmap likes to use a lot of server memory and has trouble dumping it when it gets to high usage. This combined with the shear size of the map we have, the amount of processing power it takes, and the idea of players having to share the server power while dynmap is rendering causes a lot of frustration with server crashing and data loss, so to minimize the headache I have decided to come to this conclusion. If there are any questions, just ask in the #admin_help discord channel.



Hey everyone,

The staff team got together to have a talk and we have determined a few things. First, we have noticed that player builds, particularly in downtown, are using references less as a way to get ideas, and more as a way to just copy a building one-for-one. Second, there has been a huge mish-mash of builds going on in downtown, and it's lacking some supervision. I'll get back to the second one later.

While it is fun to try and build something as close to what it looks like as possible, that isn't necessarily what we are going for here. Architects design buildings with the surroundings in mind; buildings appropriately fill the site that they sit on, and complement what is around it. We understand that, space permitting, some buildings can work if built exactly how they appear in real life, but for the most part they won't fit well in our city. When building something on our map, make sure it fits the site well and utilizes space appropriately. If you build something downtown, make sure buildings can fill the entire city block. 

So with that said, I'll get on to the second part. We are now putting a new rule in place where all builds for downtown must be made in the Creative world first. If your build meets the new, higher standards for downtown Ambersyell, it will be moved by staff into an appropriate location. We will be setting up a warp in Creative soon where you can put your buildings, I will update this post when it's ready. I would also like to remind everyone that Ambersyell is a new city. We aren't building New York City from 1929, so please keep the builds to a relative time scale of around 1950-present day. Also keep in mind that Ambersyell is supposed to be a North American city, so try not to build things from South America, Europe, or Asia as they all have different architectural styles. If there are any questions you can ask a staff member before you begin building something. 

Edit: There is now a section to put your buildings for downtown Ambersyell in /warp models, please put any buildings there. 


Staff Team

Hey everyone,

TRS Textures V. 1.0.0 has finally been released, you can get it on our downloads page here. You're going to want to get it because there's some pretty big changes.


- Changed Iron Trapdoor texture to iron block texture
- Changed Grey Concrete texture to geometric tile
- Changed Green Glass/Panes texture to broken industrial glass
- Changed Oak Plank to ORT Oak Plank with CTM (Any complaints, gripe to yaz.)
- Changed Bedrock texture, added ctm
- Changed End Brick texture, added ctm
- Changed Light Blue Concrete texture to concrete wall texture
- Changed Lime Concrete texture to brick texture
- Changed Pink Concrete texture to red brick texture
- Change Netherbrick texture to new brown brick texture
- Fixed broken traffic light items


- nam

The new ''/warp models'' & neighborhood managers

[Staff] Yazur ao
Yazur @ The Realism Society
posted Jan 22, 18

Hey everyone,

so as new neighborhoods are starting to pop up we've created a new warp for builders to build models for the different neighborhoods, a bit like /warp roads where all the vehicles are, that will make it easier copy/paste and edit unedited homes/builds into the city.

Each lot right is 41 x 57 and the non-specific section has 56 x 67. Bigger plots for Neighborhoods will be added later on to accomodate larger homes. Each lot also has a board where builders can add their names.

Please take not that these plots are only for house models so that means no landscaping, trees or vehicles.

Non specific section:

The warp also includes a ''Non-Specific'' section where you can put all your side projects to be later used in the city, these can later get moved into the neighborhoods section with the manager(s) persmission if the builds fit the style of the specific neighborhood.


Neighborhood managers are the people in charge (owners) of a specific area. As we build roads further east, big open lots will be available for Builders[+] and more to create their own neighborhoods and manage them (Choose the style, design road layout etc.) Those will be given 24 cases (per neighborhood).

Thank you and enjoy building!


Hey everyone,

I just released a quick patch to the current resource pack, it fixes some inventory textures and fixed the texture for white road lines. It does not add anything new, so it's not a must-download, but if you want to fly around without seeing a bunch of purple and black textures you should get it. Download it on our downloads page here.