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Messages - Bla

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451
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.

452
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...


453
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

454
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.

456
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.

457
Blacraft General / Re: Projekts
« on: 2014 04 04, 17:15:33 »
Connected the road from Darvwnse-a to Jungelot Cove and Novascotchara.

458
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.

459
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

460
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




461
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?

462
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

463
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.

464
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.




465
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

466
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.

467
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.

468
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?

469
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.

470
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.

471
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.

472
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

473
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.

474
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:

475
Blacraft General / Re: Nether Ice Roads
« on: 2014 03 30, 02:47:18 »
I cleared the votes, revoted and enabled vote changes.

476
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.

477
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.

478
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".

479
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.

480
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.


481
Blacraft General / Re: Placenameholder
« on: 2014 03 26, 15:48:44 »
Ent Cell Egg.

482
Blacraft General / Re: Placenameholder
« on: 2014 03 25, 17:53:33 »
Intrada.

The opposite of the Internyet.

483
The Battleground / Re: Battle and Base Planning
« on: 2014 03 15, 13:04:36 »

484
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.

485
Blacraft General / Re: PowerTool Library
« on: 2014 03 14, 11:56:46 »
Does anyone that isn't Bla have silk touch books from that silky villager Bla was trading with and posted about in the Blacraft thread?
Those books were given out to people who are a part of UBSR for their own use and aren't meant to be given out to people who refuse to share their items with UBSR. As for other books, I don't care, but if you don't want to share your items with UBSR, you should have honor enough to not try catching the items I've gathered for UBSR through other members.

However if you're interested in trading I'll suggest that you can buy a book for one diamond.

486
Blacraft General / Re: bla update the ontime statistics
« on: 2014 03 12, 06:39:28 »
I have other things to do atm so I won't do it in the near future.

487
Blacraft General / Re: Praise Mudkipz
« on: 2014 03 10, 20:42:53 »


Blacraft isn't Soviet Russia though so you better be careful!

488
Blacraft General / Praise Mudkipz
« on: 2014 03 10, 16:47:36 »
For He is joining the admin army. Now watch your step, as for every step you take, he will watch two. Praise Mudkipz.

489
Blacraft General / Re: Dynmap
« on: 2014 03 09, 12:28:42 »
Markers can be done yes, but afaik they have fixed sizes as small icons, so they wouldn't really work.

I think Dynmap is a very open design so it might be easier to just edit some of the Dynmap properties to add such a layer. You're welcome to try making it but I have no idea if Multicraft may ban some people if they try to "hack" the server or access it in certain ways.

490
The Battleground / Re: Battleground Log
« on: 2014 03 08, 21:42:49 »
The Blue Front has successfully defended Zone 30 against The Lenin Front in a fight between Bla, Blotz vs Fiah and Darvince.

The base of The Blue Front is now Zone 35.

491
The Battleground / Re: Battleground Log
« on: 2014 03 08, 20:45:58 »
The Lenin Front has successfully defended Zone 28 in an 1v1 fight between Fiah and Blotz.

492
Blacraft General / Re: Dynmap
« on: 2014 03 07, 21:22:41 »
So Dynmap has been on for a few months, and I think it has been a success so far.

Anyway, I'm interested in adding an image overlay to show borders, like the ones on our world maps on zoom.it, should be just a simple .png overlay with a scale that's 1 pixel is one block. However, from all the info I've seen, it doesn't seem to be possible, the only ways to add areas like that are either as chunks or polygons, none of which are very good options for our world map borders.

This site says you can overlay images by using them as a logo. However, it looks like transparency isn't working, and I'm not sure if you can add more than one, or if you can even scale them properly.
https://github.com/webbukkit/dynmap/issues/753
https://github.com/webbukkit/dynmap/wiki/Component-Configuration

So if people have some suggestions or knowledge on Dynmap, please post.

Over time it's the plan to add markers and areas that let you see different areas etc. on the Dynmap. The first priority areas will probably be the zones in The Battleground, but I'm still undecided on whether to give in to the polygons or continuing to search for image overlay options. It'd take a lot of time to add all the points pixelwise to the polygons, and I fear that it may be very slow to render for some reason.

493
The Battleground / Re: Battle and Base Planning
« on: 2014 03 07, 21:06:30 »
The base will be moved to Zone 40 on March 4 unless someone attacks any of The Blue Front's zones before that.
The rules say that bases can only be moved to adjacent zones, so it will be moved to Zone 35 and not 40 if you win the battle for Zone 30.

494
The Battleground / Re: Battleground Information
« on: 2014 03 07, 20:33:07 »
Rule changes:

- Infinity and unbreaking enchants are now allowed.
- Clarified rules on flagpoles and flags:
Quote
The flagpoles in the region, including the top block of the flag, must not be taller than 20 meters from the surface, and the flag blocks may not exist outside y = 65 to y = 130. Additionally, sunlight must be able to reach the top of the flag, and the flagpole must be at least 5 blocks from the borders of the zone.

495
Ever wondered why 99.999999999% of galaxies in the universe are ☭ redshifted ☭? Checkmate, capitalists.

496
The Battleground / Re: Battle and Base Planning
« on: 2014 03 07, 19:42:30 »
Does Blotz approve? It'd work fine for me as I can't be online much earlier tomorrow.

I'd like to join Blotz' side this time in the fight for his base zone, and Fiah's side in the other battle.

497
The Battleground / Re: Battle Planning
« on: 2014 03 02, 16:45:42 »
Ok, so should we let the battle for Zone 28 start Saturday, March 8 at 20:00 UTC like the first battle for Zone 42 last weekend?

In that case I can join either side.

498
The Battleground / Re: Battle Planning
« on: 2014 02 28, 08:12:22 »
This is how it is going to work bla:

**** fights for zone 28 this weekend.
After that I fight for zone 35.
The week after **** fights for zone 28 again if he failed to conquer it.
I then fight for zone 30 if **** fails to conquer zone 28 again and/or if I conquer zone 35
Could we calm down a bit with the battles? :P How about starting with the battle for the base zone next weekend and then we'll take it from there? If you want to do it this weekend you can, but the battles should be more fun with more people. His base zone won't relocate before the attack is over anyway.

499
Blacraft General / Re: Problem Solving Requests
« on: 2014 02 28, 08:08:56 »
What does it say when you try to do it? Nothing? No permissions?

500
The Battleground / Re: Battle Planning
« on: 2014 02 26, 06:04:22 »
I can't be on in the weekend but if you can handle it yourselves you can do a battle. If you could get someone else, maybe Yqt, to spectate and ensure people play by the rules that would be very good.

Alternatively the battle could be moved to the next weekend (March 8-9). The rules say

Quote
To prevent another team from relocating its base, your team can attack any of the other team's zones. The relocation will be delayed until the battle happens, unless it would already happen after the battle. If the relocating team loses the battle, the relocation is cancelled, and they must start over.

And the base zone does have a 2 week chance to find a battle date. So if you battle that weekend, the relocation would still be delayed until the The Blue Fronts wins the battle, or cancelled if it doesn't.

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