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Old 18th November 2012, 23:06     #4001
crocos
 
Quote:
Originally Posted by Spink
If you're gonna cheat eggs in why not just cheat mob drops in?
Exactly.
Note I just said "IF", and did not ask Cowboy for either.
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Old 19th November 2012, 07:42     #4002
A Corpse
talkative lurker
 
Yeah I'm on the fence about duping 'sploits, mob eggs is well over the line for me.

Surprised Kas hasn't made a 200-unit high Emerald pyramid beacon yet tbh.
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Old 19th November 2012, 10:36     #4003
Waldo
Pornstar
 
Think found a good design to fit nice and snugly in the tower design plan posted earlier by chocofish.
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Old 19th November 2012, 13:34     #4004
Waldo
Pornstar
 
Do we want spiders?
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Old 19th November 2012, 16:22     #4005
crocos
 
Could be good, I think. Spiders → String → Wool
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Old 19th November 2012, 16:24     #4006
crocos
 
Quote:
Originally Posted by A Corpse
Yeah I'm on the fence about duping 'sploits, mob eggs is well over the line for me.

Surprised Kas hasn't made a 200-unit high Emerald pyramid beacon yet tbh.
Nah, no benefit after the 4th layer.
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Old 19th November 2012, 16:54     #4007
crocos
 
I'm playing around with some passive-spawn trap designs for the lower floors. It's a damn shame that we can't use 3-block gaps anymore without getting Enders spawning in the trap, dropping the useful spawn-rate, else it would be one whole-lot easier to make material-efficient traps.
I'll post a world tonight with a few ideas - one of which is very easily lit as it's got paths for redstone wiring between the floor-plates.

Seems to be an interesting lighting bug, which I don't know if it's actually an issue with actual light-levels or just a visual artifact: If you place a water block in a well-lit area and then seal the area, the light still persists until you lift & replace that water-block.
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Old 19th November 2012, 19:34     #4008
Waldo
Pornstar
 
Quote:
Originally Posted by crocos
I'm playing around with some passive-spawn trap designs for the lower floors. It's a damn shame that we can't use 3-block gaps anymore without getting Enders spawning in the trap, dropping the useful spawn-rate, else it would be one whole-lot easier to make material-efficient traps.
I'll post a world tonight with a few ideas - one of which is very easily lit as it's got paths for redstone wiring between the floor-plates.

Seems to be an interesting lighting bug, which I don't know if it's actually an issue with actual light-levels or just a visual artifact: If you place a water block in a well-lit area and then seal the area, the light still persists until you lift & replace that water-block.
yeah i too noticed that with my water when playing around today, made me all paranoid, but sill seemed to work
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Old 19th November 2012, 20:25     #4009
crocos
 
Here's a few passive designs
https://dl.dropbox.com/u/32357/Minec...%20Designs.rar
I think I like the one on the left when you spawn in the best of those three. We could probably just as well go for the super-basic design that we used in the communal trap on the WMS server as well - shouldn't be any actual issues that I can see unless the spider-spawning rules have changed (which would just mean no spiders)
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Last edited by crocos : 19th November 2012 at 20:28.
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Old 19th November 2012, 20:52     #4010
A Corpse
talkative lurker
 
Quote:
Originally Posted by crocos
Nah, no benefit after the 4th layer.
It was more a reference to his treating a survival server like a creative one with spawned materials. :/
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Old 19th November 2012, 21:18     #4011
Waldo
Pornstar
 
Quote:
Originally Posted by crocos
Here's a few passive designs
https://dl.dropbox.com/u/32357/Minec...%20Designs.rar
I think I like the one on the left when you spawn in the best of those three. We could probably just as well go for the super-basic design that we used in the communal trap on the WMS server as well - shouldn't be any actual issues that I can see unless the spider-spawning rules have changed (which would just mean no spiders)
I think the issue with the old design is that mob greater than x (32 I think) spawn and dont move any more
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Old 19th November 2012, 21:24     #4012
Waldo
Pornstar
 
http://www.mediafire.com/?s2bo5iuin9193ne


I think this design, can make it on off able with the water. my fear is the water will tax the server too much , easy to alter it for spiders as well.

I believe there is a less taxing version around for survival
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Old 19th November 2012, 21:37     #4013
ChocoFish
 
Quote:
Originally Posted by crocos
I'm playing around with some passive-spawn trap designs for the lower floors. It's a damn shame that we can't use 3-block gaps anymore without getting Enders spawning in the trap, dropping the useful spawn-rate, else it would be one whole-lot easier to make material-efficient traps.
I'll post a world tonight with a few ideas - one of which is very easily lit as it's got paths for redstone wiring between the floor-plates.

Seems to be an interesting lighting bug, which I don't know if it's actually an issue with actual light-levels or just a visual artifact: If you place a water block in a well-lit area and then seal the area, the light still persists until you lift & replace that water-block.
sounds like the crocster has been hard at work

So I got some basic rules for the bridge. The bridge will divided into 51 block lots, which start and end 4 blocks out from the centre of the support beams. And there will be 33 blocks in between the lots.

Buildings will be about 6 wide from the edge of the bridge, but additional blocks can be added to add shape to a building. All buildings on the bridge will have the same size tunnel. Tunnels can be customized anyway you want.

If anyone has any other input feel free to comment? Feel free to build what you please, just remember guys we're aiming for a medieval city look.
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Old 19th November 2012, 21:54     #4014
ChocoFish
 
Whoops got the measurements wrong, must be tired lol

So I got some basic rules for the bridge. The bridge will divided into 38 block lots, which start and end 4 blocks out from the centre of the support beams. And there will be 30 blocks in between the lots.

Buildings will be about 6 wide from the edge of the bridge, but additional blocks can be added to add shape to a building. All buildings on the bridge will have the same size tunnel. Tunnels can be customized anyway you want.

If anyone has any other input feel free to comment? Feel free to build what you please, just remember guys we're aiming for a medieval city look.
dfsf

Last edited by ChocoFish : 19th November 2012 at 21:59.
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Old 19th November 2012, 22:12     #4015
ChocoFish
 
facepalm

Ok I stuff it up, build within the lots that I've allocated

Buildings will be about 6 wide from the edge of the bridge, but additional blocks can be added to add shape to a building. All buildings on the bridge will have the same size tunnel. Tunnels can be customized anyway you want.

You can split the lot up anyway you like.

If anyone has any other input feel free to comment? Feel free to build what you please, just remember guys we're aiming for a medieval city look.

I'm a chocolate egg tonight
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Old 19th November 2012, 22:20     #4016
crocos
 
I thought we were going to do it london-bridge style, rather than medieval? IE building bases going down to the waterline (if not down to sea-bed) to show it's supported? If we've got to arch them in like that it makes it look flimsy IMO. And 6 wide past the bridge seems like it may be somewhat narrow?
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Old 19th November 2012, 22:52     #4017
ChocoFish
 
Quote:
Originally Posted by crocos
I thought we were going to do it london-bridge style, rather than medieval? IE building bases going down to the waterline (if not down to sea-bed) to show it's supported? If we've got to arch them in like that it makes it look flimsy IMO. And 6 wide past the bridge seems like it may be somewhat narrow?
Yeah it is gonna be london bridge styled, not medievil. thanks for correcting me on that.

I made my building wider before and thought it looked a little unbalanced, unless I added more blocks to the base underneath it.

Come on the server and see what you think?

You still want me to allocate lots?
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Old 20th November 2012, 07:47     #4018
ChocoFish
 
To make it simple just make sure there is always one archway only between each building and end on a bridge base. I'll mark out the centre of each base.

This way you can build as long as you want. Also if you need more width room just build as wide as you need.
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Old 21st November 2012, 13:36     #4019
Waldo
Pornstar
 
http://imgur.com/a/eKHiJ

this is pretty cool....
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Old 21st November 2012, 15:29     #4020
Spink
 
what's the texture pack and light mod that uses?
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Old 21st November 2012, 15:59     #4021
Waldo
Pornstar
 
Quote:
Originally Posted by Spink
what's the texture pack and light mod that uses?
herer you go sir

http://chunky.llbit.se/index.php?title=Main_Page
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Old 27th November 2012, 05:02     #4022
Waldo
Pornstar
 
made a compact water/trap pusher down by the end of the rail what you lot think?
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Old 27th November 2012, 13:26     #4023
crocos
 
Looks a lot tighter than the half-arsed version I cobbled together. Will be good for the higher levels of the trap where the mobs don't move much if at all.

I really like the look of that tower you posted, but I have a suspicion it'd lag the heck out of the server - for the majority of it we probably need to go with more of a passive-trap design, maybe like what we had on that last WMS map.
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Old 29th November 2012, 10:57     #4024
Waldo
Pornstar
 
hey xmas is coming, where we putting our tree?
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Old 29th November 2012, 19:42     #4025
Chocobunnygirl
 
Lightbulb

Quote:
Originally Posted by Waldo
hey xmas is coming, where we putting our tree?
Hhmmm good idea bout the Xmas tree... Could make it at the start of the rail in the circle thing? Then remove the tree in the new year?
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Old 30th November 2012, 06:04     #4026
Waldo
Pornstar
 
Quote:
Originally Posted by Chocobunnygirl
Hhmmm good idea bout the Xmas tree... Could make it at the start of the rail in the circle thing? Then remove the tree in the new year?
sold
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Old 30th November 2012, 08:01     #4027
Chocobunnygirl
 
Hope to get some MC game time today... Been away on a work holiday down south.
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Old 14th December 2012, 20:56     #4028
Chocobunnygirl
 
Crying

Hey Cowboy or any moderator with super powers. Can u fix the bug that is:
i can open other people's locked chest but i cant open my own chest!
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Old 14th December 2012, 23:49     #4029
Cowboy
 
Sorry, I had updated most of the server's plugins and the server itself. I missed lockette. It's updated now so hopefully it works.
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Old 27th December 2012, 21:19     #4030
curses
 
Heya Cowboy

Just tried to log in, outdated client.
Updated my client.
Tried to log in again, outdated server.

No big deal, I'm not dying to play, just a heads up.
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Old 28th December 2012, 23:39     #4031
crocos
 
Curses: Server is on 1.4.5
Here's my copy (you may need to rename the jar to minecraft.jar if you're not using a launcher)
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Old 29th December 2012, 18:18     #4032
curses
 
Working now, thanks C
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Old 3rd January 2013, 05:44     #4033
crocos
 
^^
NP Curses
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Meanwhile...

Kas, Jimmy and I may have left Octarock a gift.
http://games2.orcon.net.nz/?worldnam...&y=64&z=-576.5
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Old 4th January 2013, 18:15     #4034
Sliode
 
Hey Cowboy or Kas!

Would you please be able to add my friend:

prezbo

to the whitelist? I know him very well, and he was a semi-regular on the old WheresMyServer map.

Sliode.
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Old 4th January 2013, 18:18     #4035
Sliode
 
Quote:
Originally Posted by crocos
Meanwhile...

Kas, Jimmy and I may have left Octarock a gift.
http://games2.orcon.net.nz/?worldnam...&y=64&z=-576.5
OH GOD. That is the most horrifying thing I've ever seen in Minecraft. No exaggeration. Seriously creepy as all hell. I bet Octarock hates you.

I think even I hate you. I certainly hate spiders.

Sliode.
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Old 5th January 2013, 15:33     #4036
crocos
 
I'm not Cowboy or Kas, but I've added prezbo

And octa wants to keep 'em! Not kidding!
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Old 15th January 2013, 11:16     #4037
Waldo
Pornstar
 
just catching up on the new release updates..
some cool
items coming in from other mods yay

eg
http://www.minecraftwiki.net/wiki/Hopper
can make nether bricks yaya....reason to actuall keep that nether brick
and a new ore in the nether also
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Old 15th January 2013, 13:27     #4038
Cowboy
 
A side note, have just updated the server to 1.4.6.
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Old 16th January 2013, 04:42     #4039
Sliode
 
Hi guys,

I just thought I'd let you know that user:

kroestenburg

Has been breaking in to D1Bj and my mines by destroying the stone surrounding the doors, and generally being careless. I'm not sure if that on its own warrants de-whitelisting, but if anyone else has had trouble with him, then that would probably indicate that he's up to no good.

I'll be moving to the NZGames area soon anyway, and my current abode will be but an semi-abandoned outpost. Nevertheless, being so close to spawn, it is a good sort of "bait" area to monitor the actions of new players, and to alert us to destructive / antisocial behaviour : )

Also, thanks again to the administrators / mods for maintaining this server! I haven't been on much lately, but I do really enjoy having this little world to escape to when I feel like a bit of mining and exploring!

Last edited by Sliode : 16th January 2013 at 04:44.
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Old 16th January 2013, 11:31     #4040
crocos
 
Quote:
Originally Posted by Sliode
Hi guys,

I just thought I'd let you know that user:

kroestenburg

Has been breaking in to D1Bj and my mines by destroying the stone surrounding the doors, and generally being careless. I'm not sure if that on its own warrants de-whitelisting, but if anyone else has had trouble with him, then that would probably indicate that he's up to no good.
I'll be on tomorrow night if you want to show me what's up. I can take a look.
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