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Public Forums => Blacraft General => Topic started by: Hellpotatoe on 2013 02 26, 22:01:30

Title: Projekts
Post by: Hellpotatoe on 2013 02 26, 22:01:30
Since b-ong's Projects topik is only for finished ones, I've created this topik to future projekts.
Title: Re: Projekts
Post by: Hellpotatoe on 2013 02 26, 22:09:29
First, I must say that I need of find a proper location to make some of my projekts. Kaktocity will be like... a tempate :P


Piece of Nether: A location (a cave, but I'm thinking in a ravine) covered in netherrack. It will have lava, (nether mobs would be ideal, but theres no safe way to do it, so...) glowstone, quartz ore and netherish things...

CorruptChunks: Sum selected chunks that I will turn in Nether-like (obviously, only in the surface)
Title: Re: Projekts
Post by: b-ong on 2013 02 27, 01:12:45
no ravines in nether [yet] so that might not be reallistic
Title: Re: Projekts
Post by: Hellpotatoe on 2013 02 27, 09:25:39
Uhh... but I wanna it on overworld and nvm

I have fear of make the piece of nether in a cave and someone splunk/stripmine it.
Title: Re: Projekts
Post by: Bla on 2013 02 27, 18:32:46
I like the Piece of Nether idea. The CorruptChunks sounds like it wouldn't look very good though imo. Chunky stuff usually doesn't look very well imo because I always associate it with all the chunky glitches and bugs in the game.
Title: Re: Projekts
Post by: b-ong on 2013 02 27, 21:30:37
I'm going to make a Piece of the Bla.

In this, i take Bla and borrow some organs and then display them in item frames in a museum. (spawntown's, if Bla let's me)
Title: Re: Projekts
Post by: Hellpotatoe on 2013 02 28, 10:12:22
In 'corruptchunks' I was going to select pieces of mountain and interesting landscape and turn them in nether like. But i don't really wanna do it.
And yeah, the Piece of Nether is really cool :D
Title: Re: Projekts
Post by: Komrage on 2013 05 29, 21:46:05
beacon goes here :D

(http://i.imgur.com/1nQuLEd.png)
Title: Re: Projekts
Post by: b-ong on 2013 05 30, 00:28:01
uhh
Title: Re: Projekts
Post by: Komrage on 2013 07 20, 19:32:55
removed pillar

http://i.imgur.com/jc5wbPk.png

http://i.imgur.com/IDQzFzk.png
Title: Re: Projekts
Post by: b-ong on 2013 07 21, 04:23:22
i spy sandstone with torches! but where the heck is that
Title: Re: Projekts
Post by: Darvince on 2013 07 21, 23:57:24
that's in ampluterra
Title: Re: Projekts
Post by: b-ong on 2013 08 15, 12:15:14
Operation Cactus: remove all the cactus in Ijky/Soviet Islands/Japan

Stages:
(http://i.imgur.com/VdnolII.png)

any help would be wanted, please mine 1 layer under the cactus so we can remove cactus and make it look good.

there are iron shovels at the work building.
how to get there: go to -1100,-2000
or
Go to Guodisia by rail and take the "water rail" to cactus land
or
nether, slightly harder. Go to kip'z portal and keep going. Then when you see two other portals, turn (right) outside. There's a sky road. Either follow below it or on it. Then, find a sign says "guodisia" and go into the tunnel. At the messy intersection, turn left.

Coords should be AROUND 130,250
Title: Re: Projekts
Post by: b-ong on 2013 08 15, 12:17:16
part 1: 90% complete.
people: me and shadowlordko
shovel: mostly iron
time: bout maybe like 30-45 minutes
picture
(http://i.imgur.com/wtOZZkt.png)
album
http://imgur.com/a/E3Pdu

moving on tho part 2


Title: Re: Projekts
Post by: yqt1001 on 2013 08 21, 03:54:54
Finally got around to commencing to build the mob farm under Capital ala Spawntown Monster Factory.

Dug a hole from y=60 down to my branch mine transportation tunnels. Beginning of underground Capital farm complex (also planning slime farms and other things under it).

(https://dl.dropbox.com/s/odsv4rm1z8tgl85/big%20hole.png)

Going to use a piston pusher set up and fall damage. Very efficient and never fails, just fairly expensive.
Title: Re: Projekts
Post by: Komrage on 2013 08 21, 06:47:31
huh. i was planning do a mob farm above an ocean at at 170+ that way there are no mobs in a radius of 128 since the oceans go down to about 40 and possibly even deeper. plus then there's no need for quarrying.

i guess that's an impressive big hole though
Title: Re: Projekts
Post by: yqt1001 on 2013 08 21, 16:15:52
huh. i was planning do a mob farm above an ocean at at 170+ that way there are no mobs in a radius of 128 since the oceans go down to about 40 and possibly even deeper. plus then there's no need for quarrying.

i guess that's an impressive big hole though

While that is a much better design, I don't have any oceans and the reason I built this in this location was so that it'd be running whenever I do anything in Capital. While there is some unlit caves, I got most of them through a lot of tunneling I have done. The lack of efficiency should be compensated by not having to sit there and afk for it to work.
Title: Re: Projekts
Post by: Bla on 2013 08 21, 19:38:04
Cool. From my experience with Spawntown's factory, the pistons tend to glitch if the server restarts/chunks unload (Idk), which seems to break the hopper clocks with pistons and the crunchers, so that the piston arm becomes invisible and has to be destroyed in creative mode. If you make a big factory with pistons, you might want to check whether this bug still exists.
Title: Re: Projekts
Post by: b-ong on 2013 08 21, 19:54:54
how do you even test" if it only glitches in multiplayer? kol
Title: Re: Projekts
Post by: AeriOwl on 2013 08 21, 20:23:15
The proper way to do it is to make a skyscraper for your mob farm
Title: Re: Projekts
Post by: Darvince on 2013 09 09, 05:38:07
Blapprove of this road? (I'm asking because it goes into jungelot/nova scotia)

(https://dl.dropboxusercontent.com/u/45288313/dar-jun-nov%20road.png)
Title: Re: Projekts
Post by: Bla on 2013 09 09, 16:33:29
If you build it to Jungelot's border, I can extend it to Novascotchara yes. I give no guarantee for when I do it though.

I don't approve of A and B.
Title: Re: Projekts
Post by: Darvince on 2013 09 09, 22:15:15
A and B were just a random idea I had to have a port in Swamphold linking it to other areas on the western edge of the Blacraft continent
Title: Re: Projekts
Post by: Bla on 2013 11 28, 20:48:55
Preparing the sugar farms below the Blue Ink Factory to place another ~1000 sugar canes. If anyone has lily pads or areas in their regions where they would be ok with me gathering them feel free to donate or something. Everyone can use the sugar farms. If sugar cane is put into the chests with the hoppers, the minecarts move it to a much bigger section of sugar cane chests in Spawntown's public storage. About 220 lily pads needed.

(http://i.imgdiode.com/zSFuXN.png)
Title: Re: Projekts
Post by: smjjames on 2013 11 29, 16:09:02
You can use the huge swamp in Terra Salvaje or the one just north of Oasis City.
Title: Re: Projekts
Post by: Bla on 2013 11 29, 21:19:38
Ok thx, gathered 384 lily pads in Tierra Salvaje. Going to plant more sugar canes immediately.

(http://i.imgdiode.com/sktHZ1.png)

Edit: Third unit done, now preparing for the fourth unit (December 7, 2013)

(http://i.imgdiode.com/rqQ2Xt.png)
Title: Re: Projekts
Post by: Bla on 2013 12 07, 16:34:42
Ready for upgrade. :)

(http://i.imgdiode.com/bjmLH5.png)
Title: Re: Projekts
Post by: b-ong on 2013 12 07, 17:50:40
wait what why clay and lilypads
why not just dirt and dirt
like yeah it's a bit inefficient but you save lilypads
Title: Re: Projekts
Post by: Bla on 2013 12 07, 18:32:00
inefficient

(Btw the clay was just because now that I was in swampy areas, I might as well gather some, I'm not using it in the sugar farm)
Title: Re: Projekts
Post by: Bla on 2013 12 15, 18:42:49
Considering building a large gate in the Kaktolake district that would be called "Stargate", be sort of equivalent to Redgate, Greengate and Yellowgate in Spawntown Wall, but in a more monumental way, you would ride under it on the main road to Ampluterra, it would be bigger and have symbols on top, probably something like the star on the voting center, and hammer and sickle. It would not be for "defense" and there would be no closing mechanisms.
Another gate called Bluegate could also be built in the Blue Bay district, maybe if I consider building a wall like the Spawntown one there, maybe at the border to Earthquake Forest. In that case it would be like the ones in the current wall.
Title: Re: Projekts
Post by: Bla on 2013 12 29, 02:05:38
Kaktoland Iron Foundry is now fully functional (I think) with 4 iron golem farms, which should theoretically produce about 160 iron ingots per hour, or 3840 per day (if it were loaded all the time). It is now by far the tallest building in all of Kaktoland. I plan to spend some extra time to make it look nice and as one single building, and I think it'll be my entry for Blavision.

"Hidden below the dismissing of an iron golem farm as ugly lies another architectural challenge, shouting for a bright solution."

Functional parts built on December 28-29, 2013.

(http://universesandbox.com/forum/index.php?action=dlattach;topic=2724.0;attach=24347;image)

(http://universesandbox.com/forum/index.php?action=dlattach;topic=2724.0;attach=24349;image)
Title: Re: Projekts
Post by: Darvince on 2013 12 31, 22:29:57
aktually with the way it is right now I kind of like its otherworldly look
Title: Re: Projekts
Post by: Darvince on 2013 12 31, 23:05:11
I kame up with more projekts to do for myself

(http://i.imgur.com/wNgA3V3.png)
Title: Re: Projekts
Post by: Bla on 2014 03 30, 03:01:31
Horse road to mesas has reached the mesas. Here's a video of the road and the "opening ceremony" with Matty and Yqt:

https://www.youtube.com/watch?v=b-pwrUgbzHo&index=21&list=PLDD704680B5A2D3CA
Title: Re: Projekts
Post by: Bla on 2014 03 30, 19:59:06
Planning to build a new monster factory in Kaktolake near the iron foundry. The design is demonstrated here:

https://www.youtube.com/watch?v=fG_kkzv1nTY
Title: Re: Projekts
Post by: Bla on 2014 03 31, 23:11:53
The factory is fully functional now!

Kaktolake Monster Factory currently has a spawning area of 9,000 m2. (Each floor is 30 m x 50 m)
Spawntown Monster Factory had an estimated spawning area of roughly 6,000 m2. (Each floor is 22 m x 17 m I think)

The factory is still manual though (there's a button for turning water on/off), and the windows aren't covered yet, so spawning rate is probably a bit lower than Spawntown's. But the fact that you can flush it should hopefully make it much more productive when I add a clock to flush periodically.
Also the drop isn't deep enough to kill armored mobs, and spiders tend to crawl on the windows.

The area is very long for piston strangulation. Adding flowing water near the bottom platform diverting them into a 2x2 area with piston strangulation at the bottom might be a good idea.

I might just make the area a bit deeper with a backdoor to kill off surviving mobs. As long as you don't stand down there, I don't think the spiders will crawl on the walls. Sandstone could make that impossible, but the windows look nice imo.

So many options kol.

The iron foundry has produced about 1100 iron while I worked on the factory today, kol. Nice.

(http://i.cubeupload.com/VuqSrR.png)

(http://i.cubeupload.com/5XQ6FA.png)
Title: Re: Projekts
Post by: Bla on 2014 04 04, 17:15:33
Connected the road from Darvwnse-a to Jungelot Cove and Novascotchara.
Title: Re: Projekts
Post by: Darvince on 2014 04 05, 02:24:52
oplusplus
Title: Re: Projekts
Post by: Darvince on 2014 04 14, 03:15:40
I kame up with more projekts to do for myself

(http://i.imgur.com/wNgA3V3.png)
ALSO: destroy storage, create better, bigger one, also create ender pearl storage, also create bathhouse
Title: Re: Projekts
Post by: Komrage on 2014 05 10, 20:08:40
(http://i.imgur.com/YyXrfST.png)
Title: Re: Projekts
Post by: Darvince on 2014 05 11, 21:47:44
Does the Bla blagree with this rail extension plan to connect Darvwnse-a by rail?

You've expressed interest in a Swamphold station before, and this could enable a Jungelot station, so this would benefit you by adding consistency/the normal way to get there to those two places. Finally, both of us could get what we want with these stations if the red line is moved to meet with Jungelot or at least nearby.

(http://i.imgdiode.com/dyHCPq.png)
Title: Re: Projekts
Post by: Darvince on 2014 05 12, 06:58:54
I kame up with more projekts to do for myself

still to do from here: create library, create jungle tree farm, create savanna tree farm[/img]
 (http://i.imgur.com/wNgA3V3.png)
ALSO: destroy storage, create better, bigger one, also create ender pearl storage, also create bathhouse
So many ideas today holykol
NEW: make cat mural on rail, build rail if Blapproves (purple line from SKA station to swamphold station), transform building that was originally for station into export/import building

also for PLAIDANIA: sleeping center, storage, two canals in foressia, matty finish your building, mining center connection, town center, better station access, finish forge, canal in plaidania/little andalusia, more generic buildings also rebuild flint factory/farm
Title: Re: Projekts
Post by: Bla on 2014 05 12, 11:01:21
I think option 2 is a too big redirect for passengers going towards Kaeshar and Amazonis. Instead, the orange line can go to Swamphold and later in that direction if Jorster needs it, and a ring line could connect Jorster's area to Darvincia and Auspikitan later. Jungelot rails should be along x = -800.

I can approve this (red and orange thick lines), and you can begin construction if you want, as long as the rails obey the rules (foot height y = 49 on floor, centered on coordinate multiples on 20):

(http://i.imgdiode.com/rHwPK8.png)
Title: Re: Projekts
Post by: Darvince on 2014 05 12, 17:57:51
Hmm? The purple line was going to be a ring line from Auspikitan to Swamphold but I guess having the red line going directly under Darvincia is better because that'll make it leas difficult to get there.

For shortening purposes:
I could have my own rails to shorten the trip from Spawntown to Darvincia, making possibly something from SKA to Darvincia and under Darvincia split several different ways like to Ixklaxwv, the tree farms, the southern town, Jorster's bunker, and other things possibly.
Title: Re: Projekts
Post by: Bla on 2014 05 12, 18:47:07
I don't really understand the purple lines, which segments are alternatives to which other segments.

If you want your own line from Spawntown to Darvincia, that can be planned. Such a line would be more free in where to go than redirecting the red line, but a general southwest direction without too many slowing bends would be desireable so that it's useful for future developments in the southwest direction.

The thick purple is an additional line that could be a segment of a ring line, according to the web plan. If you prefer this plan, I can approve that (thick lines) alternatively to the above plan.

(http://i.imgdiode.com/uQmY35.png)
Title: Re: Projekts
Post by: Darvince on 2014 05 12, 23:07:33
The purple lines were ring rails in my first proposal, yes. I wouldn't intend for people traveling to Kaeshar to go so far out of the way in order to get there, when going straight with one 90 degree turn is the fastest way to accomplish that.

I can start construction on the modified red line and the orange line, as well as the purple line right away.
Title: Re: Projekts
Post by: Komrage on 2014 05 13, 20:50:14
I JUST HAD INSPIRATION TO START A NEW PROJECT

basing it off this:
(https://i.imgur.com/ggztWzC.png)
Title: Re: Projekts
Post by: Bla on 2014 05 17, 00:08:16
Alternative red line dug out in 1x2 tunnel from Novascotchara to here, segments have been dug out to 3x3 tunnel.

(http://i.imgdiode.com/FJg8d9.png)

(http://i.imgdiode.com/2pNulY.png)
Title: Re: Projekts
Post by: Darvince on 2014 05 17, 07:08:27
what
I was going to have the Darvincia line be a ring line but ok then????

Anyway, I have shítloads of stone so I can fill it back in.

Tonight, I dug out the yellow area that I have outlined:
(http://i.imgdiode.com/0pTMKh.png)

This way the SKA station is not displaced and my immense desire to not move my import/export building is satisfied.

EDIT: I have filled in what I circled in purple and dug out Green and Yellow. I'll sleep now.
(http://i.imgdiode.com/gLikKc.png)
Title: Re: Projekts
Post by: Bla on 2014 05 17, 11:24:32
what
I was going to have the Darvincia line be a ring line but ok then????
The line you've drawn there is nothing we have discussed, you said you'd begin construction on the modified red line, from that I can only assume you meant the red line I posted to approve of, which is exactly what I dug out to help. I don't get why you ask for approval if you then just make some completely different plans then. And if you look at your first plan, the purple line you drew there went through the exact same area I dug out and the building.
I can start construction on the modified red line and the orange line, as well as the purple line right away.

Anyway, I have shítloads of stone so I can fill it back in.
That would be a waste of time. If you don't think the line should be there just seal off the ending in Darvincia so the tunnel isn't visible. Filling it all in wouldn't make any more sense than filling in strip mines imo.

Tonight, I dug out the yellow area that I have outlined:
This way the SKA station is not displaced and my immense desire to not move my import/export building is satisfied.
EDIT: I have filled in what I circled in purple and dug out Green and Yellow. I'll sleep now.

Wtf. But ok, your stone, your time.

But - could you post your plans for what rail lines you're planning to make now? I have absolutely no idea what they are.
Title: Re: Projekts
Post by: Darvince on 2014 05 17, 17:25:11
Okay, sorry for my poor communication skills in the previous posts, but here they are: (purple line is the ring line)

(http://i.imgdiode.com/itpWUh.png)
Title: Re: Projekts
Post by: Bla on 2014 05 17, 17:37:44
Ok, that looks fine, those lines can be constructed.
Title: Re: Projekts
Post by: Darvince on 2014 05 28, 19:51:10
Well, I died and lost everything, so now I have a 16 hour long enderman farm trip! hooray!

Things to make:
unb3 eff3 shovel(s), axe
unb3 eff5 pickaxe
unb3 eff5 luck3 pickaxe
unb3 eff5 silk pickaxe
unb3 sharp5 knock2 loot3 sword
7 stacks of quartz lost
175 nether fort lost
iron armor lost
Title: Re: Projekts
Post by: b-ong on 2014 05 29, 19:22:48
first he died  - sad
then i saved items - happy
then he died again - very sad
Title: Re: Projekts
Post by: Darvince on 2014 05 29, 21:07:34
Hrmph. I just made three enchanted diamond skovels and none of them had unbreaking!!! Officially grr!!!
Title: Re: Projekts
Post by: b-ong on 2014 05 30, 04:21:09
GRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR RR
Title: Re: Projekts
Post by: Bla on 2014 06 09, 18:06:13
Moved Swamphold portal up to horse road level, made a nether horse road to it and an ice road.

Also finished (so far) the autosugarcanefarm in Kaktolake.
(Here I haven't covered the sides completely yet)
(http://i.imgdiode.com/LJPjh6.png)
Title: Re: Projekts
Post by: Darvince on 2014 06 25, 23:41:42
I kame up with more projekts to do for myself

still to do from here: create library, create jungle tree farm, create savanna tree farm[/img]
 (http://i.imgur.com/wNgA3V3.png)
ALSO: destroy storage, create better, bigger one*, also create ender pearl storage, also create bathhouse
So many ideas today holykol
NEW: make cat mural on rail, build rail if Blapproves (purple line from SKA station to swamphold station), transform building that was originally for station into export/import building

also for PLAIDANIA: sleeping center, storage, two canals in foressia, matty finish your building, mining center connection, town center, better station access, finish forge, canal in plaidania/little andalusia, more generic buildings also rebuild flint factory/farm
for DARVWNSE-A/SANDE KOL: brewery (actual brewery), crafting hall, armoury, bar, party area, hotel (paperplans), turn old storage into SKA info, finish upgrading stable, portal building, portal statue (person holding thing which contains portal on top?), party area, theater
*bigger storage is ongoing

for DARVWNSE-A/SWMP: testificate village, inn, shop or two
Title: Re: Projekts
Post by: Bla on 2014 06 26, 02:37:22
A project finished today: Horse road to Jorsterton, extended from the lands of Swamphold Swamp.

(http://i.imgur.com/kN0sJlj.jpg)

Original plan here (green):

(http://i.imgur.com/UOjJEDv.png)
Title: Re: Projekts
Post by: Darvince on 2014 07 08, 22:58:55
unb3 eff5 pickaxe
unb3 eff5 luck3 pickaxe
unb3 eff5 silk pickaxe
unb3 sharp5 fire2 loot3 sword
Title: Re: Projekts
Post by: Bla on 2014 07 31, 10:43:53
Approximate plan for extension to The Lime Road

(http://i.imgur.com/Z9PL4ij.png)
Title: Re: Projekts
Post by: Darvince on 2014 07 31, 13:30:22
my gay mesa road going through the mesa when
Title: Re: Projekts
Post by: Bla on 2014 08 19, 21:46:12
Approximate plan for extension to The Lime Road
Project completed

(http://i.imgur.com/8T3cCgW.png)
Title: Re: Projekts
Post by: Komrage on 2014 08 20, 04:15:04
cute
Title: Re: Projekts
Post by: Bla on 2014 08 23, 15:00:28
Spruce wood factory

(http://i.imgur.com/LgXim8s.png)
Title: Re: Projekts
Post by: Bla on 2014 08 29, 22:37:30
Whitehold

(pun maybe intended)

(http://i.imgur.com/9DdKKwK.png)
Title: Re: Projekts
Post by: Darvince on 2014 08 30, 06:47:16
for too long I was like "where's the pun"
Title: Re: Projekts
Post by: Komrage on 2014 09 02, 05:36:36
i've been working on structural columns in desertopia. they hold up the roof and the mob factory. total pumpkin expenditure is estimated to be 20,000

(https://i.imgur.com/74Oaccv.png)

as a bonus, the columns are large enough that one can live inside. yes, desertopian tower apartments.

i also went and checked my pumpkin farm, i've saturated my chests with 450,000 pumpkins and enough slices for 85000 melons.
Title: Re: Projekts
Post by: Bla on 2014 11 11, 16:05:39
For this 4m wide horse road (cyan) I need permission from Fiah, Kip and TMC

I'm not really sure how it'd go below Desertopia as I can't see the stuff, but I'd try to find some route when I get there. Unless you prefer it to go on the roof and have ramps up/down to surface level.
It'd tunnel through the mountains in Vatallus.

(http://i.imgur.com/YvB12Q1.png)
Title: Re: Projekts
Post by: Komrage on 2014 11 11, 20:52:27
yee
Title: Re: Projekts
Post by: Bla on 2014 11 11, 21:16:50
Glorious, the plan has been approved by everyone. World conquest can commence.
Title: Re: Projekts
Post by: Darvince on 2014 11 13, 00:27:00
yee
Title: Re: Projekts
Post by: b-ong on 2014 11 13, 11:47:06
we should make more outposts so traveling is more desireable
Title: Re: Projekts
Post by: AeriOwl on 2014 11 13, 21:12:13
says the person who claims "compliancea is too far away"
Title: Re: Projekts
Post by: Darvince on 2014 11 13, 23:46:06
kol
Title: Re: Projekts
Post by: b-ong on 2014 11 14, 21:04:07
says the person who claims "compliancea is too far away"

What does his have to do with outposts
Title: Re: Projekts
Post by: Komrage on 2014 11 15, 07:17:54
the kolkon smelter 1: 1.5 items per second, 20 iron / furnace
includes fuel indicator light, and automated deposit/collection

(https://i.imgur.com/doXO1Fr.png)
this is one of six smelters i'm building. depending on how many items there are to be smelted, the number of smelters used can be adjusted to optimize lava bucket usage.

full capacity should smelt 2.5 large chests in < 17 minutes using 140 lava

and i'm building this because i get mad at the inefficiency every time i run around like a headless chicken while manually operating 92 furnaces
Title: Re: Projekts
Post by: Quontex on 2014 12 01, 22:05:56
Finally putting The Hioth Xia bridge here.

http://imgur.com/a/pSsNj#0 Imgur album has the plans in the description of the images.

Estimated sandstone usage of 24 stacks, and a 14+ stacks of quarts, an Unknown amount of glass.
Title: Re: Projekts
Post by: Bla on 2014 12 02, 06:53:50
Looks nice. Cute quarts ruins.
Title: Re: Projekts
Post by: Quontex on 2014 12 02, 08:34:01
Its not finished, I've focused the main project first. Thats just been built with random tadbits from around my storage, I'm planning a proper ruined building
Title: Re: Projekts
Post by: Komrage on 2015 01 11, 20:15:25
idea for a music disc farm

(https://i.imgur.com/xZz3JOL.png)
Title: Re: Projekts
Post by: b-ong on 2015 01 11, 20:31:44
only need 1 skeleton
Title: Re: Projekts
Post by: Bla on 2015 01 11, 20:41:27
Looks nice.



Here's my plan for the UBSR central collective storage (gray = walls, orange = chests, green = walkin area, cyan = vertical transport area):

(http://i.imgur.com/rF1axN2.png)
Title: Re: Projekts
Post by: b-ong on 2015 01 11, 23:33:00
what materials da walls?
Title: Re: Projekts
Post by: Bla on 2015 01 12, 10:40:38
Sandstone for the bottom parts and red clay for upper floors probably
Title: Re: Projekts
Post by: Bla on 2015 01 22, 14:03:35
Completed one floor of the central collective above. Today I finished the rest of the cyan route here so now both the planned roads are complete.

I discovered a way to make steeper diagonal 4m wide roads when building it. I should build a roadbuilding research institute.

(http://i.imgur.com/F48TgCZ.png) (http://i.imgur.com/2WVw04R.png)
Title: Re: Projekts
Post by: b-ong on 2015 01 23, 02:58:16
najs.
one day someone's going to break the nether and then bla's going to tax his roads and we're going to be doomed
Title: Re: Projekts
Post by: Darvince on 2015 01 23, 04:27:03
darvincian roads master road race
Title: Re: Projekts
Post by: Bla on 2015 01 28, 16:22:09
A plan for an ocean monument farm near Matolony

(http://i.imgur.com/kGmIydX.png)

(http://i.imgur.com/EKlAgQV.png)

Edit: New plan

(http://i.imgur.com/ync6v5i.png)
Title: Re: Projekts
Post by: b-ong on 2015 01 28, 21:22:36
nice find.
did u find it on dynmap or did u boat it
Title: Re: Projekts
Post by: Bla on 2015 01 28, 23:12:06
I went on a boat in full daylight and scouted south of Matolony kol

Edit: Today's progress (20150129)

http://i.imgur.com/bvvXTAY.jpg

http://i.imgur.com/iZtV1Rl.jpg

And today the farm works (20150130)

http://i.imgur.com/bc9Qcag.png

http://i.imgur.com/3iFfjLa.png

http://i.imgur.com/KkyUuDN.png

http://i.imgur.com/iCwZBd8.png
Title: Re: Projekts
Post by: Komrage on 2015 02 07, 04:25:10
kute.


birds eye view of plan for the wither in vatallus

(https://i.imgur.com/V51XhrJ.png)
Title: Re: Projekts
Post by: Bla on 2015 03 05, 20:36:31
Draining in progress

(http://i.imgur.com/bM59gXQ.png)
Title: Re: Projekts
Post by: Bla on 2015 03 11, 17:22:29
Draining in progress
(http://i.imgur.com/dGpiJZa.png)

Here's my plan for the UBSR central collective storage (gray = walls, orange = chests, green = walkin area, cyan = vertical transport area)
Sovkon 2015 under konstruktion

(http://i.imgur.com/S1QB6vY.jpg)

The skarekase

(http://i.imgur.com/wyrG32E.png)

Edit: It has 16 floors as of now.

(http://i.imgur.com/NwGr7hb.png)

I'm considering making the top of it different. Either by having the center be hollow, kind of like a small garden maybe, surrounded by a "ring" of more building floors. That'd look interesting from inside and from the top, but from the ground or outside you wouldn't really notice a difference. Another idea is to have it narrow in and grow taller in the center only. That way the staircase in the center could continue as well. Not sure what to do.

Also considering building an elevator building nearby that can lift you to many different y levels, with branches to the building and possibly other future tall buildings.
Title: Re: Projekts
Post by: Bla on 2015 03 20, 21:08:17
Idea for street lighting... The redstone blocks feel a bit overkill and look a bit big but Idk a nice-looking alternative. I'm thinking of the simpler option to just use a glowstone block with possibly a slab on top of the material of the pole...

Of these designs I think cobble and nether brick fence are ruled out, while the orange wood, birch and dark oak look promising. Opinions/ideas?

(http://i.imgur.com/LmXBy0K.png) (http://i.imgur.com/npAlSNH.png)

(http://i.imgur.com/CA9vxO3.png)
Title: Re: Projekts
Post by: b-ong on 2015 03 21, 02:21:24
use the wood that corresponds to the biome? that'd be cute
Title: Re: Projekts
Post by: Bla on 2015 05 30, 19:19:28
Road to SmokeyDog's perimeter plan, approved by SmokeyDog:

Edit: This project is cancelled

http://i.imgur.com/huB62MY.png

(http://i.imgur.com/huB62MY.png)
Title: Re: Projekts
Post by: Bla on 2015 06 07, 22:37:02
I've been thinking of 2 summer projects people might be interested in participating in:

1: The CHAMBER OF MALE DESIRE, a very large, generally dark, underground chamber, in Kaktoland or Epicland, with probably some lava and some kind of grand art somehow related to male desire. Above ground it might look like a hill or something and maybe a 2D thing of Sebastian Castro's face. Possible labor: Idea input and after planning lots of digging and TNT mining

Ideas so far:
(http://i.imgur.com/deNUARY.png) + (http://i.imgur.com/eInJdxC.png)
+ underground chamber

2: Some kind of monument involving rainbows in the northern forest of Lumaea, if Swonx would approve. Possible labor: Idea input and possibly resource gathering/construction help.
Title: Re: Projekts
Post by: Komrage on 2015 06 07, 23:08:12
i was going to build a stained glass rainbow in desertopia

my list of projects also includes demolishing a mushroom farm, making an autowood farm, building a tower for my crystal, an item sorter for my mob factory, fixing my mob factory (some of the pistons mysteriously vanished into thin air), converting my wheat farm into a villager wheat farm is possible, building a tree city, and making a wither skull farm


plus we should really try out the guardian turret idea
Title: Re: Projekts
Post by: b-ong on 2015 06 08, 01:35:24
i was going to finish my mob farm
Title: Re: Projekts
Post by: Bla on 2015 06 25, 18:26:15
Sebastian Castro avatar and Sebastian Castro Sleeping Center in Epicland

http://imgur.com/2hOsfYB,nVNdUHF,KfWLcDf,kjUxaDE,fWELscf,3mpOVYY#0

(http://i.imgur.com/fWELscf.png)

(http://i.imgur.com/kjUxaDE.jpg)

(http://i.imgur.com/2hOsfYB.jpg)

(http://i.imgur.com/nVNdUHF.jpg)

(http://i.imgur.com/KfWLcDf.jpg)

(http://i.imgur.com/3mpOVYY.jpg)

Original:

(http://i.imgur.com/uGdiSyI.png)
Title: Re: Projekts
Post by: Komrage on 2015 06 25, 21:08:28
omf
Title: Re: Projekts
Post by: Bla on 2015 06 28, 19:32:07
Seb liked it, he said it was too cool and that I put a big smile on his face with it, kol, I love his messages

Anyone who wants to do any community projects this summer? I plan to devote some time to irl but I'm sure I can't fill all of the summer with that, so looking to play some games too, and I guess, Blacraft

I had an idea for making a horse racing track communally, which would work by dividing a large area into tiles. People could then claim tiles within the area where they'd work on a segment of the track and then connect them, and we could help each other achieve a uniform look or something.
Title: Re: Projekts
Post by: Komrage on 2015 06 28, 20:42:16
kol. uniform is boring. it would be nice if each section had a distinctive style to it same with the rails.

wither skull farm? we have a good location and i started moving the mats over
Title: Re: Projekts
Post by: Bla on 2015 06 28, 20:46:08
That would work. Also the rails don't have to be uniform - that's why each region is encouraged to use its own unique materials, so they can have both a distinctive style but also something in common. Although I guess you'd want them to be all completely different :P

Wither skull farm works. I just don't really know how to do it but if you can guide me a bit, sure
Title: Re: Projekts
Post by: Komrage on 2015 06 28, 22:32:55
kol. me neither, i just follow youtube tutorials
Title: Re: Projekts
Post by: b-ong on 2015 06 29, 00:02:14
and then yqt has his wither farm that is like 5% started and there's like 5 broken farms out there and i dont even know which one to commit too
Title: Re: Projekts
Post by: Bla on 2015 06 29, 21:00:09
What's the location of the one you're working on Kip? I guess I can help with that sometime. Especially if the tutorial vid is posted (maybe it's an advantage if we refer to the same tutorial? kol)

In other news I've begun planning a proper bridge between Epicland and Lumaea but then I had to go

(http://i.imgur.com/TpOED9h.png)
Title: Re: Projekts
Post by: b-ong on 2015 07 03, 16:47:05
*sigh* damnit, huge design flaw in my mob factory.
it still works, which is great, but i could've made it a lot smaller and more efficent
before, each level takes 5 height
floor
dispenser + redstone dust
space
redstone block
piston

a way to do it with 3 would be

floor
dispenser
redstoneblock
piston

the piston of 1 level would be the floor of another so yeah, meh.
and i tested it it works with my timer right now, i'll post pics lter
meh. :(
Title: Re: Projekts
Post by: b-ong on 2015 07 03, 16:56:27
also, just wondering, how did you guys calculate how long the piston wait should be? or things like that.
here are my mechanics.

first off, i need to give two pulses to the pistons for it to work, as one to push the redstone block and power the dispensers and one to move the redstone block away so it's set for next time. i did this by splitting 1 pulse into two lines, one with a longer delay and one with a short delay. so that's two. looks the pic below. i have a repeater in the other one so the pulse doesn't go in a loop


(http://i.imgur.com/lFVtK5k.png)
(connected via inverter so i get that quick pulse)
(http://i.imgur.com/lFVtK5k.png)

another problem is that the 1 tick pulse is so fast this happens

(http://i.imgur.com/6D29BHP.png)
sticky piston becomes non sticky

another problem: i can't use the two piston ethos design for this as it can only do like 4 minutes.
(http://i.imgur.com/rmazg92.png)
i think i'll have to do my potion 4 hopper timer or something along those lines.
i think i'll travel to your factory and see how you duel connected those hopper thingies

to get the timer of the water release and the wait, i plan just to have two timers with the same length, say 10 mintues, and i'll start one like 4 minutes after the other, so it gets 4 minutes of spawning and 6 minutes of waiting, or whatever.
Title: Re: Projekts
Post by: Bla on 2015 07 03, 20:44:18
How I determined the spawn/flush time is shown here around 6:40

https://www.youtube.com/watch?v=squxil0fMvA&list=PLDD704680B5A2D3CA&index=28

I've removed the dual hopper timer from the design btw, it only uses one hopper timer now, because the intervals were like 50 seconds anyway (I think).
Another probably important change to the design is that there's only one dispenser now. If you use many dispensers, it can quickly become a mess to ensure that they're all the same state. For example if only a part of the farm is loaded, some redstone magic might change the state of some of the dispensers, and if you then go to the farm, you might see half the dispensers pouring water while the other half doesn't, and then the next pulse makes the first half not pour and the second half pour water, and so on. I'd recommend changing the design to use pistons to control most of the flushing instead of dispensers if that's still possible.
Title: Re: Projekts
Post by: b-ong on 2015 07 04, 14:45:17
for the amount of mobs, did you use f3 and "E:" or did you like let the mobs survive and count them?
Title: Re: Projekts
Post by: Bla on 2015 07 04, 15:30:22
I counted them when they fell.

Edit: Progress on the CHAMBER OF MALE DESIRE

(http://i.imgur.com/1WbxDdl.jpg)
Title: Re: Projekts
Post by: Bla on 2015 08 08, 12:41:45
Blue Bay now has a portal. In the nether, it's as high as it could be (due to interference with Kaktolake Portal), so there's a ramp up to the main horse roads, and also shortcut going down to Kaktolake Portal.

(http://i.imgur.com/z7qD7Gj.jpg)

In other news 28 gold blocks have been sacrificed to Sebastian Castro

(http://i.imgur.com/ZHN9AQ1.png)

Edit: I think I finally have an idea for the top of Sovkon 2015. A hexagonal extension like this, if it would work. Tbh I was actually thinking of a bit different hexagon but after seeing the shape again that wouldn't really work. There should be doors so you can walk outside and fences outside. The floors further up should be progressively smaller hexagons so the top of the building becomes kind of a pyramid/hexamid.

(http://i.imgur.com/1OdetGi.png)
Title: Re: Projekts
Post by: Darvince on 2016 06 06, 11:39:37
i and nar fixed the enderman farm and now i finally have tools again so I will be playing more than once a month
Title: Re: Projekts
Post by: Bla on 2016 07 01, 09:45:11
A project for Dar

(http://i.imgur.com/1thvAPB.png)
Title: Re: Projekts
Post by: Komrage on 2016 07 04, 06:31:44
planted like 12 new beacons in konisshi (sorry no screenshots), one at forssa farms, and one in the nether. still have 10 left
Title: Re: Projekts
Post by: Bla on 2016 07 17, 18:50:59
Extended the abandoned road project to Smokey's Perimeter a bit to near Desertopia's border.

(http://i.imgur.com/2pWl8z8.png)

Also the southern border of Desertopia has this road splitting into two parts, like a couple of spread legs, asking for something to be inserted. I considered this sculpture and sign for Konisshi to be put near the magenta area on the map above, if Komrage wants? If you want to pick and donate materials for it, I can build it. Suggesting the text in glowstone.

(http://i.imgur.com/e1rospy.png)
Title: Re: Projekts
Post by: Komrage on 2016 07 17, 20:22:51
sounds pretty good. how does glowstone for the text, obsidian for the post, and iron for the base sound?
Title: Re: Projekts
Post by: Bla on 2016 07 17, 21:53:49
sounds pretty good. how does glowstone for the text, obsidian for the post, and iron for the base sound?
Sounds good, sounds very contrastful
Title: Re: Projekts
Post by: Bla on 2016 07 18, 00:08:52
It's complete

(http://i.imgur.com/wsMEBEQ.png)
Title: Re: Projekts
Post by: Darvince on 2016 07 25, 01:17:12
the road to newtim has begun

(https://i.gyazo.com/4a33a65bfb6540965df4002f873c8bf7.png)
Title: Re: Projekts
Post by: Darvince on 2016 12 22, 06:56:09
I kame up with more projekts to do for myself

still to do from here: create library, create jungle tree farm, create savanna tree farm[/img]
 (http://i.imgur.com/wNgA3V3.png)
ALSO: destroy storage, create better, bigger one*, also create ender pearl storage, also create bathhouse
So many ideas today holykol
NEW: make cat mural on rail, build rail if Blapproves (purple line from SKA station to swamphold station), transform building that was originally for station into export/import building

also for PLAIDANIA: sleeping center, storage, two canals in foressia, matty finish your building, mining center connection, town center, better station access, finish forge, canal in plaidania/little andalusia, more generic buildings also rebuild flint factory/farm
for DARVWNSE-A/SANDE KOL: brewery (actual brewery), crafting hall, armoury, bar, party area*, hotel (paperplans), turn old storage into SKA info, finish upgrading stable, portal building, portal statue (person holding thing which contains portal on top?), theater

for DARVWNSE-A/SWMP: testificate village, inn, shop or two
*party area is pending

new: tannery, embassies, pyrotechnics (urgent)
Title: Re: Projekts
Post by: Bla on 2017 10 02, 19:15:26
Extended the abandoned road project to Smokey's Perimeter a bit to near Desertopia's border.
Extended the cancelled road further

(https://i.imgur.com/r5qeuQN.jpg)

(https://i.imgur.com/kzLWy96.jpg)
Title: Re: Projekts
Post by: Bla on 2017 11 08, 20:42:19
Phase one completed

(https://i.imgur.com/0HD4w5u.jpg)

Phase 2

(https://i.imgur.com/spQVSy6.jpg)
Title: Re: Projekts
Post by: Komrage on 2017 11 08, 23:15:58
what is it tho
Title: Re: Projekts
Post by: Bla on 2017 11 09, 00:33:33
It will be a villager village
Title: Re: Projekts
Post by: Tuto99 on 2017 11 15, 08:29:56
wow looks really nice
Title: Re: Projekts
Post by: b-ong on 2017 11 16, 03:50:54
just like me