Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bla

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 »
401
Blacraft General / Re: Blacraft Donations
« on: 2014 05 17, 14:55:23 »
I don't think Multicraft accepts Bitcoin, kol.

402
Blacraft General / Re: Projekts
« 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.

403
Blacraft General / Re: Projekts
« 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.




404
Blacraft General / Blacraft Server Upgrades and Donations
« on: 2014 05 16, 21:24:40 »
Some people have shown interest in donations, and I haven't forgotten about them. But it would be very tedious to set up, because some laws probably apply to it, and finding Danish laws for this specific situation isn't easy. I've found out that some lawyers offer help for free in various places at various times, but only if you meet up, so I should probably ask them some day when I have time.

This is my plan for the principles that the donations would have to run on:

- Donations should be entirely voluntary and not grant any benefits to the individual who donates. Anyone who donates can still be banned the next day if they break the rules badly.
- 100% of donations will go into covering future server costs and/or upgrading it. No donations will be spent on anything other than Blacraft.
- If donations happen, publicly available information will list all donations, the people who donated (although being listed as anonymous would be an option), and the server expenses.
- Discussions and polls on the forum will be the basis for determining how the donations should be spent, but Bla will have the final say, as long as they're spent on Blacraft.
- No-one has the right to a refund (unless there's a way to set that up).
- In case Bla cannot run Blacraft, excess donations should be spent on 'temporary' worlds etc. possibly administered by others from the community who have time, or if possible and desired, be refunded to the donors instead.

I might, with my current economic situation, consider the current monthly cost a base that I pay each month, and then let donations fund any expenses above that. But upgrading after one small donation probably wouldn't be a good idea, because if nobody donates afterwards, one month later I'll stand with a higher expense and probably be forced to downgrade again. An accumulation process would probably have to take place so we don't have to do tedious upgrade/downgrade processes for single months, for example by deciding a community goal like one-year upgrade to 2 GB RAM after hitting x money and then do the upgrade when the goal is reached.

Thanks to people who showed interest in donating, though. With that said I personally find the hardware ok to satisfy the needs atm, but not everyone agree here I know.

405
Land Division / Re: Dothian Desert
« on: 2014 05 14, 21:27:23 »
Ok, people can vote for the next week.

I vote yes.

406
Land Division / Re: Dothian Desert
« on: 2014 05 14, 10:29:20 »
I suggest including this bit of land to the south so that the borders follow the terrain more naturally, ok?

Also to avoid confusion, I'll remove the poll, as only posted votes count, because usernames can't be verified otherwise. If you're ready to open the poll for a defined region, post that people can vote for or against it.


407
Land Division / Re: The republic of conzy
« on: 2014 05 14, 10:24:13 »
It is far away but I'll vote for it, assuming we can draw more natural borders later.

Also remember that only posted votes count, so that people's usernames can be verified. I've removed the poll to avoid confusion.

408
Land Division / Re: do i own mudkipzania
« on: 2014 05 13, 09:18:51 »
Yes

409
Blacraft General / Re: Projekts
« 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.


410
Land Division / Re: Moylagh
« on: 2014 05 12, 11:02:27 »
People can vote for the next week. I vote yes.

411
Blacraft General / Re: Projekts
« 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):


412
Land Division / Jorsterton [Approved]
« on: 2014 05 12, 05:48:01 »
Request by Jorster, people may vote. I vote for granting him the reigon.


413
Blacraft General / Re: World Editing
« 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

414
The Battleground / Re: Battleground Information
« on: 2014 05 09, 13:15:00 »
The rules don't mention it. Do you think it should be allowed or not?

I think it's a cheap move that I'd discourage but I don't really see a way to define when it's not allowed and when it's legit use of tnt. Maybe a rule about keeping tnt away from the flagpole.

415
Land Division / Re: Moylagh
« on: 2014 05 05, 20:21:10 »
I escorted him there just before taking that screenshot and he had iron armor.

416
Land Division / Moylagh [Approved]
« on: 2014 05 05, 18:25:45 »
I hope everyone can accept this place for Stevodoran's first region:



More formal borders will be made in the future.

417
Blacraft General / Re: World Map Thread
« on: 2014 05 04, 12:58:07 »
Post land requests here in the future:
http://blacraft.createaforum.com/land-division/

This topic is now for world maps only.

418
Land Division / Land Division Information
« on: 2014 05 04, 12:40:08 »
Land Divison Processes

All regions and states are entitled to have one thread on this board. Municipalities (and zones) are discussed within the region's thread.

New Regions:
1: Post a thread stating the name of the region, a picture showing the borders you would like to request, and which users are in the regional government (if there is any). If it's a special region (like PvP area), write the special rules and mechanics that should apply.
2: This step is optional, but strongly recommended. Discuss the borders of the region with other members and maybe change the region's borders to avoid disputes and respect other players.
3: When you think your request is ready to be considered, add [Voting] to the title of your topic and make a post asking people to vote for or against the creation of the region.
4: People post their votes in the thread. The regional government cannot vote. After 7 days, if at least 70% voted for the creation of your region, the region is considered established, and [Voting] should be removed from the title.
5: If the request wasn't approved by at least 70%, go back to step 2.

To get more people to approve your regional request, consider posting your plans for the region and why you think it should be created.

Regions which do not contain rare biomes should as a guideline be 100,000 to 400,000 square meters in size (equivalent to squares with side lengths of 316m to 632m respectively).

Changes to Regions:
Post your proposal for changes in the thread of your region.
- If you wish to remove land from the region, you do not need to run a poll.
- If you wish to give land to another region, that region's government must state their approval.
- If you wish to gain land from another region, that region's government must state their approval.
- If you wish to claim more empty land for the region, this change is done in the same way as creating a new region (see above), but within the region's thread.

Municipalities:
Municipalities can be freely created and modified within regions by the regional government. This is done by posting pictures of the desired municipality borders and names in the thread of the region they're a part of. If no request thread was made, make a new thread for discussing the region. All members of the regional government must post their support of the municipality division in the thread before they can be considered official.

States:
Make a thread with the name of the state. In the thread, describe which regions should be a part of the state. The regional government of all member states must state their approval of being a member.
Consider posting details on the state's structure (how it's ruled, its economy, etc.) in the thread.

Regional governments can post in the thread of the state to leave the state at any time, and post requests to join the state after it was created, in which case the state's government must approve it (whether that happens by polls, etc. is up to the state's rules or government).

Zones:
If you're making a PvP region, you can include zones in the plan. They're supposed to be even smaller than municipalities and areas that teams or players can take control of or be the site of battles.

Land Division Types on Blacraft

This is how the land divisions are organized:
States (white on the world map) can contain regions (or a single region) and are the largest divisions. States will usually have their own, isolated economy and trade with each other. Examples are the Union of Blacraft Socialist States (many regions) and Socialist State of Spheron (one region - Spheron Rilmu).

Regions (yellow on the world map) can contain municipalities. Regions usually have local governments which give permissions to build and do other things in the region, either a group or a single person. In the UBSR, regions can have their own collective storages which store excess public property, which are managed by regional governments.

Municipalities (red on the world map) are the smallest normal divisions. They're used to name areas, like Spawntown in Kaktoland. Some municipalities may be managed by people below a regional government, like Plaidania, which used to be managed by Darvince, in the region Yukiland, which is managed by Ventus.

Zones (orange) are territories inside The Battleground which battleground teams can claim and fight for. Each zone has a flag showing what team controls it, and during wars, the attacker must replace the defender's flag to claim the territory. Battles must be arranged - people are not allowed to interfere with other teams' zones outside arranged battles.

419
Land Division / Re: Dingusland
« on: 2014 05 03, 18:01:10 »
I'd be fine with that proposal personally, I'd like to hear what others say. I'll probably set up a poll for whether we should allow claims of the mesa biome first.

I think the islands in the east of that claim look a bit out of place for that region, they seem to more naturally belong to the land south of it, but I don't care much about them personally and wouldn't have a problem with them being claimed.

420
Land Division / Re: Dingusland
« on: 2014 05 03, 17:40:16 »
I have replied to your sarcasm in my post above.

I don't intend it to be a final decision, but I've mentioned that I have plans for the area and that I think its position makes it worth keeping open to more people. I'd like to hear what other people think and if we should at all begin letting people claim mesa regions yet. All I was saying that I was personally fine with you claiming the area that I marked as green and besides from that I have not decided anything.

421
Land Division / Re: Dingusland
« on: 2014 05 03, 17:26:27 »
You could, but I don't see why you should claim that desert. There are so many other deserts and then we'll need your permission to build anything going through that land bottleneck region connecting us to anything east of it. I think we should keep it opened up to more people atm.

Anyway, other admins may possibly want to build in that mesa or that plains biome some time in the distant future, so how about this?
If you want less area for your region I'd be fine with that too.

<Darvince>bla|craft, people may possibly want to build on the surface or mine on the surface in that region, so instead I will drop the claim for dingusland.
<Darvince>I will also dismantle Darvincia in case someone wants to build in that area that isn't me

I told you my opinion and asked if you were ok with my proposal. If you want to dismantle Darvincia etc. over that, go ahead.

422
Land Division / Re: Dingusland
« on: 2014 05 03, 17:11:57 »
Personally I'd be fine with you claiming this green area to begin with, if other people approve. I plan to eventually build a road past the mesas through possibly the desert.

Ok?


423
Blacraft General / Re: Collective Storages
« on: 2014 05 03, 14:57:19 »
Yes

424
Blacraft General / Re: Collective Storages
« on: 2014 05 02, 13:10:00 »
Remember collective storages tomorrow

If Blotz hasn't counted his storage already, I can do it this month because he did it last month.

And Fiah if you haven't unlocked the chests in Revolt City's old storage (or reported its contents) and haven't reported the contents in the new storage if you have locked chests there, please do it.

425
Blacraft General / Re: World Map and Land Division Thread
« on: 2014 05 02, 12:03:26 »
Maybe you could just both own the swamp so you can both build in it? If Yqt just wants to finish a building, you could probably just negotiate it with Jorster and then he could be the 'main' manager there, building without the need to ask Yqt unless modifying Yqt's developments. That would just be my idea. More cooperative areas might be fun and then you both still have plenty of area where you can build without interference.

I'm fine with a region there so the negotiation should be between Yqt and Jorster.

426
Blacraft General / Re: Dynmap
« on: 2014 05 01, 08:46:54 »
Sadly there's no way to distribute the server over the entire world.

It seems like I get a ping of about 25-40 ms, some US people get around 150 ms and Quontex gets about 300 ms.

427
Blacraft General / Re: Dynmap
« on: 2014 04 30, 14:26:09 »
How should that work in practice? Given that having it manually update makes it pretty much unplayable for usually more than an hour. How often and what time of the day should this be?

I like the way Dynmap works atm myself.

428
Careful studies of the geographical production of metal in the ancient Middle East reveal the coming of communism.


430
Blacraft General / Re: Problem Solving Requests
« on: 2014 04 20, 18:54:11 »
D. Helmet: Respiration III, Protection III
D. Chestplate: Protection III, Thorns II
D. Leggings: Unbreaking II, Protection II
D. Boots: Unbreaking II, Feather Falling III, Protection II
D. Sword: Sharpness IV, Fire Aspect II, Unbreaking III, Knockback II
D. Pickaxe: Efficiency III, Fortune III, Unbreaking III
D. Shovel: Efficiency III, Unbreaking III
D. Axe: Efficiency III, Unbreaking II
Bow: Power III, Punch II, Flame I, Infinity I
Fishing Rod: Luck of the Sea III, Lure III
Iron Pickaxe: Silk Touch I, Efficiency II, Unbreaking II
All the items, and those I listed in the previous post, have been refunded.

431
Blacraft General / Re: Problem Solving Requests
« on: 2014 04 20, 14:28:03 »
Inventory lost by Ventus due to some block glitch, should be refunded asap. Post here if anything is refunded and what is.
It's hard to see what the different items are due to the different texture pack, so I'd like to see if Ventus agrees with everything here, and also to say what enchants the enchanted gear had. To refund the enchanted stuff, we'll have to use
Code: [Select]
/give [self] [unenchanted tool]and then, while holding the item in hand,
Code: [Select]
/enchant [enchant] [enchanting level]
Code: [Select]
/give Ventus obsidian 5
/give Ventus arrow 192
/give Ventus reddye
/give Ventus enderchest
/give Ventus sprucewood 14
/give Ventus enderpearl 46
/give Ventus dirt 7
/give Ventus craftingtable 2
/give Ventus stick 4
/give Ventus gunpowder 2
/give Ventus spruceplank
/give Ventus coal 4
/give Ventus netherbrickblock 2
/give Ventus netherrack 48
/give Ventus bone
/give Ventus lighter
/give Ventus nametag 2
/give Ventus cobblestone 13
/give Ventus steak 16
/give Ventus torch 27
/give Ventus lavabucket 1

And in addition:

Enchanted fishing pole
Enchanted iron pickaxe
Almost used up stone sword (shouldn't be refunded)
Enchanted diamond sword
Enchanted bow
Enchanted diamond pickaxe
Enchanted diamond axe
Enchanted diamond shovel
A set of enchanted diamond armor


http://universesandbox.com/forum/index.php/topic,2724.msg120719.html#msg120719

432
Blacraft General / Re: Item Collection Bragging Thread
« on: 2014 04 19, 17:13:20 »
Merged threads, if you know there's a thread but you can't find it, it's rather easy to just search for it. There are only 3 pages in Blacraft General. :b

433
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 18, 11:01:58 »
one at regular level y=65 and the other at ice roads level y=110
because it would take longer to sprint from darvincia to spawntown if I had to go up 50 y levels when I reached spawn
Moving the portal up solves the problem.

434
Blacraft General / Re: Praise Mudkipz
« on: 2014 04 18, 10:59:59 »
No sorry, admins aren't allowed to use flight or the other special powers for regular gameplay anyway. Maybe sometime in the future if we need more admins, but I can't promise anything.

435
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 16, 16:15:25 »
I might be able to set 2 up, but why?

436
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 15, 16:10:45 »
The poll has ended, with 3 voting for and 0 against the ice roads at y = 110.

I have moved Spawntown's portal so it's now in the top of the mining central, and links to a portal at y = 110 at origin. I have connected the ice road you built up there (Fiah).

I have also moved Kaktolake's portal 10 meters up so it's closer to the horse roads.

I recommend people who want their portals linked to the ice roads to move their portals up there. You can tell me if you want any help. Portals interfering will probably be an issue when trying to move them, to avoid that, it might help to move your portal up higher in the overworld, at least temporarily until more portals have been moved to the higher altitude in the nether.

437
The Battleground / Re: Battleground Information
« on: 2014 04 14, 20:48:47 »
Quote
<BlaBla44>A piston mechanism that interacts with the flag sounds pretty messy so I'd say keep it out of the battles. "Building at or above the height of the bottom block of the flag on a zone is not allowed by either team during or before a battle." and "The flag should not be surrounded by blocks such that it isn't visible from most of the surface."

The current rules don't really forbid them I guess, depending on how you make them.

438
The Battleground / Re: Battleground Log
« on: 2014 04 14, 01:59:05 »
Battle 10: The Blue Front (Lotzubutt, Darvince and Fiahstorm) attacked Zone 21, defended by Red Front (Blanoxium, Mudkipz and Ventus). Red Front successfully defended the zone.

439
Blacraft General / Re: Kaktolake Monster Factory
« on: 2014 04 13, 15:01:38 »
I think I got an idea that might work better. Replace the dispensers with pistons and a water source block. The pistons won't get out of sync like the dispensers, but they take more space. But I think there should be enough space.

440
Blacraft General / Re: Recruiting More Members
« on: 2014 04 13, 00:03:59 »
Intro book completed and the two remaining floors decorated just a bit. The server should now be ready for new players to join.

441
Blacraft General / Re: Blacraft Voting Center
« on: 2014 04 11, 21:43:46 »
Ok another poll on nether ice roads, sorry about the need for two polls, it might've been better to group it into the previous multiple choice poll, but please vote yes or no to whether y = 110 is the optimal level and let's get this ice road issue finished so we can start developing them asap.

http://blacraft.wikia.com/wiki/Blacraft/Kaktoland/Spawntown/Blacraft_Voting_Center/201404112134

442
Blacraft General / Re: Kaktolake Monster Factory
« on: 2014 04 11, 21:11:47 »
If I'm changing how far away chunks are loaded around players I'm just moving the problem into another zone, that wouldn't be a good solution to the problem. Increasing it increases lag, reducing it reduces how far we can see, we don't really want either, even though ofc it's possible that 10 isn't the ideal setting. Considering it affects the game constantly for everyone I also think that's a bit invasive in order to fix one factory.

Tl;dr I don't think changing the view distance would be a good solution, but thanks for the idea.

443
Blacraft General / Re: Kaktolake Monster Factory
« on: 2014 04 11, 13:53:03 »
There are some serious problems with the factory that I've found while working on the intro center, which means the factory probably on the edge of where the chunks are loaded around me. The dispensers tend to get out of sync, because every redstone signal just swaps the water flow on or off.

So far I found a rather easy solution, I set up a ladder to the lowest redstone level and if you destroy the redstone and place it again, it swaps the state of all dispensers after that redstone. But now I've seen that it also gets out of sync vertically, so even if the bottom floor is synced, the top floors probably aren't. This is getting a pain to maintain.

The solution would probably have to be a centralized water flow, like in the Border Hill farms, so just one redstone pulse pours water into a network that makes it fill all the floors. I should consider if such a design could be made. I think the factory is starting to get a bit unproductive in its current state.

Other ideas are welcome.

444
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 11, 13:11:47 »
Ok, Kip, Fiah, Yqt (or anyone else), can we agree to move the ice roads to y = 110 (foot level)?

445
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 11, 00:59:54 »
So the poll ended and we voted for moving the ice roads.

I'm suggesting to move them to the top near the horse roads, since the horse roads are at 105 and the tunnels are 3m tall, I'd suggest 110. The altitude below the horse tunnels seem to have a rapid drop towards more openness, so I think building them just below the horse roads would leave them too exposed.

Another option is near the absolute bottom of the nether, below around y = 18.

Consider this graph:

http://hydra-media.cursecdn.com/minecraft.gamepedia.com/a/a7/Block_layers_nether_1.5.svg?version=a5a8bc632cc420aef7f83ca35d1571ab

446
Blacraft General / Re: Recruiting More Members
« on: 2014 04 09, 01:51:42 »
That sounds like another good idea, I could make a Reddit account for it.

Anyway, the intro center is now in a state where I'd say all we need to get finished is the intro book before it can be used. However, the ground level floor is empty and the floor just below also is, it'd be nice if we could put something into them, so ideas are very welcome. We can always decorate them with random pots and maybe even a random grassy area with small flowers surrounded by some building material in the floor below. Carpets are another thing I might add to some areas of the floors, the top floors could probably use a few of those too.
It also has a rail station now along line 1 and 2. I hope to add the rail lines to Dynmap as well, maybe tomorrow.

Another thing that'd be nice before we start recruiting is to get the borders on Dynmap. If you don't have time to make a script for that I could also just sketch something very rough that outlines all our regions on Dynmap, with a blue border maybe, and then put a sign saying players can freely settle outside that border.

Here are screenshots from the intro center's unused floors:




447
Blacraft General / Re: Recruiting More Members
« on: 2014 04 08, 02:13:51 »
Good progress.

Here we're working on the contents to put in the center:

https://docs.google.com/document/d/1Crg4bKWh73mmrccXXQE52SSih-HVDUANccXrB4_QI4Q/edit#heading=h.ec6xrea75tl3

448
Everything Else / Re: ubox ded
« on: 2014 04 07, 12:09:52 »
Yes, it has been under DDoS attack.

http://www.arvixe.com/alerts?key=62298-1300

449
Blacraft General / Re: Recruiting More Members
« on: 2014 04 06, 21:36:54 »
Spawntown Item Library (the old center of work, just east of Spawntown Public Storage) has stood empty for a long time. I was thinking of, instead of building the info center near the town center, to turn this into the info center. What do you think?



The info center would need some walls with signs and some chests with books for people to read, and probably some maps. This should be possible. Ideally it should also look good, since it's the first thing people will see when they spawn, and it probably doesn't look that exciting in its current state.

450
Blacraft General / Re: Recruiting More Members
« on: 2014 04 06, 20:48:32 »
I'll try to build the info center soon, near the town center in Spawntown.

I don't really agree with the idea of having a small region around spawn though, that area could quickly get very messy and not fit with the surrounding areas. Also I don't think people find such areas very interesting if they're joining the server, they know it's just a place everyone can mess up after all. But since we have to whitelist them in the first place, we might be able to meet them in-game when we do that, otherwise, the info center should tell people the rules on where they can build so that they can find unclaimed land themselves.

It would be very helpful to new players to have all the regions show up on Dynmap, so if you can make a script that lets us move them on there with the Inkscape method, that'd be nice.

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 »