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I have a few stacks of redstone you can have. They are in one of the chests in the store room in the basement of the lodge. Feel free to help yourself. I could use some diamonds. I'll leave it up to you to decide on how much is a fair exchange.
I wont be online today and maybe not tomorrow either otherwise I'd deliver the redstone to you.
Vladimir
07-28-2013, 18:23
Thank you. I'll swing by the lodge and see what's there. I'll drop off some diamonds.
I am thinking in terms of stacks of blocks. I hear some people have so many they're using them as decoration. ;-)
LOL. I don't have that many... but I am planning on doing some mining over the next few days or so. I'll save what I find for you. You can take all that I have on hand.
spankythehippo
07-29-2013, 03:49
So I just finished making up for a lot of shoddy (i.e. non-Scottish) engineering and have a question. Is there a tool or function I can use to look for gaps/small caves? I had to fill in a large area and tried to eliminate any gaps two blocks high or more but don't know of a way to verify my work. Is disabling clipping considered cheating?
Have you tried Glowstone X-ray vision mining?
Vladimir
07-29-2013, 04:53
Have you tried Glowstone X-ray vision mining?
No. The only X-ray vision I know of is an addition we don't have.
I've done some reading and testing on the HD version of Dynmap, and unfortunately I don't think it's a viable option. The system works, but it takes up unbelievably amounts of disk space, far in excess of what I'm paying for. I'll have to use Overviewer, which means this will get more complex. I will talk to the hosts to figure out how to get this done.
spankythehippo
07-30-2013, 06:54
TC, is it possible to get a few Villager eggs for the Iron Farm?
TC, is it possible to get a few Villager eggs for the Iron Farm?
Yes. It looks like MobCatcher has finally been updated to 1.6.2. I'll get it installed this evening (my time) which will allow you to move villagers at will.
Vladimir
07-30-2013, 16:01
I have a few villager eggs. The catch is that the house they're at is currently on fire.
There's always a catch, isn't there?
:laugh4:
Papewaio
07-30-2013, 22:24
I have a few villager eggs. The catch is that the house they're at is currently on fire.
Can't make a village without a few scrambled eggs... No wait that's an omellet.
MobCatcher is now back online. Feel free to start kidnapping villagers. Be aware that there is apparently an issue with capturing tamed horses. You can capture them and release them perfectly fine, but apparently doing so can cause the horse's type to change. So, don't capture tames horses if you want to keep them exactly as they are.
Greyblades
07-31-2013, 01:22
To the owner of the desert villia- you know what it looks more like a concentration camp really, anyway, you appear to have lost alot of the flooring above your obsideon portal.
spankythehippo
07-31-2013, 04:32
Vlad, can I kidnap 4 villagers from your town that's near my island? I will pay 5 diamonds for each villager, for a total of 20 diamonds.
Vladimir
07-31-2013, 04:38
To the owner of the desert villia- you know what it looks more like a concentration camp really, anyway, you appear to have lost alot of the flooring above your obsideon portal.
Exactly. Stealth blaze followed me through the portal once. All gone.
Vlad, can I kidnap 4 villagers from your town that's near my island? I will pay 5 diamonds for each villager, for a total of 20 diamonds.
Sure. Just try to take the farmers first. Watch out for the golems. They'll attack if you hit a villager with an egg. only take from the main village itself, not the outlying sub-village.
spankythehippo
07-31-2013, 15:25
Okay, I'm having a bit of trouble with the item elevator/silo system for the iron farm.
https://img441.imageshack.us/img441/9030/0w3n.png
The top dropper isn't spitting out the item into the hopper above it. The hopper's are linked in a chain, and the hopper in question isn't linked to the dropper, it's just simply on top of it. Shouldn't that suffice? Apparently not, since the items get stuck in the top dropper. Any ideas what could be causing this?
EDIT: I played around with the world save, and if I were to destroy the hopper directly above the annoying dropper, then reconnect the hoppers, the same problem arises. I think it might have something to do with the whole shift-click linking system.
Alright, I spoke with our host and Overviewer is not going to be possible because there's no way to run a cronjob on the server. However, they don't mind if I use up a ton of disc space with a high-res Dynmap, so I'll go with that instead. However, the initial render of the high-res Dynmap has to be done on the server itself, the server will lag when it's happening, and the render will take a LONG time. I don't know exactly how long, but it could be upwards of 24 hours. Is there a particular day of the week when people wouldn't mind the server being laggy?
Okay, I'm having a bit of trouble with the item elevator/silo system for the iron farm.
https://img441.imageshack.us/img441/9030/0w3n.png
The top dropper isn't spitting out the item into the hopper above it. The hopper's are linked in a chain, and the hopper in question isn't linked to the dropper, it's just simply on top of it. Shouldn't that suffice? Apparently not, since the items get stuck in the top dropper. Any ideas what could be causing this?
EDIT: I played around with the world save, and if I were to destroy the hopper directly above the annoying dropper, then reconnect the hoppers, the same problem arises. I think it might have something to do with the whole shift-click linking system.
Is the dropper oriented upwards? Are you properly pulsing it to power it?
Contrary to many weekends are bad for me and online time, so anytime over the weekend would be the best for me. That said I know I am in the minority on that and don't really mind some lag for a day regardless of when it is.
Maybe you are not quite so a minority after all.
I, too, tend to play mostly on weeday evenings and give my weekends to friends and family.
But regardless, I should be able to cope with a day of lag whenever it happens. That's nothing comprared to the server-offline without knowing for how long, that we had with the previous server (still, TinCow, you may want to backup the safegame just before it).
Oh, and BSmith, nice new wood building that you are working on.
Is this going to be part of the "old town"?
Vladimir
07-31-2013, 18:38
Don't care. Pull the trigger whenever you like.
Oh, and BSmith, nice new wood building that you are working on.
Is this going to be part of the "old town"?
Thanks! Yes, I envision this being the suburban old town area. Building is nearing completion now (external anyway).
I would love for others to pick a plot on the hill and build a house/building as well! As with most old towns the buildings should be fairly close together.
spankythehippo
08-01-2013, 04:14
Is the dropper oriented upwards? Are you properly pulsing it to power it?
Turns out, I am the biggest dumbarse of all time. It was correct from the very beginning. I forgot that every item that is sent through sends a pulse. I thought all the items were being stuck in that top dropper, but they're just being held there until the next pulse. Goddamn, I'm an idiot.
spankythehippo
08-01-2013, 07:15
This is the face of evil.
https://img203.imageshack.us/img203/7945/7kb5.png
I trapped this villager in 1 x 1 glass cell. I also trapped myself with this villager. I tried to smash the glass, but I kept on hurting Fred. So I tried to use the home command. "Time before next teleport: 27 minutes and 22 seconds".
God. Damn. It.
Papewaio
08-01-2013, 09:33
That is one nasty speed date.
=][=
I play less on the weekends and I can go with lag as that is the natural state here. I will just play a local game if it is too bad.
Alright, I'll start up the HD render on Saturday then. Hopefully it won't be too bad an experience.
spankythehippo
08-01-2013, 13:45
There is only one small part to go for the Iron Farm. But I'm running low on iron. A stack should suffice, and I can be done within an hour of playing. All that's left is the aesthetics. It should be done within 16 hours of posting. I need to sleep and work.
Also, TC, I borrowed a few slimeballs, since I spent almost an hour hunting down slimes, which weren't enough. I'll reimburse you when this is done.
Also, TC, I borrowed a few slimeballs, since I spent almost an hour hunting down slimes, which weren't enough. I'll reimburse you when this is done.
LOL, no need. In fact, I'm overflowing with slimeballs due to my automated farm; they simply don't get used at anywhere near the rate that they get produced. Once I hit two full double chests of the stuff I'm going to have to manually glass over the entire farm spawning floors to turn the machine off. I considered this problem when I built it, but there was no practical way to add in an auto on/off switch so it's going to be a manual process. Fortunately, the machine should not need to be turned on or off very frequently.
Vladimir, spankythehippo
I have placed 1/2 stack of iron ingots in my exchange box at the stock exchange (Plaza building 2).
I know this amount is probably small fish for you, but for me this is quite a lot.
Also, I am asking for diamonds in exchange at a rate of 2 iron : 1 diamond.
To be honest, I dont really have an idea how valuable diamonds really are. So if you think this price is crazy, there is one stack of redstone dust to go with it, too. But if you think it is cheap, feel free to top it up with some marble (nether quartz).
Greyblades
08-01-2013, 21:26
Vladimir, spankythehippo
I have placed 1/2 stack of iron ingots in my exchange box at the stock exchange (Plaza building 2).
I know this amount is probably small fish for you, but for me this is quite a lot.
Also, I am asking for diamonds in exchange at a rate of 2 iron : 1 diamond.
To be honest, I dont really have an idea how valuable diamonds really are. So if you think this price is crazy, there is one stack of redstone dust to go with it, too. But if you think it is cheap, feel free to top it up with some marble (nether quartz).
Iron is more like 50 iron:1 diamond, it's really rare, redstone is comparable to iron. If you have any mossy cobble stone I would wilingly trade... oh, 5 diamonds a stack.
Unfortunately I can't get on to Minecraft at the moment to check this, due to my current internet connection, but I believe I have a few stacks of iron ore, redstone blocks and diamonds at my place. If anybody still wants any of those feel free to help yourself, as long as you leave one stack of each behind. I wouldn't mind a little nether quartz or glowstone if people do want to take some, but I'm not really using any at present so I don't absolutely need anything in exchange.
Vladimir
08-02-2013, 04:12
Thanks Nigel and Ishmael. I'm only in need of redstone because spanky's Iron farm should provide enough of that. Fortune III is also providing a lot of redstone so I'll look at that my needs are after using what I recently recovered. While looking for it I've found extra diamonds and lapis I have to spare. Lots of quartz too.
spankythehippo
08-02-2013, 13:07
The Iron Farm is complete, BUT (and this is a big but... teeheehee) the timer controlling the village realignment on the roof via minecart has to be manually enabled (by removing one of the redstone torches that is connected to the timer). This isn't meant to happen, maybe due to an error in the secondary village, or the Phase 1 circuitry in the main building itself. I initially thought the vertical wiring was incorrect, but it doesn't appear to be that way. Also, due to the manual timer activation, one of the crucial droppers will not pulse. If anyone knows what I'm talking about and can resolve this issue, I will be immensely grateful. If not, but you are a redstone genius, I can present the problem when we're both online.
If worst comes to worst, I might ask Tango for some help. Given how stupid I am, there is bound to be a mistake which is escaping my eyes. Apologies for the delay.
Iron is more like 50 iron:1 diamond, it's really rare, redstone is comparable to iron. If you have any mossy cobble stone I would wilingly trade... oh, 5 diamonds a stack.
Oh, hehe, it looks like my fantasy price was miles away from reality.
Well, and now that the iron farm is completed and (almost) working perfectly, iron prices are sure going to plummet.
Still, the offer is there and if anyone wants it, just ignore the price tag and leave me whatever amounts you consider adequate.
Greyblades
08-02-2013, 19:56
Damnit, all that effort getting the pickaxe with the enchantment and I break through the ceiling of a lava lake. Bye bye, diamond armour and tools.
I have reconfigured Dynmap and started the new renders. I believe that I have found settings that won't cause much lag during the render, so hopefully it won't impact play much. The initial map render will take a bit longer this way, but it seems like the best option. I have started with the End map (because it's the smallest) and will then move on to the Nether and the Overworld in turn. The Overworld in particular will take a very long time, so please be patient with it. It should be pretty obvious how much more work it has left to do.
spankythehippo
08-03-2013, 09:02
I have some bad news in regards to the Iron Farm. This will break Vlad's heart.
There are too many villagers in this world. The Farm works perfectly, except for the Golems spawning. There are no other reasons for the lack of spawning. Which means there must be an excess of villagers in this world. It will cause problems no matter where the villagers are. To get this to work, there needs to be a villager genocide.
I'm sorry, but there's no other solution for the Farm. So Vlad, do I have your blessing or should I dismantle the farm?
Papewaio
08-03-2013, 09:35
Do Golems have any special requirements for where they spawn ie how high up they are?
Just read up about them. I made three for the village im protecting. I need to add more houses it seems...
So I take it you have at least ten villages and 21 houses?
Whow, the new render is awesome. Changing between day and night as well.
I am not sure happy about the thought of villager genocide. Does it mean we have to get rid of some of the villages? Or reduce the number of villagers per village?
It seems there has gone a love of love and work into building the villages an making them as pretty as they are. I just would not want to rush into things.
spankythehippo
08-03-2013, 14:23
Do Golems have any special requirements for where they spawn ie how high up they are?
Just read up about them. I made three for the village im protecting. I need to add more houses it seems...
So I take it you have at least ten villages and 21 houses?
I have 22 villagers and 704 doors making 32 villages. So yeah, they will spawn. The global villager population needs to go down, though.
Whow, the new render is awesome. Changing between day and night as well.
I am not sure happy about the thought of villager genocide. Does it mean we have to get rid of some of the villages? Or reduce the number of villagers per village?
It seems there has gone a love of love and work into building the villages an making them as pretty as they are. I just would not want to rush into things.
It's the villagers that need to die, not the village itself. The buildings are completely separate from village mechanics.
Vladimir
08-03-2013, 14:32
I have some bad news in regards to the Iron Farm. This will break Vlad's heart.
There are too many villagers in this world. The Farm works perfectly, except for the Golems spawning. There are no other reasons for the lack of spawning. Which means there must be an excess of villagers in this world. It will cause problems no matter where the villagers are. To get this to work, there needs to be a villager genocide.
I'm sorry, but there's no other solution for the Farm. So Vlad, do I have your blessing or should I dismantle the farm?
I haven't checked the Wiki for a while but I don't think that's how it works. Golem spawning is calculated per village. If you have enough villagers an Iron golem should spawn in the center.
There aren't that many global villagers. Certainly not that many in my towns.
spankythehippo
08-03-2013, 15:04
I haven't checked the Wiki for a while but I don't think that's how it works. Golem spawning is calculated per village. If you have enough villagers an Iron golem should spawn in the center.
There aren't that many global villagers. Certainly not that many in my towns.
If there are too many global villagers, then the Farm villagers will not detect the village doors within 6 seconds. This is a big deal, since each village is detected on a timer, so all 32 villages will not be detected at all if the detection process takes longer than 6 seconds. The iron golems will spawn, if this was a single village with an infinite amount of time to spawn.
Does anyone mind if I go to all the non-player controlled villagers and massacre everyone there?
Vladimir
08-03-2013, 16:02
If there are too many global villagers, then the Farm villagers will not detect the village doors within 6 seconds. This is a big deal, since each village is detected on a timer, so all 32 villages will not be detected at all if the detection process takes longer than 6 seconds. The iron golems will spawn, if this was a single village with an infinite amount of time to spawn.
Does anyone mind if I go to all the non-player controlled villagers and massacre everyone there?
This makes me worry about bringing villagers to the Nether. I wanted to have my own servants in hell.
Massacring villagers is not a good idea unless we have some kind of idea of exactly what the population cap is that we need to be under. The vast majority of villagers are concentrated in the developed villages. If those villages alone are over the cap, killing of the wild villages won't help.
Is the plan for a resource-gathering world still on the table? If so it could be located there, and just copy-pasted with MCEdit whenever that world was reset (which wouldn't be all that often). It's not the most elegant solution, but it saves damaging our current world.
spanky, where did you find this info about a global cap?
spankythehippo
08-04-2013, 02:35
I'm trying to avoid massacring everyone, so I did think of several solutions in my sleep. If these solutions don't work, then massacring villagers won't help. The proposed Massacre Bill has been revoked.
Aridhol, I learnt this info about the global cap from the guy who did the tutorial. He has extensive knowledge on how villagers work. There isn't a global cap for villagers. There is a "global cap" for villagers if an Iron Farm is present in the world. All the timers involved in this farm are based on the 6 seconds it takes for a villager to detect a door. When the "global cap" has been exceeded, then it takes a bit longer for villagers to detect doors. Which means the system will fail to recognise villages, and no iron golems will spawn. So, that will be one of my solutions i.e. increasing the timer duration by a factor of 2. The entire rebuild process will take a lot longer, but it prevents unnecessary genocide.
EDIT: TC, is this mod compatible with the server?
http://dev.bukkit.org/bukkit-plugins/villagemarker/
Is the plan for a resource-gathering world still on the table?
Yes. That's my next big project after the HD map improvement (which just finished rendering, btw). I'll try and get that up next weekend.
EDIT: TC, is this mod compatible with the server?
http://dev.bukkit.org/bukkit-plugins/villagemarker/
Not yet, but it looks like a compatible version should be available in a day or two.
Any idea why hardened clay is not showing up in our realtime map? White and red dyed clay are not displaying at all.
Dynmap probably needs an update. I will look into it.
Papewaio
08-06-2013, 22:57
All hardened clay colours I have at my village are black on the map.
Each of my gates is a different colour wool and they show up on the map.
The corresponding tower or statue in my village has hardened clay components and they show black.
I've got a red, orange, yellow, green, blue, purple gate. With corresponding towers or statues for each (except purple).
I agree that it is an update issue, hay bales also turn up black in my horse stables.
There are some reports that the current Dynmap version has memory leak issues. I would prefer to put off updating it until a non-alpha version has been released.
spankythehippo
08-07-2013, 05:47
TC, I believe the Village Marker Mod has been updated. I will only need it for a few days, maybe a week.
To continue the work on the Old Town, I am planning to build a tower between BSmith 's house and the bridge.
The picture shows the position I have in mind, but I can still move it somewhere else if anyone thinks this is not a good place for it.
https://forums.totalwar.org/vb/attachment.php?attachmentid=10528&d=1375899536
TC, I believe the Village Marker Mod has been updated. I will only need it for a few days, maybe a week.
I'll add it when I get home this evening.
To continue the work on the Old Town, I am planning to build a tower between @BSmith (https://forums.totalwar.org/vb/member.php?u=94273) 's house and the bridge.
The picture shows the position I have in mind, but I can still move it somewhere else if anyone thinks this is not a good place for it.
In case this was forgotten, it is acceptable to knock down the pre-existing buildings/farms on the edge of the planned Old Town area. They were built by danhook, who has not been online in many, many months. I talked to him about this several months ago, at which time he told me that he had no plans to return to Minecraft. If those buildings can be incorporated into the design, that's great, but don't stress about it too much if you think they need to be removed to build the Old Town.
TC, I believe the Village Marker Mod has been updated. I will only need it for a few days, maybe a week.
It is now installed. Let me know if you have any problems with it.
spankythehippo
08-08-2013, 06:16
It is now installed. Let me know if you have any problems with it.
I think I am having problems. I can't see the lines signalling a village. I went to Vlad's village to check if it worked there. It didn't. Do I have to enter a command to see it?
I think I am having problems. I can't see the lines signalling a village. I went to Vlad's village to check if it worked there. It didn't. Do I have to enter a command to see it?
Did you install the client-side mod? This plugin doesn't work as a server-side standalone, you have to have the client portion installed as well.
spankythehippo
08-09-2013, 08:40
I would like to add someone to the server. The username is RedCow19.
I would like to add someone to the server. The username is RedCow19.
Added. More cows are always welcome. Hippos too, I suppose.
Vinitharya
08-12-2013, 10:40
This is Telcontar. For the past few sessions, I've been securing, giving directions in, and ghast-proofing the main paths of the Nether. It'll take a while, especially on the Nether Brick Road, but I'm sick of getting lost and/or running for my life every time I need to get around the map quickly. The current paths are just cobblestone covers with some wiggle room, but I'll make them better-looking and give them windows in time. Eventually, I'll put rails in the long parts of the Nether, and it will all become just safe enough to build something nice at the main portal nexus maybe.
Given that danhook isn’t playing anymore and that we have permission to demolish his buildings if we feel it is interfering with the new Old Town area (which I think we should try to avoid if at all possible), I decided to repatriate a majority of the resources he had stocked in his buildings.
Since I want to be fair about this and not hoard all of the resources for myself, I have made many of these resources public thorough various means. My goal is that these resources will help build the city, or help players with specific needs - preferably ones that will ultimately benefit the community and not just the individual.
To that end I have placed the following resources in the chests outside of the Town Hall:
20 stacks of stone brick that I crafted from cobble
20 stacks of stone that I crafted from cobble
12 stacks of glass blocks that I crafted from sand
5 stacks Nether Brick Blocks
I have given all of the redstone to Vladimir for his gold farm project – around a stack and a half of redstone blocks – and made some iron tools and swords and placed them in the Noob hotel.
I also built a communal blacksmith with furnaces, anvils and a cobblestone generator next to the bridge in Old Town. Please feel free to use this resource, all I ask is that you replenish the fuel as you can.
I have planted a temporary forest across from the lodge and space needle that is for communal use as well. Please just replant as you cut down the trees so we always have a lot of trees available. If you have designs on that plot of land, by all means please start building something there. Don’t let the forest stop you – we can always plant another one somewhere else.
Danhook also had three mob spawners. I don’t currently have a need for them but if you do please let me know and I’ll see that you get them.
Vinitharya
08-12-2013, 21:59
Given that danhook isn’t playing anymore and that we have permission to demolish his buildings if we feel it is interfering with the new Old Town area (which I think we should try to avoid if at all possible), I decided to repatriate a majority of the resources he had stocked in his buildings.
Since I want to be fair about this and not hoard all of the resources for myself, I have made many of these resources public thorough various means. My goal is that these resources will help build the city, or help players with specific needs - preferably ones that will ultimately benefit the community and not just the individual.
To that end I have placed the following resources in the chests outside of the Town Hall:
20 stacks of stone brick that I crafted from cobble
20 stacks of stone that I crafted from cobble
12 stacks of glass blocks that I crafted from sand
5 stacks Nether Brick Blocks
I have given all of the redstone to Vladimir for his gold farm project – around a stack and a half of redstone blocks – and made some iron tools and swords and placed them in the Noob hotel.
I also built a communal blacksmith with furnaces, anvils and a cobblestone generator next to the bridge in Old Town. Please feel free to use this resource, all I ask is that you replenish the fuel as you can.
I have planted a temporary forest across from the lodge and space needle that is for communal use as well. Please just replant as you cut down the trees so we always have a lot of trees available. If you have designs on that plot of land, by all means please start building something there. Don’t let the forest stop you – we can always plant another one somewhere else.
Danhook also had three mob spawners. I don’t currently have a need for them but if you do please let me know and I’ll see that you get them.
Thanks, some of those resources have already made their way into my Nether Highway. Incidentally, since we will all be using them, and entrapped within them most of the time, I might as well make the path look nice. Anyone have any block suggestions? TinCow, do you wanna see some Quartz Blocks, I know from your place that they pair well with the glowstone I plan on using to light it.
Papewaio
08-12-2013, 22:33
I could use some quartz for the green line in the Nether.
I put rings of quartz at the center part of the line.
Plan is to finish the last quarter of it the. Join a green hardened clay tower from 0,0 up to the height of the line.
It occurs to me that any proper city needs a central train station. It seems very wrong that the closest rail stop to the city is in the Noob Hotel. I also don't like that we've got to use the portal by the floating castle. As such, I am going to begin work on a central train/portal station for the city. I will place it in the narrow strip of land between Sigurd's original two buildings and the Space Needle. After the structure itself is completed, it might be worthwhile to re-route some of the rail lines to converge on that area as a main hub.
Thanks, some of those resources have already made their way into my Nether Highway. Incidentally, since we will all be using them, and entrapped within them most of the time, I might as well make the path look nice. Anyone have any block suggestions? TinCow, do you wanna see some Quartz Blocks, I know from your place that they pair well with the glowstone I plan on using to light it.
I do not have any personal preferences. I have not done much to beautify the Nether, so I shall defer to those who are actually engaged in the project.
Ok... whomever is building on my turf...
The world is big enough for all to do their stuff... but my turf is holy ground.
https://i6.photobucket.com/albums/y230/asleka/Sigurd_castle_1_zps377e802d.png~original
This is a no no... I have plans for the area in front and sides of my castle.. also to those mining at extreme close proximity of the castle; please relocate.
Papewaio
08-13-2013, 23:18
I didn't make the road. But I had to mine my way out when my mule and I fell down the chasm.
Was on a joy ride around the map and saw the castle ahead but not the chasm below. Thankfully the mule and I only fell to the ledge part way down. Unfortunately when I dismounted I fell to the bottom and then whilst leaking hearts from the fall got rumbled by zombies and a spider.
So to get out I needed a safe room, a bridge and a large stairway for the mule. I explored the castle and have left the mule tied up by a gate for now. I will make a safe route out to my village with bridges and the like but will backfill the chasm stairway and bridge on the way out. I'll create a lit path outside the fence line and bridges from there.
Awesome castle.
Vinitharya
08-14-2013, 02:31
My apologies Sig, I actually broke down that section of road even before I saw your post, as I thought it was ugly. I'm planning on making my mega-project in the mountains to the west of your castle, across the ocean. I was hoping to, in time, link it over to your castle's rail station, as it's the most obvious choice for a train-connection. I haven't caught you online since then, but I would like your permission to use one of your unused train slots for it. Is that okay? I'd build the line myself, underground if need be.
I didn't make the road. But I had to mine my way out when my mule and I fell down the chasm.
Was on a joy ride around the map and saw the castle ahead but not the chasm below. Thankfully the mule and I only fell to the ledge part way down. Unfortunately when I dismounted I fell to the bottom and then whilst leaking hearts from the fall got rumbled by zombies and a spider.
So to get out I needed a safe room, a bridge and a large stairway for the mule. I explored the castle and have left the mule tied up by a gate for now. I will make a safe route out to my village with bridges and the like but will backfill the chasm stairway and bridge on the way out. I'll create a lit path outside the fence line and bridges from there.
Awesome castle.
Sorry about the chasm. I have been planning to do something about it.
You can lead the horse/mule through the nether portals if you dare. I took my horse to the city not too long ago. I have opened the portcullis (all though it doesn't work as it did before 1.5 - the sticky pistons seem to not retract all the way for the gravel to fall into place).
I have built a guest stable around your mule... all though it seems the leads somehow break after a while (found your mule wandering at the back of my castle).
My grey stallion is missing... and I think it might have killed itself wandering into my lavafall.
My apologies Sig, I actually broke down that section of road even before I saw your post, as I thought it was ugly. I'm planning on making my mega-project in the mountains to the west of your castle, across the ocean. I was hoping to, in time, link it over to your castle's rail station, as it's the most obvious choice for a train-connection. I haven't caught you online since then, but I would like your permission to use one of your unused train slots for it. Is that okay? I'd build the line myself, underground if need be.
No problem connecting a rail to my rail station. We shall find a solution for that.
Papewaio
08-14-2013, 10:58
I can earth over the chasm. Make it bumpy like the landscape and plant trees and/or torches when I get back if you want.
I've got about 7 horses and a donkey that you can use as parents to a foal.
Some reason my saddles seem to be disappearing
Vladimir
08-14-2013, 17:21
Did someone say they needed quartz? PM me if you need some.
Is it possible to crush cobblestone? I want to make a fully automated cobble generator.
Is it possible to crush cobblestone? I want to make a fully automated cobble generator.
We had something called pistonchest before, which pushed blocks into a chest. I used this to place the product of stone generators into chests. The pistonchest plugin was perhaps a little overkill, all we need really is the function of pushing blocks into chests or simply pistons that can crush blocks.
It could be a third kind of piston... spiked pistons perhaps? and it could be crafted with diamond. Yes.. we need something like this (http://dev.bukkit.org/bukkit-plugins/enhancedpistons/), all though a little overkill (this seem to be a problem with young developers, adding too much functionality to something that should be simple)
Suggested approach to my castle from Telcontar's place.
https://i6.photobucket.com/albums/y230/asleka/railSigurdCastle_zps7c2da62a.png~original
Notaroth
08-16-2013, 03:02
Can y'all whitelist someone for me? its_lochei is her IGN. thanks if you do
Vladimir
08-16-2013, 09:54
I'm up to 37 blocks of diamonds. Anyone have any iron they'd like to get rid of?
Can y'all whitelist someone for me? its_lochei is her IGN. thanks if you do
Done
For those interested I have built both a cobblestone generator tower and a smooth stone generator (which could also be used for cobble without silk touch). Both of these are under the lodge in town. Best way to get there is to enter from the river walk near the lodge, then turn right and go down the stairs. I believe I have everything signed and self explanatory, but let me know if you have any questions.
Vladimir
08-16-2013, 19:17
Message from the Server Gods: "We're receiving many tickets from clients who restarted their servers recently. Do not do that. Mojang's session server is currently down and you'll be unable to connect. (Valid only for "online" servers)
So what I take from that is that the server host is using American English. For the rest I have no idea.
Well, it is right that I am unable to log in... keeps timing out.
Message from the Server Gods: "We're receiving many tickets from clients who restarted their servers recently. Do not do that. Mojang's session server is currently down and you'll be unable to connect. (Valid only for "online" servers)
So what I take from that is that the server host is using American English. For the rest I have no idea.
Mojang has servers that check your login to see if you've paid for the game. That check occurs before you can login to any MP server, such as Orgcraft. Sometimes those servers go down, which means you cannot login to the MP servers because your ID can't be checked by Mojang. However, this doesn't stop you from playing on a MP server if you're already online when the login servers go down. That message is a warning provided by our hosts that such a situation is occurring. If you see a message like that, be aware that if you log off of Orgcraft, you will not be able to log back on until the Mojang authentication servers come back online.
FYI, one of my chores for this weekend it to try and get the mining world implemented. This will probably involve some down time for the server, or at a minimum multiple reboots. I will certainly alert whoever is online at the time before I take the server down, but I wanted to post this as a heads-up.
The Mineworld is now complete. You can access it through a unique portal made of bedrock, which is located in the plot in the city north of the plaza and west of the Space Needle. We are going to build a large train/portal station in the city and the Mineworld portal will eventually move there, but for now it will remain where I have placed it.
The Mineworld is a brand new world that has a pre-generated radius of 2000. It is set with difficulty on Hard, so it is dangerous. Dynmap also does not map it, so you'll have to explore it old school style. People in Mineworld can chat with everyone else like normal, even through Dynamp, they just will not appear on any Dynworld map and will instead show as grayed out until they return to the main world. Mineworld will be wiped and re-created whenever necessary to allow us access to new materials/blocks that do not exist in the main world. As such, do not build anything there that you care about losing.
Do creepers cause block damage in mineworld or is it the same as the main world?
Do creepers cause block damage in mineworld or is it the same as the main world?
At the moment it is the same as the main world. I intend to change that, but it will require me to change the plugins responsible for that as our current one does not have multiworld support.
Papewaio
08-18-2013, 04:29
Sweet I like a wilderness challenge.
So fortify entry point, map out the surrounds, go explore new regions. Oh and mine like a colonial super power.
Vladimir
08-18-2013, 08:04
Sweet I like a wilderness challenge.
So fortify entry point, map out the surrounds, go explore new regions. Oh and mine like a colonial super power.
Complete with villages to exploit and raze. :devil:
Ok, Mineworld has now been tweaked a bit. Creeper explosions now damage the world there, unlike in the main world. In addition, you can no longer use /home and /sethome there. To get home, you'll need to walk back through the portal to the main world... or die. Welcome back to old school Minecraft.
At least, that's how I hope it's working right now. These changes were a bit more complex than the rest, so please let me know if you can still /home from mineworld, if creepers don't do damage to terrain there, or if creepers DO do damage in the main world.
[edit] Apparently we cannot take horses through the portals in either direction at the moment. I'm not sure if it's even possible, but I will look into it.
Papewaio
08-18-2013, 14:34
There are horses just east of the portal. Towards the setting sun. I suggest getting them close to the portal and using them to ride around the world.
I've made a safe house just south of the portal in a cliff face. Lots of caves beneath it unexplored.
The portal area needs to be fortified and better lot further out. Enemies hit harder and you don't want for die on entry.
Dynmap has been updated and now displays colored clay blocks properly. I have manually re-rendered the two areas of the map that I knew contained those (the lighthouse and Pape's village). Let me know if there are other places that need to be re-rendered as well.
Papewaio
08-19-2013, 01:38
Awesome. I can see my giant clay torch flame and blue clay crystal watch tower!
All ten or so clay colours show up nicely in the town.
juddy555
08-19-2013, 04:17
It looks like fun, can i be whitelisted? Name is juddy555. If i can get on thanks a lot, i will enjoy playing with you guys and i hope you enjoy me.
It looks like fun, can i be whitelisted? Name is juddy555. If i can get on thanks a lot, i will enjoy playing with you guys and i hope you enjoy me.
Welcome! I have whitelisted you.
spankythehippo
08-19-2013, 13:49
Holy ****. I truly hope this server will be like this.
http://minemap.verygames.net/server7956/world/#/141/64/818/-5/0/0
This is the world download.
http://www.planetminecraft.com/project/monumental-imperial-city/
FYI, I have postponed the Iron Trench. I think the problem might (emphasis on MIGHT) be a biome issue. I contacted the creator, so I am just waiting for his response.
Holy ****. I truly hope this server will be like this.
I have intimate knowledge of that server... The Imperial City. I have walked in its streets looking at architecture. These guys are good.. and they use creative mode to build :shrug:
Vladimir
08-19-2013, 16:12
I have intimate knowledge of that server... The Imperial City. I have walked in its streets looking at architecture. These guys are good.. and they use creative mode to build :shrug:
Many if not most of the pretty worlds are like that. All they're doing is recreating things that already exist using infinite resources.
Cave exploring in mineworld is certainly not for the faint of heart! I have expanded/rearranged the safe house a little bit. A creeper somehow got near the door and blew himself up necessitating some repairs and I decided to move the chest/crafting table/furnace farther away from any potential blast zone. I also added an anvil for item repair, and put in iron doors instead of wooden.
On the dungeon side I added an iron door down there as well, and dug a new mine. I called it the Emerald Mine because I have fished more emeralds out of the ground than diamonds. Take the ladder down to almost the bottom and there is a platform with a chest and crafting table. You should be able to see my method for mining, so if you do mine down there please keep the same system. Where I came across lava or other openings I tried to leave at least one block open so you could see the danger.
The floor is at level 12, so you should be right above most of the lava pools. Feel free to open up lines at bedrock, but there are lava pools in the area, so beware!
Many if not most of the pretty worlds are like that. All they're doing is recreating things that already exist using infinite resources.
I love looking at all of the incredible things that people can make in creative, but personally I find it boring to build in creative. There's no challenge to it, which makes the accomplishment of the structure itself less satisfying. If Minecraft were only creative mode I would have stopped playing years ago.
Papewaio
08-19-2013, 23:57
Zombies jump from the top of the cliff into the walled area around the safe house.
I need to put in a glass roof so they can't directly get in. Add walls on the cliff above and light up the hill.
spankythehippo
08-20-2013, 01:47
FYI, I have postponed the Iron Trench. I think the problem might (emphasis on MIGHT) be a biome issue. I contacted the creator, so I am just waiting for his response.
Yeah, Tango responded. He said:
"Different biomes is just fine. Be careful of water freezing if the main structure is in tundra"
I am at my wits end. The problem I'm having is a persistent village. No matter what, there is one village hanging around. Even when the manual reset has been pushed and all existing villages have been destroyed. That existing village causes the entire rebuild process to fail. It just links up with newly created villages.
There is a strong possibility that I will just rebuild it somewhere else.
EDIT: TC, does Mineworld have its own Nether and End?
Can you build it at a smaller scale? Would that be easier to build/troubleshoot?
Zombies jump from the top of the cliff into the walled area around the safe house.
I need to put in a glass roof so they can't directly get in. Add walls on the cliff above and light up the hill.
Feel free to use the chest of cobble in the safe house for beefing up the defenses.
spankythehippo
08-20-2013, 04:05
Can you build it at a smaller scale? Would that be easier to build/troubleshoot?
It's actually harder to build it smaller. Size isn't an issue. I think I might be mentally retarded and screwed up a part of the redstone or something. I responded to Tango, and I'm just waiting for his reply. If it turns out that it's unfixable, I'll dismantle it and build it somewhere else.
Found a spider spawner not too far from the surface in mineworld if anyone is interested in getting it. It is all lit up and should be pretty safe to access. coords are:
x: 191
y: 49
Z: -124
I put a cobble tower with torches above the cave entrance for easy spotting. I found a diamond horse armor among other things in the chest! now for some horses...
EDIT: I also made some duplicate maps. If you are exploring please take one and use it. It should copy to all the other duplicates as well. They are in the new chest close to the door and mine entrance.
Papewaio
08-20-2013, 23:07
I found a zombie spawned at the bottom of the emerald mine. Where there is one there may be more. Worse would be a creeper blowing a hole into the lava pools below. Do carry water.
Iron doors basically suck if you need to use the button and have high latency. It easily takes over a dozen attempts to walk through. I find it quicker to mine around the door and back fill rather then try and open a door. I've added walls and a glass roof above the safe house main doors. It should stop nasty surprises parachuting in near the gates.
I'm going to light up the main hill next. Horses were east of the portal about five light brown ones when I first entered. I did tame two.
BTW putting a map in a frame is a good way to see it and puts a dot in matching maps.
Vladimir
08-21-2013, 17:35
Well. The slaughterhouse works but is very slow. I need to lean the hopper and popper system so I can build an observation deck in the center of the machine to maximize spawn area.
Hi guys,
I am back from vacation and eventually finished the little tower in the old town.
10616
Also, I am gald to see that BSmith secured the ressources from danhoff's ranch and is making them available to the community.
I myslef took 1 saddle, 17 mossy cobblestones (for the tower) and a pickaxe with SilkTouch enchantment, which I intend to use and return afterwards.
There were actually quite a few good tools in the posession of danhoff. How about placing those in a chest at the communal blacksmith with a sign on it saying that they are for general use, please return when finished? What do people think of that?
I'm cool with the communal tool idea. I can put them in the blacksmith on Monday. The saddle was one of the items I was hoping to keep. Is there anyone that has an extra one they would be willing to trade for?
Papewaio
08-24-2013, 10:19
I have four spare ones at my village. I personally like to have a way of making saddles
With lag I can see people falling in lava and losing saddles.
I'm cool with the communal tool idea. I can put them in the blacksmith on Monday. The saddle was one of the items I was hoping to keep. Is there anyone that has an extra one they would be willing to trade for?
I got two saddles recently from the desert temple in mineworld when I scavenged for clay in that area. I am willing to share one...
I've finally managed to get Minecraft to work with my internet, and have already fallen in love with Mineworld. It's been ages since I've simply explored the unknown. Just going to the edge of the world and back I found a ridiculous number of saddles, six sets of horse armour and four music discs (although unfortunately all the same one - 'cat'). Only one name tag unfortunately, although I've already used that to name one of my wolves after my RL dog :beam:. Deserts seem the easiest to find points of interest in, since they have both villages and temples, and it's easy to spot exposed dungeons where the sand has fallen in.
Anyway, if anybody wants any of the above feel free to drop by my place. All I need is two sets of horse armour and a couple of saddles, so the rest is free for the taking.
I've finally managed to get Minecraft to work with my internet, and have already fallen in love with Mineworld. It's been ages since I've simply explored the unknown.
Excellent. You can actually follow the course of the Aridhol Expedition on the map of the Mineworld.
https://forums.totalwar.org/vb/attachment.php?attachmentid=10641&d=1377625139
Incidentally, if someone has a better name for the resource world than Mineworld, please let me know. I wasn't exactly channeling a great source of inspiration when I was implementing it, and it might deserve a more interesting name if it's going to be a permanent part of our server.
Excellent. You can actually follow the course of the Aridhol Expedition on the map of the Mineworld.
https://forums.totalwar.org/vb/attachment.php?attachmentid=10641&d=1377625139
That looks exactly like the map I borrowed from Pape's lair. It even has the section where I forgot to look at the map (east middle).
Does that mean.. every copy of the map in that chest is updated as I move around?
Yes. That is why I made so many copies. :)
Right... so if we want to make a world map of the Mineworld (kinda like the name btw) and place it in Pape's lair, how would we proceed? get to one of the edges of the current map and create a new map... make copies of it and place one next to the other in the lair?
I guess something like that could be done.
Just to address your previous questions: every map in a world has a number (the one above has #48, I think). There can be several copies of a map, but they all have number #48 and if anyone explores someting new with a map #48, that gets updated on all the copies there are in that world.
We can make new maps of the same scale, or we can make new maps of a larger scale (but I dont think we can simply re-scale map#48 - it would just result in a new blank map).
Not sure if it is worth the effort though, to try and map out the whole Mineworld, as it will - at some point - get deleted. But we can certainly map out the area around Pape's safehouse. That would be helpful.
Papewaio
08-29-2013, 03:45
Mounting maps also puts green dots on the map. Good for marking interesting places. I tend to put red wool crosses on my Single player games...Red wool is easy to make and red shows up on most maps.
Interestingly, when I take one of those maps out of the box, the white marker always stays over the green marker.
Even in I walk away for some distance, the white marker does not follow me.
Does that have something to do with the fact, that those maps are "owned" by BSmith and the white marker always shows BSmith's position?
No, it was doing the same thing for me last week when I was exploring. I wonder if there is a "master" map, but that wouldn't make sense as they all have the same number and are stackable.
I probably can't play for at least another week or so, but what happens if you unmount the map on the wall and then try to move around with one?
Vinitharya
08-30-2013, 22:53
Hey dudes, back after a bit of a sabbatical, I won't be on near as often as I was before, but I'm back. I'm taking up TinCow's suggestion for a new name for MineWorld. I'd just call it The Outback. It's open, it's dangerous, it's hostile, it's unknown, and it's full of neat things to find. It seemed right to me.
RebalanceVillagers is back online again.
I have completed the redstone work for the new train station in the city. I would like for it to be the main rail hub on the server, so I have given it an initial capacity for 12 lines and a unique design with built-in automated cart storage. I would now like to start linking it up to the rail network, including adding lines to every other station in the immediate vicinity. As such, I need a lot of rails and powered rails. If anyone has any to donate, please drop it off in one of the chests inside the train station. Many thanks!
Vladimir
09-01-2013, 17:59
Just when I was wondering what to do with my surplus. How many stacks do you need? Can you have too much?
I have close to a stack of rails as well. I wont be able to play for at least a week so if you need them feel free to take them. I think they are in the basement storeroom of the lodge.
How many stacks do you need? Can you have too much?
I'll use what I can get. I've already run new lines from the new station to the Arena and Noob Hotel, and I've also diverted the old line from the Southern Stronghold to the train station instead of to the Noob Hotel. I also plan on adding lines to Csargo's Lighthouse/Gate and Aridhol City. That said, I would like for the City Train Station to be a general world hub with direct access to a lot of areas. As such, if there's enough rail sitting around, I'd consider running a new line to Sigurd's Castle, which at the moment is a lot of stops from the main area, and also the Mob Grinder (which currently has no means of access other than the Nether). I'd also like to reconfigure the rails around the Southern Stronghold. The line from Aridhol City to the Statue Gardens goes right over the place but doesn't stop. That makes it a much longer trip to access the Statue Gardens from the main area. By re-routing that line to add a stopover at the Southern Stronghold station, it would be much easier to commute to and from the Statue Gardens, which would in turn make that area a good expansion hub for lines out into that continent.
For reference, the line from the Arena to the City Train Station alone took about 6 stacks of rail. As such, completing all of the above could easily use up a full double chest, if not more.
For reference, the line from the Arena to the City Train Station alone took about 6 stacks of rail. As such, completing all of the above could easily use up a full double chest, if not more.
I keep beeing amazed at the amount of resouces some things take.
So I wont even dare to offer a share of the 20 rails (not stacks) that I own.
But if we do want to save some, do we think we still need a station at the Noob hotel at all, when the City Station is just one block of houses around the corner?
Just a thought.
Yeah. I'm cool with simplifying things and eliminating the Noob station.
While we're re-configuring this stuff, I'd like to propose completely eliminating the spawn island. It's only there because that's where the server's default spawn spot was. However, I could manually move it inside the Noob Hotel, which would be a sensible starting place for new players. Alternatively, if someone would like to knock down the existing spawn island structure and create something more attractive, please be my guest.
No, it was doing the same thing for me last week when I was exploring. I wonder if there is a "master" map, but that wouldn't make sense as they all have the same number and are stackable.
I probably can't play for at least another week or so, but what happens if you unmount the map on the wall and then try to move around with one?
I just tried it.
The effect is the same even if I un-mount the map. I just see the white and green marker at the centre - no matter where I go.
Thanks to whoever redirected my line to the Stronghold station; it definitely improves connectivity in that part of the network. I'm hoping to get around to running a direct line from my city to Central in the next couple of weeks (it depends largely on when Rome II arrives), but in the interim I've dumped my rail supply at the City station.
Vladimir, would you still have a surplus of nether quartz? I'm far too lazy to collect it myself, and I have a fair amount of redstone and slimeballs lying around if you need circuitry materials.
Vladimir
09-05-2013, 13:36
Thanks to whoever redirected my line to the Stronghold station; it definitely improves connectivity in that part of the network. I'm hoping to get around to running a direct line from my city to Central in the next couple of weeks (it depends largely on when Rome II arrives), but in the interim I've dumped my rail supply at the City station.
Vladimir, would you still have a surplus of nether quartz? I'm far too lazy to collect it myself, and I have a fair amount of redstone and slimeballs lying around if you need circuitry materials.
How much would you need? I'll be very busy with work for the next couple weeks and may not be able to drop it off myself.
How much would you need? I'll be very busy with work for the next couple weeks and may not be able to drop it off myself.
Probably only 4-6 stacks. If it's not in too well hidden a location I can pick it up myself, and drop off a few stacks of redstone blocks or something.
Vladimir
09-06-2013, 13:51
Probably only 4-6 stacks. If it's not in too well hidden a location I can pick it up myself, and drop off a few stacks of redstone blocks or something.
Well I only have nine or ten stacks of blocks. I say "only" as if that's a small number. You can grab four from my far east Nether portal. It's in one of the double chests back and to the left of the entrance.
I don't need anything in trade because the grinder is done. What I need is to figure out how TC built his slime ball collector so I can attempt to do the same with the pigman drops.
What I need is to figure out how TC built his slime ball collector so I can attempt to do the same with the pigman drops.
I'd be happy to give you a tour, but I don't think my system would help you. In summary, I use water to funnel all of the LIVE slimes into a very small area where they are then killed. Since they are in a compact area it is then very easy to use a small number of hoppers to pick up the item drops. I have not actually been out to see the gold farm yet, but if I understand it correctly you can't funnel the pigmen together before they are killed. In addition, water cannot be placed in the nether anyway. As such, the only way to funnel stuff would be by coating the entire killing floor with chained hoppers that all funnel to a single location. Given the size of your farm, that would require absolutely massive quantities of iron.
Hi everyone, I have started popping on here daily... weekdays GMT evenings for just a little bit of time. It's quite spectacular to see everyone's creations! I'm also glad to have found a server that doesn't have 1) insane amounts of traffic, and 2) severe anti-griefing measures (though the second with good reason on public servers).
Question: I was ingame talking with someone (Nigel?) yesterday, and he mentioned that I should ask here on the forum if it's ok to build in a specific location. I'm happy with a spot in the sheep-infested forest near -260, -380, lake nearby + a canyon not too far to the east.
I'm going to keep my depredations to a minimum for now, just let me know whenever someone can.
Thanks for running this TC!
If you are online by the name of Gondhammer, then it was indeed me, that you talked to.
Wellcome and glad to have you on the sever.
I looked up the coordinates you gave for your building. It is the area with the red circle around it.
As far as I am concerned, no problem for you to build there. I don't think anyone has any plans there (didnt know it was so sheep rich)
There are a few other areas that we are trying to develop.
The green area is for peoples city houses.
If you want your own small house in the city centre please go ahead and build it there.
The yellow area is the "Old Town".
If you fancy a medieval style building, people will be happy if you build it there.
We are also planning to have a harbour in the pink area. But that is a big project and probably still a long way off.
https://forums.totalwar.org/vb/attachment.php?attachmentid=10707&d=1378489518
Excellent, thank you. Good to know about the build areas nearer the city.
We are also planning to have a harbour in the pink area. But that is a big project and probably still a long way off.
This brings up a question: I assume some (many) of these gigantic buildings have been cooperative projects. Are these handled in an ad-hoc sort of way, or do you have a list of current big projects I could contribute work towards?
BTW, very nice isometric view! Is that a part of the dynamic map?
This brings up a question: I assume some (many) of these gigantic buildings have been cooperative projects. Are these handled in an ad-hoc sort of way, or do you have a list of current big projects I could contribute work towards?
There is no official list, we just tend to discuss it and wing it. The City is the only 'official' server-wide coop project at the moment, in that it's declared as such and people jump in and do whatever they want. However, in reality, the entire server is a coop project. Many of structures you see were built with at least some help from another person. The only important thing is that you make sure you get permission from whoever is currently working on something before you join in. Sometimes people want to build solo, particularly when they're working on their 'personal domain,' and might be annoyed if you joined in. Most of us have personal 'homes' that we work on, with additional time spent on coop projects whenever it pleases us. Just ask first before working on any existing area (other than the city) and you won't have any problems.
As far as the city goes, the official policy is that anyone is free to claim a plot of land and build whatever they wish, though we'd appreciate it if you kept within the general themes outlined by Nigel above (modern city area, old town area, harbor). You are also free to expand on existing buildings, though you might want to get permission from people who did/are working on them before doing so. For example, the four buildings between the Noob Hotel and the Town Hall/Space Needle were built by Sigurd and he might not like you altering the exterior. However, he specifically left the interiors empty for anyone to decorate/modify as they wish. As such, you could claim one or more parts of the interiors of those buildings and work on them if you wanted. Similarly, the interior of the Town Hall was never really finished and I wouldn't mind if someone wanted to spruce it up. The Noob Hotel was also built before there was any concept of a city and as such its exterior isn't quite up to snuff with the rest of the buildings. Efforts to improve/expand the Noob Hotel would thus be welcome.
BTW, very nice isometric view! Is that a part of the dynamic map?
Yes. If you didn't notice, if you mouseover the far right edge of the map there is a control panel that will pop out. That panel allows you to select from the 7 existing maps (3 for the main world, 2 for nether, 2 for end), and it also lets you see who is online and lock the map to their position. The HD maps are the second map in for each of the three worlds. Note that Mineworld is intentionally mapless, though people in Mineworld will still show up as online on the Dynmap, just without an icon on any of the maps.
As a heads-up, the 1.7 update will have new items in it that cannot be obtained in the main world. This includes Packed Ice (http://www.minecraftwiki.net/wiki/Packed_Ice) and Podzol (http://www.minecraftwiki.net/wiki/Podzol). As such, Mineworld will be wiped and re-generated (with a new seed) once 1.7 has been released.
[edit] I have finished the line to the Mob Grinder. That is the end of my immediate plans to add new lines to the system, though I'm more than happy to help out if other people want additional lines or stations. I've updated the rail map in the OP to show the new system, and also differentiated between stations based on size/importance, and have indicated those that lack the more sophisticated multi-destination redstone station.
spankythehippo
09-07-2013, 03:18
Whoa, fishing has improved a lot. You can now fish for saddles and name tags. That is awesome.
Full list is here:
http://www.minecraftwiki.net/wiki/Version_history/Development_versions#13w36a
I'm still in my Minecraft depression stage and I'm busy with Rome II. It might take me some time to muster the energy and disassemble the Iron Farm. Apologies, in advance.
Vladimir
09-07-2013, 05:10
I'd be happy to give you a tour, but I don't think my system would help you. In summary, I use water to funnel all of the LIVE slimes into a very small area where they are then killed. Since they are in a compact area it is then very easy to use a small number of hoppers to pick up the item drops. I have not actually been out to see the gold farm yet, but if I understand it correctly you can't funnel the pigmen together before they are killed. In addition, water cannot be placed in the nether anyway. As such, the only way to funnel stuff would be by coating the entire killing floor with chained hoppers that all funnel to a single location. Given the size of your farm, that would require absolutely massive quantities of iron.
The reason for the large amount of resources was to funnel them down into a single point. I've finished that but there are a couple problems with the drops landing in a 3x3 area instead of one or two. The other issue is that some die before making it to the bottom. I can fix that by making some alterations at the top of the funnel.
Production is slow but if the player positions himself in the central part of the machine the spawn area would increase and more spawns would happen; there then would be no way to collect the drops at the bottom. The center also needs to be filled in a bit to prevent the possibility of a ghast spawn.
I'm assuming there are a lot of examples on YouTube. I haven't looked at the collection point in your slime farm yet.
As a heads-up, the 1.7 update will have new items in it that cannot be obtained in the main world. This includes Packed Ice (http://www.minecraftwiki.net/wiki/Packed_Ice) and Podzol (http://www.minecraftwiki.net/wiki/Podzol). As such, Mineworld will be wiped and re-generated (with a new seed) once 1.7 has been released.
Thanks for the early warning. I went there and took my loot out - also because I will be afk next week.
There are some more people, who have chests with valuables (tools, iron) in the savehouse. BSmith
You may want to check with them, before you do the wipe (or someone could just get those chests out and place them somewhere on Orgcraft for them).
The reason for the large amount of resources was to funnel them down into a single point.
If they're all landing in a small area, having it auto-collect the drops will be very easy. I'll help you add that kind of system next time we're both on.
Thanks for the early warning. I went there and took my loot out - also because I will be afk next week.
There are some more people, who have chests with valuables (tools, iron) in the savehouse. @BSmith (https://forums.totalwar.org/vb/member.php?u=94273)
You may want to check with them, before you do the wipe (or someone could just get those chests out and place them somewhere on Orgcraft for them).
It's not a problem, I expect it will be a while, likely in excess of a month, before the Mineworld actually gets wiped. 1.7 hasn't even been released by Mojang yet, and even when it does we don't upgrade until Bukkit is ready. If there are still some chest in the Mineworld at that point I will manually move them back to the main world before wiping it. At least, any chests around the spawn that I can easily find.
After attempting to establish a house out in the boonies and spending a lot of time on the commute, I'm realising the wisdom of building in town. How does an early medieval longhouse at 160 X, 180 Z sound?
Also, apologies to Kaiser on Saturday. I should never attempt playing on weekends -- got pulled away IRL (and died too, lost a lot of stuff), so I wasn't ignoring you.
After attempting to establish a house out in the boonies and spending a lot of time on the commute, I'm realising the wisdom of building in town. How does an early medieval longhouse at 160 X, 180 Z sound?
Sounds great! Since you're actually adding on to the city, feel free to make use of the various chests of city-construction supplies as well. They're sitting in front of the town hall, and there are some more assorted chests of stuff in the boiler room on the town hall (accessed via the ladder in the floor under the left side stairs in the town hall entryway). All that stuff is for public use in city-based constructions.
Ah! Great, that's good to know. I'll make sure to replace (most of) the stone brick I used for the bridge and road, as I was able to manufacture some.. takes a lot of coal. I must get myself one of those handy silktouch enchantments sometime.
Thanks! This will help out a lot.
Work on the Cathedral is progressing. I probably wont be able to play for a few days though. Tamur, feel free to keep helping build if you like. You can finish the second tower and get the roof on the rest of the building. The exterior grounds could be improved as well.
It's looking very impressive, nicely designed! I'll work on the tower first and might ask a question or two if I get to the nave.
BSmith, second tower complete (though I'm unsure I got the floors and ceilings quite right). I won't be on tomorrow, but may get a bit of time Monday and will work on the nave. It's looking great, very nice architectural plan.
Awesome. Thanks for your help with it!
I had my first encounter with the Nether today.
Well, not quite my first one, I have occasionally gone through Nether before, but this time it got serious.
I used the new Nether portal at Ivan's village intending to get to the City.
After a few steps in, a Ghast started firing at me. After the initial shock I realized that the fireballs are moving quite slowly and figured that I could probably dodge them. So the next time he fired, I ran foreward and indeed, I managed to run under the shot.
But when I turned around, I saw that the fireball had hit the portal and had damaged and deactivated it. :shocked:
So now I was stuck in the unknown and with no chance of a way back.
I ran forward and fortunately found the portal to Scienters Resort. What a close call.
Anything I can do to repair the portal, or is that gone forever now?
Anything I can do to repair the portal, or is that gone forever now?
Just lighting it with flint and steel will reactivate it. Or you can try and get another ghast to hit it with a fireball, if you're feeling daring :beam:.
Anyone else having trouble logging into the server today?
EDIT: It won't even let me attempt to connect from the game. Says the server is out of date. I was on earlier today.
I figured it out. My client updated to 1.6.4 without me realizing it. I just needed to change profiles back to 1.6.2.
Alright… the cathedral is continuing to progress nicely. Thanks to Tamur and Nigel for their continued help on this large project! I probably won’t be able to play for a few days, but there are some projects that can be worked on in the meantime:
1.) I need help finishing the west side. It can be an exact copy of the east side that is complete
2.) The floor has started to go in. I am making a layer of oak planks under sandstone for the floor. The oak will be the ceiling to the future basement of the cathedral.
3.) Chandeliers. I have space for 4 more chandeliers. If anyone is up for this, I have marked where they go on the ceiling with a fence post. Just copy the smaller of the two that are already complete for all the remaining ones. I think most, if not all, of the materials are in the chests, with the exception of torches. Once these are up I think we can safely take down all of the scaffolding.
Speaking of resources, I am starting to run low on my stocks. We still need the following:
- Sandstone/sand (rough estimate of 10-15 stacks of sandstone)
- Stone Brick (maybe 20-30 stacks)
- A little more glowstone (no more than a stack)
I should have enough coal for cooking 30 stacks of items in my old town house basement furnaces. It would be great if anyone has any on hand that they could lend to the effort. If not, we’ll need to spend some time gathering them.
As a heads-up, I may be a bit slow on updates and server maintenance for a while. My wife gave birth yesterday and the result will, obviously, complicate my schedule somewhat. If there is an issue that needs to be dealt with or an update that needs to be installed, you can help out by emailing me at tincow@gmail.com. I check that account regularly, even if I'm not otherwise reading the web.
As a heads-up, I may be a bit slow on updates and server maintenance for a while. My wife gave birth yesterday and the result will, obviously, complicate my schedule somewhat. If there is an issue that needs to be dealt with or an update that needs to be installed, you can help out by emailing me at tincow@gmail.com. I check that account regularly, even if I'm not otherwise reading the web.
Congratulations! My best wishes for the three of you.
BSmith, I'd be happy to supply the sandstone, especially as I feel slack about not working on the cathedral itself. I'd previously stockpiled a double chest's worth for a project I later scrapped, so it's a good excuse to clean out my stores. I should also have some stone bricks lying about which I'll drop off too.
As a heads-up, I may be a bit slow on updates and server maintenance for a while. My wife gave birth yesterday and the result will, obviously, complicate my schedule somewhat. If there is an issue that needs to be dealt with or an update that needs to be installed, you can help out by emailing me at tincow@gmail.com. I check that account regularly, even if I'm not otherwise reading the web.
Congrats! To steal the Peace Corps’ slogan, it is the hardest job you’ll ever love. Hope it all went well and everyone is healthy.
Congratulations! My best wishes for the three of you.
BSmith, I'd be happy to supply the sandstone, especially as I feel slack about not working on the cathedral itself. I'd previously stockpiled a double chest's worth for a project I later scrapped, so it's a good excuse to clean out my stores. I should also have some stone bricks lying about which I'll drop off too.
That would rock. (Excuse the pun!)
There are some chests inside that it should all fit in one way or another.
Thanks!
Vladimir
09-20-2013, 18:13
As a heads-up, I may be a bit slow on updates and server maintenance for a while. My wife gave birth yesterday and the result will, obviously, complicate my schedule somewhat. If there is an issue that needs to be dealt with or an update that needs to be installed, you can help out by emailing me at tincow@gmail.com. I check that account regularly, even if I'm not otherwise reading the web.
Outstanding. From your tone it seems like there were no major problems. A little TinCalf running around the stable.
Vladimir
09-20-2013, 18:14
weird
As a heads-up, I may be a bit slow on updates and server maintenance for a while. My wife gave birth yesterday and the result will, obviously, complicate my schedule somewhat. If there is an issue that needs to be dealt with or an update that needs to be installed, you can help out by emailing me at tincow@gmail.com. I check that account regularly, even if I'm not otherwise reading the web.
Congratulations on this fabulous news, Scienter and TinCow.
All the best to you and Little TinCalf for the busy and exciting years, that are now ahead of you.
When you get home and your lives approach a somewhat regular rythm again, check out the map and City of Orgcraft.
Different patrons have left little surprises and good wishes for you there.
:clown:
Hi all,
First off, I am a deep and fervent admirer of the amazing train system here and all the time everyone has put into making it. It's easy to use and moves me around easily. And I love the Underground-style map.
That said, by its nature, the trains are limited to delivery to specific locations (or hop out at a random location and hope you don't hit the ground too hard!)
What I'd like to do is build small harbors within a half-day's journey of each other, with the first "ring" of them being within a half-day of the harbor that has been planned (around 380,50). These small harbors would not be large -- small docks, a small room for accommodation, and a short but bright lighthouse to mark their location for travellers. This would allow relatively safe, and flexible, boat travel to even the most distant and out-of-the-way islands.
Would this be ok with the community?
Yep, I think that would be a nice addition to our transport system. Rail, Road and Boat. The only thing missing would be aviation. But I guess we have the Nether Travel for that in stead: :clown:
On a different subject.
Tiaexz, I am currently visiting your Tavern in the snow domain next to Scienters Resort.
Very nice area, but the Tavern itself, while it is a beautiful building, is still unfurnished inside.
Do you mind if I have a go and put in some guest rooms on one of the upper floor?
https://forums.totalwar.org/vb/attachment.php?attachmentid=10905&d=1380300489
Sure Nigel, do as much as you like, you can include windows and such. Unfortunately, I only really got around to doing the outer shell before I ended up moving on a little. I should put on to try to get stuff together for it. There is a little 'bunker' near by (its in that map-part of the screenshot), feel free to use any resources from that you need, also, there might be some rare materials, so if you there isn't anything, feel free to use anything as payment/trade (and feel free to be generous with it, I trust you).
I just lost some amazing tools and a ton of resources because I was greedy.
Down cave exploring below the city… got killed once, but managed to get all my stuff back. Got greedy and tried to fill up to the max (was close already) and got into an altercation with a zombie and he pushed me into a lava pool. Just managed to get out but died from the fire. By the time I got back all that was left was a mostly used gold greaves and a stone sword. :furious3:
I feel your pain. I died due to impatience today -- tried running at night from the lighthouse to the little swamp near the dock area, and died surrounded by mobs. I ran back to get my stuff, and was pincushioned by four or five skeletons, one of them mounted. I went back again and found a zombie wearing all my armor carrying my (diamond and enchanted) sword. Luckily he's a zombie so I outran him but wow, what a night. 32 levels of experience, gone, along with some diamond equipment. Curse you, mobbies!
Awww... just looked at the map. Thanks for the well-wishes everyone. We're doing fine and have adapted well. Oddly, I've actually been able to do a fair amount of gaming, but a lot of it has to be done one-handed so it's mostly been X-Com so far.
Does anyone have any issues with me skipping the 1.6.4 update, at least for now? It's only got a small fix which isn't that big a deal for us, though I think might actually make the Iron Farm work. While that would be nice, MobCatcher and MyWorlds are not compatible with it, which means that access to Mineworld would disappear. If those plugins get updated, I'll happily move to 1.6.4, but for now the small fix in 1.6.4 does not seem like it's worth it to lose those plugins. In addition, 1.7 isn't too far away and we'll likely be upgrading again anyway in a few weeks (and Mineworld will be re-created at that time to get the new blocks/biomes). Speaking of Mineworld, how do people feel about it's size? I generated it with a radius of 2000, by comparison to the main world which has a radius of about 6500. We've got some space limitations so I don't want to make it gigantic, but if people feel like it's too small I could try pushing it up to 3000 when I recreate it for 1.7.
I've got no problems with skipping the update, and the Mineworld size seems fine to me. If it were too large then temples would likely make it a bit too easy to get some rare items, and I don't think we've used anywhere near the amount of dungeons, clay and other non-renewable resources yet.
spankythehippo
09-29-2013, 02:46
If the update can fix the Iron Farm, I'll finally crawl out of my depressive hole and start playing again. It's totally up to you guys when you want to implement it.
The 1.7 update has a lot of biome specific items and blocks (I'm really excited for Packed Ice and the Clay biome). Maybe the radius needs to be expanded the next time it's regenerated.
Does anyone have any issues with me skipping the 1.6.4 update, at least for now?
TinCow,
My only caveat is, that I have read somewhere that you should install 1.6.4 and load up important parts of your world prior to updating to 1.7.
Apparently the 1.7 update will mess up the world otherwise.
Since there are a lot of "important parts" in our world, perhaps there is a possibility to load up all chunks of our world automatically in 1.6.4 before moving to 1.7.
Just saw that on the 1.6.4 notes... it does make me wonder what will happen to "unimportant" parts of a world when the 1.7 update comes. I'm worried that every mining shaft and cave complex (not to mention the little ports I'm adding in as I have time) will need to be visited. I guess we'll see.
HopAlongBunny
09-30-2013, 05:20
Since it hasn't been posted in other forums I'll say it here:
Congratulations on the bouncing baby TinCalf!
:on_gwow:
@TinCow (https://forums.totalwar.org/vb/member.php?u=6193),
My only caveat is, that I have read somewhere that you should install 1.6.4 and load up important parts of your world prior to updating to 1.7.
Apparently the 1.7 update will mess up the world otherwise.
Since there are a lot of "important parts" in our world, perhaps there is a possibility to load up all chunks of our world automatically in 1.6.4 before moving to 1.7.
Hrmm... that doesnt sound pleasant. I'll update to 1.6.4 later today so that the world gets as much use as possible before 1.7. If the Mineworld stops working then so be it, better that than causing permanent problems with the main world.
Can you move the contents of the chests in the safehouse before the upgrade? I can't remember if I got what I needed from them and I can't play for a couple of days.
I went there and just did it. Placed them in a chest at the Stonemasons Lodge.
Also, Papewaio, I took your stuff and placed it at the Central Station.
The only thing I could not remove was the anvil. That almost dropped on my feet as I tried to lift it. But it is still there.
Very cool. Thanks! No big loss with the anvil.
Papewaio
10-02-2013, 04:18
Sorry I'm minimizing by Internet usage at home as we are currently limited to a wireless connection.
Moved out of the old house at in laws old place and looking for a new place by end of year.
Ok, server is updated to 1.6.4. MobCatcher updated since my last post and MyWorlds appears to actually work despite not updating, so both of those are working fine now. However, RebalanceVillagers, VillageMarker, and TreeAssist are broken in the new version and are temporarily disabled.
I highly recommend that people visit places where specific mobs spawn prior to 1.7. These include places like villages and nether fortresses. Doing so will load them up in the server and fix whatever the issues are with them from 1.6.2.
Alright... I lost my horse.
I rode it to my small mushroom island, jumped off it and walked to the island.. the mycelium hadn't covered the whole island so I waited it out. After a while I tuned and the horse was gone. I just couldn't find it anywhere.
It is a white horse with diamond Armour and was last seen around my castle.
Anyone experienced the server letting something disappear?
Papewaio
10-06-2013, 08:08
Did you use a rope to attach it to a fence? If not the horse will wander off. Look around for chasms, it might be stuck on a ledge.
Talking of horses: a few days ago I found a horse near the main City area.
It was wandering around riderless and so I thought, yes, I will catch and tame it. But when I mounted it, suspecting to be thrown off a few times, I found out that it had already been tamed and would accept my saddle without protest.
So if anyone has lost his grey horse, I may have found it and will of course return it to the rightful owner.
On the other hand, if someone has set this horse free for whatever reason, it has now found a new home where it feels very comfortable.
https://forums.totalwar.org/vb/attachment.php?attachmentid=10929&d=1381053182
Err... anyone else getting a map of a world named 'jenj' when looking at the orgcraft.org dynmap?
I'm getting the same thing. It happened in the last couple of hours as I was looking at our map OK earlier today.
The problem was a port conflict with another server running on the same box. I've fixed the problem by changing the port for our dynmap. The new port is 8122 (instead of 8123), so the map can be accessed now at:
orgcraft.org:8122 (http://orgcraft.org:8122/) or 176.31.100.30:8122 (http://176.31.100.30:8122)
I have updated the links in the OP.
Ah, there it is. Great, thanks very much TinCow
*cough*Treeassist*cough*
https://i6.photobucket.com/albums/y230/asleka/2013-10-1611_16_38-Orgserver_zps6ec6b62e.png~original
Aren't they gonna update the plugin?
As others have said more eloquently, There is trouble in the forest...
https://www.youtube.com/watch?v=JnC88xBPkkc
Tiaexz, I am sooo sorry
I set your Tavern on fire and almost burned it down. :embarassed:
I was working on interior of the ground floor and decided to put in a nice fireplace.
It looked quite comfortable, actually.
https://forums.totalwar.org/vb/attachment.php?attachmentid=11078&d=1382040894
But - stupid me - I forgot the fact that the cieling is made of wood.
And suddenly the flames started.
And before I really understood what was going on, the fire had moved to the upper floor, where the sleeping rooms were.
https://forums.totalwar.org/vb/attachment.php?attachmentid=11076&d=1382040894
It turned into a desaster.
https://forums.totalwar.org/vb/attachment.php?attachmentid=11075&d=1382040894
These pictures were taken in a short break when I ran outside to see which parts were still burning.
BSmith and Newo_Ajnin were on the server at the same time. They grabbed some buckets of water and tried to come to my help. But they had their own dramatic moments. Beeing unfamiliar with that part of the area, they missed the correct exit of the Netherbrick Road and came out at TinCow's Lair then, deciding to take the train, the circuits were messed up and they ended up goning in the wrong direction to his desert villlage.
By the time they arrived, the fire had stopped and I was able to pick them up from the train station
https://forums.totalwar.org/vb/attachment.php?attachmentid=11073&d=1382040894
https://forums.totalwar.org/vb/attachment.php?attachmentid=11074&d=1382040894
Still I appreciate the wood and wool they offered for the repair work.
Tiaexz, I am sorry I could not spare you those pictures.
But your Tavern shall be rebuild and repaired. I promise you that.
Cool. You got some pictures! I felt like such an idiot missing the portal in the nether. That and my game freezing often made it quite the comedy of errors.
My ranch is quickly becoming operational. Feel free to shear any of the sheep there for wool. I have all the colors. If you (or anyone) go please do me a favor and breed as many more sheep (and pigs and cows too) as you can. There is wheat in the small chest by the little hut by the sheep and carrots growing in the fields.
Tiaexz, I am sooo sorry
I set your Tavern on fire and almost burned it down. :embarassed:
It is fine! Though I have to admit, your designing looked very good!
Admittedly, I made it one brick too big to the side, now that change can be fixed since the whole wall wouldn't need redoing now.. :D
Edit: Came online to see about repairs and such, already done. So yes, no problems at all! At least that old shell is getting some love.
Came online to see about repairs and such, already done. So yes, no problems at all! At least that old shell is getting some love.
Some hot love, certainly....
But yes, I met Sigurd and newO online last night and they both came to help with the repairs (Ivanthefox had donated lots of wool, too).
I must say, Sigurd is quite a wizard at building. The speed at which he puts down the blocks is simply amazing. NewO and I just gathered some wood and helped out a bit here and there but Sigurd raised the walls in no time at all. No wonder he is capable of building something as amazing as his Castle up in the North.
If TinCow ever feels like handing out a Builders Award, Medal of Honour or Knighthood - Sigurd is the one to deserve it.
Still: thanks to everyone else who provided resources or moral support in my dark (well actually light and ablaze) hour.
Nigel
Work on the Ranch is really coming along. It is basically operational at this time, although I have a few more projects in mind and am looking for ideas on more.
Currently the ranch has the following features:
- Large pens with every sheep color
- Large pens for cows and pigs
- Automatic egg farm and roasted chicken/feather farm
- Automatic sugar cane farm
- Automatic cactus farm
- Automatic Melon and Pumpkin farms
- Auto-harvest fields for wheat, potatoes and carrots.
Projects in mind:
- Stable near the entrance to the ranch
- Re-build the main house to be larger and more like a ranch/farm house. I’m probably going to wait until the 1.7 update as I plan on using mainly hardened clay for the building. If you have a bunch of clay you’d like to donate I may be able to start sooner.
Everyone is free to use the ranch and its production facilities. Getting there is easy, you can either take the new road I built that goes around the volcano, or you can get there via the nether. Nether access is probably the easiest and quickest. Just head east from the train station portals down the hall, and then take a left before the roof ends. Keep going straight and you are there. I’ll make some signage soon that helps with the way finding.
Most of the automatic production facilities only require you to be present in the chunk to work. All items are collected in chests for easy access.
Are there any other items that could be good additions to the grounds? Is there anything that you use that could be automated and made a resource for everyone?
The ranch is relatively close to the city, so it is a good place for production of commonly used items.
If you do go visit, please help increase the livestock numbers by breeding as many animals as you can.
I am wide open to suggestions for future use of the space!
I’ve been thinking about the upcoming 1.7 release and the tons of new biomes that are included in this update and wish that we could find a way to include them in our main world. We naturally don’t want to remove any of the good work that our players have built, but I feel that we actually have a lot of land in our world that is essentially unused.
Would it be possible to delete these sections of our world and allow them to re-spawn under 1.7 with exploration? Is this even desirable by the player base?
Below is a map of our world with the little used areas outside the orange line. I have marked structures and villages outside the orange line that I found in red (It’s entirely possible I missed some too).
Would anyone miss these areas if they were deleted and new land was able to be spawned?
Not sure if this is even possible, but thought I’d raise the possibility. I know we have mineworld, and that will be cleared with 1.7, but that doesn’t really allow us to build any permanent structures or really incorporate them into our world.
https://img32.imageshack.us/img32/9476/wejf.png
spankythehippo
10-22-2013, 07:33
I’ve been thinking about the upcoming 1.7 release and the tons of new biomes that are included in this update and wish that we could find a way to include them in our main world. We naturally don’t want to remove any of the good work that our players have built, but I feel that we actually have a lot of land in our world that is essentially unused.
Would it be possible to delete these sections of our world and allow them to re-spawn under 1.7 with exploration? Is this even desirable by the player base?
Below is a map of our world with the little used areas outside the orange line. I have marked structures and villages outside the orange line that I found in red (It’s entirely possible I missed some too).
Would anyone miss these areas if they were deleted and new land was able to be spawned?
Not sure if this is even possible, but thought I’d raise the possibility. I know we have mineworld, and that will be cleared with 1.7, but that doesn’t really allow us to build any permanent structures or really incorporate them into our world.
https://img32.imageshack.us/img32/9476/wejf.png
Not only is it possible, TC already did that before. I'm totally game for a new map generation, although I can't really talk since I haven't played in a while.
Yes, it is possible. Trimming the current map would be a lot more work than last time, but it can be done. The main problems are as follows:
1) New terrain wouldn't mesh perfectly with the old terrain. This problem can be minimized by deleting sections where natural boundaries already occur (namely, oceans and islands) and keeping all land-connection border deletions to a minimum. I can use the same tool I used last time to 'smooth' the transitions areas so that we do not get the perfectly vertical cliffs that occur as a result of terrain generation mismatches, though that's not a perfect solution.
2) The risk of deleting someone's work. I do not know everywhere that someone has built. If we delete a large area and I am not given specific instructions to spare a spot within that area, the spot will be lost. I would, of course, retain a full backup of the world before deletion, so re-importing the structure would be possible in the scenario.
I will say that I'm not too happy about the idea of having tiny spots of saved land in the midst of large areas of deleted and re-generated terrain. Those old spots of land could end up looking really bad, depending on what gets put around them. Imagine, for instance, a small circle of desert in the middle of a Mesa or Extreme Hills biome. If this is something we really want to do, I would prefer if we could develop a very comprehensive program from IDing the areas to be deleted and the structures in those areas that need to be saved. It might be better to simply move the structures that need to be saved into a matching biome in the 'old' part of the world. That would save them while also allowing the newly generated areas to avoid internal disruption.
How would the schematics of our structures work? Let's take my castle for the argument's sake. I have multiple biomes spanning along the length of my castle, with jungle, plain and extreme hills.
Would it be possible to just save a schematic of my castle and put in in any biome makeup in the new world?
If we are going to do this... I only want my castle, the walls of my forthcoming medieval city. The flag can stay. And I want the structure depth to only include the last major floor. The mines underneath that can stay :sneaky:
An interesting thought.
Well, I guess we dont want to rush into this and make sure we really know what we are doing before we hit delete button on some areas.
But I have to admit, there is a cerrain charme to it and I can see some pretty unattractive areas getting a nice upgrade that way.
Perhaps we want to start carefully and experiment on a small area before we approach big sections of land.
There is a small mushroom island at -5300, -100, which nobody really seems to use.
Also, I could imaginge that some of our other islands with inhabitable climate (-1600, 3000; -800, -3000 or 3800, 2600) could sink below the ocean and resurface as new landmasses without risk of loosing anything.
Just a thought - like trying out a new polish in an un-obstrusive spot, if you are not sure that it does not damage your expensive surface material.
How would the schematics of our structures work? Let's take my castle for the argument's sake. I have multiple biomes spanning along the length of my castle, with jungle, plain and extreme hills.
Would it be possible to just save a schematic of my castle and put in in any biome makeup in the new world?[/SPOIL]
That is theoretically possible, but the level of work required to do that will scale significantly if I have to start selecting small segments or individual blocks in some areas to transport. For example, it would be relatively easy for me to move a structure that was built on perfectly flat ground with no underground bits. Moving something with underground bits that need to remain underground, without also moving the ground the structure is currently in, would be much more difficult. I would be reluctant to do that, particularly since the rest of the work on trimming and regenerating the map would itself already be significant. In short, simple structures that can be easily boxed in without losing any bits (or at least any bits that the owner cares about) could be transported to other parts of the world relatively easily. The more integrated a structure is into the terrain around it, the more likely it would be that I'd have to move the terrain along with the structure. In such a situation, I would recommend transporting the structure to a biome that is as close to matching as possible, and then doing some manual work in-game to make it blend better.
Do not worry about the actual in-game biome designations. There are tools that I can use to make the game consider specific terrain whatever biome I want it to be. I already had to do that once before to fix some weather screw-ups caused by another game update (which is why there is snow and ice in some biomes around the central area where there shouldn't be).
Ideally we wouldn't delete areas that have buildings people care about. Are there such areas outside of the orange line in my example other than potentially the structures I found by looking at the map? The couple that may be worth saving are conveniently on small islands that could be relocated to a closer sea. There are a couple of villages, but I assume that new ones would spawn in new areas?
The lines were also just a suggestion based on my perception of unused areas. I would expect the final areas to be deleted to be decided on after some discussion.
spankythehippo
10-23-2013, 03:57
How about only removing entire biomes that clearly have nothing built on them? For example, the entire desert biome where Vlad's new village is could be left intact, but the massive tundra biome to the north could be completely regenerated? The number of biomes that have absolutely nothing built on them greatly outnumber the ones that do. But I have a feeling that if a biome is saved this way and an ocean biome is generated around it, it would look odd. Or at least it would look unnatural.
I have a feeling I'll start playing again when 1.7 is released. I'll rebuild the Iron Farm, and I'm feeling optimistic this time.
Papewaio
10-23-2013, 07:16
I have limited Internet connectivity until I first get a new house and second a new fixed line. So 12+ weeks.
Given the mine world viability. Is there an issue with creating more permanent satellite worlds rather than rebuilding our current one?
'll rebuild the Iron Farm, and I'm feeling optimistic this time.
Have you checked to see if 1.6.4 fixed it?
spankythehippo
10-23-2013, 09:53
Have you checked to see if 1.6.4 fixed it?
I think it might've been an error on my end. The number of components that could go wrong are huge. I might as well rebuild the thing from scratch. I might just recruit Sazak to help me dismantle it.
Given the mine world viability. Is there an issue with creating more permanent satellite worlds rather than rebuilding our current one?
It can be done, but it does have implications. Multiple permanent worlds means much larger map space. The map files themselves aren't a big deal, as even our giant world is only a few gb total. However, the dynmap (realtime map) renders are massive. Lack of drive space is one of the reasons dynmap does not run on Mineworld. Adding a dynmap render for a second world would likely require me to upgrade the server (unless the world was very small) because I would exceed the space I've got allocated on our current one. So, the answer is that yes, it is technically possible, but it would require more money (not likely to survive a spousal veto). In addition, I'd be concerned about diluting the population of an already low-population world. In any case, the world can still get much, much larger. If we're ever in a situation where we really do want a lot more land, I can easily expand the boundaries of our world and generate new terrain, which would be done under the most modern terrain generation code. That would also likely require a server upgrade, but I would prefer it to multiple permanent worlds. The only reason I see for multiple permanent worlds is for alternate game modes, such as a creative world, or for running mods like Walls (https://www.youtube.com/watch?v=HLeXP15vkcM).
spankythehippo
10-24-2013, 10:05
Also, is the Village Trading plugin meant to enable limitless transactions? Villagers don't want to trade with me no more.
Also, is the Village Trading plugin meant to enable limitless transactions? Villagers don't want to trade with me no more.
It's supposed to, but the plugin is currently disabled because the author hasn't released a 1.6.4-compatible version. In any case, I've often found that even when it was enabled transactions weren't limitless like the plugin claimed.
Papewaio
10-25-2013, 04:42
Can you limit the size of dynamap but increase world size outside it?
Looks like 1.7.2 was released today.
Can you limit the size of dynamap but increase world size outside it?
Yes, that's possible, though not in a nice neat circle. I'm not keen on having an invisible permanent world though, as that would prevent us from showing off new buildings.
Looks like 1.7.2 was released today.
As usual, we cannot upgrade until Bukkit upgrades, and it will take Bukkit a few days to catch up.
As usual, we cannot upgrade until Bukkit upgrades, and it will take Bukkit a few days to catch up.
Also, we may want to take a few days to check and see that we have visited and uploaded all "important areas" with 1.6.4 before making the transition to 1.7.2.
On a somewhat different note:
It finally happened yesterday and I had my first really "bad day at the office" on MineCraft.
I went into the Nether to mine some Quarz at a nether road that BSmith had recently shown me. It was my first real mining run in the nether and I was very happy to have a good yield in Quarz and a few handful of Glowstone dust, too. Eventually I decided to call it a day and make my way back home. A Ghast appearing in the distance helped that decision, but did not really worry me. Happily I ran along, back the path that I knew - or at least thought I knew.
Suddenly I turnd a wrong corner and the next thing I see is myself diving into a lava lake. I had known it was there, but just had not considered that I would so easily fall into it. The walls were steep and before I could really think again, the respawn button was my only option.
It would not have been so bad about the quarz, but I had worn some quite expensive armour. Most of all, my iron chestplate. That was a piece of garnment I have gotten really attached to. It was old and stitched, but it had been my first ever chestplate I made on this server. Made at a time when iron was extremely precious to me and spending 8 ingots on it had been a real decision. Also the enchantments had been made at a time before I discovered XP farms. So the magic in it had been really hard manual work.
Once I realized my loss, I felt absolutely gutted. I had wanted to keep the old piece as a memorabila and give it a special place at my house when it was eventually time to retire.
Oh, well, I guess something like this has happened to most of you, too.
It is not the material loss. I have enough iron now to make 10 chestplates; and with better enchantments, too. So I should not complain. I guess it is just another interesting side of this game and certainly a lesson to teach me not to get overconfident. I shall know how to take better care next time.
:clown:
Also, we may want to take a few days to check and see that we have visited and uploaded all "important areas" with 1.6.4 before making the transition to 1.7.2.
Bukkit has actually released a tool to make sure all structures get properly updated. I will run that before we upgrade:
http://forums.bukkit.org/threads/psa-minecraft-1-7-update-possibly-losing-structures.186617/
Sorry to hear about that Nigel. It is breathtaking how hours and days of careful work and treasured longtime possessions can disappear in an instant in this game. I say "game", but it's enough of a simulation that you really do feel the losses keenly.
Papewaio
10-26-2013, 08:23
I feel you. My seven year old son took my character lava swimming. I was very upset and couldn't play the game for a couple of days. That is when I realized that the game has much better depth then most others and that I really need to give my son clear instructions.
Hardcore is a good way to inflict that pain on yourself.
Can we get a yes or no vote on this land regeneration thing? The proposal is to delete the areas outside these orange lines:
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Developed areas outside those lines will be moved inside the lines. If the owners of those areas want their structures moved to a specific spot, I will do so. If no preference is stated by the owner, I will move them where I think best. Be aware that the red circles listed above are not entirely accurate or complete. For example, the top middle circle is an undeveloped village and will not be moved at all, while the circle to the bottom right of it is also an undeveloped village, but marked structure. In addition, this map does not include all structures outside the orange lines. For example, there is an underwater building (that has no surface lighting) at approx -4000, -1850. I will move everything I can identify outside the orange lines that was intended to be permanent. I will retain a backup of the old world so that I can open it up and copy any structure I missed back into the world even after I delete it.
This process will be complex and will likely require the server to be offline for several days after the 1.7 version of Bukkit is released. Since doing this would add more 'new' terrain to the world than Mineworld could hold total, I would delete Mineworld and not replace it. Mineworld would return whenever a future update adds blocks that could not be found in the main world.
I'm all for it. The new biomes look great, it will be nice to have them in our main world.
Papewaio
10-26-2013, 16:24
Playing offline single player. I've found lots of deserts and savanah in the new biomes.
Got to say stained glass makes for better buildings. Green glass does blend in with nature better but it is hard to see creepers through it.
It goes without saying, but I am all for it too.
I vote "yes" with a little "but".
There is at least one structure (building) that is outside the orange circle and not marked by a red circle, yet.
I will point it out when I get a chance to look more closely at the map during next week. There may be more sturctures that are worth saving and in any case, it is good to know that we are keeping a backup and can also recover buildings from that backup into the new world.
But all in all this is a very exciting new project - literally one that will change the world. :clown:
newO_ajniN
10-27-2013, 13:29
Yes - sounds good
Can we get a yes or no vote on this land regeneration thing? The proposal is to delete the areas outside these orange
The org must have eaten my earlier reply. I am sure I replied. Yes to the question, but I would support a rather closer cropping of the orange line. I wouldn't mind to have the line go just north of the flag behind my castle. Much boring unused terrain around where I live. Remove the jungle on the east side of my castle for example.
I don't know if this is easy with the tool you are using to regenerate...
suggestion:
https://i6.photobucket.com/albums/y230/asleka/OrgCraft-pruningofland_zpsc71a1242.png~original
Papewaio
10-28-2013, 03:22
That might crop out my village (with populated horse stables), and my treehouse.
It definitely crops out my (small) underwater lair which is ok.
Just in case anyone missed it...
http://www.ordnancesurvey.co.uk/innovate/developers/minecraft-map-britain.html
I'm good with the regeneration. The structure to the south is mine, and you can move it wherever you like.
The org must have eaten my earlier reply. I am sure I replied. Yes to the question, but I would support a rather closer cropping of the orange line. I wouldn't mind to have the line go just north of the flag behind my castle. Much boring unused terrain around where I live. Remove the jungle on the east side of my castle for example.
I don't know if this is easy with the tool you are using to regenerate...
suggestion:
https://i6.photobucket.com/albums/y230/asleka/OrgCraft-pruningofland_zpsc71a1242.png~original
I'll take these suggestions into account, though I make no promises about the final result. I'd like to keep the cropped areas to existing water boundaries as much as possible, to make the mismatching less noticeable.
That might crop out my village (with populated horse stables), and my treehouse.
It definitely crops out my (small) underwater lair which is ok.
You will definitely not lose your village or treehouse. I was planning on transporting your underwater lair (and the nearby jungle island), if you have any preferences about where it should go.
I'm good with the regeneration. The structure to the south is mine, and you can move it wherever you like.
Sounds good. I'm going to move your entire island. Do you want any of the other nearby islands transported with you?
Sounds good. I'm going to move your entire island. Do you want any of the other nearby islands transported with you?
I had intended to build on all four of those small islands. If it'd be easier on you just move the island with structures on it. That's the only one I've actually worked on.
I had intended to build on all four of those small islands. If it'd be easier on you just move the island with structures on it. That's the only one I've actually worked on.
Moving all four is perfectly fine. Islands are the easiest things to relocate as they'll look natural in any ocean spot I plunk them in.
I'll take these suggestions into account, though I make no promises about the final result. I'd like to keep the cropped areas to existing water boundaries as much as possible, to make the mismatching less noticeable.
Ok... so following the rivers inland would be possible? I have no idea how easy/difficult this might be.
https://i6.photobucket.com/albums/y230/asleka/2013-10-2915_14_20-Orgserver_zpsdd3dfdc6.png~original
Another thought:
If you want to get rid fo the snow area West of your castle and the desert area SouthEast, perhaps it is easier to leave the land as it is and just change the biome type to whatever you want it to be.
Ok... so following the rivers inland would be possible? I have no idea how easy/difficult this might be.
https://i6.photobucket.com/albums/y230/asleka/2013-10-2915_14_20-Orgserver_zpsdd3dfdc6.png~original
I was thinking more about oceans, not rivers. Editing to follow river boundaries would require a lot more work. It might be feasible, but I'm not sure. The area north of your castle does have some largish lakes though, and I think I could probably edit that area according to your desires. No promises about the desert though.
Another thought:
If you want to get rid fo the snow area West of your castle and the desert area SouthEast, perhaps it is easier to leave the land as it is and just change the biome type to whatever you want it to be.
I wish it were that simple. Changing the biome only changes the weather present in that area, it doesn't alter the nature of the existing terrain or otherwise impact any block. Even the snow on the ground would remain and have to be removed by hand (hence the remaining snow in the desert around Vlad's old bridge and artificial town).
Papewaio
10-30-2013, 23:44
If it makes you feel any better the driest desert in the world is in Antartica.
Do we have an idea on the expected timing of the conversion to 1.7? I assume we'd do the world updates and the change to the new version all at once? Or would we upgrade to 1.7 then do the world later when TC has the time?
Do we have an idea on the expected timing of the conversion to 1.7? I assume we'd do the world updates and the change to the new version all at once? Or would we upgrade to 1.7 then do the world later when TC has the time?
It will happen as soon as I have time after the 1.7 version of bukkit has been released. As of yet, 1.7 bukkit is not out and I don't see any info on its ETA. If it came out today or tomorrow, I would probably do the upgrade over the weekend. If it didnt come out until, for example, next Tuesday, I might have to wait for the following weekend to do the work. Regardless, everything will be done at the same time. The server will continue running 1.6.4 until everything is set for the upgrade, at which point I will upgrade the server and do all of the map editing work at once.
Speaking of which, now is a good time to remove any resources you want to save from Mineworld.
If you do the update, TinCow, and deleting of the unused areas of our world, will you auto-generate the new areas?
I was wondering if we can have them as black spots for us to explore and discover again. Could be a lot of fun for explorers. :clown:
Of course, I understand that the auto-generation was done to avoid ugly chunck errors (Cliffs of Mohang) which happen, when the game version gets updated. So with that we should have the auto-generation of the entire world prior to the update that comes after 1.7. But at least in the mean time we could go exploring. What do you and other people think? Good idea? Bad idea? Is it even possible at all?
(on a little sidenote: the structure I mentioned earlier is at -2850 -980, pretty snow castle, no idea who build it, but may be worth saving)
I am a fan of more exploration, if possible.
If you do the update, TinCow, and deleting of the unused areas of our world, will you auto-generate the new areas?
I was wondering if we can have them as black spots for us to explore and discover again. Could be a lot of fun for explorers. :clown:
Of course, I understand that the auto-generation was done to avoid ugly chunck errors (Cliffs of Mohang) which happen, when the game version gets updated. So with that we should have the auto-generation of the entire world prior to the update that comes after 1.7. But at least in the mean time we could go exploring. What do you and other people think? Good idea? Bad idea? Is it even possible at all?
(on a little sidenote: the structure I mentioned earlier is at -2850 -980, pretty snow castle, no idea who build it, but may be worth saving)
This is definitely possible, but there are some problems with it. First, if I do not auto-generate the new areas I cannot smooth over the chunk errors that will be created between the existing terrain and the new 1.7 terrain. So, exploration of the unknown would mean more Cliffs of Mojang at the borders of the new areas. Second, generating new terrain is a CPU-intensive process. If the terrain is generated on-the-fly while people are playing, the server will lag a bit. You can sometimes notice this already if you're exploring out into new terrain in the Nether, as the Nether has never been pre-generated.
If everyone is fine with those issues, I can certainly leave the new land uncreated. In fact, it would be a lot less work for me since all I'd have to do would be move some structures and then delete the terrain we don't want. Not having to pre-generate the new terrain and smooth over the borders between the old and new would save a lot of time. If the lag issues turns out to be too problematic, I can always fill in the terrain later. However, the Cliffs of Mojang issue is a permanent one. In order to smooth those over I have to do it immediately when generating the new terrain, or not at all.
...so conflicted...
EDIT: after a little thought, I think I would prefer a smooth world over exploration. The world will be permanent, exploration is not.
Well, I would agree with BSmith on that.
In order to smooth those over I have to do it immediately when generating the new terrain, or not at all.
But, TinCow, perhaps you can explain a bit more about how that process works.
Do you have a program to do it? Or would you do it manually in one big session?
As I think about is, my biggest concern is, that we get a lot of cliffs by getting old-ocean / new-land borders.
I imaginge, as long as we get old-ocean / new-ocean borders, we should be ok, but as soon as the newly generated border tarrain is not an ocean, a cliff would probably be happening.
Well, I would agree with BSmith on that.
But, TinCow, perhaps you can explain a bit more about how that process works.
Do you have a program to do it? Or would you do it manually in one big session?
As I think about is, my biggest concern is, that we get a lot of cliffs by getting old-ocean / new-land borders.
I imaginge, as long as we get old-ocean / new-ocean borders, we should be ok, but as soon as the newly generated border tarrain is not an ocean, a cliff would probably be happening.
First of all, there is no way for me to force old ocean/new ocean borders. The only way I could possibly even attempt such a thing would be to generate an identically sized world in 1.7.2 with our seed, then overlay it on the existing map, find exactly where water boundaries intersect, then write down all the coordinates for those boundaries and crop the existing world to match that kind of outline. That would take me an extremely long time and even then it wouldn't help most boundaries. So, we have to live with a situation where the new terrain is going to generate on its own and there's nothing we can practically do about making certain stuff appear in locations where it looks good. The best we can do is make sure that as many boundaries as possible are old ocean/new land, rather than old land/new land. The land/land mismatches are usually the worst, so it's best to focus on avoiding those.
The process I use to blend old land and new is a bit complex. First, I have to take the server offline and download the entire world to my local PC. Then I have to find all the structures that need to be moved to save them and manually relocate them to new areas using MCEdit (http://www.mcedit.net/) . When that's done then I delete the old land using MCEdit. Deletion has to be done on a chunk-by-chunk basis, which means that I cannot make nice curves or perfectly follow contours of existing rivers. Chunks are squares that are 16x16 in size, so all borders are going to be straight lines that can turn, at most, every 16 blocks. Then I run mcmerge (http://www.minecraftforum.net/topic/629884-a-tool-for-merging-alphabeta10-maps-mcmerge-v063/) to trace the outline of the remaining world. Then I get the server running on my local machine and use a console command from the WorldBorder plugin to regenerate all of the deleted area in the new version. Then I take the world offline again and run mcmerge a second time to smooth the boundaries (described below). Then I re-upload the world files to the server. Then I put the server back online and run a new dynmap render to get it updated. I would be surprised if this process took less than 48 hours, as some of the steps can take a lot of time to complete due to the size of the world being manipulated.
What mcmerge does is blend the matching areas by making rivers between the old areas and new, and blending any land on both sides down to the river so it looks more natural. Since it's just a river, when ocean meets ocean you don't even notice. When land meets ocean, it just looks like coastline. When land meets land, it looks like a new river. Here are examples from our server:
First, these are the old Cliffs of Mojang we are trying to avoid. These were created years ago in one of the very early version updates:
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Here is mcmerge at work on a land/ocean boundary. In this case, this is where Sigurd's castle is located. The ocean was the old terrain and the land where he built his castle was the new terrain. The coastline between them was the result of mcmerge:
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Finally, here is mcmerge at work on a land/land boundary. The straightish/angular river diving the tundra biome from the desert and jungle biomes is the work of mcmerge:
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Taking a screenshot of ocean/ocean with mcmerge is pointless as it just looks like ocean and you'd never know otherwise.
spankythehippo
11-02-2013, 03:50
My faith has been restored. I will work on this after the 21st of November.
https://www.youtube.com/watch?v=N-Je3IpC1aY
EDIT: One major requirement, this must be built in the spawn chunks. If it is, then it will continue to produce iron even when no one is logged on.
I don't know how to resolve this issue, only the mighty TinCow can pass such judgment. I could build this right in the middle of the spawn chunk, but it would need to be elevated really high. The only downside with that is aesthetics. It would look really odd to have this floating contraption. I could beautify it, however.
If it's not it would produce iron only when players are near? What is the production rate? May not be that much of a problem if the rate is high for it to be off by itself.
If it's not it would produce iron only when players are near? What is the production rate? May not be that much of a problem if the rate is high for it to be off by itself.
I glanced at the video, and it has to be in the spawn chunk in order for the villages to not merge, due to the way chunks are loaded when players are in the nether and the like.
There seems to be a lot of spare space underneath the farm, so it could always be enclosed, beautified slightly, and turned into the city's industrial sector (for other automatic farms). Just a thought.
spankythehippo
11-03-2013, 00:46
I glanced at the video, and it has to be in the spawn chunk in order for the villages to not merge, due to the way chunks are loaded when players are in the nether and the like.
There seems to be a lot of spare space underneath the farm, so it could always be enclosed, beautified slightly, and turned into the city's industrial sector (for other automatic farms). Just a thought.
Also, it would need to be floating, so that doors on ground level don't interfere with the village chaining mechanic. I was thinking about making it as high as possible.
I am thinking of making a sugar cane factory of massive proportions. It would probably be underground, but in the spawn chunks.
If it's not it would produce iron only when players are near? What is the production rate? May not be that much of a problem if the rate is high for it to be off by itself.
It would produce iron constantly. At a rate of 1700 iron/hour. That's 26 stacks in an hour. That's 624 stacks in a day. About 11 double chests. So yeah, it would produce A LOT of iron.
Also, it would need to be floating, so that doors on ground level don't interfere with the village chaining mechanic. I was thinking about making it as high as possible.
I am thinking of making a sugar cane factory of massive proportions. It would probably be underground, but in the spawn chunks.
It would produce iron constantly. At a rate of 1700 iron/hour. That's 26 stacks in an hour. That's 624 stacks in a day. About 11 double chests. So yeah, it would produce A LOT of iron.
That's a lot of villagers and a lot of golems producing a lot of iron, presumably without an off switch. Is that going to lag the server?
I have to admit that I am not too keen on having an above-ground industrial estate in the middle of our city centre.
On the other hand: 11 double chests per day !!!
That is a huge amount.
At that rate, it may even be worth while to build it and leave it for a couple of days only.
If we leave it for only a week or two, we will probably have enough iron on this server to last us for the next 3 years.
I have to admit, I liked that aspect of Tekkit. You could advance with industry to pump out different resources and the like. It made it very hard to return to the server, admittedly. I hit that point where I was an industrial giant so the lack of ease in resources was something I couldn't readjust to.
spankythehippo
11-04-2013, 00:54
That's a lot of villagers and a lot of golems producing a lot of iron, presumably without an off switch. Is that going to lag the server?
I don't think it should. The villagers are all stationary, and there can only be a maximum of 4 golems at any time.
Essentially, what this is a revamp of the Iron Trench. Except, this version doesn't have a ton of redstone to rebuild the village chaining process. That means I would need to manually chain the villages, but I would only need to do it once. That's why it needs to be in the spawn chunks. The Iron Trench consisted of 32 adjacent villages. This Iron Foundry consists of 44. It's only 400 more iron per hour, which is negligible in terms of lag. The lag you would get from the Iron Trench is not that high, anyway.
I have to admit that I am not too keen on having an above-ground industrial estate in the middle of our city centre.
On the other hand: 11 double chests per day !!!
That is a huge amount.
At that rate, it may even be worth while to build it and leave it for a couple of days only.
If we leave it for only a week or two, we will probably have enough iron on this server to last us for the next 3 years.
If this does work, I'll be using iron blocks for a lot of my building. I'm also not a fan of a giant floating contraption in the middle of the city. Maybe I can turn it into a towering office building?
I was thinking about transforming that spawn building into an office building, where they would spawn in the foyer. As soon as newbies log in, they can help themselves to limitless iron.
I have to admit, I liked that aspect of Tekkit. You could advance with industry to pump out different resources and the like. It made it very hard to return to the server, admittedly. I hit that point where I was an industrial giant so the lack of ease in resources was something I couldn't readjust to.
I was overwhelmed by the complexity of it. FTB still appeals to me, but it requires time to learn, time which I don't have. I still enjoy vanilla Minecraft. Something very satisfying about completing redstone circuitry.
That Iron farm (max size) takes 45x45 according to the video.
If you build it directly over the spawn it would roughtly look like this:
https://i6.photobucket.com/albums/y230/asleka/IronFarmlayout_zpsa4b05ccd.png~original
(from spawn 0,65,0 -> right top corner: 22,65,-23 -> right bottom corner: 22,65,22 -> left bottom: -23,65,22 -> left top -23,65,-23)
Maybe current spawn location doesn't cut it. Would it help to move the spawn? or does it have to sit atop the 0,65,0 coordinate? It says spawn chunck no spawn point. Is there a difference?
edit: Ok, read up on it. Apparently the spawn chunk are 12 by 12 chunks around the spawn point (192x192 blocks) and can't be moved.
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