Author Topic: World Editing  (Read 839 times)

yqt1001

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Re: 1.7 Terrain Update
« Reply #50 on: 2013 08 29, 18:42:49 »
Bla originally didn't approve of the way I worded this other option, so trying again. :P

Another idea I have is to explore the continent and just crop the outside of it, allowing for the chunk boundaries to be into the ocean. The continent is pretty big though and it would cause some logistic issues, so it's probably better to just do the radius to just crop as close as possible. We could also crop a specific radius around developed areas.
« Last Edit: 2013 08 29, 18:44:59 by yqt1001 »

b-ong

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Re: 1.7 Terrain Update
« Reply #51 on: 2013 08 30, 02:23:19 »
Inb4 official cropping standards

Bla

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Re: 1.7 Terrain Update
« Reply #52 on: 2013 08 30, 05:08:25 »
I would say let's just crop the same way we've done in the past. Try to crop at the existing edges if we can, and remember to try minimizing the length of the line we're cropping so there's fewer edges to repair. We would make a cropping proposal map to see if people are ok with the cropping plan like in the past.

Darvince

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Re: 1.7 Terrain Update
« Reply #53 on: 2013 08 31, 17:55:18 »
but with 1.7's new biomes and almost no oceans, we should just crop, say, 300 meters from claimed land.

Bla

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Re: 1.7 Terrain Update
« Reply #54 on: 2013 08 31, 17:58:34 »
If we add 300 meters the edge will be longer and harder to repair. I would say at most 200 meters, you can only see around 160 meters anyway, but I would make that a general rule and not follow it very strictly, so that the cropping edge will be as short as possible.

yqt1001

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Re: 1.7 Terrain Update
« Reply #55 on: 2013 08 31, 18:41:45 »
Bla probably won't approve of this, but during what will likely be a 1.7 temp server, I'll go into amidst and look at the 1.7 blacraft map and maybe we could use this to crop. ie, if there is an ocean directly to the east, we could crop as close as possible and make fake beaches, where as if there is a continent directly to the west, we'll crop 200 blocks out.

AeriOwl

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Re: 1.7 Terrain Update
« Reply #56 on: 2013 09 04, 15:51:23 »
i agree

also I want all of the land south of revolutea and the jungle cropped pl0x
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b-ong

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Re: 1.7 Terrain Update
« Reply #57 on: 2013 10 01, 21:57:45 »
one month and it still isn't out -.-
was there a rough estimate oh when it was going to be out?

yqt1001

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Re: 1.7 Terrain Update
« Reply #58 on: 2013 10 09, 03:07:30 »
With the update going to come out within a month or so we should probably start getting ready.

A new map is probably required to start off with, and determine where we will be cropping well beforehand so we can explore the developed areas in 1.6.4 so we save the things.

b-ong

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Re: 1.7 Terrain Update
« Reply #59 on: 2013 10 09, 19:04:49 »
i suggest we get a new world map if we're going to crop

edit: is this suppose to come out in 1 month but will come out in 3, or will this really come out in 1 month?

smjjames

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Re: World Map and Land Division Thread
« Reply #60 on: 2013 10 23, 13:49:32 »
The 1.7 full release is coming up pretty fast and while I know we have to wait for the bukkit update, here is my cropping proposal for my area.

I think we should keep the part of the peninsula area with the village up to the river, but Fiah may differ on the specifics. I don't know what he wants to do with the area further east though.

Edit: Yqt said that he and Bla have tons of school stuff this week, so there won't be any cropping for now.

« Last Edit: 2013 10 23, 14:39:14 by smjjames »

Bla

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Re: Re: World Map and Land Division Thread
« Reply #61 on: 2013 10 23, 18:30:26 »
Remember that cropping can only be done chunkwise, so it will be impossible to follow a river like that. Anyway, here is my cropping proposal for the entire overworld. I tried to follow your plan around your regions.



Given that I think everyone is very excited about the new terrain, I have tried to be a bit stalinent?? (the opposite of leninent?) with the cropping, in other words, I have even cropped out some parts that I left there in previous cropping, such as northern Vatallus. I have marked some areas that I am unsure about in yellow, and feedback from people active in those areas would be useful.

1: Here I saw some circles on the map that were clearly player-made, I think in stone material. I guess stuffhappens might be the one responsible for them. I judged that they weren't important enough to preserve, so I plan to crop them, but I may be wrong, I could tp there I guess. If someone could inform/ask stuffhappens, that'd be useful, I don't really know any way I can contact him and he's rarely online.

2: This island had a ravine that I think Ventus, Mudkipz, possibly Darvince, Atomic and maybe Yqt explored long ago, and a camp in the ravine, but besides from that I don't think the island has anything special and that it has been abandoned for a long time, so I suggest that we just get rid of it now. If those who explored it want it to be preserved, say so.

3: Northern Vatallus. The decision of whether to preserve this area which includes a town is up to Mudkipz.

4: This area has the UBSR resource station I used as base for digging desert and stuff in October and the area includes the skyrail segments outside the red. Yqt wanted the skyrail demolished and my plan is to get on sometime soon and remove it so that we can just crop the area.

5: This desert, I built a road through it to the old Rossjungles and it had a village that I think is now dead... I liked the road a bit but it's not a big deal. It doesn't seem like anyone cares about the area anymore, anyway it's closest to Fiah so he should complain if he wants it to stay.

6: Quontex's settlement on the new quontinent he discovered long ago, this time I plan to just preserve the settlement and move it to near Quontia, since when he comes online I guess he'll be more excited about exploring post-1.7 terrain anyway. He probably won't have access to com to respond to this but if he really wants the entire island preserved I guess I could paste it back from a backup later.

7: Mystic Marsh I suggest be moved to the swamp near UYP and Mount Olympus, that Mudkipz built a road through. It seems like the most natural place to put it because of the biomes rather than having it spawn in the middle of whatever terrain will generate there after the crop.

8: Quontex's mushroom island I plan to move near Quontia, again because there probably will not even be an ocean around it after the crop.

So discuss. And I don't know how much time I'll have to crop it in the weekend, but I think I might have time. The math for next week is pretty easy and already mostly done, but on Saturday I have promised to help our local Unity List with putting up some election posters and spreading some election flyers around where I live, so Idk yet. The sooner people comment and agree, the earlier I can start working on the cropping.

Edit: Decided to shave some more land off Swamphold Swamp, down to the orange area instead. I think even more of it can be cropped actually, the ocean there is big, but I would have to be careful with the stronghold.
« Last Edit: 2013 10 23, 18:40:16 by Bla »

b-ong

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Re: Re: World Map and Land Division Thread
« Reply #62 on: 2013 10 23, 19:16:38 »
1. (black) I think kipz build some kind of ice area or something like that
2. (red) is it possible to keep some of the ocean? when the update comes all ocean is going to be gone and i want to keep some of it. also i like the islands

smjjames

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Re: Re: World Map and Land Division Thread
« Reply #63 on: 2013 10 23, 19:22:26 »
2: This island had a ravine that I think Ventus, Mudkipz, possibly Darvince, Atomic and maybe Yqt explored long ago, and a camp in the ravine, but besides from that I don't think the island has anything special and that it has been abandoned for a long time, so I suggest that we just get rid of it now. If those who explored it want it to be preserved, say so.

I also visited that island at the same time as the others, and I think that was before yqt joined. It was ages ago, way back to last year.

Edit in response to b_ong: Yeah, kipz has a mining center in that area somewhere.
« Last Edit: 2013 10 23, 19:24:42 by smjjames »

AeriOwl

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Re: Re: World Map and Land Division Thread
« Reply #64 on: 2013 10 23, 19:25:36 »
this is what i want
give it to me or there will be revolutions
I am going to eat you like mudkipz, but I should probably kill you first.

b-ong

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Re: Re: World Map and Land Division Thread
« Reply #65 on: 2013 10 23, 19:27:32 »
@smjjames: it's b-ong to you!!! /sarcasm
@fiah: wow that took me like a minute to understand. so i guess you don't need 5

smjjames

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Re: Re: World Map and Land Division Thread
« Reply #66 on: 2013 10 23, 19:41:52 »
No idea about the area in box 1, however the ice island doesn't have anything important as far as I know. We did make an outpost up there, but I don't think anybody has used that or been over there since, not recently anyway.

Komrage

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Re: Re: World Map and Land Division Thread
« Reply #67 on: 2013 10 23, 19:42:48 »
the iceplains around 140 degrees from east going ccw and as distant as forssa using spawntown as the origin are developed by a mining decenter and a bunch of well...mines

i guess you can move it closer if it's necessary but that'd screw up the ice tunnel and portal system

Bla

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Re: Re: World Map and Land Division Thread
« Reply #68 on: 2013 10 23, 19:53:39 »
To Blotz 2: There is still plenty of ocean, look around Mudkipz's farms, the area east of Azecliffs, a lot of ocean around smjjames' settlements and Fiah too, and Matolony. I don't think it's worth preserving.

To Fiah, ok the new map is here, another time it'd be nice if you didn't rotate the map and spent more than 20 seconds editing so it would be easier to understand. :l
To Mudkipz, I assume that means you want it preserved, that'll be a lot easier than moving it, so the new cropping plan includes it in preserving region below.



I inspected the stone circles to the north and this is how they look. I plan to crop them and if someone is missing them I'll just refund the materials. I also just mined the rails from UBSR resource post (and looted chests there etc.) to Kaministiquia's jungle border.


smjjames

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Re: Re: World Map and Land Division Thread
« Reply #69 on: 2013 10 23, 19:57:02 »
Also, when me and Fiah tried to look for the third stronghold, the eyes of ender kept centering roughly along the northern shoreline of the lake north of that desert ghost town, so might want to bump the red line a chunk or two north there to be sure that the end portal does spawn. You (or Yqt) can check on that in single player or something.

Of course though, that IS technically Quontexes land, which is co-owned by Bla I believe.

Bla

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Re: Re: World Map and Land Division Thread
« Reply #70 on: 2013 10 23, 19:59:02 »
We're changing the seed so the previous eyes of ender won't apply.

smjjames

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Re: Re: World Map and Land Division Thread
« Reply #71 on: 2013 10 23, 20:01:25 »
We're changing the seed so the previous eyes of ender won't apply.

Good point. Do you know the max distance from the map center the strongholds spawn? I think it might be 3km or something.

yqt1001

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Re: Re: World Map and Land Division Thread
« Reply #72 on: 2013 10 23, 20:05:38 »
It's 1,000 blocks I think. Mojikit Stronghold is 500 whereas Swamphold is 600.

Anyways what I want changed:


1. This is Mystic Marsh, I'd like it extended to include part of the taiga to it's east. There is a dual cave spider spawner under there I'd like to convert into a string farm since I have no string anymore. As far as moving it to where you said, that'd be ok, but if you do I'd like it to be part of the continuous UYP.

2. I don't have any plans for this half of Nunatriche. The half with the big lake I have plans for and the desert (Kinar) I have plans for, otherwise the half outside of that boundary can be cropped and become 1.7 land.

Other areas of concern:
Those stone circles are from a friend of stuffhappens. When I cropped for 1.5 I left them in and it's not really a big deal as he's not active anymore.
There is an island far out to the west where Rocksolid set up a base. He hasn't logged on in nearly a year so it probably doesn't matter but still, he's there.
« Last Edit: 2013 10 23, 20:12:06 by yqt1001 »

b-ong

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Re: Re: World Map and Land Division Thread
« Reply #73 on: 2013 10 23, 20:19:52 »
wait so thre will be 3 more strongholds right?

AeriOwl

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Re: Re: World Map and Land Division Thread
« Reply #74 on: 2013 10 23, 22:43:37 »
it's possible that there will be 3 more strongholds, however most likely there will be 1 more or none at all.
I am going to eat you like mudkipz, but I should probably kill you first.

smjjames

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Re: Re: World Map and Land Division Thread
« Reply #75 on: 2013 10 23, 23:48:34 »
Unless the distance at which the strongholds spawn was changed, it's technically impossible for a new stronghold to spawn without cropping one of the abandoned/inactive areas.

b-ong

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Re: Re: World Map and Land Division Thread
« Reply #76 on: 2013 10 24, 01:58:52 »
wait so remind me why we are changing the seed
like chunky borders oh well that always happens
and gave the seed away-didn't everyone delete it? and also nothing has happened so??

Bla

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Re: Re: World Map and Land Division Thread
« Reply #77 on: 2013 10 24, 04:38:26 »
Yqt, could you tell me where you want Mystic Marsh moved then?

"There is a limit of three strongholds per world. All strongholds are located at random positions in a radius between 640 and 1152 blocks from the world's original spawn point, at 0/0 (but may extend further in or out of that area). The three strongholds are spawned at roughly equal angles from the center point of the world (that is, each stronghold is in the region of 120 degrees from the others, measured from the origin). The game will not generate a stronghold partially above-ground: any portion above the ground layer will be replaced with air blocks, leaving a cutaway."
http://minecraft.gamepedia.com/Stronghold

Blotz, chunky borders aren't the reason why we change the seed, they just mean that there is simply no reason to keep the old one and I can't verify that people actually deleted the old seed so don't ask me if everyone did it.

Darvince

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Re: Re: World Map and Land Division Thread
« Reply #78 on: 2013 10 24, 04:51:14 »
@bla about bong: i remember that he wanted to build farms like forssa out there with the base on those islands which he called ijky islands.

AeriOwl

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Re: Re: World Map and Land Division Thread
« Reply #79 on: 2013 10 24, 11:23:25 »
Unless the distance at which the strongholds spawn was changed, it's technically impossible for a new stronghold to spawn without cropping one of the abandoned/inactive areas.

Well we're cropping the desert east of revolutea and there is a possibily it will spawn there
there is also a chance it will spawn under my territory (eye of ender) and bla can mcedit it in
I am going to eat you like mudkipz, but I should probably kill you first.

yqt1001

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Re: Re: World Map and Land Division Thread
« Reply #80 on: 2013 10 24, 13:26:09 »
Yqt, could you tell me where you want Mystic Marsh moved then?

Must've misunderstood me. The spot you're moving it to is fine.

Bla

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Re: Re: World Map and Land Division Thread
« Reply #81 on: 2013 10 24, 13:36:00 »
Ok, the new official cropping plan is this. The area with Mystic Marsh is a bit big and I'd prefer if it were smaller but I guess it'll work.

The deadline for complaints is 22 hours from now.



And yes I moved some posts and merged some topics.
« Last Edit: 2013 10 24, 14:33:36 by Bla »

b-ong

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Re: World Editing
« Reply #82 on: 2013 10 24, 21:32:44 »
everything outside of red is cropped except for moving light-blue stuff?
black and yellow?
or is it everything that is circled going to be not-cropped
« Last Edit: 2013 10 24, 21:35:05 by b-ong »

smjjames

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Re: World Editing
« Reply #83 on: 2013 10 24, 22:35:31 »
Everything outside the red lines are being cropped except for the bits circled in blue which are getting moved to the area of Molten. Although I think the parts that are in orange are bits that Bla is going to crop to instead of the red line. The parts in yellow were just areas Bla wasn't sure about.

As for the stronghold, there is a chance it could spawn in the area to the west and north of swamphold. I believe the swamphold fort is 600 or 800 blocks from spawntown, so there is some room for it over there.

As for the final cropping plan, it looks good to me.

Just a thought, shouldn't the area where square 6 is being moved to be explored a bit? Not sure if it matters.
« Last Edit: 2013 10 25, 04:12:56 by smjjames »

Bla

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Re: World Editing
« Reply #84 on: 2013 10 25, 04:40:47 »
It doesn't matter, because if we explored the area it would be cropped anyway according to the plan. No point in exploring something we delete anyway.

Everything outside the red line will be cropped, and the orange line was just a quick fix I made, the plan is to crop what is outside of it, so here is the same plan. Cyan will be moved.


yqt1001

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Re: World Editing
« Reply #85 on: 2013 10 25, 13:24:19 »
1.7.2 is out. I hope everyone saved their generated structures!

Bla

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Re: World Editing
« Reply #86 on: 2013 10 25, 13:33:45 »
I ran CraftBukkit's structure saver, so all structures in all worlds should be saved now whether they were visited or not. I just made a backup that I'll download now to work on, so if people play on the server, progress will not be saved to the world. (But don't go griefing stuff etc. before I write specifically that normal playing rules no longer apply.)

Idk how long the transition will take, but I guess it would be too big a mess to set up a temporary map, if you want to have temporary fun, I'll recommend playing on our temporary 1.7 snapshot world on Multiplay, that I'll consider changing to proper 1.7.

smjjames

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Re: World Editing
« Reply #87 on: 2013 10 25, 14:01:20 »
Sounds cool.

Perhaps I'll go 'scorched earth' on what was rossjungles since that is getting cropped anyway.

Bla

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Re: World Editing
« Reply #88 on: 2013 10 25, 14:04:59 »
The server is down and I don't recommend playing on it until I get the new map up and ready. I recommend playing on the Multiplay server until then.

Bla

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Re: World Editing
« Reply #89 on: 2013 10 25, 18:25:20 »
I have cropped the world mostly according to the plan (I accidentally deleted slightly more land than the plan showed south of Revolutea, sorry Fiah, tell me if you need it MCEdited back in when I upload a map), edited the biomes slightly and changed the seed.

Currently I have removed everybody else from the whitelist, because I don't plan to put on a temporary map and I'm currently uploading the cropped world, and I don't want to risk people logging on and loading terrain again with 1.6.4. I'll put the old whitelist back when the server is running Bukkit 1.7, which still seems to be in development.

http://dl.bukkit.org/downloads/craftbukkit/

You can mess on the Multiplay server while waiting.

Edit: Done uploading cropped world, verified the new seed is working, also used the structure saver once more to ensure MCEdit or the biome painter shouldn't cause anything to be lost.
Now we're just waiting for Bukkit 1.7.
« Last Edit: 2013 10 25, 18:56:27 by Bla »

AeriOwl

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Re: World Editing
« Reply #90 on: 2013 10 25, 21:25:53 »
it's fine
I am going to eat you like mudkipz, but I should probably kill you first.

Bla

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Re: World Editing
« Reply #91 on: 2014 05 11, 00:06:12 »
<rodvenio>if possible can you change yukitown's biome to coldtaiga because with 1.7 update it rains instead of snowing

Next time there's an opportunity to touch biomes, I'll try to remember this

Darvince

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Re: World Editing
« Reply #92 on: 2014 05 11, 00:40:24 »
*remembering intensifies*

b-ong

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Re: World Editing
« Reply #93 on: 2014 06 19, 13:30:04 »
Water dungeon.  We gotta crop. Just read water dungeons page on game pedia . Like new boot enchant wat. Anyways I can get puff err fish for water breathing. But crop thanks

Darvince

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Re: World Editing
« Reply #94 on: 2014 06 19, 13:31:47 »
we'd need to crop anyways because of the new "ores"

b-ong

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Re: World Editing
« Reply #95 on: 2014 06 19, 13:40:43 »
My darvince when. Oh it spawns in old oceans somehow bUT I still want to crop

Bla

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Re: World Editing
« Reply #96 on: 2014 06 19, 18:29:15 »
Yes, we'll probably crop when the update happens, I'll consider how when we get closer to the release so we have a better idea of what areas are developed by then.

Darvince

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Re: World Editing
« Reply #97 on: 2014 06 27, 19:53:42 »
Hey, could these two chunks be restored to what they were before in the cropping? They're really out of place. I think they generated in 1.6, but I'm not sure.


Bla

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Re: World Editing
« Reply #98 on: 2014 06 27, 20:20:57 »
I know there are a couple of those chunks, also one in Zuntriio, and yes, the plan is to restore them, even though I can't promise it.

Komrage

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Re: World Editing
« Reply #99 on: 2014 07 11, 04:43:31 »
https://i.imgur.com/9JabamI.png

strange blocks found floating above desertopia/deoland border. suspected corruptness?