Ugh… what… what day is it…? Ohhhh…. Friday. Gotta write a new article. That was the slowest week I’ve ever…
Wait a minute, 2026??? How long was I asleep for???? Good lord, I messed up this time, haven’t I- Oh! Hi! Didn’t see you there! Uhh, hi, I’m Laura Cough, welcome back to Automaton Lunch, where I bring you random and obscure fun facts about Luke Vincent’s titles, from the Willful to Walk!
Now, I’ve been asleep for a while before this and kind of forgot what I was going to write about, uhm… Right, Uma’s Dank Rave secrets! Well, my Poppy is too busy working on his own game to lend any huge contribution to this endeavor, but I do have access to his PC and can use it to dig some stuff out of the mod’s source code, so let’s see what we’ve got here…
To kick this post off, we have a simple trivia fact.

This is New Block City. It was created specifically for this project, but what you likely didn’t know is that it was actually modeled in the 3DS modeling software VoxelMaker! From there, it was imported into the game, given proper collision, and put in to replace Stairs. The track that plays in the background of this level is called Arcade Morning by MrNightVarga on Newgrounds, and it was later implemented into my craft, Internet Lizard’s Minecraft Bedrock resource pack! (the update that adds this song isn’t actually out publicly yet, so consider this a leak…)
The next piece of trivia here is actually dunking on optimization choices (or rather lack thereof)…

Turns out, the my craft challenge stages are actually fully modeled far beyond what the player can ordinarily see! This is really cool from an exploration perspective, because it raises so many questions about what may exist out of bounds, but this design choice is actually exactly why these stages take so long to load!!
Poppy told me his actual reasoning for doing this is what attempting to slice the worlds properly in the program he was using was a pain in the neck, but I personally think that he’s just lazy…
While we’re here, though, I’ll take a moment to show off some interesting stuff that can be found in these worlds!






- The Crypt has a few notable builds, such as:
- A flattened plateau far away from the actual crypt itself, with a forest and graveyard of sorts
- A huge iceboat tunnel hidden behind the 3DS painting (another one of these exists on the surface too)
- An entire skeleton grinder setup underground
- And a few more! This was clearly a well-loved world…
- One of the exterior buildings in Downtown Disaster has a block of Bedrock and a couple of signs in it
- Secret 16 has an entire underwater area under the main map with a few structures
- This building in Secret 16 has an unusual amount of signs inside of it. Who knows what this could’ve been used for…
Our last tidbit of information today is a strange file choice. It turns out, there are actually two different copies of the Topside model in the files. Attempting to delete either one of them, though, would show that it’s a dependency of other scenes (meaning that the level wouldn’t work without them). There’s no telling why this is like that, and it probably wouldn’t have even been that hard to fix…

Well, unfortunately that’s all time I have for today. I have to go to my after-school Bushido Ball practice game in the next dimension over, so I’ll have to see you guys later. There’s still quite a bit left to cover with this mod that I could talk about, so if you enjoyed this article, feel free to leave a comment if you’d like to see more of Dank Rave in particular!
Until then, I’ll see you guys later.
Cough Out!
Leave a Reply
You must be logged in to post a comment.