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Messages - Bla

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451
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 16, 16:15:25 »
I might be able to set 2 up, but why?

452
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.

453
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.

454
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.

455
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.

456
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.

457
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

458
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.

459
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.

460
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)?

461
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

462
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:




463
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

464
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

465
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.

466
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.

467
Blacraft General / Re: Recruiting More Members
« on: 2014 04 06, 14:49:20 »
In the end that's their choice, we can only help them to start up a region or see/get info on whatever they want on the server.

468
Blacraft General / Re: enchanting
« on: 2014 04 06, 14:48:13 »
I have a eff 5 unb 3 book if you want a permanent pickaxe (at least until 1.8) that takes 33 levels to repair if you name it first and then combine it with an unenchanted pickaxe whenever it is close to running out of durability.

Edit: If anyone really likes knockback 2, here...


469
Blacraft General / Re: Kaktolake Monster Factory
« on: 2014 04 06, 03:34:24 »
And a video of the project:

https://www.youtube.com/watch?v=squxil0fMvA

470
Blacraft General / Recruiting More Members
« on: 2014 04 06, 03:15:41 »
It's more fun to play when there are more people playing, but adding people we don't know also carries a risk of griefing, cheating and stealing and while we do take regular backups and keep complete logs of pretty much all interactions, having to deal with such issues often would be a strain.

Do you people think it would be a good idea to advertise for the server, for example on the Minecraft forums?

If so, what do you think would be worth highlighting about the server to people who might consider joining?

Advertising about the many communist elements means we might attract communist people who share views with some of us and could be great contributors, but could also attract anti-communists who might try to ruin the server due to their opposition to communism.

At the same time the server is intended to allow people to play capitalist or just isolated if they prefer.

I'm open to giving it a try but I think the biggest problem would be that a thread we made would get buried quickly if we don't have some good points to put up. It's not a very active server so unless we all post updates about what we work on every once in a while in the thread on the MC forum, the thread will just die. If we coordinate and use it kind of like the Blacraft thread on US Forum, I think we could attract quite a few new members.

If it turns out that opening the server up a lot puts a strain on our resources, we could close recruitment.

New members would obviously require guiding from experienced members to find areas to build in and such, but we could also build an information center that introduces the server to people, and make it the default spawn.

I think it could be a good idea to try, now that I also have vacation until around April 21 so I have time to introduce the server and keep track of stuff atm, but as said it'd probably require a coordinated effort by us to keep a thread on the MC forum alive.

Putting up some videos on YouTube showing tours and what we've built could also help, but what I've put up hasn't generated any interest yet, so it'd probably need to be put on the MC forums to actually attract people.

472
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 04, 18:26:47 »
The poll has been moved to Blacraft Voting Center and I've transfered my, Blotz', Kipz' and smjjames' votes. Idk who the last one who voted for option 1 is, but make sure to vote in the voting center. I'll close the poll in this topic.

The poll in the voting center will close on April 11.

473
Blacraft General / Re: Projekts
« on: 2014 04 04, 17:15:33 »
Connected the road from Darvwnse-a to Jungelot Cove and Novascotchara.

474
Blacraft General / Re: Nether Ice Roads
« on: 2014 04 03, 23:24:38 »
I'll run this poll in the voting center for a week from (if I remember it) tomorrow, so remember to revote, I'll transfer Blotz' move vote and Kip's and smjjames' make hub votes.

475
Blacraft General / Re: Kaktolake Monster Factory
« on: 2014 04 03, 19:14:24 »
True, I'm not very fond of a design that wastes items like that though, although nobody really needs rotten flesh. I'd prefer a fully automatic system. :P

476
Blacraft General / Kaktolake Monster Factory
« on: 2014 04 03, 17:24:06 »
Did some science at the factory:

The water takes approx 20 seconds from flow start to reach the end of the farm by the hoppers.

I have let mobs spawn in the farm four times, and then recorded the mobs fall and graphed the number of mobs fallen at intervals of 1 second, and summed them to get cumulative graphs.

I also summed the number of mobs fallen in all four cases to the bottom graph.

Based on this it should be possible to determine the ideal time that the flow should be running, if we know the mob spawn rate. Determining that would be tricky though, because you can't watch much of the spawning area at the same time, and it also depends on how many mobs there already are. But it appears that the water certainly shouldn't run for more than 80 seconds, and certainly not for less than 20 seconds, and that the proper amount of time would probably be between 40 and 70 seconds.

I guess setting the flush time to 50 seconds at 5 minute intervals should be a reasonable start. If the water takes 20s to reach the end, that should grab the mobs up to 70 seconds on the graphs.
As for how to set up a 5 minute hopper timer, Idk yet




477
The Battleground / Re: Battleground Information
« on: 2014 04 02, 19:41:01 »
The rule saying that you get all of the enemy bases from conquering the enemy base zone seemed a bit unfun, so I think I'll change it to getting something like
- A percentage of enemy zones (balanced for all front sizes)
- A specific number of enemy zones (favors large fronts)
- Each zone adjacent to the conquered base zone owned by the team that lost their base (favors large fronts)

I'm not sure which one of the options it should be yet, so tell me if you have any ideas or alternatives, I think a percentage seems most fair, but rounded down so you always get at least one bonus zone, and I'm not sure how big the percentage should be yet. There'd also be a rule that all the enemy zones you choose must end up connecting to your front.

The front that lost its base zone would need a new zone. Should they be able to pick it themselves, or should it be relocated automatically, such as to the closest zone they own to the one they lost?

478
Blacraft General / Re: The Warlands (Second Battleground)
« on: 2014 04 02, 12:19:27 »
This was the April fools for Blacraft that I bothered to make. :b

479
Blacraft General / The Warlands (Second Battleground)
« on: 2014 04 01, 12:50:11 »
Ok so based on the discussion this will be the second battleground:



Zone 1-10 will be mostly anarchy, zone 11-20 will be more like the current one, but with slightly different rules.

Controlling each zone gives an unlegit bonus for every month.
Zone 1: Gives 1 lava bucket
2: Iron axe
3: 5 oak logs
4: 3 flint
5: Iron shovel
6: Pufferfish
7: 5 wheat
8: Lever
9: 8 Birch logs
10: 8 potatoes
11: 3 sandstone
12: 5 snow blocks
13: Poppy
14: Cactus
15: 2 air blocks
16: 3 melon slices
17: Wood button
18: 4 spruce logs
19: 5 sponge blocks
20: Crafting table

So zone 1-10 will be mostly anarchy, so people can build and destroy whatever they like, but every month I'll check the zones, and the one who built the thing inside it I like the most, will be controlling the zone, so the objective is essentially to build the biggest, best hammer and sickle symbol.
In zone 11-20 there won't be ristrictions on armor, tools, weapons, enchants, etc., except that the defending team may only use stone hoes, pink leather armor, pumpkin masks and eggs. This should mean that there will be a lot more fights and exchange of zones, because being the attacker is rewarded.

A new subforum will be set up in one week for this.

480
Blacraft General / Re: Projekts
« 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.




481
Blacraft General / Re: Projekts
« 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

482
Blacraft General / Re: obsidian permit!
« on: 2014 03 30, 19:50:54 »
Water works in the nether now correct?
But yes, in the nether lava flows fast so you probably can't just use the method I suggested. I do that in underground lava rivers in the overworld.

If you want to hollow out the obsidian pillars, I'm ok with it.

483
Blacraft General / Re: A Second Battleground?
« on: 2014 03 30, 17:36:15 »
I think roofed forest would quickly be burnt down to crisp, I think it only helps the attackers sneaking up, leaving the defenders no interest in preserving it, if we still had flags at least.

As for battle planning and anarchy, I think that's going to be harder, because we aren't that many on the server, so usually there'd just be one person on who could run around taking over whatever the others might've made.

But in the end it's up to the rest of you to decide how a second battleground should be, so those are just my ideas.

484
Blacraft General / Re: obsidian permit!
« on: 2014 03 30, 17:32:29 »
I think it would be better to just gather some lava in the nether or deep underground and make obsidian from that. If you pour water over lava and dig in from the sides you can get most of the obsidian relatively fast and safely. Could that work instead?

485
Blacraft General / Re: Nether Ice Roads
« on: 2014 03 30, 13:48:28 »
Fair enough. We've discussed this a lot so I suggest people just vote, and then we respect what gets the most votes.

486
Blacraft General / Re: A Second Battleground?
« on: 2014 03 30, 13:31:07 »
I hope people will judge from whether they think the area would be a good place for battles, and not from whether it's very close to their own regions. Getting there by nether wouldn't take long in any case.

487
Blacraft General / Re: Nether Ice Roads
« on: 2014 03 30, 13:05:42 »
I've spent days building a 6 km long road pretty much nobody is going to use which might pay off in a millennium, I've spent hours hollowing out Spawntown Public Storage and 50% of it is still empty, I don't actually care at all if it takes 3 hours to move some portals and infrastructure, I'd have no problem moving the portals people want moved to the ceiling and moving the tunnels. If all we cared about was using as little time as possible the most efficient way is to stop playing. Having things that look nice is also important to me, and the terrain in the nether at the surface isn't flat at all. Cobble roads with slabs and stairs following it could look nice, but I don't agree that flat ice tunnels that completely ignore the terrain do, that's not terrain dominance to me, so I don't think the surface is a good place for them. Yqt said he planned to decorate his ice tunnels. If you have to decorate ice tunnels to make them look nicer, that brings up the time costs too, but I don't give much for all those estimates and assumptions in the first place. There's simply no way to predict when everyone abandon Blacraft, how many players are going to join, etc.

488
Blacraft General / Re: Projekts
« 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

489
Blacraft General / Re: Dynmap
« on: 2014 03 30, 02:57:19 »
You can hide the areas by removing the tick at Markers, by hovering over the layers icon in the upper left area.

But yes, I also think it might be best if we could find a way to hide it by default. And to make 4 categories that you could tick: States, Regions, Municipalities and Zones. However, I don't know how to make such categories for areas, like the ones there are for the icons currently.

490
Blacraft General / Re: A Second Battleground?
« on: 2014 03 30, 02:54:56 »
Good points Kip. I agree. Overall I don't think it's a big problem with the scarsity of stained clay, but I think it might also be better to put the alternative battleground in another area, that's also more accessible.

Some alternative ideas for areas could be these, which have relatively varied terrain, mountains, forests and plains.

1:


2:

491
Blacraft General / Re: Nether Ice Roads
« on: 2014 03 30, 02:47:18 »
I cleared the votes, revoted and enabled vote changes.

492
The Battleground / Re: Battleground Information
« on: 2014 03 30, 01:23:24 »
I removed the rule saying that you have to be on a team to be able to place the flag of the team. I had forgotten about this rule during our last battle, and imo it doesn't really seem to help make the BG more fun, it just means another rule you have to remember. I think we're better off without it, but if anyone think we should keep the rule, they can say so.

Also changed the DeathChests option in the poll to "Vote yes here if you want items/xp to drop on death" because we abandoned DeathChests.

493
Blacraft General / Nether Ice Roads
« on: 2014 03 30, 00:15:36 »
Lately there has been a discussion regarding the planning of nether ice roads. While I'd like us to have transportation infrastructure near the roof of the nether, so we avoid interfering with the empty space and terrain down there at the surface, Yqt pointed out that we already have a lot of portals connected down there and it's take a lot of effort to move them up.

We already have a few portals (Kaktolake, Pine Hill and the northern mesa portal) near the top with the horse roads surface at y = 105), but we have a lot more portals down at y = 65.

I think the roof is the ideal place to make such infrastructure so I think it's the best option to move the portals up in the long term, and get it done as soon as possible before we make even more portals and roads at ground level.

Another question is whether we want portals both near the roof and at around surface level, because near the roof there will be horse roads (and probably rails in the future, when they can go faster), while at the surface we have the ice roads atm. Or if we'd like all our portals around the same y level.

Vote in the poll.

494
Blacraft General / Re: A Second Battleground?
« on: 2014 03 30, 00:02:36 »
Ok, Fiah proposed a concept on the Ubox forums, I suggest we keep the discussion here. His post:

Quote
concept for a mesaground (half completed)





So a battleground in the mesas? Hm

Personally, I don't like the idea of turning an already rare biome into a place where you destroy the terrain. However, it might make some sense to turn exactly such an area into a place where you fight for terrain, because the terrain has value. Even though stained clay is already common enough that you can't really call it rare I guess.

However, I think it might be better to only battle for a smaller part of that mesa subcontinent, like maybe zone 1-37.

Also, remember how many times we've had to delay battles for the BG because people took long to get there. :P It might be a bigger issue there. Although since a second BG might be more of an "elite place" without ristrictions, the regular players may be more inclined to go there while less regular players might prefer the current BG, so they might know the nether infrastructure and how to get there fast better.

i don't think they're too regulated. it's nice right now

an anarchy zone would be cool though

An anarchy battle zone? Do you mean just one region where you're allowed to kill each other inside it and build stuff however you want?
I like the idea, and added it as an option to the poll, and reset the votes. If people show interest, we can add another region for this.

I think a region like this should be far away from spawn, so people don't venture into it accidentally. It could be called something like "The Wilderness".

495
Blacraft General / A Second Battleground?
« on: 2014 03 29, 22:08:35 »
Yqt and Mudkipz think the fights in the current Battleground are too regulated. Are you interested in us making a second battleground zone (with another name) that has fewer rules and possibly other features?

If so, we can make one. However, I find the current Battleground to be enough of a burden to keep updated with the maps and fights, so I don't really want to manage a second one, as in making maps and videos for it. Since Yqt and Mudkipz are more interested in it than me, it'd be ideal if either of you would manage that with upholding rules, making maps, videos or whatever you want for it.

Vote yes if you are interested.

496
The Battleground / Re: Battleground Log
« on: 2014 03 29, 21:52:42 »
Battle 7: The Lenin Front (Fiah, Bla) in Zone 39 warded off an attack from The Blue Front (Blotz, Mudkipz, Thomas) in Zone 35.

Battle 8: The Lenin Front (Fiah, Bla) counterattacked against Zone 35 from Zone 28, and conquered the zone from The Blue Front (Blotz, Mudkipz, Thomas).
Since this was the base zone of The Blue Front, The Lenin Front gains all the current zones of The Blue Front.

Battle 9: The Red Front (Bla, Mudkipz, Ventus) attacked and conquered Zone 29 from The Lenin Front (Fiah, Blotz, Thomas).
Since this was the base zone of The Lenin Front, The Red Front gains all the zones in the Battleground.

And I/Bla decides to give most of the zones of the former Lenin Front to The Blue Front. (I hope Naru and Mudkipz are ok with that)

Here's an album with maps showing what happened today:
http://imgdiode.com/XXKT8A,lV9gR2,z3CcMq,Wyv7bA,60I0W7,ZgZkFt,tFlYhT

As a result, the new BG map looks like this.


497
Blacraft General / Re: Placenameholder
« on: 2014 03 26, 15:48:44 »
Ent Cell Egg.

498
Blacraft General / Re: Placenameholder
« on: 2014 03 25, 17:53:33 »
Intrada.

The opposite of the Internyet.

499
The Battleground / Re: Battle and Base Planning
« on: 2014 03 15, 13:04:36 »

500
The Battleground / Re: Battle and Base Planning
« on: 2014 03 15, 01:32:46 »
Blotz please post if you agree with Fiah and possibly discuss more accurate times so we can announce the battles as early as possible.

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