Righteous Wrath Online Community

General => Game Chat => Minecraft => Topic started by: Lazybones on March 10, 2014, 08:59:55 AM

Title: Usamot 2 ideas and zoning
Post by: Lazybones on March 10, 2014, 08:59:55 AM
Well the new world is up. Spawn is currently at the centre of a crossroad that's three blocks wide extends in 4 directions.

Other than the set main road do we want to specify dimensions for zoning around spawn with smaller walkways? Framing and animal holding pens are already starting to fill in the area.

Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 10, 2014, 09:50:34 AM
I'd like to see us fence off and light up a small area, say twenty blocks out from spawn in each direction (so 41x41) just so new players don't get a lot of creeper KA-BOOM!

We have a building with storage and beds, called the Survival Shack.  I'm thinking of moving it back a bit so that the spawn area can be more of a town square.

We have a set of fields with wheat and carrots planted (first zombie I killed, first one killed on this map, gave me a carrot!).  Those fields might have to be moved back a couple of squares, too.

Everything found in the Survival Shack is for public use - tons of cobble, of course, but also a couple of stacks of iron and redstone and lots of wood and coal and glass and sand and all that other great stuff.

I will eventually create a house for myself a little further out.  I'm happy to build on the flatlands, I know several people are going to be fightin' over who gets to build in the mountains right nearby.  And Lazy's been to the mesa and back already, it's not that far.

Anyway, back to the original question, I think we can let the side-roads develop themselves.  Maybe we could mark the main road with stone slab sidewalks?
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 10, 2014, 10:05:10 AM
Spawn needs a full beacon with regen, and maybe something else... the only other really useful thing on beacons is haste2 but I really don't want people to be mining out everything under spawn ;)

When I get on and have enough gear, I may volunteer to do the wither for that... but no idea when, so if anyone beats me to it, go right ahead.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 10, 2014, 10:38:27 AM
I think that beacon might be a while yet :P  Haven't even found diamonds yet.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 10, 2014, 10:50:04 AM
You just spend too long making shacks :P
Title: Re: Usamot 2 ideas and zoning
Post by: Melbosa on March 10, 2014, 12:20:34 PM
Awe and I spent my only time making that Farm that we are to move now :(.  So sad.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 10, 2014, 12:25:27 PM
Hey, I spent a lot of hours underground...  I personally retrieved about a stack and a half of iron, and a half stack of gold, and a couple stacks of redstone dust, and a stack and a half of lapis (although it went missing).  All with stone tools except for the gold/redstone/lapis which required the iron pick.

To put it another way, I'm level 32 and you don't get there by just building shacks.

But damn, I gotta go find a place to build a mine where I'm not cutting through caves or into lava lakes...

Quote from: Melbosa on March 10, 2014, 12:20:34 PM
Awe and I spent my only time making that Farm that we are to move now :(.  So sad.

Just needs to move over a couple of blocks, not that hard.  I still think we want it right by spawn, but just like the Survival Shack, it's a little too close to the intersection to make a nice little town square.

Oh hey!  I found a zombie spawner, so I'll probably make an XP farm outta that this week.  Won't be as fast as the triple-spawner I had going on the old map, but at least we'll be able to grind XP when we need to.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 10, 2014, 01:25:07 PM
I say nay to XP farms

There's 3 ways to get XP outside of killing monsters so it shouldn't be a problem any more.
-Mining
-Smelting / cooking
-Breeding

I don't know about everyone else but when enough people were on Usamot (and depending how close they were to an XP farm) I would get super lag, which on the ground isn't a big deal but when you're shift+building 100+ meters high... kind of a big deal if that block is actually under you or not

:)
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 10, 2014, 01:33:55 PM
I can say that xp farm would lag things out quite a bit. I wish minecraft was properly multithreaded. maybe have threads handle "zones" of like 10x10 chunks... But thats probably a lot of work to make it do.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 10, 2014, 01:52:55 PM
XP gain through mining + smelting is a pretty long process compared to grinding at an XP farm. And when you're trying to get that one enchantment, and going through 50 books to get it, you'll want the fastest possible route.

At the same time, there's no reason we can't say don't grind when others are online unless they've said okay.

I actually found I got lag more when I was the only one on than when there were others on at the same time as me.

Anyway, XP doesn't matter until we find give diamonds (three for the pick to get obsidian, two for the enchanting table). I'll be setting up a mine further from spawn to try and find some.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 10, 2014, 01:54:31 PM
Quote from: Thorin on March 10, 2014, 01:52:55 PM
XP gain through mining + smelting is a pretty long process compared to grinding at an XP farm. And when you're trying to get that one enchantment, and going through 50 books to get it, you'll want the fastest possible route.

At the same time, there's no reason we can't say don't grind when others are online unless they've said okay.

I actually found I got lag more when I was the only one on than when there were others on at the same time as me.

Anyway, XP doesn't matter until we find give diamonds (three for the pick to get obsidian, two for the enchanting table). I'll be setting up a mine further from spawn to try and find some.
If you're the only one on, you'll get a lot more mobs in your area. due to having the server mob cap to yourself.

Speaking of mob caps, we can tweak that with bukkit.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 10, 2014, 02:23:32 PM
Quote from: Tom on March 10, 2014, 01:54:31 PM
Quote from: Thorin on March 10, 2014, 01:52:55 PM
XP gain through mining + smelting is a pretty long process compared to grinding at an XP farm. And when you're trying to get that one enchantment, and going through 50 books to get it, you'll want the fastest possible route.

At the same time, there's no reason we can't say don't grind when others are online unless they've said okay.

I actually found I got lag more when I was the only one on than when there were others on at the same time as me.

Anyway, XP doesn't matter until we find give diamonds (three for the pick to get obsidian, two for the enchanting table). I'll be setting up a mine further from spawn to try and find some.
If you're the only one on, you'll get a lot more mobs in your area. due to having the server mob cap to yourself.

Speaking of mob caps, we can tweak that with bukkit.

I still don't understand what the rush is to have several chests full of enchanted equipment that goes unused, by playing the game and regularly enchanting books it shouldn't take long to get a good library of enchantments. I think for some things that are extremely rare like implement specific enchantments (silk touch anyone?) that have a >2% chance we can just op/give it

But yeah, I gotta get on there and find ya'll some diamonds. I'm the diamond master over here...

Also speaking of lag I'm going to try strip mining and using a pipe system of droppers, I don't know how heavy this will be, for the first few levels it probably won't matter, and I won't put it on a permanent clock or anything dumb like that, but at some point I'll have a big hole with a vertical column of redstone contraptions...

This server I'm going to start with something more industrial scale so I'll be building a factory to handle most of my material generation, so whatever the plot size is, it's going to be a big factory on top of that square and a pit below. I'll have a pipe going up from my mine into a sorting system, then into automatic smelting systems. It's gonna be cool and it will give me building resources on a scale I could only dream of before.

We'll see how it goes I guess :)

How to compact sorting!
http://youtu.be/30QU3WqklD0
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 10, 2014, 03:15:24 PM
Are you planning on building that factory right near spawn, or a hundred or so blocks out?  We could mark off the area as the "industrial zone" in town.

As for piles of enchanted equipment, there are certain enchantments that make the game go much faster - efficiency and unbreaking on diamond picks and axes, for instance, or aqua infinity and respiration on helmets.  Silk touch isn't that hard to get on a pick at level 30, but getting it on shears through books is nearly impossibbible.  And none of it goes unused, just some of it has to wait for its turn or gets donated to other players.

I think my plan is to go a couple hundred blocks out and build a castle-looking manor house.  And I wanna set up a nice efficient mine somewhere, with a couple of layers.  But not right by spawn, because other people probably wanna dig there.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 10, 2014, 03:20:35 PM
Yeah, I was planning on building out a ways, not too far though, I don't remember the exact lay of the land from the map Lazy generated before but I know I want a mountain or something

Then I'll start thinking of interesting new builds I guess :)

I think near spawn we should build a town square or a mall or something, where we can share resources...
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 10, 2014, 03:25:10 PM
Everyone wants the mountains.  You all are gonna hafta learn t' share.

Yes, definitely, a town square.  But how big should it be?  Right now it's about 5x5 with a building and some fenced farmland and fenced animal pens right near it.  We could make it 15x15, then there'd be a bit more space for buildings along it?  There are already gravel roads leading in the four compass directions, so people can build nearby without building right at spawn, and then connect their builds to the main roads so people can find their way back easier.
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 10, 2014, 03:28:28 PM
We should mark the SPAWN City boundary... Anything inside is under Zoning restrictions (no mob spawner), and anything outside is free game. That might help.

I don't think we want to bog the play down with too many rules... but rules are needed in high density areas like around spawn.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 10, 2014, 03:45:40 PM
It may not be a bad idea to zone things with cobblestone fence actually.

It's cheap!
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 10, 2014, 03:52:20 PM
How big do we want to make Spawn City initially?  100 blocks in each direction?  Towards the west that might run into the mountains.

I do like the idea of a bigger town square, even though that means I need to move my Survival Shack a bunch...  And cobble fence to mark off the city is a good idea, too.  Either that or build a medieval curtain wall four or five blocks high with a few gatehouses in it.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 10, 2014, 03:57:01 PM
TNT everywhere naturally and chests with free levers! Err, wrong server

But yeah, we should at least put down pavement where the spawn square is and then build out from there I guess.
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on March 10, 2014, 07:05:35 PM
I've noticed people have made claims to plots in prime locations.  How long should we give them to start building before we void their claims?
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 10, 2014, 07:22:51 PM
TNT!
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 10, 2014, 09:12:55 PM
100x100 1 high wall up and the main roads connect to it
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 10, 2014, 09:42:56 PM
Nice work!

Well, I got my start tonight. Both Lenny and I spawned in somebody's house, it was a little frustrating at first (I was standing on a chest of all things). It took me forever to get 1.7.2 (+mods) installed since I had leapfrogged versions already with Magic Launcher to 1.7.4 so I wasn't in the best of moods.

I also spawned with tools which I threw away, ended up heading out of town to stake my claim. I built a hovel first but I have a bridge built that leads to the future site of my factory. I have all the basic tools, full armor a small farm a mine and I'm using geothermal power (i.e. buckets of lava!)

There's a huge lava pool at the bottom of my mine, with it I can probably cast a Nether Portal if I don't find diamonds any time soon.

Also, is it just me or does wheat take much longer to grow?
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 04:21:54 AM
Yeah, sorry about that, turns out the basement of the Survival Shack was pulling people off of true spawn.  I moved the Survival Shack (and made it a little smaller and look a little nicer, I think).  I've widened the Spawn City town square, moved the farm field over a bit, and built a magick shoppe (Lenny donated the enchanting table).

I found your bridge, Mr. Analog, I was wondering who built stuff way out there.  And Lenny, nice tower you've got going.  Lazy, thanks for putting up the wall and the gates, looks nice!  Oh, and wheat probably seems like it takes longer because you can't bonemeal it as easily.  Want it to grow faster?  Plant alternating rows of wheat and carrots - it grows faster if there's no wheat to either side of it.

Lets see, what did I do tonight?
- gathered gravel
- tore down Survival Shack
- expanded town square with gravel
- built new Survival Shack
- tamed a couple of horses and penned them up at spawn, the one with less health jumps way better; there's only one saddle so far though
- explored around to see what the nearby mountains and mesa look like
- ventured out and started my own claim at 0,0 - all underground for now but I'll eventually have a towering ... tower
- built Ye Olde Magick Shoppe, moved the enchanting table into it, started making books and bookcases
- mowed the lawn for Spawn City: cleared all the tall grass and flowers and stuff within Spawn City; flowers are stored in the Survival Shack
- a bunch of mining, FOUND MY FIRST DIAMONDS!

By the way, everything in the Survival Shack is to share.  So if anyone needs something quickly, they can type "/spawn" and go see if it's in there.

What else do we need to build at spawn besides a wheat/carrot farm, sheep/pig/cow/horse pens, and an enchanting table?  I guess we need a nether portal there?  The nether portal should be perfect-matched on the coordinates so we don't get wonky portalling, though.  And maybe a swimming pool with waterslides :)
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 11, 2014, 04:33:49 AM
I was going to say, the spawn "area" should probably be a relatively large fenced in area, with things around it.

I kind of want the center of spawn to be marked by the beacon I want to put in. Make it a lot easier to see and find :)

Spawn town needs to have a central location for the nether portal, and whatever is used by Spiggot to transfer you between servers.
I think they can be portals like a nether portal, so a place for more than one portal would be useful. Though I'd like the server portal
to be a central marker of sorts.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 08:53:50 AM
Thanks for moving the crap out of spawn, it really sucked going on to a fresh new server and start inside something :), the downside to having op is you don't know where the no-build zone around spawn is ... which is why I went out a ways.

I should be able to cast a Nether portal, I have enough lava... I guess we should pick out a place in town to put it?

As for wheat, I have a small 8 block wheat farm that so far has produced a single wheat, I was playing for just over two hours last night and the wheat farm was there for about an hour so I don't know what else to say, it seems a lot slower in 1.7
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 11, 2014, 09:00:53 AM
Well the spawn city boundary is established, I was surprised how well it worked out with the mountain.

If you want fresh and wild just say out side the wall.

The default spawn zone is fairly large, I am sure it is still possible to span away from the centre but keeping a safer zone should help.

Do we want to further chop up spawn city into city blocks?
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 09:05:55 AM
City blocks would be very cool!

I'll start saving up all the gravel I collect to help supply roads (unless we're doing cobble roads in which case I can set up a road generator)

Neat!
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 11, 2014, 09:21:32 AM
The main road is gravel so far. I was think in subdividing could be done with smooth stone sidewalks or something.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 09:30:02 AM
I have several stacks of smooth stone I think, at least I left a bunch cooking last night (thanks lava, thava)

One nice way of doing it is digging out a trench 4 or 5 blocks wide for the road and then putting slabs in the middle and stairs on either side. It creates a nice effect

Dang, I have D&D tonight, I wish I could do both lol
Title: Re: Usamot 2 ideas and zoning
Post by: Melbosa on March 11, 2014, 10:07:23 AM
Quote from: Mr. Analog on March 11, 2014, 09:30:02 AM
Dang, I have D&D tonight, I wish I could do both lol
I wish I had D&D tonight... :(
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 10:14:03 AM
Quote from: Melbosa on March 11, 2014, 10:07:23 AM
Quote from: Mr. Analog on March 11, 2014, 09:30:02 AM
Dang, I have D&D tonight, I wish I could do both lol
I wish I had D&D tonight... :(

If you want you can join us? We play online every other Tuesday
Title: Re: Usamot 2 ideas and zoning
Post by: Melbosa on March 11, 2014, 10:15:12 AM
Quote from: Mr. Analog on March 11, 2014, 10:14:03 AM
Quote from: Melbosa on March 11, 2014, 10:07:23 AM
Quote from: Mr. Analog on March 11, 2014, 09:30:02 AM
Dang, I have D&D tonight, I wish I could do both lol
I wish I had D&D tonight... :(

If you want you can join us? We play online every other Tuesday

Thought you had a full group already?
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 10:15:56 AM
Quote from: Melbosa on March 11, 2014, 10:15:12 AM
Quote from: Mr. Analog on March 11, 2014, 10:14:03 AM
Quote from: Melbosa on March 11, 2014, 10:07:23 AM
Quote from: Mr. Analog on March 11, 2014, 09:30:02 AM
Dang, I have D&D tonight, I wish I could do both lol
I wish I had D&D tonight... :(

If you want you can join us? We play online every other Tuesday

Thought you had a full group already?

I can always ask Dustin if there's room for more
Title: Re: Usamot 2 ideas and zoning
Post by: Melbosa on March 11, 2014, 10:20:20 AM
Sure.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 10:28:00 AM
If we do city blocks we'll want to make them fairly large, otherwise people's buildings will end up spawning more than one block anyway.  The other choice is to just let the roads and alleys develop naturally.

Mr. A, I like that idea of slabs and stairs for roads.  What material would you use for that, though?  Another option is smooth stone slabs for the road and wood slabs for the sidewalks.

We've got the gravel roads going already, though, and I do like the crunchy sound as you walk on them.  It's funny, I'm finally starting to pay attention to the sounds even though I've been playing for over a year.

For the nether portal, we could cast it with lava although I found diamonds yesterday and will be creating a diamond pick next time I'm on.  And there's lots of obsidian down by the lava fields I've been carefully digging around.  I think the most important thing for the nether portal is to put it in a good spot and then to go to the nether and then to move the one in the nether to the perfect-matched coordinates.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 10:41:22 AM
Quote from: Melbosa on March 11, 2014, 10:20:20 AM
Sure.

Done and done

Quote from: Thorin on March 11, 2014, 10:28:00 AM
If we do city blocks we'll want to make them fairly large, otherwise people's buildings will end up spawning more than one block anyway.  The other choice is to just let the roads and alleys develop naturally.

Mr. A, I like that idea of slabs and stairs for roads.  What material would you use for that, though?  Another option is smooth stone slabs for the road and wood slabs for the sidewalks.

We've got the gravel roads going already, though, and I do like the crunchy sound as you walk on them.  It's funny, I'm finally starting to pay attention to the sounds even though I've been playing for over a year.

For the nether portal, we could cast it with lava although I found diamonds yesterday and will be creating a diamond pick next time I'm on.  And there's lots of obsidian down by the lava fields I've been carefully digging around.  I think the most important thing for the nether portal is to put it in a good spot and then to go to the nether and then to move the one in the nether to the perfect-matched coordinates.

Stone brick stairs and stone slabs (not cobble), it makes it look like gutters & stuff won't spawn on half blocks or stairs so if we get enough buildings we reduce above ground mob around spawn (though I do like the beacon idea, might as well just /give it into the world and put it down.

For the nether whichever is the fastest way, I mean you can make a nether portal with just a few buckets of lava and water (and a flint and tinder). I'm less interested in using the Nether as a quick travel route this time around since we can use command blocks if need be, I say we create the first portal, build a protective castle around it in the Nether and then just let things develop naturally. Maybe if we find a Nether fortress build a portal back to the overworld.

I think fast travel should be handled by command blocks anyway, not that we're that far spread out
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 11:06:06 AM
Yeah, Tele-Portals are awesome!  Do we still like the design from the old map, the little brick umbrella hut with the command block hidden?

Once we get to the nether and gather a bunch of glowstone dust, maybe we want to light spawn up with glowstone-in-the-ground?  That'll help keep the mobs down to nothing as well.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 11:12:22 AM
Redstone lamps activated when the sun gets low! Woooo!

I guess I should design a new Teleport Hub... suggestions?
Title: Re: Usamot 2 ideas and zoning
Post by: Melbosa on March 11, 2014, 11:39:13 AM
I'm so lost with all your jibber-jabber tele-orturs stuffs.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 11:40:46 AM
Quote from: Melbosa on March 11, 2014, 11:39:13 AM
I'm so lost with all your jibber-jabber tele-orturs stuffs.

Press button, receive new location
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 11:52:32 AM
Quote from: Melbosa on March 11, 2014, 11:39:13 AM
I'm so lost with all your jibber-jabber tele-orturs stuffs.

Connect to Usamot 1, go to spawn, find this building: http://mc.tomasu.org/#/-37/64/47/max/0/1.  Go inside and push a button on a red brick umbrella stand.  SEE WHAT HAPPENS...

Quote from: Mr. Analog on March 11, 2014, 11:12:22 AM
Redstone lamps activated when the sun gets low! Woooo!

I guess I should design a new Teleport Hub... suggestions?

Redstone lamps turning off and on would be awesome.  The reason I suggested glowstone in the ground is because for every block we raise the light source up off the ground, the glowstone blocks have to be two blocks closer together to stop the spawningz-es.

I dunno what would work for a Tele-Portal hub...  Maybe a multi-story unit this time?  Grand Central Terminal was so well designed, it'll be hard to top.  Or maybe a large glass building with a reverse roof, like Dulles Airport: http://www.citycabsandlimo.com/images/dulles%20airport.jpg
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 11:53:38 AM
I just realized, we haven't seen a village anywhere yet.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 11:56:23 AM
Quote from: Thorin on March 11, 2014, 11:52:32 AM
Quote from: Melbosa on March 11, 2014, 11:39:13 AM
I'm so lost with all your jibber-jabber tele-orturs stuffs.

Connect to Usamot 1, go to spawn, find this building: http://mc.tomasu.org/#/-37/64/47/max/0/1.  Go inside and push a button on a red brick umbrella stand.  SEE WHAT HAPPENS...

Quote from: Mr. Analog on March 11, 2014, 11:12:22 AM
Redstone lamps activated when the sun gets low! Woooo!

I guess I should design a new Teleport Hub... suggestions?

Redstone lamps turning off and on would be awesome.  The reason I suggested glowstone in the ground is because for every block we raise the light source up off the ground, the glowstone blocks have to be two blocks closer together to stop the spawningz-es.

I dunno what would work for a Tele-Portal hub...  Maybe a multi-story unit this time?  Grand Central Terminal was so well designed, it'll be hard to top.  Or maybe a large glass building with a reverse roof, like Dulles Airport: http://www.citycabsandlimo.com/images/dulles%20airport.jpg

That's pretty cool

(starts designing)
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 12:39:13 PM
haha, I knew that'd get the juices flowing :)  Don't forget to check out the new layout to the town square, there should be some room near it but you could just as easily put it ten or twenty blocks away from the town square and we just build a road to it.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 12:40:26 PM
I want to use quartz blocks (or white stained clay) and stained glass

But the amount it would take would be ... prohibitive in SMP
Title: Re: Usamot 2 ideas and zoning
Post by: Melbosa on March 11, 2014, 01:15:04 PM
Nothing is to terrible if you put in a request to us all for mats.  We can make it happen!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 01:37:52 PM
Quote from: Melbosa on March 11, 2014, 01:15:04 PM
Nothing is to terrible if you put in a request to us all for mats.  We can make it happen!

Its a massive airport, I can't even estimate the amount of blocks needed at this time

I'll go into my test build Flatland and figure out how much material is required for a single pillar and get back to you :-)

Likely it would have to be quartz blocks and stairs to get the angles looking right, the roof is no problem I'd probably just use wood
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 01:50:23 PM
I'm guessing one night of a few of us gathering would get you everything you need...

Don't underestimate the power of the 2am gamer!

And you probably don't want to build this place too too big...  Otherwise we'd have to move the fence!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 01:52:29 PM
I'll have to get the lay of the land first too yeah

A slightly downsized Googie style, airport-themed teleport hub

Otherwise my build would be TO SCALE lol

:)
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 11, 2014, 05:07:31 PM
Quote from: Thorin on March 11, 2014, 11:53:38 AM
I just realized, we haven't seen a village anywhere yet.

If i remember the seed, that was one down side, I don't recall there being one anywhere near spawn.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 07:05:35 PM
There's a nether portal frame thanks to Mr. A.  Not lit yet, though.  It's at 206,203-204, facing E/W.  So once we're in the nether, we'll want to move the one there to 25,24-25, facing E/W.  Also, the portal needs a pretty building around it.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 07:48:14 PM
Yep, I cast it with a single bucket and a pile of dirt (and lots of trips back and forth)

I gotta light it later and I have tons of wood planks to make a building for it.

I'll get on it later... once I get some flint haha
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 11, 2014, 07:54:33 PM
There is more than a stack of flint in the Survival Shack.  And iron.  And it's all free to use.  And you're posting during D&D, same as me.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 11, 2014, 08:04:15 PM
:)
Title: Re: Usamot 2 ideas and zoning
Post by: Melbosa on March 11, 2014, 08:28:30 PM
Exciting session I take it?
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 11, 2014, 08:29:16 PM
Quote from: Thorin on March 11, 2014, 07:54:33 PM
There is more than a stack of flint in the Survival Shack.  And iron.  And it's all free to use.  And you're posting during D&D, same as me.

Mr. A seems to be hell bent on building everything by hand from scratch not using community gathered resources.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 03:25:09 AM
tonight for me:

- moved the nether portal in the nether over a couple of blocks to perfect-match the coordinates; for some reason we get spun around when using it, don't know why
- encased the nether portal in the nether in a glass and stone brick monstrosity that hopefully stops all the damn ghasts from killing us (there are a lot spawning!)
- went looking for nether quartz - Mr. A, I have 23 stacks I can hand off to you (will make 5.75 stacks of quartz blocks)
- finished the bookcases at Ye Olde Magick Shoppe, so we can now enchant up to 30th level
- enchanted my first diamond pick (unbreaking/efficiency/fortune, yay!)
- went mining and found 8 more diamond ore (fortune pick made it 12 diamonds)
- got up to 30th level three more times and enchanted three more diamond picks - all are efficiency only :(

There's a large nether fortress not far from the nether spawn portal.  I haven't gone into it yet, though.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 12, 2014, 03:32:23 AM
Quote from: Thorin on March 12, 2014, 03:25:09 AM
tonight for me:

- moved the nether portal in the nether over a couple of blocks to perfect-match the coordinates; for some reason we get spun around when using it, don't know why
- encased the nether portal in the nether in a glass and stone brick monstrosity that hopefully stops all the damn ghasts from killing us (there are a lot spawning!)
- went looking for nether quartz - Mr. A, I have 23 stacks I can hand off to you (will make 5.75 stacks of quartz blocks)
- finished the bookcases at Ye Olde Magick Shoppe, so we can now enchant up to 30th level
- enchanted my first diamond pick (unbreaking/efficiency/fortune, yay!)
- went mining and found 8 more diamond ore (fortune pick made it 12 diamonds)
- got up to 30th level three more times and enchanted three more diamond picks - all are efficiency only :(

There's a large nether fortress not far from the nether spawn portal.  I haven't gone into it yet, though.
We should eventually try and make it into a Nether Skeleton farm. If its spawning level with some kind of "ground" that makes it super easy. If not.. then that would suck horribly, trying to build out more ground between the "legs" of the fortress. It being close is super awesome though.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 07:12:21 AM
I still don't get why the nether portal has to line up with anything, must be an OCD thing ;-)

Quote from: Lazybones on March 11, 2014, 08:29:16 PM
Quote from: Thorin on March 11, 2014, 07:54:33 PM
There is more than a stack of flint in the Survival Shack.  And iron.  And it's all free to use.  And you're posting during D&D, same as me.

Mr. A seems to be hell bent on building everything by hand from scratch not using community gathered resources.

Part of the fun of starting new is not having anything at all. I built that portal frame out of lava and a bucket, got it lit with my first flint and tinder. Shortly after I found my first diamonds. I've smelted enough stone to start my first real build. I had my first death already too but I was able to get home fast enough to get back all my stuff and all my levels

Given that I've actually only played about 3 to 4 hours I've done a fair bit

FYI /home always sends you to spawn, kind of annoying
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 12, 2014, 07:59:01 AM
Quote from: Mr. Analog on March 12, 2014, 07:12:21 AM
I still don't get why the nether portal has to line up with anything, must be an OCD thing ;-)
Perfect positioning helps with portals that are within like 1000 blocks.

Quote from: Mr. Analog on March 12, 2014, 07:12:21 AM
Quote from: Lazybones on March 11, 2014, 08:29:16 PM
Quote from: Thorin on March 11, 2014, 07:54:33 PM
There is more than a stack of flint in the Survival Shack.  And iron.  And it's all free to use.  And you're posting during D&D, same as me.

Mr. A seems to be hell bent on building everything by hand from scratch not using community gathered resources.

Part of the fun of starting new is not having anything at all. I built that portal frame out of lava and a bucket, got it lit with my first flint and tinder. Shortly after I found my first diamonds. I've smelted enough stone to start my first real build. I had my first death already too but I was able to get home fast enough to get back all my stuff and all my levels

Given that I've actually only played about 3 to 4 hours I've done a fair bit

FYI /home always sends you to spawn, kind of annoying
/sethome helps there I think.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 08:15:30 AM
Yeah but How does it help? That's what I want to know. The max distance a portal will link in the overworld is 256 blocks (64 in the Nether), as far as I know the glitch with multiple active portals spawning in the same location is fixed

Anyway, I have a bed, when I right click it says home is set to that bed, but when I respawn or use the /home command it doesn't work. I'll try the command directly I guess.
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 12, 2014, 08:22:26 AM
The west road goes all the way out to the Mesa biome as of last night as well.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 08:23:14 AM
Quote from: Lazybones on March 12, 2014, 08:22:26 AM
The west road goes all the way out to the Mesa biome as of last night as well.

So cool! I can't wait to see that!
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 12, 2014, 08:29:17 AM

Quote from: Mr. Analog on March 12, 2014, 08:23:14 AM
Quote from: Lazybones on March 12, 2014, 08:22:26 AM
The west road goes all the way out to the Mesa biome as of last night as well.

So cool! I can't wait to see that!

Especially before it is strip mined for its multi-color clay blocks.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 08:30:36 AM
Quote from: Lazybones on March 12, 2014, 08:29:17 AM

Quote from: Mr. Analog on March 12, 2014, 08:23:14 AM
Quote from: Lazybones on March 12, 2014, 08:22:26 AM
The west road goes all the way out to the Mesa biome as of last night as well.

So cool! I can't wait to see that!

Especially before it is strip mined for its multi-color clay blocks.

haha

Where's Teddy Roosevelt to make state parks for us! :)
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 12, 2014, 09:26:07 AM
Quote from: Mr. Analog on March 12, 2014, 08:15:30 AM
Yeah but How does it help? That's what I want to know. The max distance a portal will link in the overworld is 256 blocks (64 in the Nether), as far as I know the glitch with multiple active portals spawning in the same location is fixed

As far as I know, if portals are a bit too close, they won't link up properly. You'll get a gate where you think it should be, but it'd link to a totally different gate. I don't /think/ that has been fixed, if it is possible. The workaround for that is to "perfect position" the gates up to the exact coords on the x and z planes, and if necessary, y as well.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 10:33:12 AM
I understand the distance limitations and linking, if there is no active portal in the other dimension accounting for the distance multiplier it will either send you to the nearest one it can find or create a new one.

There was a bug where it would create new ones even though there were valid active portals available, but that should have been fixed.

The distances should be easy to mark, I assume everyone is playing with a minimap of some sort (or at least where you can easily see and mark co-ords)

It shouldn't require people to spurge out and move portals around so they're on perfect x,y,z axis, that's what I don't get :/

(otherwise the troll in me is going to start building asymmetrical buildings just slightly weird enough looking to bug people hahahah J/K of course) hahaha :D
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 12, 2014, 10:37:43 AM
You don't HAVE to, at least till portals start conflicting. But it can be nice to have it such that it isn't a problem to begin with.
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 12, 2014, 10:38:44 AM
Many of the portals on the old world where broken from being TOO CLOSE... even with closely aligned portals you would end up exiting the wrong one.

Exact aliment of the neither portal just makes it work better.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 10:39:24 AM
Quote from: Mr. Analog on March 12, 2014, 07:12:21 AM
I still don't get why the nether portal has to line up with anything, must be an OCD thing ;-)

I won't deny that my "clean mind" wants it perfect, but it's also because of the way the code calculates which portal to send you to each time you step into it.  It is possible for a portal up to 1,024 blocks away in the overworld to link to the same portal in the nether, and if there are already portals that don't come close to matching their coordinates then this quite likely.  And for those of us building outside of Spawn City, we're all less than a thousand blocks away (less than five hundred, I'd say).

Just look at all the deactivated portals that exist on Usamot 1's Overworld.  I remember Mel going on an exploration through the nether and popping up in other people's portals and deactivating or actually removing them because they interfered with his portals.  Perfect positioning would have stopped the need for him to deactivate anything.

The portal finding code hasn't been "fixed" because it's not considered broken.  So it'll keep working the same, until they decide to implement an actual portal linking mechanism where two portals become a linked pair.

Oh, just spotted your next post about how does it help.  Contrived example: overworld portal built at 0,0, nether portal built at 0,0, second overworld portal built at 1024,0.  Step into the first overworld portal, the game calculates floor(0/8) = 0, so find a nether portal within 128 blocks of 0; the nether portal at 0 is found.  Step into the second overworld portal, the game calculates floor(1024/8) = 128, so find a nether portal within 128 blocks of 128; the nether portal at 0 is found.  Probably not what you wanted, right?

A more likely example: overworld portal built at 0,0, overworld portal built at 512,0, nether portal built at 49,0, nether portal built at 70,0.  Step into the first overworld portal, the game calculates floor(0/8) = 0, looks for nether portal within 128 blocks of 0; finds nether portal at 49,0.  Step into the first nether portal, the game calculates 49*8 = 392, looks for overworld portal within 128 blocks of 392; finds overworld portal at 512,0.  Step into the second overworld portal, the game calculates floor(512/8) = 64, looks for nether portal within 128 blocks of 64; finds nether portal at 70,0.

I simplified the math by only moving portals along one axis - the true measurement includes all three axes to find the closest portal. 

Quote from: Mr. Analog on March 12, 2014, 07:12:21 AM
FYI /home always sends you to spawn, kind of annoying

/home sends you to wherever you've set your home; if you haven't set a home, then it sends you to spawn.  To set your home, stand in your favourite spot, looking in whatever direction you like (I look at the crafting table in my hovel so when I appear I can start crafting without turning, yes I'm lazy), then type /sethome.

I thought the bed did it for us, too, because it says "home set" when you use it, but unfortunately it doesn't work.  Using the bed does set your spawn there, though, so if you die you go back to the bed.  The command to use after you die and respawn is /back, that'll take you back to your point of death.

The Nether Castle

By the way, the nether spawn is a giant cavern with swarms of friggin' ghasts blasting away.  The structure I built around the nether portal is ugly to my eye, so feel free to alter it.  I tried to make sure to have lots of glass so that we could see what's where before stepping out into Ghast Alley, and I made the entrances have turns in them so that ghast fireballs can't get into the main part (at first I was just using doors and if the door was left open they'd blast it off its hinges and then put out the portal).  I'd love to see a full castle built.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 10:46:00 AM
I'm going to miss that multi-coloured, hilly mesa after the strip-mining completes next week...

We need to find more saddles.  I was riding my less-healthful horse (less horse hearts), and I managed to jump out of the pen (two fences high) from a standstill.  She rides like the wind and jumps like a flying squirrel.  When I wanted to put her back, I jumped over the three fences high section of her pen.  I've never had a horse that can jump that high.  I jumped a couple of rivers on her, and I think I rode over a ravine without even noticing it (without jumping!).
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 10:53:12 AM
Quote from: Thorin on March 12, 2014, 10:39:24 AM
Just look at all the deactivated portals that exist on Usamot 1's Overworld.  I remember Mel going on an exploration through the nether and popping up in other people's portals and deactivating or actually removing them because they interfered with his portals.  Perfect positioning would have stopped the need for him to deactivate anything.

One persons perfect is another persons interference, you'll never escape that problem :)

I know how back and home work, I'm just saying it's not working with beds right now.

I'll try /sethome and let you guys know if that works. Not that I use home/back very often, when I used it last night I ended up in the woods and had to find my way home more than once

Regarding saddles, I'm extremely surprised how adamant Dinnerbone is on not making it a craftable item, it seems dumb to me to have horses everywhere but now you have to go dungeon diving to find the one thing you need to use them properly
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 11:12:53 AM
Oh and no, I'm not using a minimap in 1.7.2.  I have Optifine installed for the FPS boost and the connected textures, and nothing else.  I was thinking of getting Voxelmap since Rei has pulled his minimap back to Japanese-only support (and new builds advertised only through his twitter account).  But installing it would take time away from playing...
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 11:13:41 AM
Weird, I have Rei's working just fine in 1.7.2 :)
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 11:23:03 AM
Yeah, Rei made a minimap for 1.7.2, but you can't find it on the regular minecraftforum.net, and he's no longer offering English support if there are problems, and the link to the latest build was only posted on his twitter feed.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 11:26:18 AM
Well, like I say, I'm running it easy. Just added it to a new MagicLauncher profile for 1.7.2 with Optifine and Sphax
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 11:40:35 AM
I've actually found that I don't miss my minimap all that much, other than letting me know what my builds look like from above.

What I really miss is the cleaned up coordinates and arrow count that I got from Zombe's Mod Pack (and hitting R to quick-switch to my weapon).
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 11:41:55 AM
By cleaned up you mean rounded right?

I'm surprised there isn't an update for that mod yet too, it seems like it's a popular mod
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 12, 2014, 12:35:00 PM
Using voxel map and the minecraft guide mod (NEI always causes me problems when I have admin rights, I give my self stuff)
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 12:51:45 PM
Yeah, cleaned up meaning rounded off then put in the top-left corner of the screen, along with a colour-coded arrow count (green=lots, yellow=less than a stack, red=only a few left), a facing, and the current biome name.  That's the Compass Mod in the pack, and the text is much less intrusive than the F3 screen or a minimap.

Zombe / Tanzanite hasn't updated his modpack since 1.2.5, it's been others doing it for him.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 01:05:24 PM
Damn urge to build rising...
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 12, 2014, 02:46:16 PM
Quote from: Mr. Analog on March 12, 2014, 01:05:24 PM
Damn urge to build rising...

Mine hasn't abated yet.  And having to troubleshoot these stupid odata errors isn't helping!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 02:50:59 PM
Quote from: Thorin on March 12, 2014, 02:46:16 PM
Quote from: Mr. Analog on March 12, 2014, 01:05:24 PM
Damn urge to build rising...

Mine hasn't abated yet.  And having to troubleshoot these stupid odata errors isn't helping!

I've been able to manage to focus most of today on work but damn if it doesn't creep into my thoughts CONSTANTLY lol
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 12, 2014, 04:15:19 PM
Not my fault.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 05:51:41 PM
Quote from: Tom on March 12, 2014, 04:15:19 PM
Not my fault.

I blame Tom
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 12, 2014, 05:52:29 PM
Quote from: Mr. Analog on March 12, 2014, 05:51:41 PM
Quote from: Tom on March 12, 2014, 04:15:19 PM
Not my fault.

I blame Tom
I know not of whom thee speaketh.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 12, 2014, 11:46:55 PM
Quote from: Tom on March 12, 2014, 05:52:29 PM
Quote from: Mr. Analog on March 12, 2014, 05:51:41 PM
Quote from: Tom on March 12, 2014, 04:15:19 PM
Not my fault.

I blame Tom
I know not of whom thee speaketh.

Y'know Tom's skeleton?

Well you're the meat around it

Which makes you Tom! :D




Oddly enough I did a lot of crafting today, I built the main facade of my factory, it's based on this: http://www.wunderland.com/WTS/Rash/violet/images/090306.jpg (I just googled Art Deco factory and liked what I saw)

I *think* it will be big enough for what I want to build... :D

Thanks Thorin for mining all that Quartz holy moly
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 13, 2014, 08:03:56 AM
Man, that Tom, it's all his fault.  If it wasn't for him, I wouldn't be tired now.  Yeah, that sounds about right.

...

Mr. Analog, that tinted glass looks really good.  Your facade is looking very similar to the picture already.  And you're welcome for all that quartz, it only took one night.  I waited until I had a Fortune-enchanted pick, so I got about double the drops while mining it.

...

Last night I was riding around on one of the two horses I tamed.  It was the one with less health that jumps better.  I rode over a five-block-wide chasm without jumping!  And I went exploring and then got totally lost in a mesa about a thousand blocks from spawn.  Eventually I found a roofed forest and chopped down a dark oak.  I have three saplings, I hope that dark oak will grow as skinny trees...
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 13, 2014, 08:08:32 AM
Sounds like you had quite the adventure!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 13, 2014, 01:59:16 PM
Oh yeah, if anyone is out collecting sand and finds a bunch of sandstone I'm looking for more

If you need black ink I have a bunch :D
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 13, 2014, 02:24:28 PM
Quote from: Mr. Analog on March 13, 2014, 01:59:16 PM
Oh yeah, if anyone is out collecting sand and finds a bunch of sandstone I'm looking for more

If you need black ink I have a bunch :D

Well I also have black ink now :) , I did find some sand stone digging in the mesa, it does have a desert like ground with sand.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 13, 2014, 02:39:46 PM
Ooh, I may have to join you there for some mining then :D

Gotta enchant a new pick I think :)
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 13, 2014, 03:05:02 PM
Quote from: Mr. Analog on March 13, 2014, 02:39:46 PM
Ooh, I may have to join you there for some mining then :D

Gotta enchant a new pick I think :)

You are welcome to sleep at the house I built at end of the road for shelter...
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 14, 2014, 12:00:32 PM
Hello from Calgary!

I did more diamond hunting last night, and now have 50+ diamonds plus 6 diamond enchanted picks (so around 60 diamonds found).  I'm now to the point where I'm mining for diamonds with enchanted diamond picks because it goes quicker.  I'm gonna leave the iron for armour and minor tools.

I found a zombie spawner and built an xp farm out of it.  There's an above-ground entrance at +86,-56, roughly.  It's nowhere near Spawn City.  Dunno how much it'll be used, though.  I also found a couple more saddles and another horse armour at the spawner, so I've left two saddles and two horse armours with the horses we have in Spawn City.  I want to bring in some more horses, too, but there's no point until there's more saddles to ride them.  Sucks that saddles only appear in dungeon chests.  Feel free to take those horses for a ride, it's fun getting everywhere fast.

Next time I'm online, I'll be starting work on my manor house at +0,+0.  Once it's underway, maybe I'll finally build a path to it from Spawn City.

Oh, and I learned about this new mining technique where you dig a long tunnel along one side of a set of contiguous chunks, then use short branch mining to mine out a chunk until you find diamonds, then abandon that chunk once you find the diamonds in it.  The video talking about this pointed out that it's pointless to keep mining in a chunk once you've found the diamonds in it.  The video also said to mine with your feet on level 11 so that you expose level 11-13 rather than 12-14, since diamonds are way more common on 12 and below.  This is a good point.  Maybe mining with your feet on 8 and mining corridors that are three blocks high would be even better, but then LAVA.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 15, 2014, 01:59:21 PM
*sigh*

Was playing today, and Mr A was on, then he left right away :( *forever alone*

I found my first emerald of the map though! wooo! rather big iron veins too. I'm in the mountain to the south, I hope noone has claimed that area yet.

I might make a cooked chicken dispenser in spawn at some point, so save me a spot for it some place.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 15, 2014, 04:29:19 PM
Sorry I had to go out today, I'm at the folks place for a BBQ. I'm actually surprised I was able to get on today anyway. I will be online tomorrow though I can show you around what I've built up so far
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 15, 2014, 05:25:55 PM
Quote from: Mr. Analog on March 15, 2014, 04:29:19 PM
Sorry I had to go out today, I'm at the folks place for a BBQ. I'm actually surprised I was able to get on today anyway. I will be online tomorrow though I can show you around what I've built up so far
Heh. I was just bugging you :) I have no idea if I'll get on at all tomorrow.
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 15, 2014, 06:22:33 PM
Driving
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 15, 2014, 08:11:49 PM
Quote from: Lazybones on March 15, 2014, 06:22:33 PM
Driving
Get tam to play for you.
Title: Usamot 2 ideas and zoning
Post by: Lazybones on March 15, 2014, 10:37:51 PM
No Rogers coverage between Kamloops and Jasper.  Kind of spotty from Jasper to Edmonton.

Well other than edge. 
Title: Re: Usamot 2 ideas and zoning
Post by: Snowie0wl on March 17, 2014, 03:08:08 AM
Whoops I'm late in checking the boards. I just hope this Usamot 2.0 is more horse accessible. Won't somebody think of the horses? Wide streets, at least three block high tunnels, fence posts and shelters where logical, etc.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 17, 2014, 09:34:54 AM
Quote from: Snowie0wl on March 17, 2014, 03:08:08 AM
Whoops I'm late in checking the boards. I just hope this Usamot 2.0 is more horse accessible. Won't somebody think of the horses? Wide streets, at least three block high tunnels, fence posts and shelters where logical, etc.

It's not that built up yet, there is a surprising lack of saddles though. In my little area there were a lot of horses / donkeys most of them fell into natural pits the ones that are wandering around though I can't do anything with.

I started mass excavation in my area now, things are starting to take shape. Once I hit iron I'll be able to set up automation. I've put 100% of my resources into building what I have already (which is a lot actually). I can't wait until the first shaft is down to bedrock :)
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 17, 2014, 10:16:51 AM
Saddles saddles saddles.  There are two in the chest by the horses at spawn (and two horses there already), and I have a third for personal use.  We'll have to keep looking for dungeons with spawners, if we want more saddles.  I think it took quite a while to build up all the saddles we had on Usamot 1, as well.  Just, at first they were only for riding on pigs and no one did that so they were given away freely.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 17, 2014, 10:19:43 AM
Oh and Snowie, there's still lots of space on the server.  We've spread out a little bit, but not too far from each other, and Spawn City is nicely defined now with a crossroads and fences all around and a nearby mine and Ye Olde Magick Shoppe for enchanting and the Survival Shack to start in and animals penned in and some fields with planted crops.

If you want to make it more horse-accessible, go for it.  So far it's been easy to ride around the map, though.  My only problem has been no slimes yet, so no slimeballs to make leads with, so when I get off my horse to gather material (dark oak, in particular), my horse wanders off and I have to find her back.
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on March 17, 2014, 10:26:22 AM
Quote from: Thorin on March 17, 2014, 10:19:43 AM
My only problem has been no slimes yet, so no slimeballs to make leads with

I've come across one so far in my mine, so there should be more.  If I find a few I'll drop them off in town.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 17, 2014, 10:35:17 AM
Once I get my open pit design working slimes should be spawning down there
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 17, 2014, 01:35:17 PM
Probably easier to just find a swamp biome...
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 17, 2014, 01:52:07 PM
Tom, what are the x,y,z co-ordinates for the spawn point in SMP? It should be in the level.dat file for the world.

I was just reading the spawn rules and people could potentially end up on top of buildings, inside animal pens etc if there are structures too close to the spawn point.

QuoteA player with no spawn point set (such as by a bed) will be placed randomly at the highest point in a 20x/20z square centered on the x-/z- corner of the spawn point; that is, the 20x/20z spawn square's edges are at SpawnX -10/+9, SpawnZ -10/+9.

Source (http://minecraft.gamepedia.com/Spawn/Multiplayer_Details)

Once I know the spawn point I can mark it off and then work out the area where people can potentially spawn and we can work clear it / make it safe. Maybe set up beacon
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 17, 2014, 04:02:16 PM
Yeah, I was thinking of putting a beacon up right under the actual spawn.

X: -216
Y: 64
Z: 224
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 17, 2014, 04:03:23 PM
Quote from: Tom on March 17, 2014, 04:02:16 PM
Yeah, I was thinking of putting a beacon up right under the actual spawn.

X: -216
Y: 64
Z: 224

Thanks!
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on March 18, 2014, 07:35:51 AM
I've planted a small forest of spruce trees just outside the NW edge of town, since they won't spawn in that area.  They're free to use for the community for anyone who wants the wood or their own saplings, but if you chop one down, please replant another in it's place.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 18, 2014, 08:08:48 AM
I also started a small forest closer to town on the south side of spawn, same thing goes there.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 18, 2014, 08:14:06 AM
There may be some clearing of forest near the north road extension, orchards are planned for NE of the Analog Industries building

An elevated track system is planned depending on how much iron / gold I can find
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 20, 2014, 01:01:30 PM
Urge to Mine very strong

Anybody planning on playing tonight?
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 20, 2014, 01:07:36 PM
YES!  Probably 7pm-10pm, as I have to pick up my mom from the airport around 11pm.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 20, 2014, 01:12:54 PM
Awesome!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 20, 2014, 11:03:59 PM
*sweats nervously*

I kind of lost track of time working on other stuff eh heh oops /sorry

augh, my internal clock is all messed up
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 21, 2014, 01:01:45 AM
'sokay, I figured you went to bed early our something. Lazy came on just as I had to get off to go to the airport for my mom.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 21, 2014, 09:27:53 AM
Quote from: Thorin on March 21, 2014, 01:01:45 AM
'sokay, I figured you went to bed early our something. Lazy came on just as I had to get off to go to the airport for my mom.

I ended up having a nap after work and I thought it was 6 PM and not 8 PM, so I started drawing, when I looked at the clock again it was like 11 already hah

I have some arts to do tonight but I'm gonna be MC'ing a lot this weekend I think (what with the snow everywhere *sigh* )
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 21, 2014, 11:01:51 AM
I ended up going for a nap at 5-6pm last night, and waking up this morning at 10. Hah.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 21, 2014, 12:58:04 PM
Hehe
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 21, 2014, 01:50:44 PM
I was on for a bit, set my self up a little garden / farm in the mesa.

Found a potato and started planting them, I put a few at spawn as well.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 21, 2014, 02:19:02 PM
POTATOES!!!  The one food that's been missing from Planet Bob.  Although, the only one you don't need for anything (wheat to bread cows and sheep, seeds to breed chickens, carrots to breed pigs...).
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 21, 2014, 03:21:21 PM
Cooked potatoes are really good food though.


Also, I'm back! WOO! $35 cab ride, not too bad from downtown.
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on March 27, 2014, 08:48:26 PM
I've planted some Acacia trees just outside the spawn city as well as the Spruces.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 28, 2014, 01:47:15 AM
Thanks Lenny, now just to get some jungle trees, but they're 10,000 blocks from spawn.  Roughly.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 28, 2014, 02:02:24 AM
I give permission to any op to spawn in like a stack of jungle saplings to keep in spawn somewhere. It's far preferable to loading in that much map just for saplings.
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on March 28, 2014, 09:53:50 AM
I want to go to the jungle anyway, for the kitties!
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 28, 2014, 09:59:59 AM
Quote from: LennyLen on March 28, 2014, 09:53:50 AM
I want to go to the jungle anyway, for the kitties!

Oddly enough my kids asked me why I didn't have a dog or cat yet since I had both on the previous server.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 28, 2014, 10:08:40 AM
I think I saw the corner of some Taiga on my epic boat adventure the other night

I found a mushroom biome just shy of a kilometre SE from spawn
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 28, 2014, 10:15:51 AM
We need over viewer, I suspect the land expansion issue is well under way.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 28, 2014, 10:21:48 AM
I doubt anyone has gone further than me, which was maximum ~900 meters from centre spawn

I really must make a map...
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 28, 2014, 11:16:23 AM
I've been riding around on a horse for more than 900 from spawn, for sure.  Lenny's probably explored a bit further than 900, too.

Yes, we need Overviewer running for this work :)

Oh, and I'll spawn in a bundle of jungle saplings, then.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on March 28, 2014, 11:18:08 AM
Damn, I just had a good idea!
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on March 28, 2014, 04:13:05 PM
Quote from: Thorin on March 28, 2014, 11:16:23 AM
I've been riding around on a horse for more than 900 from spawn, for sure.  Lenny's probably explored a bit further than 900, too.

Yeah, I've gone at least twice that far in several directions.
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on March 29, 2014, 07:29:04 PM
Just saw several players I didn't know on the server... Is whitelisting enabled?
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on March 29, 2014, 07:39:45 PM
Whitelist is enabled. I believe DrCoconut is a friend of the Ceneks., and Aaran007 may be a friend of Lenny's. not sure though.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on March 29, 2014, 07:46:11 PM
I vouch for DrCoco.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 02, 2014, 03:37:10 PM
Analog Industries submits design proposal for Teleportal Hub

After reviewing several designs AI has come up with a functional yet aesthetic design for the Planet Bob Teleportal Hub

The design is based on Streamline Moderne and would largely be built from quartz blocks, black tinted glass and would feature a birch interior. The design would start with two spacious levels which will leave room for upward expansion and a central viewing / observation deck that would house maps and a birds eye view of the immediate surroundings.

The current plot allocated for this building is marked with signposts and would be across from the nether portal.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on April 02, 2014, 04:25:11 PM
That looks pretty cool, actually...  The rounded corners might be hard given the space you have pegged off.  And you're gonna need a lot a lot of nether quartz...  I'll start mining :)
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 02, 2014, 05:06:07 PM
Quote from: Thorin on April 02, 2014, 04:25:11 PM
That looks pretty cool, actually...  The rounded corners might be hard given the space you have pegged off.  And you're gonna need a lot a lot of nether quartz...  I'll start mining :)

Right on, well the scale of some parts may change when I start building, I have to get the old circle templates out.

I'll get one base area done and from there I can estimate what will be needed.

I'm also planning on opening a store near spawn (a sapling emporium!)

For all your Tree-e Needs
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on April 02, 2014, 11:26:32 PM
Tree hugger.
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on April 07, 2014, 08:23:56 AM
You guys should get working on that Teleportal Hub.  When you've got it ready, I can give you the co-ordinates for a Skeleton Spawner to link it to.

I've added a few new farm plots to Spawn City as well.  There's now Netherwart, Pumpkins and Melons for everyone.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 07, 2014, 09:28:23 AM
I meant to log in yesterday but I'm still fighting a cold, I went for a nap that lasted 8 hours yesterday

I'm a wreck today echh
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 08, 2014, 05:52:16 PM
JFC warn a brother before you install Treecapitate

I nearly @%&# myself
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on April 08, 2014, 08:56:28 PM
Treecapitate's installed?  Well, I guess it goes along with all the flying people...
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 08, 2014, 09:30:46 PM
Quote from: Thorin on April 08, 2014, 08:56:28 PM
Treecapitate's installed?  Well, I guess it goes along with all the flying people...

It's not Treecapitate per se, it seems inconsistent too, but if there's a tree and you whack it it will shift over a square and some blocks will drop, it's so strange!

I designed my tree farm so I could chop trees down from the top, which meant that when I chopped my first tree I fell about 4m
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on April 08, 2014, 10:57:39 PM
Quote from: Mr. Analog on April 08, 2014, 09:30:46 PM
It's not Treecapitate per se, it seems inconsistent too, but if there's a tree and you whack it it will shift over a square and some blocks will drop, it's so strange!

I didn't even realize it was a mod until Thomas told me.  I thought it was one of the weird desync glitches I sometimes get from being so far from the server, due to the inconsistency.  It will also sometimes drop acacia leaves from oak trees.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on April 08, 2014, 11:18:20 PM
Yeah, Sorry, I wanted to see the reaction ;D

I saw it on youtube last week and installed it right away. The way it works is if you cut out the trunk, all of the blocks fall. But due to MATH being HARD, it just scans all leaf blocks, if multiple trees are connected by leafs, all trunks have to be hit out before everything falls.

Best effect is find a large tree standing by itself and cut it down :D

I'll remove it if you guys don't like it.

It's called BlingTrees (by SethBling).
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 09, 2014, 05:26:52 AM
It's fine but I may need to rethink my tree farm heh
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 13, 2014, 03:59:48 PM
I built a sapling shop at spawn: Press button receive sapling

I also created the first teleport link and came up with a design for a teleport post. Maybe not as fancy as the ones we had in Usamot but highly visible

I ALSO created some maps and walked around for a bit, there are some amazing builds on the server already holy cow
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on April 13, 2014, 04:31:20 PM
Quote from: Mr. Analog on April 13, 2014, 03:59:48 PM
I built a sapling shop at spawn: Press button receive sapling

I also created the first teleport link and came up with a design for a teleport post. Maybe not as fancy as the ones we had in Usamot but highly visible

I ALSO created some maps and walked around for a bit, there are some amazing builds on the server already holy cow

My Bro has built his almost completely under ground... But it is vast!
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on April 13, 2014, 06:02:12 PM
Yeah, we need Overviewer to show it off...
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 14, 2014, 02:32:00 PM
Overviewer would be cool yeah!

Oh yeah, I need netherrack, does anyone out there have a useless stockpile of it?

Maybe we can trade for smooth stone or bricks (I have lots)
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on April 14, 2014, 02:56:53 PM
I have a bunch of netherrack.  Do you need netherrack or nether brick?  I've turned most of my netherrack into nether brick...
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 14, 2014, 03:12:34 PM
Quote from: Thorin on April 14, 2014, 02:56:53 PM
I have a bunch of netherrack.  Do you need netherrack or nether brick?  I've turned most of my netherrack into nether brick...

Both if you're willing to sell, brick saves me some lava

I have nearly two double chests of smooth stone, perfect for building! :)
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 14, 2014, 07:33:05 PM
THE LAG IS UNBELIEVABLE

I was getting between 2 and 4 FPS

I don't know what the hell is going on but it needs fixing, FTB wasn't this bad

At first I thought it was my client buggin' out but I tried running on my local server and it was just fine so WTH
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on April 14, 2014, 07:55:39 PM
It was bad for me for a little while before but was fine when I disconnected and rejoined the server.

edit:

I had been at the skeleton spawner earlier when java crashed and when I restarted I was in town. I left myself there, but possibly the server was still registering me at the spawner which could have caused the lag if it was spawning for the four hours or so I was idling in town.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 14, 2014, 09:49:33 PM
Yeah it got better there about 20 min after I posted but for a while it was scary
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on April 14, 2014, 11:02:30 PM
It just got really bad again, for no apparent reason.
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on April 17, 2014, 07:44:20 PM
gunna play me some Minecraft tonight, I hope others are on
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 17, 2014, 09:55:28 PM
I should be on soon, gonna cue up some music while I dig :D
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on April 19, 2014, 01:06:44 AM
I've located a stronghold pretty close to spawn city: http://ov.mc.tomasu.org/planetbob/#/-990/64/134/-1/0/2
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on April 20, 2014, 11:43:34 AM
I've added a new destination to the teleporter hub.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 20, 2014, 08:19:50 PM
Nice! I'll be on in a bit and check it out
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on April 22, 2014, 10:52:05 AM
welp, got my giant platform all lit up and then flattened out the land underneath it: http://ov.mc.tomasu.org/planetbob/#/29/64/-112/-1/0/0

I think I mined out 80,000 blocks - it took all weekend!  I think I have about 24 double chests full of material now, mostly cobble and then dirt.

Now why did I flatten it out?  For a while I was thinking of setting up a monster grinder under there, given how many mobs were spawning.  Not sure if I still want that, or if it just looks cool, as if the platform scooped out a bunch of land.

Next up, though, are the lava legs.  My little guy's been asking me when I'm going to make them.
Title: Re: Usamot 2 ideas and zoning
Post by: Lazybones on April 22, 2014, 11:13:05 AM
It reminds me of two things..

1. a sports field.
2. it could easily look like a giant marble maze if you build a bunch of walls on it and holes.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 22, 2014, 11:48:08 AM
I vote giant maze! That's a great idea

Mob grinder less so, I can create cobble generators so we can fill in the gap underneath if you are interested.
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on April 22, 2014, 01:50:57 PM
Simple way to keep mobs from spawning, fill it with a layer of water. and with recent versions of mc, you dont need to fill it in completely by hand \o/
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on April 22, 2014, 02:55:39 PM
Well, for underneath I was thinking mob grinder because in the middle of the day I'd see groups of new mobs spawn in as I was still fighting the old ones off.  A lot of mobs seemed to spawn there.  Which is why I lit it up like crazy while trying to remove the trees.

For on top, I've got my plans for the City Of Tomorrow (tall, bulby towers all encased in glass).  It's a LONG TERM build, I'll probably still be working on it at the end of the summer.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on April 22, 2014, 02:57:33 PM
Ahh cool, you'll need this then:
http://www.plotz.co.uk/

And maybe the circle template to make towers and then cap them with domes

furthermore:
monorail! Monorail! MONORAIL!

mono... D'OH!
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on April 23, 2014, 12:24:04 AM
Plotz is great. I used it for the bowl part of my mesa build.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 16, 2014, 09:05:48 AM
Planned builds:


I'm actually planning to build a lot of stuff north of my factory, I have a lot of materials again so it's going to be a fun weekend of building!
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on May 16, 2014, 10:49:42 AM
Quote from: Mr. Analog on May 16, 2014, 09:05:48 AM

  • 6 lane highway

good lord, that's gonna dominate the map
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 16, 2014, 10:58:18 AM
Quote from: Thorin on May 16, 2014, 10:49:42 AM
Quote from: Mr. Analog on May 16, 2014, 09:05:48 AM

  • 6 lane highway

good lord, that's gonna dominate the map

Yeah! I got inspired by this

http://fc06.deviantart.net/fs70/f/2013/308/4/5/_minecraft__highway_ramp_by_yazur-d6t3d7j.png

Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on May 16, 2014, 12:54:59 PM
Quote from: Mr. Analog on May 16, 2014, 10:58:18 AM
Yeah! I got inspired by this

http://fc06.deviantart.net/fs70/f/2013/308/4/5/_minecraft__highway_ramp_by_yazur-d6t3d7j.png

that is ... IMPRESSIVE
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 16, 2014, 01:02:28 PM
Quote from: Thorin on May 16, 2014, 12:54:59 PM
Quote from: Mr. Analog on May 16, 2014, 10:58:18 AM
Yeah! I got inspired by this

http://fc06.deviantart.net/fs70/f/2013/308/4/5/_minecraft__highway_ramp_by_yazur-d6t3d7j.png

that is ... IMPRESSIVE

I know right?
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 19, 2014, 02:25:02 AM
On top of my industrial farm I've built a huge silo for all the wheat

Wheeeeeeeeeeeeeeat!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 27, 2014, 01:56:51 PM
Does anybody have an abundance of gravel kicking around?
Title: Re: Usamot 2 ideas and zoning
Post by: Thorin on May 27, 2014, 04:04:03 PM
<looks at chests and chests and chests of storage>

<whistles>

Probably.  You're welcome to go raid my compound at the end of the road.  You know where that is, right?  Under the mountain house.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 27, 2014, 11:30:38 PM
Woo hoo! I'll probably only need 6 stacks (I say only because I'm willing to bet...)

Thank you so much Mr. Thorin Sir!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 30, 2014, 08:14:24 AM
Well I needed a bit more than I estimated but things are looking good so far.

Now I have to dig up some stained clay :)
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on May 30, 2014, 09:07:57 AM
Quote from: Mr. Analog on May 30, 2014, 08:14:24 AM
Well I needed a bit more than I estimated but things are looking good so far.

Now I have to dig up some stained clay :)

If you need more gravel, let me know, I should have a few stacks of it stashed away.  And if you need stained clay, there's a double chest I left full behind the magic store in town.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on May 30, 2014, 07:54:07 PM
Quote from: LennyLen on May 30, 2014, 09:07:57 AM
Quote from: Mr. Analog on May 30, 2014, 08:14:24 AM
Well I needed a bit more than I estimated but things are looking good so far.

Now I have to dig up some stained clay :)

If you need more gravel, let me know, I should have a few stacks of it stashed away.  And if you need stained clay, there's a double chest I left full behind the magic store in town.

Woo thanks!
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on September 02, 2014, 08:54:57 PM
Does anyone have a better mob/xp grinder? I just noticed the one at spawn is taking > 10-15 minutes for 30 levels. I am super impatient. lol
Title: Re: Usamot 2 ideas and zoning
Post by: Tom on September 02, 2014, 08:59:38 PM
I'm trying to get fortune atm. such a pain in the butt.

I did just get a Luck of the Sea II book, which I think I will make use of. see if the fishing is worth it.
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on September 30, 2014, 11:00:54 AM
I just realized I could kickstart my game again by offering large scale smelting services.

Time to build a shipping & receiving area!
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on September 30, 2014, 10:48:35 PM
Analog Industries Shipping & Receiving facility open for business.

I'll mass smelt 1 stack of cobble into stone for 2 iron bars. larger orders get a discount. I can smelt 500 cobblestone in ~16 minutes
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on October 02, 2014, 08:20:38 AM
The Pit is down to lvl 30

Also the repair costs on an awesomely enchanted pick is prohibitively expensive.
Title: Re: Usamot 2 ideas and zoning
Post by: LennyLen on October 02, 2014, 06:20:47 PM
Quote from: Mr. Analog on October 02, 2014, 08:20:38 AMAlso the repair costs on an awesomely enchanted pick is prohibitively expensive.

Another good reason to upgrade to 1.8
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on October 02, 2014, 08:10:31 PM
Quote from: LennyLen on October 02, 2014, 06:20:47 PM
Quote from: Mr. Analog on October 02, 2014, 08:20:38 AMAlso the repair costs on an awesomely enchanted pick is prohibitively expensive.

Another good reason to upgrade to 1.8

That's for sure

Hell, I just want the new door textures even

SIGH...
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on October 03, 2014, 08:26:15 AM
Oh man, I found a huge cave system and at least one chasm (I found another one but I think it might be the same chasm just entering from a different spot)

I have a few stacks of iron now, gold, coal, lapis as well as a tiny bit of emerald (why is this stuff so rare).

So lots of new materials means it's time for a new build :)
Title: Re: Usamot 2 ideas and zoning
Post by: Mr. Analog on October 07, 2014, 08:34:42 AM
I'm almost at the bottom of the pit

Two lessons learnt:
1. This is a very inefficient way of gathering materials
2. GOOD LORD IT TOOK FOREVER

The next phase will be setting up machines at the bottom that will send material to the top to automatically smelt things.

I also have a few more big builds in mind now too