Author Topic: Horses  (Read 1212 times)

Bla

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Horses
« on: 2013 07 13, 13:41:05 »
Kolkolkol, finally found horses. In a ravine in some far away plains.
One of them has 10 hearts, is very fast but doesn't jump very high. The other one has 12 hearts, is a bit slower, but seems able to jump maybe 3-4 meters up.



I lead them back to Epicland, near Border Hill, the unused building, and set up a small stable, which is meant to be mostly temporary. I have thought out a plan for a stable hub and horse infrastructure at Spawntown, since the town isn't very easy to navigate with horses. The plan is here:



The green island is a large artificial island for keeping horses, surrounded by a fence. It will have spots for horse storage, possibly tower/underground areas to keep additional horses if the island itself is too small.
A bridge might connect the horse island to the peninsula with the spleef arena, since that is a relatively open part of Spawntown for horses.

The orange ring is a tunnel/elevated road which is 3-5 blocks wide which is made for horses.

The red-white circles are rail stations. The orange ring for horses is made to intersect the stations so that the horses can move onto the already built minecart tunnels.

The pink lines are rail lines, the light pink one a future planned rail route.

The red-gray squares are points where the horse road connects to the world's surface. I tried to find the most open spaces in/around Spawntown and areas with roads which I consider upgrading to be 3-5 blocks wide.

The yellow lines are alternative, additional horse roads. I think it would be reasonable to build a horse road west beyond Yukitown, because the terrain/road there isn't very good for horses. Same goes for the area south of Spawntown, where it is hard to expand the road without destroying a lot of nature as well.

The big yellow R symbolizes my idea to build a horse racing track, probably in Earthquake Forest, possibly elsewhere, Idk yet.

You can use this topic to anything you want which is horse-related, but you're very welcome to give feedback to the plans. :P

But if we want underground horse tunnels, we should consider something like a standard y-height for them. I plan to deviate a lot from such a standard though and as said maybe even have elevated parts.

People are also encouraged to make their rail stations horse-friendly (connecting the stations to a staircase to the surface which horses can use).
« Last Edit: 2013 07 13, 13:54:15 by Bla »

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Komrage

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Re: Horses
« Reply #1 on: 2013 07 13, 16:00:33 »
huehuehuehuehue horses in rail tunnels? on one hand i suppose that's a nice way to avoid building another tunnel, on the other hand, if we wanted to save effort then why are rail tunnels 3x3 instead of 1x2. I will adapt desertopia station for more horses though.

that reminds me -- what about horses in the nether? most of the road infrastructure is already there, unlike rails, and with horses we could get across the map from kaeshar to forssa in 40 seconds or less. i think a setup for nether horses would be pretty easy compared to rails, we just need storage.

Bla

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Re: Horses
« Reply #2 on: 2013 07 13, 16:40:57 »
I agree we should set up nether horse routes yes, and make the portal areas more horse-friendly.

Let us get started as fast as possible and standardize the tunnels. Here are my ideas.

Should they follow particular x/z coordinates? No, they can run freely.
Should they by default be at a certain height? Yes, the surface of the road should be y = 40.
(Consider this: http://www.minecraftwiki.net/wiki/Altitude#The_Nether and our rails are at y = 110 - I am not sure whether it would be better to put it near our rails at the top, this makes it pretty hard to get up and down without huge staircases though, if most portals aren't that high up, we could also put it at y = 100, then you could more easily get onto the rail routes on horse)
How wide should the roads be? 4 blocks.
How tall should the tunnels be? 4 blocks.
What material should the road be made of by default? Cobblestone.
What material should the tunnel be made of by default? Cobblestone.

huehuehuehuehue horses in rail tunnels? on one hand i suppose that's a nice way to avoid building another tunnel, on the other hand, if we wanted to save effort then why are rail tunnels 3x3 instead of 1x2.
It's not just to save effort, it's also so that the rail lines and horse roads can supplement each other, and 1x2 rail lines make(/made?) you suffocate when you get off the cart and bounce when meeting other players plus they are really ugly too.

I don't really know what altitude to put horse roads at in the overworld. y = 45 and y = 55 seem like possible options, 55 will cause a lot of problem with water I think, while 45 seems a bit far from the surface. If we just make them more free than the rails, I guess y = 55 will be ok - they can always submerge below sea or rail line or emerge above ground if needed. Do people agree with this? How about making them 4 blocks wide and tall in overworld too?
« Last Edit: 2013 07 13, 16:50:34 by Bla »

yqt1001

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Re: Horses
« Reply #3 on: 2013 07 13, 18:33:55 »
Let's just switch the netherrail (same routes?) for nether horse roads.

Anyways, this is my plan for new infrastructure in the UYP regions. Red lines concern this topic.



Cargo lines are just y=11 rails that will connect various regions of importance. Regular roads are the regular cobble ones.

Horse roads are planned to connect every region I am planning on developing.
« Last Edit: 2013 07 13, 18:38:40 by yqt1001 »

smjjames

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Re: Horses
« Reply #4 on: 2013 07 13, 18:48:09 »
One problem with the nether roads though is that if there isn't at least two blocks (because they can't go through one block wide passageways) of space on all sides (except maybe the roof?), they'll glitch into a wall and suffocate. That happened with Fiah and happened twice for me.

If we use the overworld rail tunnels, the ones which only have a ladder entrance will have to be modified so that they can go up stairwells. They can be coaxed up a ladder via leash, but can't seem to get up off of them at the top (or maybe the ceiling was too low in my case, not sure).

Bla

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Re: Horses
« Reply #5 on: 2013 07 13, 19:07:29 »
Smj, I think I already answered to the two problems you mentioned. I already suggested for the nether roads to be 4 blocks wide and I already recommended people to make staircases for horses to their rail stations.

Yqt, I think your plan looks fine, I just hope you'll make the roads underground if they're going to be completely straight, but that's just my own taste. :P I'm ok with connecting the wide road to Spawntown on your map, but we need Hellpotatoe to accept that as well. We will need to make the road there more wide and remove the cacti bordering the road (imo they're also a bit annoying when they're just next to the road :P).

I'm not sure if I like the idea of switching the netherrail for horse roads, not all people may have so easy access to horses, and maybe you would like not having to press a key to move, minecarts would be a nice option to have as well, and building rails to connect our nether stuff isn't that expensive after all.

yqt1001

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Re: Horses
« Reply #6 on: 2013 07 13, 19:40:55 »
0 progress has been done on the netherrail, which is why I think we should use it for horse roads. :P

The roads will probably be on the surface, no idea on how straight they will be though. I know my ping to the server is pretty bad back at home, so I'll build my roads based on that.
It is near 300ms though :|
« Last Edit: 2013 07 13, 19:44:46 by yqt1001 »

Bla

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Re: Horses
« Reply #7 on: 2013 07 14, 07:24:35 »
Ok, do you have any comments on my own plan for Spawntown? :P

I've made the artificial island now, so you better complain fast if you don't like the proposals I made, also the y coordinates, width etc.
« Last Edit: 2013 07 14, 08:43:44 by Bla »

yqt1001

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Re: Horses
« Reply #8 on: 2013 07 14, 20:52:15 »
We are setting standards for overworld horse roads?

I had already made my standards (and even did a little testing in Kinar before I left for Europe). I'm not really willing to budge on that, however I don't mind following your standards in the nether.

My proposed ideas would be pretty much a blaist nightmare. Will consist of straight roads on the surface. They will be surrounded by cobble walls exactly spaced 1 block apart from each other, solid at curves. The road surface will be grass in forested areas, sand in deserts and grass + gravel in plains and near forested populated areas.

They will be underground near Capital and an undergroundish stable will be built there. GLR lines in Velgorod will be replaced, the GLR line from Aahrus to Desertopia will remain. An entire rework of Capital central station will be done, moving rail underground (cargo rail will be accomodated) and horses/nether portal into the building inside the mountain wall.

Rail Route 5 remains broken near my end portal and I have been too lazy to fix it. :P Speaking of the end portal, I have not built a nether portal there because I have been waiting for the netherrail or nether horse roads. Get to work bla!
« Last Edit: 2013 07 14, 20:57:39 by yqt1001 »

Komrage

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Re: Horses
« Reply #9 on: 2013 07 15, 07:19:01 »
wait are horse roads supposed to be level 40 in the nether or something

because they can probably already run along most if not all of the current nether-roads with little to no adjustment

Bla

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Re: Horses
« Reply #10 on: 2013 07 15, 07:35:37 »
Rail Route 5 remains broken near my end portal and I have been too lazy to fix it. :P Speaking of the end portal, I have not built a nether portal there because I have been waiting for the netherrail or nether horse roads. Get to work bla!
You're welcome to work on them, I generally am not very interested in the nether. I already have two projects to work on plus there has been a lot of problems on Blacraft recently and I am also trying to cope with depression, so I don't really like getting more duties than necessary, kol.

Ok to your standards, they definitely will not exist in the regions I manage.
wait are horse roads supposed to be level 40 in the nether or something

because they can probably already run along most if not all of the current nether-roads with little to no adjustment
Running on open roads in the nether isn't ideal with ghasts and all the other fire hazards etc. in the nether. If the roads aren't closed the ghasts will also gradually destroy the terrain next to them with fireballs. And I don't really get why you always seem so pessimistic with big projects. :P

I am trying to see which coords people would prefer horse roads to be at in the nether. 40 is just my proposal, but I am starting to like 100 more so it's more easy to transfer to the rail tunnels.

Komrage

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Re: Horses
« Reply #11 on: 2013 07 15, 08:04:31 »
well i try not to be inherently biased against large projects, but stuff like the netherrail at 110 or horse road at 100 confuses me because they require us to rework all our portals or spend a few seconds walking up and down to the road. i could ride to spawntown in 10 seconds, so it is a significant amount. i also see that the ghasts can be unhelpful, but desertopia-spawntown, spawntown-revolutea, and spawntown-kaeshar roads are already 90% covered, and other roads can be covered with less effort than building a road at y=100. anyways i'm not against the project, and the time wasted with vertical travel might be remedied by ramps, but i wonder if the horse-nether-roads can't be at a level near all portals.



Bla

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Re: Horses
« Reply #12 on: 2013 07 15, 10:03:29 »
How about y = 40? Do you think that would be better?
And yes, I was thinking that there should be ramps.

yqt1001

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Re: Horses
« Reply #13 on: 2013 07 15, 11:07:09 »
Screw netherrail and just have the horse roads where the rail was supposed to be. Move the portals up there and you have a solution.

Bla

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Re: Horses
« Reply #14 on: 2013 07 15, 11:45:53 »
Screw the nether, I'll just focus on the overworld for now.

b-ong

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Re: Horses
« Reply #15 on: 2013 07 15, 12:56:29 »
does screw mean delete? because that would be very bad
or does it just mean "give up on" because that would be nice

Bla

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Re: Horses
« Reply #16 on: 2013 07 15, 13:14:56 »
It just means forgetting about it for now.

Bla

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Re: Horses
« Reply #17 on: 2013 07 17, 20:44:09 »
Ok, this is the most stupid thing ever. I have extended the ring from the horse island to the bridge connecting Spawntown and Kaktolake (in face with tunnel to Blue Bay as well, but that isn't dug out for horses all the way). I was working on that tunnel and parked the donkey behind me. While working, it went all the way back the tunnel and up the ramp into the Kaktolake area. I looked through all of the tunnels, the surface near all ramps, and finally saw the donkey near Kaktolake. As I neared, I saw some leather and stuff drop into the air by the cacti, on a closer look, the items I had stored in the donkey as well. So I sort of ragequat. :P

I need to breed another mule, another donkey as well I guess, so I can get plenty of those, I just need someone to arrange the breeding with.

smjjames

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Re: Horses
« Reply #18 on: 2013 07 17, 20:54:21 »
Did you attatch the leash to a fencepost? That's how you keep it from wandering off, or if you did, it might have gone around a corner and the leash broke that way.

I hate the way the leashes work as well :P

Also sucks that the donkey suicided via cactus.

Edit: I'll bring over one of my donkeys to use for breeding, is it fine if I do the breeding myself or do you want to breed specific ones?

Edit2: Doesn't look like you have ANY. You should keep some breeding stock just in case, you know.
« Last Edit: 2013 07 17, 21:28:02 by smjjames »

smjjames

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Re: Horses
« Reply #19 on: 2013 07 17, 23:03:10 »
Jace managed to find that horse which had wandered off and I thought was dead or something. Apparently it wandered into the swamp area. Since I had techically given up the search for that one and assumed was lost, I let jace have it, besides, I have like 14 horses anyway.

Bla

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Re: Horses
« Reply #20 on: 2013 07 18, 07:58:26 »
I'd like to breed a donkey/mule with the best possible stats, but I don't see any reason why I should be better at that than you, so you're welcome to breed one if you want to. Yes, I should keep a reserve, I just hadn't expected this one to die. I thought the AI would at least be clever enough to not make it repeatedly walk into cactus until death, I mean, the other mobs don't do that.

smjjames

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Re: Horses
« Reply #21 on: 2013 07 18, 14:02:12 »
Well, you can breed one of my fastest horses for the mule. Not sure which of my donkeys has the best stats, they're all pathetic jumpers and not fast in general. Though I think one of them is a bit faster than the other two.

Why the hell can't we make our own nametags :P

b-ong

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Re: Horses
« Reply #22 on: 2013 07 18, 15:01:33 »
how would you know how fast a horse is? and if it's the "fastest" of all?

Bla

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Re: Horses
« Reply #23 on: 2013 07 18, 15:11:08 »
Vh made a device for measuring horse speed with redstone stuff, but by riding different horses you can also roughly estimate how fast they are by comparing how they ride.

smjjames

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Re: Horses
« Reply #24 on: 2013 07 18, 15:44:55 »
I set up a stairway from my station so people using horses can go through there. I already have stairs at amazonis. Also, Atomics station is going to have to be modified in some way so that horses can go through there if using the underground rail tunnels.

"I thought the AI would at least be clever enough to not make it repeatedly walk into cactus until death, I mean, the other mobs don't do that."

Yeah, they'll also try to hump the nearest horse when in love mode and there isn't a second horse in love mode nearby. The other mobs don't do that I believe.

« Last Edit: 2013 07 18, 16:11:04 by smjjames »

Komrage

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Re: Horses
« Reply #25 on: 2013 07 19, 12:55:50 »
horses seem to have a tendency of glitching into the ground and dying? i think that happened to yqt and a horse managed to dissapear from a mob-proof sealed building in desertopia

b-ong

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Re: Horses
« Reply #26 on: 2013 07 19, 13:19:20 »
solution: surrond them in cobblestoen because leads don't seem to work

Bla

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Re: Horses
« Reply #27 on: 2013 07 19, 13:21:43 »
Haven't seen that happening vh, but read on the wiki that foals could glitch into blocks horizontally and die. I guess the safest place to keep horses in that case would be a leaf/glass buildign etc. where they don't suffocate in the blocks (if they don't do that in transparent blocks).

Komrage

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Re: Horses
« Reply #28 on: 2013 07 19, 14:41:35 »
i've seen a horse in aeridani glitch into the enclosure and die, but the cone building is glass and slabs so it shouldn't happen. anyways i'll just hope it's fixed in the next update :P

Komrage

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Re: Horses
« Reply #29 on: 2013 07 19, 15:09:47 »
wait i found them they somehow glitched through a slab floor and they're both alive so yay

yqt1001

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Re: Horses
« Reply #30 on: 2013 07 19, 15:28:06 »
Horses are so awfully glitchy  >:(

b-ong

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Re: Horses
« Reply #31 on: 2013 07 19, 20:25:11 »
calm down its' their first like complicated animal

Komrage

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Re: Horses
« Reply #32 on: 2013 07 19, 20:43:49 »
i've finished getting 2 of donkeys and horses so breeding may commence


horse things i've been doing:

jump-heightometer


speedometer (already posted in usf)


horse center

you pillar with dirt to enter or exit.
that or jump with a horse.

ground floor of horse center

besides the ground floor there is one floor below and three above.

this is the hale bale storage in the basement floor

288/1152 hay bales currently stored

widened station to accomadate horses

b-ong

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Re: Horses
« Reply #33 on: 2013 07 19, 22:47:23 »
it seems the great cone you built at 1.8 finally has a use

yqt1001

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Re: Horses
« Reply #34 on: 2013 07 25, 19:30:58 »
Well after spending a few days being completely addicted to Civ 5 BNW (which is totally awesome) I have realized that my glorious Blacraft Union is falling apart! The last time I was able to work on any big project with it was February, when I worked on some of Vrus. After then I got busy with building in The End, Eurovision, school and finally, traveling to Europe. So then I wondered why I have no motivation to build any of my crazy projects I have been putting off for months, then I realized it's because it is impossible to travel to many of these areas. So now, I have prioritized infrastructure in my union, with a set out plan for development that I rushed and made very confusing.



Infrastructure progress:
Regular Roads: 0% - No cobble set aside for it, no road built or anything.
Cargo Rail: 2% - 3 of the big stations have been prepared to be built, tunnel on the mainline has been determined as well as the tunnels to y=11 where the rails will be at have been completed in 5 locations.
Horse Roads: 1% - Main horse central in Capital has been nearly completed (and reverted :P ), GLR was in the process of being ripped up to be replaced.

Basically, the lines are new infrastructure. The circles are regions I am planning on developing into cities. Black circles are regions I have scouted and started thinking about where buildings will go, gray circles are the regions I am working on developing and have some buildings and stuff built while light gray are regions with plans that I'll probably never built or pursue.

Nonetheless, I was really eager to start this today...until I found out that I have been sent back in time a few days. :P
« Last Edit: 2013 07 25, 19:39:57 by yqt1001 »

Bla

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Re: Horses
« Reply #35 on: 2013 07 27, 11:14:30 »
Spawntown Horse Ring completed. :P

http://blacraft.wikia.com/wiki/Blacraft/Kaktoland/Spawntown/Spawntown_Horse_Ring



If people want horse roads connected to it, we can plan that, just tell me.

Komrage

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Re: Horses
« Reply #36 on: 2013 07 27, 15:38:22 »
kolkute. i was down there once and it was big and confusing and i thought it was supposed to be an industrial-sized ventilation system

Darvince

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Re: Horses
« Reply #37 on: 2013 07 31, 07:26:53 »
that gives me an idea

bla you should make a sewer thing underneath spawntown

Bla

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Re: Horses
« Reply #38 on: 2013 07 31, 12:55:42 »
that gives me an idea

bla you should make a sewer thing underneath spawntown
Kol, what would that even be for? So that we can put more bathrooms below the toilet's water system?

Darvince

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Re: Horses
« Reply #39 on: 2013 07 31, 22:26:08 »
imo spawntown is big enough to have sewage now instead of the villagers sh­itting in their houses stinking them up

yqt1001

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Re: Horses
« Reply #40 on: 2013 08 07, 17:32:38 »
Well after spending a few days being completely addicted to Civ 5 BNW (which is totally awesome) I have realized that my glorious Blacraft Union is falling apart! The last time I was able to work on any big project with it was February, when I worked on some of Vrus. After then I got busy with building in The End, Eurovision, school and finally, traveling to Europe. So then I wondered why I have no motivation to build any of my crazy projects I have been putting off for months, then I realized it's because it is impossible to travel to many of these areas. So now, I have prioritized infrastructure in my union, with a set out plan for development that I rushed and made very confusing.



Infrastructure progress:
Regular Roads: 0% - No cobble set aside for it, no road built or anything.
Cargo Rail: 2% - 3 of the big stations have been prepared to be built, tunnel on the mainline has been determined as well as the tunnels to y=11 where the rails will be at have been completed in 5 locations.
Horse Roads: 1% - Main horse central in Capital has been nearly completed (and reverted :P ), GLR was in the process of being ripped up to be replaced.

Basically, the lines are new infrastructure. The circles are regions I am planning on developing into cities. Black circles are regions I have scouted and started thinking about where buildings will go, gray circles are the regions I am working on developing and have some buildings and stuff built while light gray are regions with plans that I'll probably never built or pursue.

Nonetheless, I was really eager to start this today...until I found out that I have been sent back in time a few days. :P

The day after this post I started working on the regular roads. All the time I played Blacraft all I did was build roads...and only now is it done. :P Horse roads next!

b-ong

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Re: Horses
« Reply #41 on: 2013 08 07, 20:03:14 »
percentages please :D

Darvince

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Re: Horses
« Reply #42 on: 2013 08 07, 23:52:45 »
is this the part where all your stuff moves out of aahrus to avoid UBSR weirdness