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Messages - yqt1001

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51
Blacraft General / Re: Blacraft New Year 2014
« on: 2013 10 23, 14:14:33 »
I'd be interested I guess.

52
Blacraft General / Re: Seed for Post-1.7 Cropping Blacraft
« on: 2013 10 19, 21:29:21 »
As far as the possibility of being surrounded by the completely same biome, it's basically 0% unless we do large biomes. Snow plains are at most 2k by 2k and oceans are way smaller now.

53
Blacraft General / Re: Blacraft New Year 2014
« on: 2013 10 18, 13:28:06 »
I don't like the idea of having it in a city if the one who built it isn't even interested in hosting the event. I think it's better that we agree where to host it rather than choosing the location randomly.

Get a list of places from people who are interested and then randomly decide it from there? Though I think it should be in Spawntown again.

54
Blacraft General / Re: Rail Line 6 Plan
« on: 2013 10 14, 15:38:18 »
Just putting this out there that this is essentially a waste of resources. Tuto said he would be ok with just modifying the rail that runs Aahrus-Desertopia so that he has a station on it. This rail ends 5 blocks from Rail Route 5 and transferring is absolutely no problem. The route he would take is nearly the exact same as previous infrastructure, with only the addition of a station in Timbalta and another one in Mauritius.



As far as the claim that we will need it to expand to any future members in that area is also false. Because of Welptopia and Vatallus, there is no one but kipz for a good thousand blocks north or east of him. Rail Route 5 is much much closer to unclaimed territory.

Not saying we shouldn't do this, but there is a much cheaper alternative that is basically the same. This is though, the most expensive rail related poll in the Blacraft Voting Centre so we need some criticism.

55
Blacraft General / Re: Plugin Leak Testing
« on: 2013 10 13, 17:10:24 »
chdistantfarm is not the problem.

56
Blacraft General / Plugin Leak Testing
« on: 2013 10 13, 05:22:58 »
Did some research on the cause of the restarts. They are basically the server shutting down because of a memory leak, very likely due to a plugin. The only massive widespread plugin we have is chdistantfarm, so I'm removing that for a while and seeing how RAM usage changes.

I'll let the tests run over a day and see if we notice anything big. The memory usage doesn't jump much with activity, basically ruling out a logging plugin or one that doesn't always run.

57
Blacraft General / Re: 1.7 Terrain Update
« 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.

58
Blacraft General / Re: Switch from multiplay?
« on: 2013 09 30, 00:45:04 »
Wouldn't we be able to just move the plugins we have over?

59
If we use large biomes, the map will only consist of maybe one or two new biomes. Large biomes are generally 4k by 4k. So unless we expand border guard to 20k, then large biomes are useless.

60
The Battleground / Re: Battleground Information
« on: 2013 09 07, 14:31:46 »
I could see banning block breaking items, maybe. Banning other items though? If you want perfectly fair battles just ask someone outside of the battleground to fight you in iron everything. :P

Potions are probably the most overpowered items though, hardly enchanted diamond gear, if you wanted to ban overpowered things.

61
The Battleground / Re: Battleground Log
« on: 2013 09 05, 20:58:24 »
If I start a new front, will I have to fight for the first zone?

62
Blacraft General / Re: 1.7 Terrain Update
« 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.

63
The Battleground / Re: Battleground Information
« on: 2013 08 30, 20:51:46 »
Good idea with the zone numbering. Are you editing the world map atm? Otherwise I'll name/number the zones.

Go ahead, I changed my mind about what I was going to do with the map anyways. :P

64
The Battleground / Re: Battleground Information
« on: 2013 08 30, 05:09:57 »
Can we name battleground zones? Would make any possible war reporting much easier. Or at least number them, so that battles can have clear names (ie, Battle for Zone #1 on 20130102).

Anyways if something big happens in the battleground soon, I plan on logging any battleground actions taken, including belligerents, activity during battles (eyewitnesses) and fatalities based on log reports. The logs get so detailed that we could even determined how much damage was done by a front to another one.

65
Blacraft General / Re: 1.7 Terrain Update
« 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.

66
Blacraft General / 1.7 Terrain Update
« on: 2013 08 28, 17:24:05 »
The only real concern about this update is the terrain changes. How do we want to approach this?

Do we want to continue to just crop as close to development as possible, or do we want to try and crop a certain radius and have terrain after that as 1.7 land, allowing for the ugly chunk borders away from development? (ie only crop 2,500 blocks from 0,0 unless there is development out past there already)

67
Blacraft General / Re: World Map and Land Division Thread
« on: 2013 08 28, 16:36:56 »
Bla are you able to upload the Blacraft map GIMP file and PM the link to me?

68
The Battleground / Re: Battleground Information
« on: 2013 08 22, 17:47:13 »
Do I need a front to just run around and kill people randomly?

69
The Battleground / Re: The Lenin Front
« on: 2013 08 21, 21:23:17 »
I want to join the fun and make my own front. :(

70
Blacraft General / Re: Projekts
« 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.

71
Blacraft General / Re: Projekts
« 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).



Going to use a piston pusher set up and fall damage. Very efficient and never fails, just fairly expensive.

72
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 08 16, 18:29:15 »
Right so, idea:

A region is divided into areas (50 by 50?, doesn't really matter the size) and people can claim them if they have a specific use for them (ie farms, a house or whatever). This would create a more community kind of town, rather than just a Spawntown where you need permission to build something.

73
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 08 11, 17:25:34 »
Bka shrunk The Molten Empire, so between Molten and Matolony? Foresia is closer to spawntown and also empty, Quonbla might also work.

74
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 08 11, 16:39:04 »
What do you suggest?

The same as before, but for this to actually happen!

75
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 08 10, 19:43:18 »
I'd like to see this idea revisited.

76
Blacraft General / Re: Collective Storages
« on: 2013 08 08, 17:24:30 »
First of all its UYP. :P (Union of YQT Provinces) though YUP sounds better.

Anyways, if Capital were to get this storage it would stay under the economic laws permanently. No need to worry about me leaving. However I see no reason why it shouldn't be in Spawntown?

Revolt City and Matolony would be other good options as well.

It would be cool to see a sort of Olympic style bidding for the storage, all interested participants have to sell their area to you as to why it should host the storage, but I dunno.

77
Blacraft General / Re: Horses
« 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!

78
Blacraft General / Re: Problem Solving Requests
« on: 2013 08 03, 16:27:26 »
When **** did this to me I just used sand. Iron shovel is plenty fast enough.

Also Bla are you up for some road building today..? :P

79
Blacraft General / Re: Collective Storages
« on: 2013 08 01, 23:54:08 »
I see nowhere that says you need to have everything. In fact I am hardly planning on including most things.

80
Blacraft General / Re: Darvince's banning 2013 07 10
« on: 2013 07 31, 23:42:53 »
Darvince has been unbanned.

81
Blacraft General / Re: Collective Storages
« on: 2013 07 29, 16:56:49 »
I think I need a new collective storage for the hundreds of new items!  :o

82
Blacraft General / Re: Problem Solving Requests
« on: 2013 07 29, 01:50:35 »
Disc quota exceeded again, server is refusing to run.

83
Blacraft General / Re: Problem Solving Requests
« on: 2013 07 26, 18:56:14 »
I already did it.

Taking the server offline now to fix the things. I'll post when it's officially recommended to play on again.

Edit: Everything should be fixed now, you can play again.

My inventory is still rolledback. However fine I'll spend some time sorting it and spawning things in. :P

84
Blacraft General / Re: Problem Solving Requests
« on: 2013 07 26, 16:18:43 »
Can I have my player file reverted? I'd do it myself but it takes like 6 hours for me to download the backup. :P

85
Blacraft General / Re: Problem Solving Requests
« on: 2013 07 25, 19:35:24 »


The crudely drawn box is for sure stuff I have changed since July 21st. This includes the GLR (ground light rail, which I am replacing with horse roads eventually :P ), collective storage (storing of quartz and glowstone) as well as my other storages I used in the past few days.

Also, I have the world map GIMP file ready for upload with UYP changes whenever you want it.

86
Blacraft General / Re: Horses
« 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

87
Blacraft General / Re: Problem Solving Requests
« on: 2013 07 25, 19:14:27 »
Yes, everything got reverted outside the areas I wrote. Do you want any chests reverted (if you remember the changes, I think it would be easier if you just destroyed duplicated stuff or give it to yourself unlegitly)? Do you want the areas in Capital to be copied from July 25?

If I could get the areas around Capital reverted to the 25th it'd be better (I also did some work ripping up GLR outside of it to the east too). Tbh I have no idea how much of the resources I actually got. Also, is my player file from yesterday still alive? I lost some pretty decent enchanted armour and using commands and unlegit enchanted books to get it back will take forever.

88
Blacraft General / Re: Problem Solving Requests
« on: 2013 07 25, 15:28:30 »
Did my chests get reverted? If not, then basically everything in my inventory got duplicated after some inventory management. If my chests got reverted then I lose nearly 600 quartz, 200 glowstone and a wither skeleton skull. :P

EDIT: I think I did some build work around Capital after July 21st.

89
Blacraft General / Re: Spawntown Collective Storage
« on: 2013 07 24, 20:11:18 »
Is this a labour market..? Can I get collective slaves through this..?

90
Blacraft General / Re: World Map and Land Division Thread
« on: 2013 07 21, 14:50:57 »
Pending that no one minds I use one of the 3 witch huts for a mob drop farm, I'd like to take this land. Doesn't matter if it shows up on the map anytime soon, I'd just prefer that it won't get cropped out.

is the farm still going on? i need the spider eye

Yes, I built it over 7 months ago. It isn't user friendly or work like at all though. Still, iirc it is the fastest gunpowder farm on the server because there isn't any other hostile mobs in this farm. So I guess it could be fast enough with spider eyes.

There is a dual cave spider spawner like 50 blocks away that I've really wanted to turn into a farm as well though :P

91
Blacraft General / Re: Horses
« on: 2013 07 19, 15:28:06 »
Horses are so awfully glitchy  >:(

92
Blacraft General / Re: Collective Storages
« on: 2013 07 19, 00:11:29 »
Bla, books and bookcases maybe? You seem intent on adding everything with value. :P

93
Blacraft General / Re: Collective Storages
« on: 2013 07 16, 23:28:59 »
plot twist: blacraft suddenly becomes more active than any server in usf history

It has the most longevity, so doesn't it already have this title?

94
Blacraft General / Re: World Map and Land Division Thread
« on: 2013 07 16, 17:48:07 »
You already changed Lotservania to ****atar once :P I hope you will be more certain in your name choices because having to change the map/wiki repeatedly because of a name change isn't very nice.

Yqt said he was doing a bunch of border and name changes, then again, he was going to do or had done the changes himself in GIMP.

Besides, Pundia sounds like it's supposed to be some kind of joke and I think B-ongatar (minus the - ) is better than Pundia.

My changes were mostly municipal, removing and renaming municipalities. The biggest thing I changed was removing a region that has no use and no one really knows of. Nothing as big as renaming a region that is in common usage.

95
Blacraft General / Re: Horses
« 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.

96
Blacraft General / Re: Horses
« 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!

97
Blacraft General / Re: Horses
« 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 :|

98
Blacraft General / Re: B-ong's banning 20130128
« on: 2013 07 13, 18:36:45 »
I feel like **** has matured enough that he should be unbanned. However, stricter than normal rules should apply, and pending that he breaks a rule (ie, PVP without permission from both parties, greifing (modification of blocks outside of his own territory without permission, includes Guodesia); UBSR rules should not apply here) he will go back into a state of ban.

Not sure what Bla thinks, but I'm guessing he will agree.

99
Blacraft General / Re: Horses
« 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.

100
Blacraft General / Re: World Map and Land Division Thread
« on: 2013 07 11, 15:37:36 »
If we ever get around to updating the map, I've been working on making some changes to the layout of my regions. I currently have the GIMP file on my computer and it won't be until nearly July 20th that I'll have good enough internet to actually upload it for Bla or I to edit.



Summary of changes:
- Mauritius merges with Miquelon
- New Mauritius becomes Aahrus while Golfe de Yqt becomes Mojikit Stronghold (Kaministiquia)
- Evelyn takes some of Mojikit Stronghold
- Capital grows a bit
- Attawapiskat merges with <forget municipality name>
- Ogoki merges with Makobi
- Falaises Extreme renamed to Passau

Being in Europe for a week has given me many ideas. Might rebuild Capital for the 9000th time, might get too lazy for that and just leave it the way it is. Got ideas on how to build Polyani (and the rest of Velgorod) as well as Passau. Mauritius is still planned on being a spot for testificates...eventually will do this maybe.

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