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  #2071  
02-17-2012, 02:59 AM
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I know >_>
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  #2072  
02-17-2012, 03:56 AM
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Maybe with the new level format, the tower could be re-built even higher after 1.2. Shame nobody goes to Exoddus anymore though.
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  #2073  
02-17-2012, 04:09 AM
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I go to Exoddus. Most of my stuff is there, although I'm slowly transferring it to Ma'Spa. Have we found the holy golden apple yet, by the way?
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  #2074  
02-17-2012, 04:35 AM
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:
Maybe with the new level format, the tower could be re-built even higher after 1.2. Shame nobody goes to Exoddus anymore though.
It only took me a week to gather supplies to build it as high as I did.

I'm plotting a new tower design. Fear not!
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  #2075  
02-17-2012, 04:51 AM
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...... lol.

Where IS exoddus and genis located anyway?
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  #2076  
02-17-2012, 05:06 AM
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Yeah, where IS penis located?
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  #2077  
02-17-2012, 05:06 AM
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across the magical snowy desert ye shall find the mystical lands of the temple of the golden apple!!
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  #2078  
02-17-2012, 07:27 AM
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Exoddus is east of Ma'Spa (towards my castle and beyond it). Genesis is, I believe, across the ocean in the opposite direction, though I haven't found it myself yet.

We're now considering plans to build a rail system around Ma'Spa and outlying regions, possibly with a station in Exoddus and connecting to Genesis (maybe a long Main Line between the three - I think I'll look at the blank plots in Exoddus later).
We're considering designs for over-head rails, and thinking about collecting resources. I believe I will soon be building a building in Ma'Spa for people to donate materials (stone, coal/charcoal, wood, redstone, iron and gold will all be needed in varying amounts) and to be used as its local railway station. If anyone has any cool ideas for the look of a railway station, a la how we designed Exoddus' town hall, please say.

We might set up some system where you have to pay some materials to have a rail built to your location or something, but I don't really want to have anyone cut out due to lack of supplies (if only 'cus it'd make it harder to gatecrash their home) so we'll see.
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  #2079  
02-17-2012, 08:02 AM
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If anyone has any cool ideas for the look of a railway station, a la how we designed Exoddus' town hall, please say.
I like the idea of having a massive building solely for the railway system. I suppose we could again try to reproduce a real building, just like back when I built the Exodus town hall. But then again, this can be a joint project, seeing that it's not a single building, but multiple stations. I suppose we should first make suggestions about real railway station buildings that we like, and then decide which one to follow in the design.

Here's the front of one of ours, built by the Eiffel company in 1877.


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  #2080  
02-17-2012, 08:46 AM
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I like the idea of having a massive building solely for the railway system.
So do I, Only I had this in mind.



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  #2081  
02-17-2012, 08:50 AM
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I have just mapped Ma'Spa centred on the spawn, and labelled all the places I know about upon it (and one or two I discovered during the course of my cartography).



Kind of gives us an idea of what's out there and how spread out it all is.
I'm kind of seeing a main north-south line and a main east-west line, which could pick out most stuff there.

If anyone has anything I've missed (especially if they want it on the train line), please say.
That corner of Genesis looks pretty obscure; there are pumpkins and clay there, both of which were rather rare back in the day, so I'm guessing it's the middle of nowhere. I've no idea how much of the empty land around Genesis Havoc carried over, though.

It might be cool if those who wish get the chance to design their own stations in the areas around their properties...
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  #2082  
02-17-2012, 10:51 AM
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I came up with a design for a railway, although I'm working on a way to make it curve. It's explained in this 2 minute vid:



(I wish I knew what causes my YouTube vids to corrupt like that, perhaps I was lucky with the AO intro thing. Maybe it doesn't like the WMV format that Windows Movie Maker spits out?)

I'm not expecting anyone to say "Cool, that's fantastic, let's use it!" but it may give people ideas. I also had the idea of making the railway suspended from "cables" like the one surrounding RF, although it ended up looking uglier and would be a lot harder to build.

I may not help with construction since you guys need something to do and I'd like to get more or RF finished, but maybe I can help occasionally with materials.
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  #2083  
02-17-2012, 11:07 AM
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I should probably finish that compound one of these days. Or start it.

Incidentally, I could really use some cobblestone. A lot.
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  #2084  
02-17-2012, 01:11 PM
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I like the idea of having two tracks per route, but it will of course double the required resources.
If we have main lines north/south and east/west from Ma'Spa we could double those, and single the 'minor' routes.


OddHunter, stick a donations box in the town or something, and make a formal request here. I'd be willing to dump in some of my excess.
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  #2085  
02-17-2012, 05:23 PM
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I can't wait till I can join you people in this server it looks great!, Sometime soon hopefully
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  #2086  
02-18-2012, 02:26 AM
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I wouldn't count on it.
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  #2087  
02-18-2012, 03:05 AM
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:
OddHunter, stick a donations box in the town or something, and make a formal request here. I'd be willing to dump in some of my excess.
I’ve just set up a chest outside the Inn at Ma'Spa.

Any cobblestone (or other stone types) is much appreciated, folks – I have a lot of building in mind, and may have bitten off a bit more than I can chew.
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  #2088  
02-18-2012, 04:23 AM
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By the way, I built a prototype of an overground rail near my house. You'll find it if you walk past the Cathedral. It's a bit wider and bulkier than the original in Genesis, but I personally think it does look better.
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  #2089  
02-18-2012, 03:49 PM
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I've plotted an outline for the Ma'Spa station. It's behind the tree-farm and walled by cliffs on one and a half sides, so building the outside will mean working with that. There are also a few chests inside where you can donate materials (please donate materials) - the chest system is not at all organised at the present time but we'll work on that when the building has some walls and a floor (it currently has a lake instead of a floor).

There will, i think, be four main rails leading in the four cardinal directions.
Below is a list of the places I intend to make the rails go to - tell me here if you don't want your building connected and I've mentioned it, or if you do want it featured and I've missed it.

North line:
Arcane Hermitage/Record Farm (station will go somewhere between them as they're quite close)
Desert Village
(Side route to Nikki's house)
Possibly the Stronghold digsite? Is it over there?

East Line:
(Possibly Wil's house)
Dark Castle
Exoddus Town

South Line:
Cathedral
Havoc's mansion
Manco's compound

West Line:
Havoc's Tower
The nearest corner of Genesis (Genesis centre itself is thousands of blocks away - I really don't know why we have all the old empty land. A route to Genesis might eventually be made if there are enough supplies, but since it's so far you can all rely on the stargates for now)

Let me know if I've missed you and you want to be included.

I'm also gonna give people the opportunity to designate a plot of land for, and possibly build, their own stations. I'm thinking mainly of places like the cathedral, Havoc's mansion (which has a few outbuildings), my castle, the desert village and Nikki's house. That's generally so I don't accidentally build into space you intended to use, and so you can match the building to your local style.
The main lines will have two tracks, one towards Ma'Spa and one away from it. And side lines will have only a single track.



Havoc, are you gonna lower Exoddus again? Or nay?
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  #2090  
02-18-2012, 04:14 PM
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The stronghold digsite will be far, far away to the north-west. It's probably not worth running a line all the way out there. Also Genesis is more or less directly to the south-east of Manco's compound, a short stretch across an ocean. I walked back from RF today. You'll come across Wil's old compound and Nile Lair first.
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  #2091  
02-18-2012, 05:29 PM
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Ah, ok. I'll have another look.
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  #2092  
02-19-2012, 10:25 AM
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I'll see if I can lower Exoddus tommorow. As for Genesis and the empty land, I made rectangular selection around the most outward structures I could find. I think it was Nikki's mountain house thing that was built so far away from society that I had to copy a fairly big chunk of empty land. When I imported it and wanted to rotate the 'island' it wouldn't let me for whatever reason, otherwise I would have put Rupture Farms' side closest.
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  #2093  
02-19-2012, 11:50 AM
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Ah, ok .
I went looking for Genesis town today; I found the sight of Wil's first attempt at the cathedral but couldn't remember the way to civilisation from there. Some odd biomes are setting in over the land.

I've decided that I'm gonna build Ma'Spa station myself, based vaguely on Birmingham Moor Street station (Google it) - it's a small station I pass through often and it looks pretty cool; it'll take a fair amount of clay bricks and iron bars so I'll get gathering when I have the time/motivation.

Exoddus needs a station, though, if anyone wants to build that.
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  #2094  
02-19-2012, 12:45 PM
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I don't know enough about exoddus to build it a station. I am quite intrigued at the propect of setting up a system that allows for the introduction of carts to the track without needing the player to place it there.

I've got a couple of ideas lined up for it, my favourite so far is allowing each station a bank of carts, with each station also being responsible for ensuring it has a full number of banks. the idea being that, if the player takes a train from Ma Spa to Exoddus, along with the player, a signal will be sent telling Ma'spa that it needs a replacement cart, which will be sent back from Exoddus.

The real problem is the problem of unloading chunks. If Exoddus sends a cart back down the long track to Ma'Spa, will the cart stop when it hits an unloaded chunk? I think it might, in which case it may be frugal for each station to have memory of the station the player is going to, that would allow for an additional cart to be sent along with the player if needs be.

Hmm, The number of carts would have to be pretty large in each station as to ensure that we avoid the possibility of a popular station ending up with all the carts before anyone ever uses the stations to go anywhere else.

I'd need to do some tests on this to make sure it's doable. The redstone will be fairly complex because each station would essentially need 15 bits of memory, 5 for each station it connects to and 5 for itself.

Actually, thinking about it, if each station contained a bank for each connecting station, then we could just use specific carts for each leg of the journey. The only way that would work would be if there were no interconnections between stations, i.e. the player couldn't take a train to exoddus, Ma'spa, genesis, then from genesis back to exoddus. Though I guess I could work out a counting mechanic that moved tracks to other lines if needs be.

I'm looking forward to this ^_^ (that is if you're interested in any of the above ideas)
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  #2095  
02-19-2012, 02:08 PM
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Hmm, well an empty cart needs more power than a full one, so it would require a lot more power rails, and therefore a lot more gold. Also, interconnected tracks were a feature I intended to include; I think the inconvenience of having to change carts at every station would quickly outweigh any other benefits of your system.
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  #2096  
02-19-2012, 02:36 PM
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As awesome as your system is on paper, Glitch, I think just placing a cart and hitting a button is about 10 times faster and more efficient.
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  #2097  
02-20-2012, 03:24 AM
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but... needlessly convoluted systems are cool D:
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  #2098  
02-20-2012, 03:27 AM
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You know what else would be faster and more efficient? If Abe HD were just a single, endlessly repeated Quick Time Event.
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  #2099  
02-20-2012, 03:44 AM
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But you're doing that anyway
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  #2100  
02-20-2012, 04:28 AM
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The /back command wasn't really all that useful. The idea of having lockable chests is great, the new minecart tracks should be a sight to behold when they're all done .
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