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Vladimir
07-15-2012, 23:17
We can smooth that over and maybe incorporate it into the entrance.

Vladimir
07-16-2012, 02:19
1 - 9 done with space for 0. A little ugly but can flatten the space. Maybe I can even bring the display out a bit.

spankythehippo
07-16-2012, 05:46
So I finished the Pyramid rail station. Now, there is one problem. The station is facing the south, which is screwing up the RS NOR latch. It says to invert the output, but I haven't figured out how to do that. Any help?

When I press the button for Line 1, the track does not change. When I press Destination Reset, the track changes. It's meant to be the other way around, but I have no idea how to fix this.

EDIT: I might tear it down, and start with an east/west configuration.

Csargo
07-16-2012, 07:32
TC, for the rail stations, is there an ideal number of lines going through each station?

Oh, and I also need gold ingots for the powered rails. Anyone have some?

I've got about two stacks in my storage area, so if you still need it feel free.

spankythehippo
07-16-2012, 10:13
So I finished the Pyramid rail station. Now, there is one problem. The station is facing the south, which is screwing up the RS NOR latch. It says to invert the output, but I haven't figured out how to do that. Any help?

When I press the button for Line 1, the track does not change. When I press Destination Reset, the track changes. It's meant to be the other way around, but I have no idea how to fix this.

EDIT: I might tear it down, and start with an east/west configuration.

Yup. I tore it down. And it works. I also tried to make it like a Pyramid, but I ran out of sandstone. Eh, I'll finish the cosmetic stuff later. The main thing is, the Pyramid station is fully functional.

The better thing is, that this new configuration is a lot more easier on the eyes than the old one. It's sleek and tucked up in a corner. As opposed to the random building in the middle of the tracks, which is what I initially made it as.


I've got about two stacks in my storage area, so if you still need it feel free.

Thanks! I'll use it when/if I make the next station.

TinCow
07-16-2012, 11:50
So I finished the Pyramid rail station. Now, there is one problem. The station is facing the south, which is screwing up the RS NOR latch. It says to invert the output, but I haven't figured out how to do that. Any help?

When I press the button for Line 1, the track does not change. When I press Destination Reset, the track changes. It's meant to be the other way around, but I have no idea how to fix this.

EDIT: I might tear it down, and start with an east/west configuration.

That's a north/south issue. I'll show you how to fix it next time were both on.

Vladimir
07-16-2012, 13:46
For sandstone you could continue to take it from the quary near the Arena. It already looks ugly as sin and there is plenty left.

spankythehippo
07-16-2012, 14:00
The Pyramid station is fully complete (I think). I already mined lots of sand, and the finishing touches have been put in place. If anyone wants to change the appearance or whatnot, feel free. I think I did a pretty crappy job for the overall look.

TinCow
07-16-2012, 14:30
The Pyramid station is fully complete (I think). I already mined lots of sand, and the finishing touches have been put in place. If anyone wants to change the appearance or whatnot, feel free. I think I did a pretty crappy job for the overall look.

If you want to do another one, the Lighthouse station is the next one that needs to be rebuilt. The tunnel/trestle to there from the Arena is complete and I expect to lay the track to it tonight. Once that is done, the last remaining leg will be the lighthouse to the noob hotel, though I think I'm going to add a new line from the noob hotel to the Arena as well before declaring the project complete.

spankythehippo
07-16-2012, 14:54
If you want to do another one, the Lighthouse station is the next one that needs to be rebuilt. The tunnel/trestle to there from the Arena is complete and I expect to lay the track to it tonight. Once that is done, the last remaining leg will be the lighthouse to the noob hotel, though I think I'm going to add a new line from the noob hotel to the Arena as well before declaring the project complete.

Sure, I can do that.

TinCow
07-16-2012, 15:14
Sure, I can do that.

In that case, might want to make the Lighthouse station a bit larger than the normal 3 track. There are a bunch of major sites beyond the Lighthouse which people may eventually want to link up to the system. The normal 3 track station would only have one line open after linking it to the Arena and noob hotel. I think a 5 track station might be worthwhile, as that would leave an extra 3 slots for future expansion.

spankythehippo
07-17-2012, 04:28
In that case, might want to make the Lighthouse station a bit larger than the normal 3 track. There are a bunch of major sites beyond the Lighthouse which people may eventually want to link up to the system. The normal 3 track station would only have one line open after linking it to the Arena and noob hotel. I think a 5 track station might be worthwhile, as that would leave an extra 3 slots for future expansion.

5 track Lighthouse station is complete. It still looks very messy. I rerouted one of the tracks to Diains castle into the station, but the other track is still there. I didn't have time to remove it.

TinCow
07-17-2012, 12:49
5 track Lighthouse station is complete. It still looks very messy. I rerouted one of the tracks to Diains castle into the station, but the other track is still there. I didn't have time to remove it.

Awesome. I meant to get on last night, but had issues which prevented it. I'll finish up the tracks this evening.

spankythehippo
07-17-2012, 13:56
Awesome. I meant to get on last night, but had issues which prevented it. I'll finish up the tracks this evening.

I removed all of the tracks between Csargo's Lighthouse and Diain's Castle. Well, the tracks that were unused. I put the tracks, including powered rails, in the chest for the Arena hub. There were quite a few tracks I couldn't remove because of the spawn protection above the spawn point.

TinCow
07-18-2012, 17:38
In the past few weeks, several people have been killed by the booby-trap outside of Populus' place. Some of these deaths have nearly resulted in the loss of significant amounts of rare materials. If it's still around next time I get on, I'm going to disassemble the booby-trap. Please refrain from creating devices like that as pranks, or to intentionally kill people.

I am aware that I have built a lethal device inside my house as well, but I think there's a big difference between creating a pretty obviously dangerous room inside your own home, and making a hidden booby trap outside of another player's home. If you're going to build a death trap, please make sure that people are aware of what it is. If people choose to walk into a known dangerous room and press random buttons or otherwise risk getting themselves killed, that's their own choice... but make sure people have that choice when you're building similar contraptions.

Ishmael
07-19-2012, 01:46
Darn, there goes my plan of filling my entire compound with TNT and hosting an opening party....

Incidentally TinCow, would I please be able to borrow about another chest's worth of cobblestone? If you're planning on using it for something then don't worry, but that should be enough to finish off my external walls and towers.

Vladimir
07-19-2012, 02:00
He's almost out but I can broker a deal. It will only cost you a chest of redstone.

Ishmael
07-19-2012, 02:28
I don't have half a chest I'm afraid, but I can trade you 5 stacks of redstone for 10 of cobblestone. Deal? :beam:

It shouldn't take me too much longer to mine the rest, and I'm short on iron anyway so I can kill two birds with one stone.

TinCow
07-19-2012, 03:46
Incidentally TinCow, would I please be able to borrow about another chest's worth of cobblestone? If you're planning on using it for something then don't worry, but that should be enough to finish off my external walls and towers.

Certainly. I think I've still got about 17-18 left, which I think is more than we'll even need for all the road grid paving.

Ishmael
07-19-2012, 11:02
Due to a late design change of my gate I'm short of lapis lazuli, so would anybody have any spare they'd like to trade for diamonds? (I only need about 6 blocks worth, and have 18 diamonds lying around).

spankythehippo
07-19-2012, 11:30
Due to a late design change of my gate I'm short of lapis lazuli, so would anybody have any spare they'd like to trade for diamonds? (I only need about 6 blocks worth, and have 18 diamonds lying around).

I think I have some lapis I haven't even used.

therother
07-19-2012, 11:46
I've got 25+ double chests of cobble that I'm not planning to use.

I'll leave 6 blocks of lapis lazuli outside the hotel.

TinCow
07-19-2012, 13:38
For those of you looking to create a Slime Farm, you need to find the proper chunk to place the farm in first. I wrote a post about this before (https://forums.totalwar.org/vb/showthread.php?138824-Org-Minecraft-Server&p=2053408657&viewfull=1#post2053408657), which you might find useful. Since I wrote that though, the game no longer shows the world seed in F3. Our world seed is 6168998067453653590. Use that in the mcslimes site (http://mcslimes.appspot.com/) to find the proper chunks.

TinCow
07-19-2012, 15:52
Map updated

[edit] FYI, I just noticed a second Stronghold on the map which might be a more convenient access to End Stone for some people. Go to this spot on the web map, then hit Caves and you should see it. The End Portal frame is clearly visible.

63566357

Beskar
07-19-2012, 16:14
Would be interesting to have an Org Dragon Killing event, I think many people missed the first.

Vladimir
07-19-2012, 16:18
Sorry. I've already claimed those islands. My navy is setting up a base as we speak.

rajpoot
07-19-2012, 16:24
Would be interesting to have an Org Dragon Killing event, I think many people missed the first.

:sweatdrop:
Honestly speaking it was a very spur-of-the-moment thing. I remember I was bored so I donned my precious diamond armour and jumped into the portal to check out the End for the first time, without realising that to come back I would need to kill the dragon. Nothing would've made me leave the diamond armour there, so, after several deaths, and return trips, I finally managed to slay the dragon. Lasted an entire evening IIRC. I do remember posting here for assistance, during breaks.

Anyway, here's hoping this portal leads to a different End.

TinCow
07-19-2012, 16:34
Would be interesting to have an Org Dragon Killing event, I think many people missed the first.

That's not possible. All End Portals lead to the same End Dimension, and that single End Dimension only has one Ender Dragon that does not respawn. Absent a patch or a mod that changes that, there will never be another dragon on the server.

Incidentally, I'm strongly considering adding some mods to the server after 1.3 is out. I wanted to wait until they had integrated Bukkit into the main game, but that's not going to happen until 1.4 now, which is longer than I wanted to wait. At the same time, I want to make sure that any mods I add can integrate perfectly fine into a largely pre-generated world. That means that modules that add new kinds of blocks on area generation aren't really an option. Mods that also have serious problems being uninstalled also aren't necessarily a good idea. I'm also not very fond of the various industrial and tech mods, which add a billion more kinds of mechanisms to the game. They seem to kind of avoid the point of redstone creativity.

An example of one I am considering is Mo' Creatures (http://www.minecraftforum.net/topic/81771-v125-mo-creatures-v371-with-mohorses-donkeys-mules-zebras-zorses-and-extrabiomesxl-support/). It might also be fun to find something that makes the enchanting system more interesting. I've always thought that there should be rare enchantments on boots to allow stuff like faster running and limited levitation. Please feel free to point out other mods that you think might (or might not) be good for the server.

rajpoot
07-19-2012, 16:47
That mod looks awesome. Will make sea voyages more thrilling. I'm not sure about the Ogres though. I don't like mobs that can make holes in my walls.

My kingdom for a horse.

Memnon
07-19-2012, 18:08
It does look great, I love the idea of having a navy of sharks and dolphins, the crocodiles and ogres worry me, as well as the scorpions. I only wonder where to find the obsidian to create my ogre-proof panic room now...

TinCow
07-19-2012, 19:06
One other thing to note, the map shows that there are 36 End Portal Frame blocks in the world. Each End Portal is made up up 12 blocks, so that means all three strongholds have been generated and the third is out there somewhere.

Csargo
07-19-2012, 19:26
I think the third one is right south of the village near Snowstorm's rail line. In the swamp land just south of the rail. I don't see an end portal so I'm not sure.

TinCow
07-19-2012, 19:46
I think the third one is right south of the village near Snowstorm's rail line. In the swamp land just south of the rail. I don't see an end portal so I'm not sure.

Good eye, that's definitely it.

Beskar
07-20-2012, 02:47
Get "World Edit", it allows you to make backups of lets say, the Arena, incase the worse happened or if you wanted to use it on another map (or even share on here so people can put it in their own maps and vice versus)

spankythehippo
07-20-2012, 06:20
It does look great, I love the idea of having a navy of sharks and dolphins, the crocodiles and ogres worry me, as well as the scorpions. I only wonder where to find the obsidian to create my ogre-proof panic room now...

TC's old house has an obsidian generator. I go there very often.

EDIT: By the way, I only just realised the driver for my graphics card was set to Intel HD graphics, which is not my graphics card. I downloaded the driver, and Minecraft is beautiful. No lag. Highest settings. Before, when F3 was on, the wavy thing was always in the red zone and very high. Now, it's far from red, and ridiculously low. I can't believe it. It's brilliant.

TinCow
07-20-2012, 13:19
TC's old house has an obsidian generator. I go there very often.

EDIT: By the way, I only just realised the driver for my graphics card was set to Intel HD graphics, which is not my graphics card. I downloaded the driver, and Minecraft is beautiful. No lag. Highest settings. Before, when F3 was on, the wavy thing was always in the red zone and very high. Now, it's far from red, and ridiculously low. I can't believe it. It's brilliant.

LOL... well, that removes some of the point of this but...

The world has been cloned for testing purposes at 85.10.217.34. That server has a better connection than my home connection, and I'm hoping that it will improve the connection and reduce lag for some people. Please log on there and run around and let me know how it performs. The world it's using is a backup of the main world I made yesterday. Don't bother doing any work on the server though, as it's just a test on a backup and anything you create will be lost. Please just get on and test how it runs and post about it here. At some point I'd like to do a stress test with as many people as we can get on at once.

Beskar
07-20-2012, 16:21
273 from current server, 128ms from backup.

TinCow
07-20-2012, 17:48
FYI, I don't think I've ever mentioned this before, but first-person views of the map can be added by any player. These can be used to show off an in-game style view of a structure. Here is an example of what these views look like on the map:


http://www.minecraftwiki.net/images/thumb/b/b0/TectonicusExampleView.png/256px-TectonicusExampleView.png (http://www.minecraftwiki.net/wiki/File:TectonicusExampleView.png)



To create a view, all you need to do is place a sign in-game on the spot you want the view to be oriented from. The sign text should be as follows:


#view
Your view description

The text #view must be the first thing on the first line of the sign. The rest of the text will be used as the title for the view.
Views are generated from the direction the sign is facing. You can also adjust the height and view angle like this:


#view h10 a135
Your view description

Here there are two values: 'h10' shifts the view up by 10 Minecraft blocks. This can be useful to get a birds eye view of a structure. It also lets you bury signs underground out of sight. Negative numbers also work here. The 'a135' sets the elevation angle (how much the view looks up or down) to 135 degrees. This can be any number from 0 (looking straight up) to 180 (looking straight down). The example picture above is made from '#view h10 a135', which puts the camera 10 blocks up from the ground and looking down slightly.

You can also change the view to be drawn at night time:


#view night
Description here

And if you run out of space on the first line for settings then continue with a # on the second line:


#view h10 a135
# night
Description here

I will post this information in the OP for future reference.

TinCow
07-20-2012, 18:15
@Vladimir (https://forums.totalwar.org/vb/member.php?u=13560)

I really like the scoreboard display, but the amount of damage it has caused to the Arena is bugging the crap out of me. Would you mind if I rebuilt it with this much smaller version?


https://www.youtube.com/watch?v=k4j3MONjUYI

[edit] Rail network refit complete. The entire old network has been replaced with new lines and new stations. The line from the Pyramid to the Lighthouse has been rerouted through the Arena, which has also had an additional line added to the noob hotel. As such, the Arena now serves as the main rail hub in the central area. Every station on the network has the capacity to take additional lines though, so feel free to add new sections whenever you want. If you need help constructing the lines or stations, let me know and I'll be happy to help. Here's a map of the current network:

Vladimir
07-20-2012, 23:50
I can fix that. If you can wait another week I'll extend the display to make the repairs more natural. I'll also fix the outside with decorative displays. You'll like it. I'm adding paintings to cover the internal repairs.

BUT. If you could compact the wiring without reducing the display I would be grateful.

Beskar
07-21-2012, 01:40
Redpower2 will reduce the redstone clutter and makes redding a far simplier task.
http://www.eloraam.com/

Vladimir
07-21-2012, 03:45
Finally watched the video. That's actually exactly what I want.

TinCow
07-21-2012, 05:00
Yeah, seems like a much more efficient use of resources. It's got a disadvantage, in that you have to cycle the numbers instead of being able to pick the precise one you want, but that seems like an acceptable loss for getting it so small and saving what must be nearly a chest's worth of redstone. Plus, you only have to run one wire to the control both for each board, rather than 10.

Vladimir
07-21-2012, 11:35
Agreed. We want the numbers to cycle up and a single button is better than multiple levers.

TinCow
07-21-2012, 14:50
I'd like to ask for some thoughts about a couple map edits I am considering doing.

First, a minor one. I found a skeleton spawner in a dungeon in my mine a little while ago and was in the process of turning it into a skeleton xp/arrow farm like I created near the arena. As I was finishing construction this morning, I was in the room with the spawner and somehow a creeper got in and exploded, destroying the spawner block. I'm extremely frustrated at losing this spawner, as there are no others nearby and thus there's no chance I can have an arrow farm in my house now. Replacing the block requires WorldEdit, and I'm having a moral dilemma because I really want that spawner back where it was, but I also feel like doing so would be cheating. Opinions?

Second, I hate the Giant Cliffs of Mojang. You know the things... the borders between chunks that were generated by different versions of the game that used different terrain generation mechanisms, so there's just an abrupt change without any blending, often with gigantic cliffs appearing out of nowhere and looking horrible. There's not really much that can be done about the existing ones, outside of manually smoothing them over. However, we could reduce the occurrence of future chunk border errors by pre-generating more terrain. The release of 1.3 seems like the perfect time to do this, as it's adding in a few more things on new terrain, such as desert temples, jungle temples, and emerald ore. So, those things would be able to be found in the newly generated terrain. What I would like to propose is that I auto-generate new terrain in a circle with a radius of about 5000 blocks out from the server spawn. That would correspond to a spherical area that goes out almost as far as the new area where therother and I have been building, and almost as far as that random eastern appendage. This will also significantly reduce lag on exploration, as the server will not have to generate new terrain until people get really, really far out. In addition, as the terrain will already be generated, it will all be seamless with itself. However, doing this will add a ton of new chunk border errors of the kind we all hate with the existing terrain. We can significantly reduce these errors though by deleting existing terrain. Specifically, I would like to propose that we delete the random world 'appendages' that extend east, south, and north; you can see what I'd like to chop off here:

6369

Cutting those off before pre-generating the terrain will prevent a lot of chunk border issues. In addition, there are no constructions of any kind in the sections to the north and south. The proposed erasures start beyond where the strongholds are, so those wouldn't be lost. The eastern appendage has the mushroom island, where fluffy built a house, but he hasn't logged on in many months and he barely did any work on it anyway. Plus, myconium has already been transplanted to the mainland and can be spread further with the use of silk touch. I think losing the mushroom island would be acceptable to avoid the huge number of chunk border errors we would see as a result of that eastern appendage. However, I don't want to erase parts of the map like this without general consensus on the issue. Opinions?

spankythehippo
07-21-2012, 15:26
I'd like to ask for some thoughts about a couple map edits I am considering doing.

First, a minor one. I found a skeleton spawner in a dungeon in my mine a little while ago and was in the process of turning it into a skeleton xp/arrow farm like I created near the arena. As I was finishing construction this morning, I was in the room with the spawner and somehow a creeper got in and exploded, destroying the spawner block. I'm extremely frustrated at losing this spawner, as there are no others nearby and thus there's no chance I can have an arrow farm in my house now. Replacing the block requires WorldEdit, and I'm having a moral dilemma because I really want that spawner back where it was, but I also feel like doing so would be cheating. Opinions?

Second, I hate the Giant Cliffs of Mojang. You know the things... the borders between chunks that were generated by different versions of the game that used different terrain generation mechanisms, so there's just an abrupt change without any blending, often with gigantic cliffs appearing out of nowhere and looking horrible. There's not really much that can be done about the existing ones, outside of manually smoothing them over. However, we could reduce the occurrence of future chunk border errors by pre-generating more terrain. The release of 1.3 seems like the perfect time to do this, as it's adding in a few more things on new terrain, such as desert temples, jungle temples, and emerald ore. So, those things would be able to be found in the newly generated terrain. What I would like to propose is that I auto-generate new terrain in a circle with a radius of about 5000 blocks out from the server spawn. That would correspond to a spherical area that goes out almost as far as the new area where therother and I have been building, and almost as far as that random eastern appendage. This will also significantly reduce lag on exploration, as the server will not have to generate new terrain until people get really, really far out. In addition, as the terrain will already be generated, it will all be seamless with itself. However, doing this will add a ton of new chunk border errors of the kind we all hate with the existing terrain. We can significantly reduce these errors though by deleting existing terrain. Specifically, I would like to propose that we delete the random world 'appendages' that extend east, south, and north; you can see what I'd like to chop off here:

6369

Cutting those off before pre-generating the terrain will prevent a lot of chunk border issues. In addition, there are no constructions of any kind in the sections to the north and south. The proposed erasures start beyond where the strongholds are, so those wouldn't be lost. The eastern appendage has the mushroom island, where fluffy built a house, but he hasn't logged on in many months and he barely did any work on it anyway. Plus, myconium has already been transplanted to the mainland and can be spread further with the use of silk touch. I think losing the mushroom island would be acceptable to avoid the huge number of chunk border errors we would see as a result of that eastern appendage. However, I don't want to erase parts of the map like this without general consensus on the issue. Opinions?

Yes to everything. Yes to the spawner. I saw you keyboard spasm when the creeper took it out. Don't consider it cheating, consider it "improvising".

Yes.

And Yes.

rajpoot
07-21-2012, 15:37
Yes to the skele spawner.
I don't understand about the auto generation of new terrain though. Does this mean that the stuff you marked will be lost or something else also?

Vladimir
07-21-2012, 15:48
Wow. Someone had Starbucks this morning. I largely agree and am sorry I missed the spasm ;-).

I'm not opposed to adding spawners even where they didn't originally exist. I would love to see a cleaner world and the loss of mushroom island is acceptable. 1.3 is a great time to do it.

TinCow
07-21-2012, 16:26
I don't understand about the auto generation of new terrain though. Does this mean that the stuff you marked will be lost or something else also?

Auto-generation of new terrain is separate from deleting things. Auto-generating just means I run a program that creates terrain where it doesn't exist currently. It's no different from going out to those areas and exploring, but it does it very quickly and over a pre-defined area. In this case, I am proposing doing it over a circular area with a radius of 5000 squares from the main spawn.

However, doing that will result in the usual chunk border issues we see all over the place. To reduce the number of border issues, I'd like to erase the bits I marked in red from the world. So, instead of having those really long bits which won't match up with any of the newly generated terrain around them, they would be completely erased before the new terrain is generated. The result would be that the areas marked in red would still have terrain at them, but it would be completely new terrain that would mesh with the rest of the newly generated stuff. Everything that is there right now would disappear.

rajpoot
07-21-2012, 16:37
All right thanks for explaining.
OK with me. I'm all for new terrain.

Also while we're proposing stuff, I'd like to make one of my own.
While I understand that this might be toeing the line, but since there's been some talk about the Enderdragon recently, is it possible to respawn it, to hold that Dragon Hunt Tiaexz suggested?

TinCow
07-21-2012, 16:53
I have no problems spawning a new ender dragon. I don't think many of us have ever seen one, so it's fine with me. I wish they respawned occasionally. It's not possible to do with vanilla MC, but I'll install a module that will make it possible once 1.3 comes out, since I'm going to need to add some other mods at that time anyway.

Csargo
07-21-2012, 17:27
I'm good with all the changes put forward.

Ishmael
07-21-2012, 21:46
I'm good with all the changes put forward.

Ditto, it all sounds logical.

Memnon
07-21-2012, 21:55
Agreed, if only I could bring at least one mooshroom with me to the mainland though... Just a question though, what would happen to that nether portal? Would it still exist and be linked with undiscovered regions

TinCow
07-21-2012, 23:11
Agreed, if only I could bring at least one mooshroom with me to the mainland though... Just a question though, what would happen to that nether portal? Would it still exist and be linked with undiscovered regions

I believe so. The deletion wouldn't impact the nether, so that road and portal would still exist in the nether. I assume that the first person to go through it would generate a new portal at the proper corresponding spot in the newly generated terrain. As for mooshrooms, odds are at least one mushroom island will pop up in the newly generated terrain.

TinCow
07-22-2012, 21:04
The world has been cloned for testing purposes at 85.10.217.34. That server has a better connection than my home connection, and I'm hoping that it will improve the connection and reduce lag for some people. Please log on there and run around and let me know how it performs. The world it's using is a backup of the main world I made yesterday. Don't bother doing any work on the server though, as it's just a test on a backup and anything you create will be lost. Please just get on and test how it runs and post about it here. At some point I'd like to do a stress test with as many people as we can get on at once.

I would like to repost this, as most people seem to have missed it.

Please log on to 85.10.217.34, run around for a bit, and post here letting us know how the connection/lag/loading is for you.

Many thanks! :bow:

Vladimir
07-22-2012, 21:30
Looks like I'm missing some good action this weekend.

spankythehippo
07-23-2012, 01:43
I would like to repost this, as most people seem to have missed it.

Please log on to 85.10.217.34, run around for a bit, and post here letting us know how the connection/lag/loading is for you.

Many thanks! :bow:

I can't even get in. I get stuck on the Washing Spectacles screen. Then I get "Lost yer coordinates".

TinCow
07-23-2012, 04:29
I can't even get in. I get stuck on the Washing Spectacles screen. Then I get "Lost yer coordinates".

Washing Spectacles? I'm not sure what error messages you are referring to.

Map updated. I terraformed the area around the Arena. Smoothed over the vertical hills, replaced all stone with grass, and created a ring road around the Arena. I think we can begin building the road network for the city using that as a starting point.

Csargo
07-23-2012, 05:21
I would like to repost this, as most people seem to have missed it.

Please log on to 85.10.217.34, run around for a bit, and post here letting us know how the connection/lag/loading is for you.

Many thanks! :bow:

I got on earlier and I didn't notice any lag did have a unloaded chunk, which I haven't seen in a while. Other than that it was fine.

spankythehippo
07-23-2012, 07:48
Washing Spectacles? I'm not sure what error messages you are referring to.

Map updated. I terraformed the area around the Arena. Smoothed over the vertical hills, replaced all stone with grass, and created a ring road around the Arena. I think we can begin building the road network for the city using that as a starting point.

Oh yeah, I forgot. I'm using the Pirate Speak language option. I think it's English equivalent is Downloading Terrain.

TinCow
07-23-2012, 14:09
Oh yeah, I forgot. I'm using the Pirate Speak language option. I think it's English equivalent is Downloading Terrain.

Give it another try, there's nothing in the settings that should be preventing anyone on the whitelist from connecting.

[edit] Is your java up-to-date?

TinCow
07-23-2012, 21:52
I've been staring at the map for a while, trying to work out exactly how to start building the city. Spanky and I have talked about it a bit, and it seems like a good place to start is with a broad central avenue with the Arena at one end and some kind of impressive town hall type building at the other end. For that reason, I landscaped the Arena and built a basic road around it. Spanky and I were in agreement that the town hall should go to the north of the Arena, out towards the wooded area, as it had a lot of area for expansion. However, on more careful examination, I think the town hall should be east of the arena, for a few reasons. First, this faces the entrance of the Arena, which makes a lot more sense than the side. Second, it incorporates the statue into the avenue, which would look nice. Third, it places the server spawn point more centrally to the city than it would be if the hall was north. Fourth, while there's not as much space to the east as there is to the north, there's still a ton of space; more than we'll use up in the near future. Plus, it's closer to the ocean, which would make a logical spot for a port at some point. Fifth, it would more readily incorporate the construction that is currently going on to the southeast of the Arena. That's one of the most active areas on the server right now, and it would be nice to get some infrastructure up that makes that area more easily accessible. Finally, running the avenue directly east from the Arena would turn the road that runs through Csargo's incredible gate into another main highway, which would almost bisect the main avenue. Considering how impressive that structure is, it would be nice to incorporate it into the central city design. As a result, I'd like to propose the following sketch of the main road and the placement of the town hall:

6384

In that picture, the road is red, and the town hall site (very, very roughly approximated) is in yellow. Once those were completed, a grid could easily expand outwards from there. The area around the proposed hall site is a bit hilly, but it doesn't look too bad and we don't need to level it out to the elevation of the arena. Doing this would also place that random mountain right in the middle of the city, which would be a really interesting building site for some kind of Palatine Hill/Hollywood Hills project. The little square ocean chunk seed irregularlity to the east of the town hall site would also make a nice spot for a port. Opinions?

Scienter
07-23-2012, 21:57
I think that is a better location, I think that the road should lead out from the entrance of the arena. Plus the surrounding land looks relatively flat and would be less of a pain to terraform than the forested area.

Vladimir
07-23-2012, 22:23
Good idea. A couple questions: Did you happen to move a chest full of sand from by the XP farm? What are your thoughts for restoring the road by the Arena?

TinCow
07-23-2012, 22:33
Good idea. A couple questions: Did you happen to move a chest full of sand from by the XP farm? What are your thoughts for restoring the road by the Arena?

I moved two chest from near the xp farm while grassing over that area. One is inside the farm and has all the bones in it. The other got incorporated into the chests I placed in my work area nearby. I do not remember any sand with specificity, everything in there seemed like trash. There certainly wasn't a full chest of it. If there were some minor stacks of sand they're either in the misc chest there, or got taken back to my house. You're welcome to take from my place whatever quantity it was you think was in there.

I do intend to rebuild that road, but it's not a priority. There's no construction going on out there at the moment and everyone who lives on that road (Populous, Tiaexz, Scienter, 3 Headed Monkey, and myself) have moved elsewhere or aren't playing anymore.

Vladimir
07-23-2012, 23:20
Can't remember where I placed it then. Oh well.

It's a shame those houses are essentially abandoned. I'm doing some restoration work in the desert until things are sorted out. Did you want me to figure out how to reconfigure that scoreboard? I really hope it works with the larger display.

TinCow
07-23-2012, 23:41
Can't remember where I placed it then. Oh well.

It's a shame those houses are essentially abandoned. I'm doing some restoration work in the desert until things are sorted out. Did you want me to figure out how to reconfigure that scoreboard? I really hope it works with the larger display.

If you think you're up to it. I get a headache just looking at the video. I enjoy redstone work, but I've got to be in the right mood for super complex stuff like that and at the moment I just want to build roads and buildings.

Vladimir
07-23-2012, 23:51
No problem. I'll have a look at it sometime when I get back from the desert. No portal and that's the way I like it.

spankythehippo
07-24-2012, 01:13
Give it another try, there's nothing in the settings that should be preventing anyone on the whitelist from connecting.

[edit] Is your java up-to-date?

Yeah, I still can't connect. And my java is up to date.


I've been staring at the map for a while, trying to work out exactly how to start building the city. Spanky and I have talked about it a bit, and it seems like a good place to start is with a broad central avenue with the Arena at one end and some kind of impressive town hall type building at the other end. For that reason, I landscaped the Arena and built a basic road around it. Spanky and I were in agreement that the town hall should go to the north of the Arena, out towards the wooded area, as it had a lot of area for expansion. However, on more careful examination, I think the town hall should be east of the arena, for a few reasons. First, this faces the entrance of the Arena, which makes a lot more sense than the side. Second, it incorporates the statue into the avenue, which would look nice. Third, it places the server spawn point more centrally to the city than it would be if the hall was north. Fourth, while there's not as much space to the east as there is to the north, there's still a ton of space; more than we'll use up in the near future. Plus, it's closer to the ocean, which would make a logical spot for a port at some point. Fifth, it would more readily incorporate the construction that is currently going on to the southeast of the Arena. That's one of the most active areas on the server right now, and it would be nice to get some infrastructure up that makes that area more easily accessible. Finally, running the avenue directly east from the Arena would turn the road that runs through Csargo's incredible gate into another main highway, which would almost bisect the main avenue. Considering how impressive that structure is, it would be nice to incorporate it into the central city design. As a result, I'd like to propose the following sketch of the main road and the placement of the town hall:

6384

In that picture, the road is red, and the town hall site (very, very roughly approximated) is in yellow. Once those were completed, a grid could easily expand outwards from there. The area around the proposed hall site is a bit hilly, but it doesn't look too bad and we don't need to level it out to the elevation of the arena. Doing this would also place that random mountain right in the middle of the city, which would be a really interesting building site for some kind of Palatine Hill/Hollywood Hills project. The little square ocean chunk seed irregularlity to the east of the town hall site would also make a nice spot for a port. Opinions?

I'm all for it. But as I mentioned before, Taiga territory is a heritage(?) site. I would request that no construction go on there or near there. I need to finish that area before connecting it to the city.


Also, with that port area. To the north is that long ass ocean chunk seed irregularity. Should that be fixed up, or will the port run along the entire edge?

Vladimir
07-24-2012, 03:38
We can just make that into a large harbor. It's not unreasonable in size.

TinCow
07-24-2012, 13:08
Also, with that port area. To the north is that long ass ocean chunk seed irregularity. Should that be fixed up, or will the port run along the entire edge?

Some of it can be easily fixed up, but not all. Specifically, it looks like the bit beyond the first cut-off hill until the far forest could be relatively quickly excavated and connected with the more natural waterways/swamps to the west. Put the port on that cut-off hill and then down and around the square cut-out would take care of that section looking poor as well. I'm just brainstorming, of course. There's nothing to say that we even need to have a port at all, though I'd love to build a few large ships at some point.

Csargo
07-25-2012, 06:12
I've been staring at the map for a while, trying to work out exactly how to start building the city. Spanky and I have talked about it a bit, and it seems like a good place to start is with a broad central avenue with the Arena at one end and some kind of impressive town hall type building at the other end. For that reason, I landscaped the Arena and built a basic road around it. Spanky and I were in agreement that the town hall should go to the north of the Arena, out towards the wooded area, as it had a lot of area for expansion. However, on more careful examination, I think the town hall should be east of the arena, for a few reasons. First, this faces the entrance of the Arena, which makes a lot more sense than the side. Second, it incorporates the statue into the avenue, which would look nice. Third, it places the server spawn point more centrally to the city than it would be if the hall was north. Fourth, while there's not as much space to the east as there is to the north, there's still a ton of space; more than we'll use up in the near future. Plus, it's closer to the ocean, which would make a logical spot for a port at some point. Fifth, it would more readily incorporate the construction that is currently going on to the southeast of the Arena. That's one of the most active areas on the server right now, and it would be nice to get some infrastructure up that makes that area more easily accessible. Finally, running the avenue directly east from the Arena would turn the road that runs through Csargo's incredible gate into another main highway, which would almost bisect the main avenue. Considering how impressive that structure is, it would be nice to incorporate it into the central city design. As a result, I'd like to propose the following sketch of the main road and the placement of the town hall:

6384

In that picture, the road is red, and the town hall site (very, very roughly approximated) is in yellow. Once those were completed, a grid could easily expand outwards from there. The area around the proposed hall site is a bit hilly, but it doesn't look too bad and we don't need to level it out to the elevation of the arena. Doing this would also place that random mountain right in the middle of the city, which would be a really interesting building site for some kind of Palatine Hill/Hollywood Hills project. The little square ocean chunk seed irregularlity to the east of the town hall site would also make a nice spot for a port. Opinions?

I like the placement of the town hall.

rajpoot
07-27-2012, 05:36
Modified shaders for Minecraft. (http://www.minecraftforum.net/topic/940974-125sonic-ethers-unbelievable-shaders-glsl-shaders-dynamic-shadows-more/)

Oh to be able to run this......

TinCow
07-28-2012, 12:55
1.3 pre-release is out now. I won't be installing it yet, as installing custom jars is a pain for everyone, and the main release should be out in a couple days. The change log is awesome though, and includes a ton of performance and optimization features. Animals might even stay in their pens now!

General

Improved overall stability and performance

Reduced CPU, RAM & bandwidth usage
Accelerated chunk loading
Decreased lag spike frequency
Made the Nether less laggy
Decreased unnecessary world updates
Made the chat work smoothly even when the server is laggy
Decreased packets sent between client and server

Made Singleplayer internally use a Multiplayer server

Decreased world saving intervals

Added optional single-player commands called "Cheats" on non-hardcore worlds

Type / and then hit tab to autocomplete & get help on various commands
Most commands from MP are available

Added option to let LAN friends join SP games

You can choose which gamemode players join in and whether they are allowed to use cheats

Added demo mode for non-premium users

Lasts 5 game days per world

Added Chat Settings

Change which parts of chat are shown and how opaque it is
Toggle chat colors, links being clickable and warning prompts for links
Option to rebind the command key, which opens the chat with / in the textfield

Added Snooper Settings

Screenshot (https://i.imgur.com/eBfrT.png)
Allows users to toggle anonymous data being sent to Mojang
Shows which data will be sent

Added video options

Have to be toggled manually in options.txt for now
VSync
Fullscreen mode

Mobs can now spawn on top slabs and upside down stairs

Improved F3 mode:

Truncated coordinates to 5 fractional digits
The y-coordinate now shows both the feet level and the eye level
Removed frame rendering time history graph (bottom-left)
Added 3 values:
ws: Walking speed (constant)
fs: Flying speed (constant)
g: Boolean value, true when you touch the ground

Updated language files

Added tooltips for all types of Monster Egg blocks and the End Portal Frame
Added more descriptive tooltips for different types of tree-related blocks, sandstone and stone bricks
Localized server commands
Added missing commands-related strings
Added missing double chest GUI caption

Fixed many bugs

Fixed texture packs in folders not showing their icon and description
Fixed Man-in-the-middle attack allowing hackers to log in as you when you visit their server
Fixed the Open texturepack folder button not working on OS X

Gameplay

Added Adventure mode

Only playable using commands
Building, setting things on fire and using buckets is disabled
Players can only interact with mobs and the environment

Added trading

Screenshots (http://imgur.com/deosR,zNnkR,n3ujR)
Using emerald as currency, villagers will, depending on profession, offer different trades to players
There are three kinds of trades: Selling, buying and enchanting
As displayed in the top-most part of the trading GUI, villagers take one or more items or item stacks and give back something
After trading, villagers will sometimes emit purple particles for a few seconds to indicate that their trades changed
Otherwise unobtainable bottles o' enchanting and chainmail armor can be obtained by trading

Improved Creative mode inventory

Screenshots (http://imgur.com/qxpWm,lv0t7,fEO7s)
There are categorized tabs for various groups of items and blocks
Added a search tab which will automatically be switched to when the chat key is hit
Added survival inventory tab, which shows the full inventory, a 'Destroy item' slot and armor slots including a preview of your character
Items can now be deleted from the inventory by shift-clicking them
Added layered snow block, Monster Egg Blocks (Silverfish spawning blocks), Ender Portal frame and all potions
Now shows potion effects' timers like in Survival

Improved experience collection

Depending on ore type, experience now drops from ores that drop items
Taking smelted items out of furnaces gives small amounts of experience now
Destroying mob spawners gives experience now
Adjusted experience level progression:
Levels 1-15 cost 17 XP points each
Levels 16-30 cost 3 more XP points than the previous (cost = 17 + (level - 15) * 3)
Levels 31-∞ cost 7 more XP points than the previous (cost = 62 + (level - 30) * 7)

Improved enchanting

The new maximum level with bookshelves is 30, without 8
15 bookshelves are enough to reach level 30
The 3rd slot shows the highest possible enchantment more often
Increased chances for multiple enchantments at once
Adjusted enchantments to go with the new maximum level and balance gameplay

Added writing in books

Right-click with a Book and Quill to write on or read up to 50 pages
Click 'Done' to save the book, 'Sign' to choose a title and finalize the book
Screenshots (http://imgur.com/FfIdQ,tP9V6,58SMa)

Improved Multiplayer

Made entities less likely to glitch through blocks - Comparison: before (http://minus.com/mbgKLB1J1f) and after (http://minus.com/mbg26dW1D6/)
Added automagical downloading of standard sized texture packs when joining servers (https://i.imgur.com/CoMQd.png)
Made server commands more descriptive
Added reason parameter to /ban
Added /seed command to show the map seed
Added /defaultgamemode command to choose the gamemode new players start in
Added /debug command to enable and disable profiling
/kick messages can now contain "\n" to force a new line
Blocks other players are mining now show cracks - Screenshot (https://i.imgur.com/IRzKn.png)
/tp can now be used to teleport to specific coordinates
Made server list re-orderable: shift+click or shift+arrow keys move selected servers
Server list now scans for LAN servers - Screenshot (https://i.imgur.com/G4esY.png)
Added hardcore difficulty: Players are banned upon death
Added SRV Record Lookup Support - Explanation (http://www.reddit.com/r/admincraft/comments/x6ysr/tutorial_how_to_setup_srv_records_in_13/) - Service name should be "minecraft"; ie "_minecraft._tcp.example.com"

Added & changed many minor things

Individual, stackable items near each other on the ground now become one item stack
Added shift clicking support to armor slots, brewing stands & enchantment tables
Added setting to disable servers offering you texture packs
Made the stars smaller and brighter - Screenshot (https://i.imgur.com/fliY4.png)
Villagers spawned from spawning eggs will get a random profession now
Removed the downwards knockback while drowning
Doors being broken by zombies now show their damage - Screenshot (https://i.imgur.com/PxVH6.png)
You now spawn with an empty inventory in Creative mode
The "Mojang" splash screen when opening the game appears for 1 instead of 3 seconds now
The sky color in the End changed - Comparison (https://i.imgur.com/f04iI.jpg)

Improved the Pick Block key

You now get the actual block
You can now pick paintings, boats, minecarts and mobs, which will give you their spawn eggs
Picking huge mushroom blocks now gives mushrooms
You can no longer pick portal blocks

Fixed many bugs

Fixed liquids slowing down flying players
Fixed blocks with the same id but different data/damage values stacking in Creative inventory
Fixed boats & minecarts not being one-hit breakable in Creative
Fixed raw fish, dyes, saddles, potions, milk buckets and tools depleting in Creative
Fixed water destroying non-solid blocks when breaking them from above
Fixed Silk touch giving you only one slab from double slabs
Fixed redstone updates not propagating through unloaded chunks
Fixed repeaters getting stuck when loading their chunk
Fixed tools taking damage when breaking insta-breakable blocks
Fixed a few misalignments in the item sprite sheet
Fixed the arrow representing players on held maps being offset
Fixed being able to duplicate sand, gravel and powered rail
Fixed placing a piston in front of another powered, but not extended one resulting in a glitched piston with the head's texture on all sides
Fixed TNT dropping as a resource on creative mode
Fixed powering specifically glitched pistons crashing the game
Fixed the End Portal Frame block not showing as a block in the inventory
Fixed weather not working correctly in certain biomes
Fixed Overworld portals above Y=127 not being recognized when leaving the Nether
Fixed various hacked mob spawners crashing the game
Fixed thrown splash potions not preserving their type when reloading the world

Fixed many Multiplayer-specific bugs

Fixed arrows scooting up to the top of the block they were shot on
Fixed endermen not opening their jaws
Fixed fully charged arrows not showing their particle effect
Fixed many sounds not playing
Fixed magma cubes' and slimes' jumping animations not showing
Fixed thunderstorms not darkening the sky
Fixed weather not fading in or out
Fixed enchanted armor and tools not glowing to other players
Fixed explosions not pushing players back
Fixed TNT not knocking back players
Fixed pistons not pushing back players
Fixed players on minecarts, boats or pigs and spider jockeys not being displayed in the correct location
Fixed sneaking players' nameplates not staying hidden when loading the chunks they are in
Fixed Unbreaking-enchanted tools sometimes breaking and then re-appearing a few times
Fixed potion effects losing their graphical effects when traveling between dimensions
Fixed blocks disappearing when placing them under yourself and jumping

World Generation

Made sub-biome type mountains like Desert Hills or Ice Mountains taller - Screenshot (https://i.imgur.com/ZpRu4.jpg)

Made cocoa beans appear on some small jungle trees - Screenshot (https://i.imgur.com/x8VAu.jpg)

Added optional starting chest on non-hardcore worlds

Screenshot (https://i.imgur.com/ibeQV.jpg)
Contents: wooden & stone tools, bread, apples, logs, planks and sticks

Added large biomes world type, increasing biome sizes immensely

Added desert-specific villages

Screenshot (https://i.imgur.com/cFYqv.jpg)

Added desert temples

Screenshots (http://imgur.com/eiCjh,zhGGi,PjPDu,ZxAJS)
Built out of various kinds of sandstone and wool
Include hidden chest room and TNT trap, with loot including rotten flesh, bones, iron ingots and gold ingots, diamonds and emeralds

Added jungle temples

Screenshots (http://imgur.com/NAe8P,Gqhn1,eUwVs,9MWWH,6nudM)
Built out of various kinds of cobblestone
Contain multiple tripwire traps triggering dispensers filled with arrows
Loot chests include bones, rotten flesh, gold ingots, iron ingots, diamonds and emeralds

Added emerald ore

Only generates in Extreme Hills biomes
Occurs up to 8 times per chunk in veins of 1
Generates between layers 4 and 31, inclusive

Blocks & Items

Emerald Ore

Screenshot (https://i.imgur.com/UfAs6.png)
Drops Emerald

Emerald

Screenshot (https://i.imgur.com/s4eNr.jpg)
Is used to trade with villagers

Block of Emerald

Screenshot (https://i.imgur.com/YmWTJ.jpg)
Crafted by putting 9 emeralds on a crafting table

Ender Chest

Screenshot (https://i.imgur.com/m65qj.jpg)
Crafted by surrounding an eye of ender with 8 pieces of obsidian
Stores each player's contents across dimensions and all Ender Chests
Contents are preserved even if all Ender Chests are destroyed
Explosion-resistant
Emits light and purple particles
Unless mined using a Silk Touch-enchanted pickaxe, they drop 8 obsidian

Tripwire Hook

Screenshots (http://imgur.com/Jn6Ru,DFGzY)
String in between needs to be placed manually
Breaking the string triggers a redstone signal, cutting it using shears doesn't
Entities like boats, mobs, arrows or players touching the string trigger a redstone signal
String can be up to 40 blocks long
Crafting recipe: Iron ingot on top of a stick on top of a wooden plank

String

Can now be placed on the ground decoratively (https://i.imgur.com/XhyPj.png)

Wooden logs

Screenshot (https://i.imgur.com/YyTNZ.png)
Can now be placed in 3 different directions
Placement works like similar to piston placement

Furnaces

Can be fueled by wooden tools now
Return an empty bucket when using lava buckets as fuel now

Ice

No longer creates water in the Nether
Can be obtained using Silk Touch-enchanted gear now

Glass Panes

Can be obtained using Silk Touch-enchanted gear now

Nether portal

Leaks into the Overworld now: Depending on difficulty, zombie pigmen rarely spawn in them

Slabs

Added all wood types (https://i.imgur.com/UrVYL.png)
Wooden slabs crafted after the update act like wood

Stairs

Added Sandstone Stairs - Screenshot (https://i.imgur.com/0O975.jpg)
Added wooden stairs for all kinds of wood - Screenshot (https://i.imgur.com/IdHDD.png)
Adjusted hitbox - Screenshots (https://i.imgur.com/s6Adv.png)

Slabs and Stairs

Will now be placed upside-down when placed on the upper half of a block's side
When placed upside down, rails, pressure plates, levers, doors, torches, redstone torches, repeaters, redstone dust and beds can be placed on them (https://i.imgur.com/EyFTD.jpg) - Redstone dust behaves like on glowstone - It transmits power horizontally and upwards, but not downwards. Redstone torches don't power redstone placed on slabs/stairs above them.

Leaves

Water slowly drips through them when it's raining

Cauldrons

Slowly fill up when it's raining

Dispensers

Minecarts & boats will now be placed if there's rails/water in place
Instead of dispensing buckets, dispensers will now suck in or place water or lava in front of them

Gravel

Changed texture - Screenshot (https://i.imgur.com/z3oXJ.png)

Jungle leaves

Have a 1/200 chance to drop a cocoa bean when destroyed now

Lever

Can be placed on the ceiling now - Screenshot (https://i.imgur.com/OwcGd.png)

Wooden pressure plates

Are triggered by arrows now

Pistons

Now take 0.05 seconds longer to expand

TNT

Depending on difficulty, does different amounts of damage now:
Peaceful: no damage
Easy: ~50% less damage
Normal: same damage as before
Hard: 33.3…% more damage

Cocoa beans

Retextured item - Screenshot (https://i.imgur.com/CkQuI.jpg)
Can be planted & grown on jungle wood now
Can be grown instantly using bone meal

Cookies

Give a full hunger point now

Nether Warts

Can now be grown in the Overworld and in the End

Book

Changed crafting recipe: 3 pieces of paper and one piece of leather in any possible shape

Book and Quill

Crafting recipe: 1 ink sac, 1 feather and 1 book in any possible shape

Written Book

Can only be obtained by signing a Book and Quill
Can be sold to villagers

Empty buckets

Stack up to 16 now
Stacked buckets work just like stacked glass bottles do

Signs

Stack up to 16 now
Crafting now gives 3 signs instead of 1

Golden Apple

Has two crafting recipes now, the new one replacing gold nuggets with gold blocks
Second tier gives Regeneration IV, Resistance and Fire resistance effects (https://i.imgur.com/o5a9G.png)
Only second tier glows like enchanted tools

Spawners

Added NBT tags (http://www.minecraftwiki.net/wiki/Chunk_format#Mobs) to further customize spawned entities
Only changeable using map editors or mods

Boats

Are not broken by lilypads anymore, instead they run straight through the lilypad now, breaking and sometimes dropping it
Are less glitchy and more responsive now
Increased maximum speed
When exiting, players will be moved from the boat
When broken by a player, they drop a boat now

Minecarts

When on rails, they can be accelerated a bit while sitting in them
When exiting, players will be moved from the minecart

Mobs

Pigs

Drop 1-3 meat now

Slimes

Reduced spawn rate in superflat maps

Silverfish

When suffering from poison potions, they will now spawn more silverfish from nearby silverfish blocks more often

Creepers

Increased knockback effect
Depending on difficulty, they do different amounts of damage now:
Easy: ~50% less damage
Normal: same damage as before
Hard: 33.3…% more damage

Creepers & Spiders

Become aggressive towards the last mob or player that hit them now

Skeletons, Creepers & Zombies

Become neutral against players again a few seconds after being hit in Creative

Vladimir
07-28-2012, 20:47
Well. There goes my slab countermeasures.

spankythehippo
07-29-2012, 02:36
Goddamn. Books need paper AND leather? Grrrrrr.

Populus Romanus
07-29-2012, 02:40
Well now leather actually has a use since nobody seems to use leather armor these days. All the more reason to have cows!

spankythehippo
07-29-2012, 06:05
Well, because of the lava bucket thing being added in 1.3 (which I am very excited about), I built a path to a lava ocean in the Nether. Here, you can access premium Nether lava for all your furnacing needs.

https://img341.imageshack.us/img341/3118/20120729150147.png

Here is the dirt arch that leads to the lava ocean. You can see it in the distance. This arch is near the sign for the Mushroom Island (as can be seen) and the Nether Fortress(?) sign.

spankythehippo
07-30-2012, 11:31
WOOT! Someone used my Nether Lava Gathering Spot! I feel like I contributed something to this server. *glows with pride*

TinCow
07-31-2012, 16:24
Map updated.

Memnon
07-31-2012, 16:46
WOOT! Someone used my Nether Lava Gathering Spot! I feel like I contributed something to this server. *glows with pride*

Yeah, it was me. It definitely helped me with my coal shortage, luckily I have an excess of buckets.

Beskar
08-01-2012, 04:06
I used rajpoot's linked mod, and itis actually running better on my machine (i got the multicore support).

It isn't fully working yet, perhaps because my card cannot support it all (the water looks bad still)

Here is the townhall with my texture pack and shaders combo.
https://i.imgur.com/QlM9T.jpg

Spanky contemplates his existence.
https://i.imgur.com/jOgha.png

Quick downstairs tour of the townhall (will get removed)

https://www.youtube.com/watch?v=Pzoj8lumooY

Info since I was asked:

Texture Pack:
128x128 version
http://bdcraft.net/download-purebdcraft-texturepack-for-minecraft

TinCow
08-01-2012, 14:12
Interior decoration isn't finished in any room. The dirt is just various things sketched out for placement purposes. Also, it appears that the assembly hall fake clock gets stuck every once in a while. I need to add an easy restart mechanism to it.

Beskar
08-01-2012, 14:49
1.3 is out.
I think it might be an idea to backup the server, do that big snip, then change to 1.3 due to new ores/etc.

TinCow
08-01-2012, 15:27
1.3 is out.
I think it might be an idea to backup the server, do that big snip, then change to 1.3 due to new ores/etc.

That's exactly my plan. I'm not sure if I'll get around to the snip and re-generation of the outlying areas tonight, but it will certainly be very soon. The addition of emerald ore, jungle temples, and desert temples was why I didn't do the edit before now.

Server will be updated when I get home, which should be in about 8 hours.

Memnon
08-01-2012, 16:25
Did anybody else see this in the 1.3 fixes?

-Removed Herobrine

I... I knew I was seeing something... :on_scared:

Vladimir
08-01-2012, 16:28
Did anybody else see this in the 1.3 fixes?

-Removed Herobrine

I... I knew I was seeing something... :on_scared:

Doesn't matter. He always finds his way back. Always. :stare:

Csargo
08-01-2012, 19:53
Did anybody else see this in the 1.3 fixes?

-Removed Herobrine

I... I knew I was seeing something... :on_scared:

He's been removed multiple times, like Vlad said. He haunts the minecraft world.

Beskar
08-01-2012, 23:00
Completely unrelated to TinCow's server, just a picture of an airship I am working on in another server.
https://i.imgur.com/hIaHh.jpg

Unfortunately, that server is having issues and might be going down, so trying to get them to install world edit at least first so I can get a copy of it. It took me a couple of weeks of very intense playing just to get it to that point.

Csargo
08-01-2012, 23:04
That's a really amazing piece of work Tiaexz.

TinCow
08-01-2012, 23:42
Unfortunately, that server is having issues and might be going down, so trying to get them to install world edit at least first so I can get a copy of it. It took me a couple of weeks of very intense playing just to get it to that point.

If that was made in survival mode and you can get a copy of the proper file, I will import it into the server.

In other news, the server is now running 1.3.1. I have not done any of the map editing, as the only spherical terrain generator I have found requires bukkit and bukkit hasnt been released yet for 1.3.1. Instead of using a non-optimal terrain generator, I shall simply be patient and wait for the bukkit update. Once that is release, I will prune the terrain appendages, generate the new terrain, and then add a mod or two.

Beskar
08-02-2012, 00:23
If that was made in survival mode and you can get a copy of the proper file, I will import it into the server.

Well, it is Tekkit-Survival, which uses buildcraft and forestry (so quarries, tree-farms, etc) so a lot of industry related stuff to get the resources. Plus a few of the things on there is not in vanilla minecraft, so I would have to get a copy of it, I would then remove everything which is not in the vanilla minecraft off it, then attempt it on a private server to see if it comes out okay.

Mostly after a copy for private because well, it is basically Arena size in terms of scale, but if I can get the copy of it, I will host it on a private server, then I will allow you to inspect it for approval and decide whether or not you want to have it in this world.

spankythehippo
08-02-2012, 07:42
Did anybody else see this in the 1.3 fixes?

-Removed Herobrine

I... I knew I was seeing something... :on_scared:

I believe that is part of a running gag with Mojang. They say that with every update, which gives the impression that Herobrine is removed, but he always sneaks in anyway. Like a ghost.

spankythehippo
08-02-2012, 08:48
I must say, leveling up with this update has become a breeze. I leveled up 12 times in 5 minutes. Just from mining and smelting.

While building my slime farm, I stumbled across an abandoned mine. So I mined quite a bit of random ores, but I need to complete the farm. If anyone wants gold, I'll be glad to get rid of it. I don't have a lot, but for me, 14 is a huge amount of gold.

Csargo
08-02-2012, 21:06
All of the signs in the Nether appear to be blank, as well as some in the actual world.

Edit: It might just be me though because I just walked into my storage area and half of those signs were blank, when I logged out and logged back in they were back.

TinCow
08-02-2012, 21:52
Interesting, maybe it's an issue with the client not receiving the text from the server. The 1.3.1 patch included a lot of networking and server changes, and others have reported some oddness on logging in and such. Next time you see a blank sign, try reloading the chunks to see if it fixes it. You can do that by pressing and holding F3 and A.

TinCow
08-03-2012, 22:11
I've spawned about 10 villagers each at the villages near my new place, diain's place, and snowstorm/csargo. I spawned 20 at Vlad's village, since it's significantly larger. I also added 2 iron golems at the snowstorm/csargo village, since it didnt look very well lit or protected. If the villages get depopulated again, I will do another round of spawning.

TinCow
08-04-2012, 18:04
SAND!

I just finished building a sand generator (https://www.youtube.com/watch?v=rFqVD53ppAU). I just did a production speed test, and in 60 seconds it produced 875 sand (about 13 2/3 stacks), which works out to just under 3.5 stacks of sandstone every minute. This makes it much, much easier to produce buildings out of sand, sandstone, and glass. It is also more ecologically friendly, as it doesn't require strip-mining of the deserts. The machine is available for public use and can be found in the Industrial Sector/Workshop room of my new house. Be aware that it does produce a bit of lag while it is turned on. The amount of lag is only slightly noticeable for me, but I have a very good connection to the server. If you're using the machine while others are online, please notify them before you turn it on just in case they are in an inconvenient location and the lag is enough to impact them.

Ishmael
08-04-2012, 22:47
SAND!

I just finished building a sand generator (https://www.youtube.com/watch?v=rFqVD53ppAU). I just did a production speed test, and in 60 seconds it produced 875 sand (about 13 2/3 stacks), which works out to just under 3.5 stacks of sandstone every minute. This makes it much, much easier to produce buildings out of sand, sandstone, and glass. It is also more ecologically friendly, as it doesn't require strip-mining of the deserts. The machine is available for public use and can be found in the Industrial Sector/Workshop room of my new house. Be aware that it does produce a bit of lag while it is turned on. The amount of lag is only slightly noticeable for me, but I have a very good connection to the server. If you're using the machine while others are online, please notify them before you turn it on just in case they are in an inconvenient location and the lag is enough to impact them.

TinCow, you are a champion :bow:. I had been dreading the prospect of mining all the sand for my main sandstone building, and with impeccable timing you come along and make this. No more cutting down on the size of my tower now!

Csargo
08-05-2012, 01:01
I've built a wall around the village between my house and snowstorm's house. There's only one entrance at the moment, but I plan on adding at least one more gate. I also lit up the inside of the village pretty well, but the outside is still pretty dark. Added 2 more iron golems for extra protection.

spankythehippo
08-05-2012, 04:56
Grrr. I'm so pissed with my slime farm. I've been excavating the wrong chunks. I think I was using the wrong seed.

So, I rechecked the slime finder thing. Luckily, there is a slime chunk nearby. With my old and wrong farm, I had 4 chunks in a 3x3 square that would spawn slimes. With my new one, it is also the same. And it just so happens that the chunks that overlap is where my entrance is located. So that saves me a bit of trouble.

https://img72.imageshack.us/img72/5569/img20120805135132.jpg

I've excavated quite a lot of the old farm. Now I have to excavate the other direction. Luckily, the chunks overlap.

(Yes, I know my handwriting is childish.)

TinCow
08-05-2012, 09:14
Grrr. I'm so pissed with my slime farm. I've been excavating the wrong chunks. I think I was using the wrong seed.

The server seed is 6168998067453653590. I've put it in the OP for easy reference, as it was just buried in a random post.

rajpoot
08-05-2012, 11:36
https://img72.imageshack.us/img72/5569/img20120805135132.jpg

I've excavated quite a lot of the old farm. Now I have to excavate the other direction. Luckily, the chunks overlap.

(Yes, I know my handwriting is childish.)

That's it, I want you to draw the architectural plans for my house. :grin:

Ishmael
08-06-2012, 09:32
I have a query as to how view-signs work - if I place a sign with #view whilst facing an object, will the view on the map be of the object, or directly behind me (where the sign is 'facing')? I would assume the former, but I just want to double-check.

TinCow
08-06-2012, 16:07
I have a query as to how view-signs work - if I place a sign with #view whilst facing an object, will the view on the map be of the object, or directly behind me (where the sign is 'facing')? I would assume the former, but I just want to double-check.

I'm pretty sure it will be in the direction you are facing when you place it. That said, I'm not 100% sure because I haven't done it myself. I'll generate a new map tomorrow, so if you want to put up a few signs to test things out, now would be a good time to do it.

Csargo
08-06-2012, 18:06
https://www.youtube.com/watch?v=nrtcJ4c_6oQ&feature=plcp

Would it be okay if I built something like this at the blaze spawner in the Nether fortress?

TinCow
08-06-2012, 18:10
That would be very cool. I can't think of a single reason why it would be bad to build one of those... other than the sheer difficulty of making a complex contraption like that in the nether.

TinCow
08-07-2012, 16:44
The map has been updated. It appears that the map program is not displaying the new blocks added in 1.3.1, most notably sandstone stairs and the new kinds of wood stairs. This makes some structures which use them look odd. I'll try and find a solution for this.

Vladimir
08-07-2012, 16:49
I know I haven't been on much but it looks like someone took a huge chunk out of my desert.

Beskar
08-07-2012, 21:50
I logged in and apparently my skin was changed to this...
https://i.imgur.com/xw6zd.png

What the... so I disconnected from the server and relogged in.
https://i.imgur.com/u7ypz.png

I am getting seriously trolled.

Edit: The skins are from here, http://bdcraft.net/forum/bdcraft-skins it seems to be overriding my current chosen skin. It fixed itself.. but that was weird.

Ishmael
08-07-2012, 22:36
I know I haven't been on much but it looks like someone took a huge chunk out of my desert.

Sorry, that was probably me. Now that TinCow's sand generator is up I'm more than happy to fix that up again (initial plans were to mine to the bottom of the sand, then put one layer of sand on top again. Now I can just use straight sand the whole way).

EDIT: Looks like the view-sign is working well.

Csargo
08-08-2012, 03:22
Blaze XP farm is complete besides some redstone wiring.

TinCow
08-08-2012, 13:28
Bukkit was released for 1.3.1 a few days ago. Yesterday I did some testing on the various map editing programs requires to implement the crop and regenerate plan for the outer world. I've still got some fiddling to do with them, but I believe the programs I have will work just fine for what we want. Unfortunately, two of the three programs required to complete the process also take a long time to run (the ones that generate new terrain, and then blend the borders of the new stuff into the old stuff). Based on the tests I was running yesterday, completing the process could take anywhere from several hours to a full day, and I will have to take the server offline when I do this. At the moment, I plan on doing this on Friday, as I have the day off and can babysit it the whole time in case problems arise. So, apologies in advance, but the server will likely be down for a significant portion of Friday.

Don't worry, I will be making multiple backups of everything before I start modifying things.

spankythehippo
08-08-2012, 15:16
I'm excited about the Bukkit thing.


Also, TC, another friend of mine want's to join. Lacrimas is his name.

Beskar
08-08-2012, 16:21
edited:

I added your friend to the whitelist.

Csargo
08-08-2012, 23:12
Blaze Farm is completed and works great. Just some aesthetic changes to finish then I'll be done with it.

TinCow
08-09-2012, 00:21
Blaze Farm is completed and works great. Just some aesthetic changes to finish then I'll be done with it.

Which fortress is it at?

spankythehippo
08-09-2012, 04:22
Which fortress is it at?

I believe Sazak and I saw it on the way to your underground palace. It's pretty visible from the path.

Also, TC, Sazak and I "borrowed" a bit of cobblestone from your place. He's getting his dice set up. I'll mine some more and give it back. It's pretty obvious that cobblestone will be crucial for the city.

Tuuvi
08-09-2012, 05:26
I'm planning on demolishing my base that's by the arena (the walled enclosure with a red brick house in it), so when you start plotting out the grids for the city that area can be included in it.

Vladimir: Do you mind if I connect the road in your desert to my dock? I want to build a road there so I can have easier access from my island to the main area of the server.

Csargo
08-09-2012, 06:39
Which fortress is it at?

spanky is right. I believe it's on the way to your new house.

Ishmael
08-09-2012, 11:14
Needing leather for books is proving a real pain, if only because I feel so guilty slaughtering the mothers of the calves in front of them :sweatdrop:.

Vladimir
08-09-2012, 12:44
I'm planning on demolishing my base that's by the arena (the walled enclosure with a red brick house in it), so when you start plotting out the grids for the city that area can be included in it.

Vladimir: Do you mind if I connect the road in your desert to my dock? I want to build a road there so I can have easier access from my island to the main area of the server.

Building roads isn't such a big deal. Massive quarrying is. If something can be build without destroying the terrain features I'll all for it.

TinCow
08-09-2012, 15:25
http://www.escapistmagazine.com/news/view/118910-Notch-Considers-Bringing-Virtual-Reality-to-Minecraft

YES, PLEASE!

TinCow
08-09-2012, 16:52
I have finished testing the deletion, regeneration, and merging tools and have gotten them all to work on test runs. As such, I'm going to jump the gun a bit and start work on the map now. The server is now offline, with luck it will be back up this evening.

Tuuvi
08-10-2012, 00:55
Building roads isn't such a big deal. Massive quarrying is. If something can be build without destroying the terrain features I'll all for it.

haha don't worry, I won't dig a massive hole in your desert.

TinCow
08-10-2012, 03:01
I have completed the terrain modifications and the server is online now. In addition to cropping the world and regenerating it, I used a tool that 'merges' terrain from different versions of the game. What it does is put a river along the edge of all chunks that I just generated, and blends in the terrain on both sides. So, no more vertical cliffs. This was done to all new areas, and I also made it apply to some areas of the existing world by deleting and re-generating chunks where the cliffs already existed, but which were far away from developed areas. This has not fixed all of the cliffs, as I did not want to touch some sections that were generated a long time ago, but it's fixed a few.

Please double-check anything you consider important for any errors. I have back-ups and can restore them, but the farther we get away from them, the harder it will be to restore them without disrupting other things. That said, I do not think there should be any problems.

I will begin generating a new map now, but the world is now MUCH larger than it used to be (formerly 800mb, now 2.3gb) so it will take a while for the initial render to complete. I think you'll be pleased with the result though. I've looked at some of it with MCEdit and while it's hard to see the world as a whole with that program, the sections I've checked have looked nice.

Ishmael
08-10-2012, 09:56
Whoever built the giant floating box to the east of the town hall, stop making me feel so inadequate about my slow construction speed. It took me several weeks to lay the foundations for my compund (even with some help from spanky), and now you've roughly tripled my efforts in a matter of days! :beam:

Sazak
08-10-2012, 10:54
My bad. If it's any consolation, I also received help from Spanky.

EDIT: First Post :) I'd like to thank my family for lagging my Minecraft to give me enough time to create this forum account.
I'd also like to thank spankythehippo for referring me to this server and finally TinCow for adding me and lending me your cobblestone.

TinCow
08-10-2012, 12:51
Ok, I think I'm going to have to find a new map program. I started a fresh render before I went to bed, about 8 hours ago. The render is now about 1/3 of the way done with the normal world view, and hasn't even started on night or caves yet. By my estimations, it's going to take 3 days to finish. While I don't expect anything but a fraction of that area to require updating on any particular date, that seems slow enough for an initial render to be a serious issue.

I'm going to fiddle with some quality settings and see if that helps a bit. If not, I may have to ditch the program altogether.

Vladimir
08-10-2012, 12:59
Is that all due to the map size or something to do with the new terrain modifications?

TinCow
08-10-2012, 15:06
Is that all due to the map size or something to do with the new terrain modifications?

Well, both, since the new terrain modifications increased the map size. The total world area has increased by about 3x. We currently have 495,657 chunks, which is a large world. It's also simply due to the fact that Tectonicus is just a really slow program. I fiddled with the settings a bit and then just gave up on it and switched to Minecraft Overviewer, which is much faster. For comparison, it took Tectonicus about 2-3 hours just to figure out how many chunks our world had, before the render even started. The same check took Overviewer 111 seconds. Here (http://overviewer.org/example/#/-242/64/105/-2/0/0) is an example of the kind of results Overviewer gives. That example map shows all types of lighting renders. I'm generating the map using Smooth Lighting (a day render), Smooth Night (a night render), and Cave (duh). That's the highest quality lighting setting and the slowest, but the program is already 10% of the way through the day render. The full render will thus take most of today, but updates should be significantly faster. I would expect that updates will take less than an hour to run after the initial is completed.

There are disadvantages to Overviewer, in that it doesn't have as many fun optional displays (i.e. Views, Portals, etc.) as Tectonicus, but it's worthwhile to lose those to get a much faster map render IMO.

TinCow
08-10-2012, 19:46
While the map is generating, I'm working on some of the more utilitarian/administrative plugins. It's taking me a while to get my head around how some of these work, but I'll get the hang of it eventually. I may be restarting the server frequently today when no one is online to test various settings. For the moment, I have managed to turn off creeper damage to blocks (but not players).

Vladimir
08-10-2012, 23:28
I wish you well.

That's good because I went to the town hall and made some lighting changes. There are a few chandler options in the upper hall and should be enough lighting to prevent spawns. The village is no longer safe because mobs can spawn on slabs and apparently stairs now so I'll have to work on that.

TinCow
08-11-2012, 14:06
The map has been updated. Behold your new discworld (https://forums.totalwar.org/minecraft/map/index.html). Be aware that the initial render was run off the map immediately post-generation, so it won't include anything you've build since then. Updates to the map should be much faster. I will try and run one tonight or tomorrow.

Points of interest I have noticed:
Desert Temple: X= -3750 Z= 2888
Desert Temple: X= 86 Z= 3287
Desert Temple: X= 376 Z= 3654

Jungle Temple: X= 4418 Z= 1602
Jungle Temple: X= -4017 Z= -1743

Village: X=681 Z=-2295
Village: X=4235 Z=-2455
Desert Village: X= 5200 Z= 1090
Desert Village: X= -2759 Z= -3570
Desert Village: X= 120 Z=-4554
Desert Village: X= -3070 Z= -1533

Mushroom Island: X= 924 Z= -1055
Mushroom Island: X= 1530 Z= 3330
Mushroom Island: X= -5330 Z= -170

rajpoot
08-11-2012, 14:56
Mushroom Island: X= -5330 Z= -170


I claim this land in the name of Diain. :crowngrin:

Ishmael
08-11-2012, 14:58
Wow, that's very nice. The giant overhang at (1038, -1236) looks it might be a good place to set up shop once my current project is complete - convenient mushroom 'island' and everything!

Csargo
08-11-2012, 18:54
Does anyone have ice blocks? I need some and have failed to get a pickaxe with silk touch.

TinCow
08-11-2012, 19:37
Yep, there are a couple stacks in my place.

spankythehippo
08-12-2012, 10:22
Does anyone have ice blocks? I need some and have failed to get a pickaxe with silk touch.

I have a diamond pickaxe with silk touch. I hate it so much, because of all the trouble it gave me. Do you want it?

I also found a spider spawner near my base. I don't know what to do with it, so I blocked it off for now.

There is only one thing I am disappointed about for the new mapping program. And it is the cave view. I can't understand anything anymore.

spankythehippo
08-12-2012, 12:10
So, yeah. I decided to have some fun. And who better to annoy than Sazak?

This is his house now.

https://img32.imageshack.us/img32/8857/20120812210308.png

https://img822.imageshack.us/img822/1120/20120812210306.png

Oh yeah. I love teh trolling.

spankythehippo
08-12-2012, 13:20
This is Sazak looking into his chest.

https://img577.imageshack.us/img577/360/20120812215849.png


This is Sazak being a little surprised.
https://img713.imageshack.us/img713/7665/20120812215854.png



I know griefing is not permitted, but it only resulted in the death of Sazak multiple times. With no item loss. So everything is A-OK. :2thumbsup:

Ishmael
08-12-2012, 13:31
Went exploring in the New World just then, and managed to locate wolves at long last. Hopefully they'll teleport back to me on the mainland eventually; I'm hoping they weren't at first because of lag or something. It also seems that the new terrain generation has done something funny to the lighting - when you first encounter anywhere in shadow it appears pitch black, but once you walk nearby it updates to the expected lighting level.

I managed to locate the overhang I liked the look of (I've made a portal on the mushroom island there, I'll be building a proper path to it soon):

6511

And has somebody been this way before me, or is this natural?

6510


(Incidentally, does anybody know how to make the images larger?)

spankythehippo
08-12-2012, 13:36
Went exploring in the New World just then, and managed to locate wolves at long last. Hopefully they'll teleport back to me on the mainland eventually; I'm hoping they weren't at first because of lag or something. It also seems that the new terrain generation has done something funny to the lighting - when you first encounter anywhere in shadow it appears pitch black, but once you walk nearby it updates to the expected lighting level.

I managed to locate the overhang I liked the look of (I've made a portal on the mushroom island there, I'll be building a proper path to it soon):

6511

And has somebody been this way before me, or is this natural?

6510


(Incidentally, does anybody know how to make the images larger?)

I've looked through the map. And I can see many overhangs that look like your Mushroom one. It could be that map editing/rendering/magical thing.

You need to upload the picture to a image hosting site, like ImageShack or Photobucket. Then you use the image tags IMAGE URL HERE.

rajpoot
08-12-2012, 13:41
(Incidentally, does anybody know how to make the images larger?)

Boy I had a lot of trouble with that.

What you do is you don't attach them to the post but upload them to any image host and then use the direct link and remember to uncheck the box that says store the image locally.

Vladimir
08-12-2012, 14:33
Is everything okay with the server? It appears to be offline.

TinCow
08-12-2012, 15:09
It experienced a memory error and crashed overnight. It's back up now. I've read about crashing issues with the latest Bukkit release, but this is the first time it's happened to us. If this becomes a regular thing, I may go back to vanilla minecraft. A stable server is more important to me than a modded server.

TinCow
08-12-2012, 15:12
Went exploring in the New World just then, and managed to locate wolves at long last. Hopefully they'll teleport back to me on the mainland eventually; I'm hoping they weren't at first because of lag or something. It also seems that the new terrain generation has done something funny to the lighting - when you first encounter anywhere in shadow it appears pitch black, but once you walk nearby it updates to the expected lighting level.

Yeah, that's because of the map generation. I could make the server manually relight everything, but it would take a long time. Since it fixes itself when you get nearby, I figured it wasn't a big deal. If people would prefer it, I can take the server offline for a while and fix it.


There is only one thing I am disappointed about for the new mapping program. And it is the cave view. I can't understand anything anymore.

I actually find it's easier to read. It is color-coded by depth. The lighter the color, the higher the cave, the darker, the deeper. It's designed to be easier to see which tunnels connect to each other.

TinCow
08-12-2012, 16:10
I have added the TreeAssist mod to the game. If you chop down the bottom block of a tree with an axe (any kind, but must be an axe), all wood blocks will fall down at once and a sapling will auto-replant itself. Your axe will still take the full amount of wear as if it had chopped down the entire thing, but it's much faster and is actually a bit more realistic.

Vladimir
08-12-2012, 19:19
I have added the TreeAssist mod to the game. If you chop down the bottom block of a tree with an axe (any kind, but must be an axe), all wood blocks will fall down at once and a sapling will auto-replant itself. Your axe will still take the full amount of wear as if it had chopped down the entire thing, but it's much faster and is actually a bit more realistic.

That's very nice. The sapling replanting makes me feel lazy but it's a sacrifice I'm willing to make.

Improving the lighting on the town hall roof is resulting in some nice designs. I hope everyone likes them.

TinCow
08-12-2012, 19:41
I can turn off the auto replanting of you would prefer. The chopping down is the main purpose and I'm ambivalent about the rest.

Csargo
08-12-2012, 19:49
I have a diamond pickaxe with silk touch. I hate it so much, because of all the trouble it gave me. Do you want it?

I also found a spider spawner near my base. I don't know what to do with it, so I blocked it off for now.

There is only one thing I am disappointed about for the new mapping program. And it is the cave view. I can't understand anything anymore.

Yeah, if you don't mind I could use it. I've got a couple enchanted pickaxes that I could trade you for it. I have two with efficiency IV if you want that.

spankythehippo
08-13-2012, 02:43
Yeah, if you don't mind I could use it. I've got a couple enchanted pickaxes that I could trade you for it. I have two with efficiency IV if you want that.

I'll just give it to you. I don't want it. I died several times trying to get the diamonds to make that thing. I've given up on looking for diamond, since I've found only 7 over the duration of me playing in Orgcraft. And I leveled up 30 times just to put an enchantment on it. After all the grief it gave me, I'm happy to just give it away.

You'll find it in your storage area, in the Paper and Books Random chest.


I actually find it's easier to read. It is color-coded by depth. The lighter the color, the higher the cave, the darker, the deeper. It's designed to be easier to see which tunnels connect to each other.

I can't see the details of the tunnels. The colour coding is nice, but I actually use it to figure out where I am/where I need to go.

Vladimir
08-13-2012, 03:33
I'm out of pumpkins again but over half the torches are gone. I found two skeletons in the town hall assembly room during the day. One of them took three hits and I believe the other took two, maybe three. I don't know where they spawned or fell from.

naut
08-13-2012, 07:00
Based on the map I may head into the Northern Tundra, I always dug (pun intended =P) the snow biomes.

spankythehippo
08-13-2012, 08:46
Based on the map I may head into the Northern Tundra, I always dug (pun intended =P) the snow biomes.

After looking at the map, I somewhat regret making my castle in the place I chose. I really like that tundra area. By the way, who are you on the server?

naut
08-13-2012, 08:53
After looking at the map, I somewhat regret making my castle in the place I chose. I really like that tundra area. By the way, who are you on the server?
I am Ionized (my steam handle).


Went exploring in the New World just then, and managed to locate wolves at long last.

I found 6 - 8 in the forests around x: -1700, z: -1200. Which, incidentally is a very nice area, extensive pine forests, small bay of swamp and what looks like a very interesting mountain structure.

TinCow
08-13-2012, 13:55
I can't see the details of the tunnels. The colour coding is nice, but I actually use it to figure out where I am/where I need to go.

Would anyone else prefer a view similar to the old version?


I found 6 - 8 in the forests around x: -1700, z: -1200. Which, incidentally is a very nice area, extensive pine forests, small bay of swamp and what looks like a very interesting mountain structure.

Yeah, that's a great area. It's not actually new, I remember finding that many months ago and being very impressed by the mountain formations there. The deep valley in the middle of the mountains has all kinds of interesting possibilities for development.

spankythehippo
08-13-2012, 14:10
Would anyone else prefer a view similar to the old version?

I don't want to be a bother. It's fine as it is.


Yeah, that's a great area. It's not actually new, I remember finding that many months ago and being very impressed by the mountain formations there. The deep valley in the middle of the mountains has all kinds of interesting possibilities for development.

Because that area is claimed, I've now claimed the entire snowy area located at X=4486 Z=0. I doubt whether I'll colonise the entire thing, but I'll try.

Vladimir
08-13-2012, 16:05
Incidentally while the server was down briefly the other day I discovered a tiny desert village (one church, one blacksmith, three inhabitants) and a plains village in my single player Large Biomes. I wish that option was available when the game first came out. It feels much more natural now.

I also used that sand generator. That thing is insanely quick.

Scienter
08-13-2012, 18:01
I also used that sand generator. That thing is insanely quick.

I love the sand generator! I use so much sandstone in my resort area, it's a lifesaver. Plus at some point I can re-landscape the area I destroyed when I was mining sand. It's a blight on the map.

Vladimir
08-13-2012, 18:53
I love the sand generator! I use so much sandstone in my resort area, it's a lifesaver. Plus at some point I can re-landscape the area I destroyed when I was mining sand. It's a blight on the map.

I didn't help much either. That's where I went because the area was already so blighted. I figured it could just be built over.

Populus Romanus
08-14-2012, 00:55
For some reason every time I try to view the discworld all I can see is black. However when I go to the example of Overviewer posted by TC, it works perfectly fine. Quite odd...

Also, would anyone have any problems if I bulldoze the hill in front of the town hall? Doing so would open up a lot of land for development and expansion of the city, and having a lot of flat space is going to be critical for building as the project progresses.

TinCow
08-14-2012, 01:55
For some reason every time I try to view the discworld all I can see is black. However when I go to the example of Overviewer posted by TC, it works perfectly fine. Quite odd...

Sounds like a browser issue. Try a different browser or clearing your cache.


Also, would anyone have any problems if I bulldoze the hill in front of the town hall? Doing so would open up a lot of land for development and expansion of the city, and having a lot of flat space is going to be critical for building as the project progresses.

Not at all. I've though that would improve the area a lot, but hadn't gotten around to doing it myself. Now that I think of it, I don't think I even hooked the road up to the town hall.

Ishmael
08-14-2012, 08:38
I have recently discovered that wolves have terrible self-preservation instincts. I have had four die in the fireplace today - the one I was witness to jumped in, and stayed in there despite the waterfall directly outside. Said fireplace is now dog-proofed until I've got them all to sit where I want them to.

TinCow
08-14-2012, 16:45
Map updated

Vladimir
08-14-2012, 17:17
I need to finish off those torches. I'm thinking the raised glass blocks look ugly too. Then there's the arena...*sigh*

Vladimir
08-15-2012, 17:26
Is anyone having problems with animals escaping after 1.3? I'm thinking of building up an economy.

TinCow
08-15-2012, 18:05
Is anyone having problems with animals escaping after 1.3? I'm thinking of building up an economy.

I only got around to re-organizing and breeding my animals a couple days ago, so the animals haven't had much time in-game to escape. However, I have not seen a single animal get out of its pen since 1.3, and the pens are only divided by walls 2 blocks high and 1 wide.

Csargo
08-15-2012, 22:14
Is anyone having problems with animals escaping after 1.3? I'm thinking of building up an economy.

I've lost some sheep I think, and I'm not sure what happened to them. I'm guessing they escaped, but I didn't see it happen.

TinCow
08-16-2012, 13:27
Map updated. This is the last time I am going to announce map updates in the thread, unless there's something unusual about the update. Due to the new programs I am using, updates are fast and easy now and they should occur about 2-3 times per week. I always update the date below the map link in the OP when I do an update, so you can see right there how recent the map is. Due to the relative simplicity of the new update system, I may be able to automate it and have the server render and upload the map every day at a certain time. If I manage to get that working, I will let you know.

Ishmael
08-16-2012, 13:48
You've certainly been hard at work out the front of Sazak's place, haven't you spanky? :laugh4:

spankythehippo
08-16-2012, 14:06
You've certainly been hard at work out the front of Sazak's place, haven't you spanky? :laugh4:

Sure have. When we were on the train from work, he said "The first thing I'm going to do when I get home is take down that tree." Which he did. So, I thought I'd renovate a bit.

TinCow
08-16-2012, 19:29
FYI, MC 1.3.2 just came out. However, the 1.3.2 patch for CraftBukkit has not been released yet, so I cannot patch the server. I am not sure whether a 1.3.2 client can connect to a 1.3.1 CraftBukkit server, but it would probably be best if you did not update your clients just yet, just to be sure. If you do update and cannot connect, your only options will be to roll back your client to 1.3.1 or wait until bukkit gets patched.

Vladimir
08-16-2012, 19:31
So, what's the deal with the second Borg cube?

TinCow
08-16-2012, 21:07
That's the new Noob Hotel. The front faces west, so you can't see the large lighted sign on the map. It's also just a shell at the moment, with nothing inside. There will eventually be multiple floors with windows and a roof garden, so it won't look quite so Borgish when it's done.

naut
08-17-2012, 05:14
FYI, MC 1.3.2 just came out. However, the 1.3.2 patch for CraftBukkit has not been released yet, so I cannot patch the server. I am not sure whether a 1.3.2 client can connect to a 1.3.1 CraftBukkit server, but it would probably be best if you did not update your clients just yet, just to be sure. If you do update and cannot connect, your only options will be to roll back your client to 1.3.1 or wait until bukkit gets patched.
I tested it, you can connect with 1.3.2, however, I do not know if there are any other potential bugs/breaks.

Sazak
08-17-2012, 11:01
I wish to proclaim the land (-1817, -1062); forest and mountainous region inclusive, as the country Sazakistan! Unless someone else already has taken it then of course I'll move my country.

Ishmael
08-17-2012, 12:18
I wish to proclaim the land (-1817, -1062); forest and mountainous region inclusive, as the country Sazakistan! Unless someone else already has taken it then of course I'll move my country.

Love the country name. It is indeed a nice spot - you should go plant a flag on the top of the central mountains, just to capture that 18th-century imperialistic feel :beam:.

TinCow
08-17-2012, 12:55
I wish to proclaim the land (-1817, -1062); forest and mountainous region inclusive, as the country Sazakistan! Unless someone else already has taken it then of course I'll move my country.

No one has taken it AFAIK, and I'm glad you are. That mountain section is one of the best in the game IMO. I love mountains by the sea.

Sazak
08-17-2012, 16:26
Love the country name. It is indeed a nice spot - you should go plant a flag on the top of the central mountains, just to capture that 18th-century imperialistic feel :beam:.

That's a great idea! I'll have to build a flag as the centre and build around it.


No one has taken it AFAIK, and I'm glad you are. That mountain section is one of the best in the game IMO. I love mountains by the sea.

Yeah that's the main reason it caught my attention. Unfortunately I don't think anything I build will be as grand as any other project.

As the President of Sazakistan and it's sole inhabitant, I propose to pass the law that the forest remain intact as a protected National Park.

TinCow
08-17-2012, 17:39
FYI, I did not repopulate the tiny two-building village nearby. I have a feeling the villagers are probably still alive there, since no one goes out that way, but if they aren't and you want to build up the village a bit, I'd be happy to spawn a few there for you.

TinCow
08-17-2012, 21:36
The server now has a domain name. You can connect to it by simply entering orgcraft.org as the server address. If for some reason the IP address ever changes, that domain will get updated to point to the proper location.

spankythehippo
08-18-2012, 14:59
I must say, the Tekkit mod is un-****ing-believable. Oh, to be able to run this...

But it is practically a completely different game.

spankythehippo
08-19-2012, 01:32
I was playing around with the Technic Pack, and so, I used a nuke. Yep, a nuke.

This is how much damage it did.

https://img59.imageshack.us/img59/4774/20120819102817.png

https://img10.imageshack.us/img10/4513/20120819102830.png

https://img841.imageshack.us/img841/6530/20120819102821.png

Csargo
08-19-2012, 01:43
Tekkit looks like a really amazing mod. Like you said, it adds so much to the game.

Beskar
08-19-2012, 01:52
Spanky, I am an op on a tekkit server. If you are interested in joining that, let me know via pm and I will see about getting you whitelisted and I will give you a quick and easy mod install .zip (We use Tekkit, Forestry, Mo' Creatures, etc)

Nukes are disabled however, due to griefing reasons.

spankythehippo
08-19-2012, 02:53
Spanky, I am an op on a tekkit server. If you are interested in joining that, let me know via pm and I will see about getting you whitelisted and I will give you a quick and easy mod install .zip (We use Tekkit, Forestry, Mo' Creatures, etc)

Nukes are disabled however, due to griefing reasons.

I'll have to understand everything in Tekkit first. And that's going to take me a very long time. Especially with the amount of work I have to do, both in Orgcraft and the real world.

TinCow
08-19-2012, 14:06
Tekkit is cool, but I have two issues with it that prevent me from adding it to the server. First, the focus of Tekkit is so heavy on climbing the crafting tech tree that I feel like it actively stifles creativity until players have achieved that. Second, and more importantly, Tekkit would require a world wipe. Our world is nearly a year old now (13 in-game years have elapsed) and I'm very proud of what we've built. A wipe really isn't an option. That doesn't mean I'm not interested in modding, I very much am and it's why I installed Bukkit. However, I want to make sure that any mods we install integrate well into the world we've already created and which simply enhance the basic Minecraft survival experience instead of completely re-writing it.

This is an example of something I am considering:
http://dev.bukkit.org/server-mods/pistonchest/

Mo' Creatures is on my list as well, though there doesn't appear to be a version which is compatible with 1.3.1/2 yet, so I haven't installed it.

Suggestions for specific mods would be greatly welcomed. There are so many out there that it's hard to sort through them all.

Beskar
08-19-2012, 14:25
I agree with wiping this world would not be worth it. I can allow the opportunity for people to try out tekkit on a nice small community server from elsewhere (with files and whitelist). Though one downside is, Tekkit can spoil you a little, something I always notice when I come back on Orgcraft. :laugh4:

naut
08-20-2012, 12:50
I agree with wiping this world would not be worth it. I can allow the opportunity for people to try out tekkit on a nice small community server from elsewhere (with files and whitelist). Though one downside is, Tekkit can spoil you a little, something I always notice when I come back on Orgcraft. :laugh4:
I miss not having a jet-pack. =(

Vladimir
08-20-2012, 16:17
Stopped by the noob hotel. Very nice but don't know what's causing the noise in the rooms. Something to do with the lighting.

TinCow
08-20-2012, 18:23
Stopped by the noob hotel. Very nice but don't know what's causing the noise in the rooms. Something to do with the lighting.

That's the flickering letter. In order to achieve random flashing, I used a rapid pulser. The mechanism goes so fast that it causes redstone torches to burn out, though they recover and start working again after a second or so. The sound you hear is the torches burning out.

Ishmael
08-22-2012, 09:03
Barring some minor changes, my main tower is complete! I think I'll take a break before I build the surrounding NPC city and use the time to run a rail line over from Csargo's place. Csargo, do you have any preferences as to where the line should run in your area?

Vladimir
08-22-2012, 13:09
I wish to proclaim the land (-1817, -1062); forest and mountainous region inclusive, as the country Sazakistan! Unless someone else already has taken it then of course I'll move my country.

Finally looked that up. It looks beautiful! Please don't change it too much.

I also see a tiny village close by. Nice.

Csargo
08-22-2012, 14:01
Barring some minor changes, my main tower is complete! I think I'll take a break before I build the surrounding NPC city and use the time to run a rail line over from Csargo's place. Csargo, do you have any preferences as to where the line should run in your area?

Not particularly.

Ishmael
08-24-2012, 08:35
Okay, I've laid a rail line from Csargo's station to my place - now how big does the station have to be (at minimum)? I'm thinking I'll dig it out, now, and then beg help off a more redstone-savvy person when they're online at the same time :beam:.

spankythehippo
08-24-2012, 11:57
Okay, I've laid a rail line from Csargo's station to my place - now how big does the station have to be (at minimum)? I'm thinking I'll dig it out, now, and then beg help off a more redstone-savvy person when they're online at the same time :beam:.

Minimum is a 3 line railway. So a Destination Reset and 3 lines. It's exactly the way CNBMinecraft did his video.

TinCow
08-24-2012, 12:41
Okay, I've laid a rail line from Csargo's station to my place - now how big does the station have to be (at minimum)? I'm thinking I'll dig it out, now, and then beg help off a more redstone-savvy person when they're online at the same time :beam:.

If you want, I'll build it for you. I've done so many of them I don't even need to watch the video anymore. If so, just mark out a 13x13 area for it so I know where to put it.

Ishmael
08-24-2012, 23:45
If you want, I'll build it for you. I've done so many of them I don't even need to watch the video anymore. If so, just mark out a 13x13 area for it so I know where to put it.

If it's not too much hassle, that would be great. I'll dig out a roughly 13 x 13 x 6 area soon, and I've got stacks of unused redstone around to compensate you for the wiring.

TinCow
08-25-2012, 13:33
There is some awesome stuff coming with 1.4. Check it out:

http://www.minecraftwiki.net/wiki/Item_Frame
http://www.minecraftwiki.net/wiki/Cobblestone_Wall
http://www.minecraftwiki.net/wiki/Flower_pot
http://www.minecraftwiki.net/wiki/Armor#Dyed_Armor
http://www.minecraftwiki.net/wiki/Carrots
http://www.minecraftwiki.net/wiki/Potato
http://www.minecraftwiki.net/wiki/Wither
http://www.minecraftwiki.net/wiki/Beacon_Block

spankythehippo
08-26-2012, 03:51
If anyone has any gunpowder they want to trade, I'll be willing to part with my emeralds for it. I need several stacks of TNT.

rajpoot
08-26-2012, 04:59
I need several stacks of TNT.

I doubt anyone had several stacks!
In my best days when I had been actively hunting for Creepers I had one full stack. Blew it all up trying to make a trench around my village though.

Beskar
08-26-2012, 05:41
From experience, TNT isn't actually good for much, except for griefing. Then it is very good.

TinCow
08-26-2012, 12:40
I agree that TNT isn't good for very much. It seems to take as long to get the stuff set up as it does to just mine the area out normally. The fastest excavation can be done with an enchanted diamond pick. Those are what I use.

That said, I'm currently working on a solution to the global gunpowder shortage.

Vladimir
08-27-2012, 12:44
I agree that TNT isn't good for very much. It seems to take as long to get the stuff set up as it does to just mine the area out normally. The fastest excavation can be done with an enchanted diamond pick. Those are what I use.

That said, I'm currently working on a solution to the global gunpowder shortage.

I think I know what you're doing. It will be interesting to see how it works.

TinCow
08-27-2012, 13:33
I think I know what you're doing. It will be interesting to see how it works.

It's not going so well so far. I built one version and the spawns were very slow, so I scrapped it and built a completely new one which is much larger and more complex. I still need to do some testing on it, but in my initial tests version two doesn't seem to be doing much better than version one. The problem could be that, because it's in my underground lair, there's just too many nearby areas (caves, surface at night, etc.) available for spawning. If my in-house version doesn't work out, I'll probably just give up on the idea of hiding the visual blight of the thing (they are pretty ugly) and make it above ground. The best spots are in the ocean due to the inability of mobs to spawn in any water or air square, so I'd probably build the thing on a tiny off-shore island and build a portal to it. There are some suitable islands to the northeast of the main spawn.

Vladimir
08-27-2012, 13:58
I also discovered a zombie spawner last night. If you check the chat logs you'll find the coordinates.

Does anyone have any ideas for small desert villages? I'm running out of ideas for the quaint but fairly cosmopolitan city I'd like to build in the south part of my desert. I'd like to make the houses as small as possible while retaining functionality but I'm not adverse to abstraction.

Ishmael
08-27-2012, 13:59
It's not going so well so far. I built one version and the spawns were very slow, so I scrapped it and built a completely new one which is much larger and more complex. I still need to do some testing on it, but in my initial tests version two doesn't seem to be doing much better than version one. The problem could be that, because it's in my underground lair, there's just too many nearby areas (caves, surface at night, etc.) available for spawning. If my in-house version doesn't work out, I'll probably just give up on the idea of hiding the visual blight of the thing (they are pretty ugly) and make it above ground. The best spots are in the ocean due to the inability of mobs to spawn in any water or air square, so I'd probably build the thing on a tiny off-shore island and build a portal to it. There are some suitable islands to the northeast of the main spawn.


Building it in the ocean also reduces the visual impact, seeing as you won't be seeing it unless you're actually using it. And you could always pretty it up with a waterfall or something :beam:.

Vladimir
08-27-2012, 15:07
Building it in the ocean also reduces the visual impact, seeing as you won't be seeing it unless you're actually using it. And you could always pretty it up with a waterfall or something :beam:.

Very true. I'm sure you could pretty it up to resemble an extinct volcano or something.

naut
08-27-2012, 16:12
Well, I hit gold. Slime spawn right under my base. Sticky pistons here I come!

Tuuvi
08-27-2012, 18:37
I also discovered a zombie spawner last night. If you check the chat logs you'll find the coordinates.

Does anyone have any ideas for small desert villages? I'm running out of ideas for the quaint but fairly cosmopolitan city I'd like to build in the south part of my desert. I'd like to make the houses as small as possible while retaining functionality but I'm not adverse to abstraction.

hm you could build some southwestern Indian styled houses:

http://www.tinyhousedesign.com/wp-content/uploads/2010/09/Taos-pueblo2-600x450.jpg

http://www.newmexicophotos.com/blog/photos/chaco-canyon01.jpg

http://www.jackhillart.com/gallery/bigImages/chacoCanyonPueblo_238.jpg

http://3.bp.blogspot.com/_oAVHPbUPKVc/TUB7TmbpM3I/AAAAAAAAAIs/7sGjYymjuYY/s640/ChacoCanyon2.jpg

Ishmael
08-30-2012, 03:57
I had a go at making a minecart station myself, and to my utter surprise it actually works (after I'd scrapped the whole thing once due to poor facing). I've connected the rail line to Csargo's station, so the City of Aridhol is now part of the rail network! (yes, the naming is egotistical :beam:)

spankythehippo
08-30-2012, 07:09
I wish to proclaim the island at X=704 Z=1626 to be under the rule of Daimyo Spanky. I will build a city there.

Ishmael
08-30-2012, 07:31
Can somebody please reassure me that my mind isn't playing tricks on me, and that the giant artificial mountain to the side of diain's castle hasn't always been there?

Csargo
08-30-2012, 07:36
Can somebody please reassure me that my mind isn't playing tricks on me, and that the giant artificial mountain to the side of diain's castle hasn't always been there?

I'm not sure what that is, but it hasn't always been there.

Populus Romanus
08-30-2012, 08:37
Its therother's mountaintop retreat. Accessible via the nether.


[EDIT]


Okay, so for some reason all of my xp levels disappeared. I don't know when it happened as I wasn't paying attention whilst travelling, but now all 21 of them are gone without me dying. I suspect the nether is responsible for this, beware. A plague on your house, 1.3!

Ishmael
08-30-2012, 11:15
Its therother's mountaintop retreat. Accessible via the nether.


[EDIT]


Okay, so for some reason all of my xp levels disappeared. I don't know when it happened as I wasn't paying attention whilst travelling, but now all 21 of them are gone without me dying. I suspect the nether is responsible for this, beware. A plague on your house, 1.3!

Try gaining some more xp (kill a cow or something). I often have the same issue, but it 'resets' with new xp gain.

TinCow
08-30-2012, 12:42
I wish to proclaim the island at X=704 Z=1626 to be under the rule of Daimyo Spanky. I will build a city there.

That is my favorite island on the server. I'm glad someone is going to work on it.


Can somebody please reassure me that my mind isn't playing tricks on me, and that the giant artificial mountain to the side of diain's castle hasn't always been there?

therother is working on the place. Transforming it into something interesting...


Okay, so for some reason all of my xp levels disappeared. I don't know when it happened as I wasn't paying attention whilst travelling, but now all 21 of them are gone without me dying. I suspect the nether is responsible for this, beware. A plague on your house, 1.3!

That's happened to me before, and I think it's a 1.3 bug. The levels are still there, but not being displayed. It fixes itself if you log out and back in.

Vladimir
08-30-2012, 13:05
I wish to proclaim the island at X=704 Z=1626 to be under the rule of Daimyo Spanky. I will build a city there.

It's getting crowded.

TinCow
08-30-2012, 13:06
The server is now using SilkSpawners, a mod which makes Mob Spawners (the dungeon blocks) obtainable with Silk Touch. The blocks should retain their entity ID (the creature they spawn) when they drop, so you can now move them wherever you want. Please let me know if it works if you try this.

spankythehippo
08-30-2012, 14:02
It's getting crowded.

Have you built there?

Vladimir
08-30-2012, 14:35
Have you built there?

Nope. Too lazy. Just feel like everyone is preparing to invade. Hands off my Testificates!

rajpoot
08-30-2012, 15:08
What is that thing theother's building?
I mean it looks bigger than the arena....

spankythehippo
08-31-2012, 08:58
I'm really pumped about my new island that I'm going to build there as soon as possible. I will continue my Asian Invasion theme. Right now, my Village in the Snow has been postponed indefinitely.

I have chosen 3 areas for my castle. Currently, I've chosen 1 as my location.

https://img685.imageshack.us/img685/1479/snapjp.jpg

Which area do you guys reckon is best?


Also, in case anyone else wants to move to a new island, I found this one. It's pretty interesting, since it has most of the biomes in it.

https://img221.imageshack.us/img221/2743/snap1aas.jpg

EDIT: In case it's blurry, the freakish hybrid island is at X = 1428 Z = 22.

Vladimir
08-31-2012, 12:57
See, I told you: Invasion.

Time to build some walls.

TinCow
08-31-2012, 13:07
I'm really pumped about my new island that I'm going to build there as soon as possible. I will continue my Asian Invasion theme. Right now, my Village in the Snow has been postponed indefinitely.

I have chosen 3 areas for my castle. Currently, I've chosen 1 as my location.

https://img685.imageshack.us/img685/1479/snapjp.jpg

Which area do you guys reckon is best?

For a castle, I would say 1. That area has a large area which is highly elevated. That would be perfect for a large castle dominating the rest of the island. 2 is a nice low-lying area, which would be good for a large town of some kind. 3 is a great little elevated area, perfect for a smaller secondary fortification or large tower.

spankythehippo
08-31-2012, 13:15
For a castle, I would say 1. That area has a large area which is highly elevated. That would be perfect for a large castle dominating the rest of the island. 2 is a nice low-lying area, which would be good for a large town of some kind. 3 is a great little elevated area, perfect for a smaller secondary fortification or large tower.

The peninsula where 3 is located, is going to be my Port District. Lots of slums and trade ports. 1 is my castle. Everything else is separate districts. South of 1 is my Zen Garden Monastery.

Well, that's the plan. And my plans always fail. So I have to make a backup plan too. *sigh*

naut
09-01-2012, 05:46
A Zen Garden Monastery? Nice.

spankythehippo
09-01-2012, 05:49
A Zen Garden Monastery? Nice.

I was actually going to make one in my current castle, underground. If I gave anyone a tour in my house, that is the purpose of that underground field that leads to my farm. There is meant to be a long-ass staircase which leads to a shrine, but I never got around to doing it.

With my new Zen Garden, it will be visible on the map, which is nice.

spankythehippo
09-02-2012, 02:28
OK. So I've set foot on my new island, and I've scouted around a bit. It is perfect.

Now, I have a question. What is the height limit for this world?

TinCow
09-02-2012, 04:29
256

Voigtkampf
09-02-2012, 09:31
You silly folks and your constant Miningraft thingy ranting makes me want to try out the game after all this time... :on_Mad:

Ishmael
09-02-2012, 09:48
You silly folks and your constant Miningraft thingy ranting makes me want to try out the game after all this time... :on_Mad:

Go on, do it. All the cool kids are here ~:cool:.

Vladimir
09-03-2012, 01:23
You silly folks and your constant Miningraft thingy ranting makes me want to try out the game after all this time... :on_Mad:

It's fairly cheep and the community is good.

spankythehippo
09-03-2012, 06:55
Hey Tincow, is it possible to remove this eyesore by MCEdit? It ruins the flow of the voyage to my island. If it isn't possible, then it's fine. It's just troublesome.

https://img706.imageshack.us/img706/83/tincowdelete.png

Voigtkampf
09-03-2012, 07:37
It's fairly cheep and the community is good.

Cheap? Wasn't Minecraft F2P?

Ishmael
09-03-2012, 08:07
Cheap? Wasn't Minecraft F2P?

I believe Classic was/is, but now it's about $25 (once off - no subscription fees or anything).

EDIT: Is the server down for anybody else?

naut
09-03-2012, 09:42
Hey Tincow, is it possible to remove this eyesore by MCEdit? It ruins the flow of the voyage to my island. If it isn't possible, then it's fine. It's just troublesome.

https://img706.imageshack.us/img706/83/tincowdelete.png
The bottom island looks decent enough, that big right angle wedge does look pretty weird though. =/

Vladimir
09-03-2012, 12:42
I believe Classic was/is, but now it's about $25 (once off - no subscription fees or anything).

EDIT: Is the server down for anybody else?

Yes. I IM'd TC yesterday and he said it looked fine. Maybe another IP change?

Vladimir
09-03-2012, 12:43
Hey Tincow, is it possible to remove this eyesore by MCEdit? It ruins the flow of the voyage to my island. If it isn't possible, then it's fine. It's just troublesome.

https://img706.imageshack.us/img706/83/tincowdelete.png

Leave it.

spankythehippo
09-03-2012, 12:45
Leave it.

Hey, don't worry. I'll leave your testificates alone. I want a simple passage from your harbour to mine.

Ishmael
09-03-2012, 13:01
Maybe you can just dig a channel through it somewhere?

TinCow
09-03-2012, 13:37
Apologies, there was an issue with my router's port forwarding. The server should be available again now.

naut
09-03-2012, 13:42
Maybe you can just dig a channel through it somewhere?

Or over time smooth it into smaller distinct islands.

spankythehippo
09-03-2012, 13:50
Or over time smooth it into smaller distinct islands.

I just need to boat over them. So I'll just smooth it over until it's 1 block below the surface.

Vladimir
09-04-2012, 20:24
Very nice. I can see my village outline. Need to plan out the bazaar.

spankythehippo
09-05-2012, 04:53
I see I need a lot more torches to light up my island. Damn...


At least the base for my monastery looks good.

tudor898
09-05-2012, 15:24
please add me to whitelist my minecraft name is tudor898 thx

Vladimir
09-05-2012, 19:04
please add me to whitelist my minecraft name is tudor898 thx

You haven't been vetted. Show up at the camel stables at 0600 sharp. Wear comfortable shoes.