I think I might venture to try and make a rail line from spawn... I left a note in Wildeholt station inquiring about meeting the lines eventually... my end goal is to totally link all towns on the server with one line
Is it too late to join? Quarterdeck is the username.
[QUOTE=mcgrath618;48090993]I think I might venture to try and make a rail line from spawn... I left a note in Wildeholt station inquiring about meeting the lines eventually... my end goal is to totally link all towns on the server with one line[/QUOTE]
Sounds like a good idea, just need to set a location.
One thing, though, is that the rail itself should be made of Stone Brick. The architecture for in-town spawn should probably have a bit more detail.
The idea is to have an impressive structure in-town, while using more "economical" practices in the rural areas. A good idea is to have different architecture for different stations, since all places are unique. Spawn seems more modern and functional than Wildeholt, so the station can reflect that.
The best thing to do now is to get some cords to towns or large settlements [landmarks can count, too] so a detabase can be formed for planning the routes and junctions.
P.S: The line going potentially onto Pretendeers property would be the most economical route possible, a straight line, in 'n out in no time, and no change to the land elevation.
Oh, and if you didn't already figure this out: Railroad Tycoon 3 is one of my favorite games.
Down for Maintenance for the evening.
[QUOTE=Zephyrs;48091152]Down for Maintenance for the evening.[/QUOTE]
How long can we expect it to be down
[editline]30th June 2015[/editline]
[QUOTE=Incoming.;48091092]Sounds like a good idea, just need to set a location.
One thing, though, is that the rail itself should be made of Stone Brick. The architecture for in-town spawn should probably have a bit more detail.
The idea is to have an impressive structure in-town, while using more "economical" practices in the rural areas. A good idea is to have different architecture for different stations, since all places are unique. Spawn seems more modern and functional than Wildeholt, so the station can reflect that.
The best thing to do now is to get some cords to towns or large settlements [landmarks can count, too] so a detabase can be formed for planning the routes and junctions.
P.S: The line going potentially onto Pretendeers property would be the most economical route possible, a straight line, in 'n out in no time, and no change to the land elevation.
Oh, and if you didn't already figure this out: Railroad Tycoon 3 is one of my favorite games.[/QUOTE]
Heheheh, thing is I'm great when it comes to designing city structures, but when it comes to elegance, I'm not your best guy
Someone started to ask about connecting rails between Wildeholt and Vokzal. I'm the one to talk about when it comes to that. Here's what I had in mind:
[img]http://i.imgur.com/pvmZxzD.png[/img]
The yellow line is already built. I was planning to build a T-junction there with a selector switch, but given the small number of people here, I figure the yellow line can be extended southwest to Wildeholt. Elsewhere, I'm working on the beginnings for lines to Bathacker's project informally called Cloverleaf and to Mallen-Tol (if they want it.) Both those lines will run under the ocean.
Vokzal has a rail line that leads to the mainland, but it's unfinished. Maybe you can hook onto that?
EDIT: You beat me to it.
[QUOTE=Sega Saturn;48091196]Someone started to ask about connecting rails between Wildeholt and Vokzal. I'm the one to talk about when it comes to that. Here's what I had in mind:
[img]http://i.imgur.com/pvmZxzD.png[/img]
The yellow line is already built. I was planning to build a T-junction there with a selector switch, but given the small number of people here, I figure the yellow line can be extended southwest to Wildeholt. Elsewhere, I'm working on the beginnings for lines to Bathacker's project informally called Cloverleaf and to Mallen-Tol (if they want it.) Both those lines will run under the ocean.[/QUOTE]
Question, on that map is the house icon the actual spawn
[QUOTE=Sega Saturn;48091196]Someone started to ask about connecting rails between Wildeholt and Vokzal. I'm the one to talk about when it comes to that. Here's what I had in mind:
[img]http://i.imgur.com/pvmZxzD.png[/img]
The yellow line is already built. I was planning to build a T-junction there with a selector switch, but given the small number of people here, I figure the yellow line can be extended southwest to Wildeholt. Elsewhere, I'm working on the beginnings for lines to Bathacker's project informally called Cloverleaf and to Mallen-Tol (if they want it.) Both those lines will run under the ocean.[/QUOTE]
Any rail line that connects to me I want to connect at the specific point I showed on my other post.
[QUOTE=Emperor Scorpious II;48091287]Any rail line that connects to me I want to connect at the specific point I showed on my other post.[/QUOTE]
Which post? I looked over your posts in the thread and all I found was mentions of roads and bridges. I figured the Vokzal->Mallen-Tol line would be dug at Y12 before ramping up to an underground terminal somewhere in the Dwarf complex.
This post. Also, as surprising as this sounds, I would [I]really[/I] rather not have Mallen-Tol connected to a train system through the underground, especially that low. That's our mining level, just about
[QUOTE=Emperor Scorpious II;48065107]I logged out beforehand as a preemptive strike.
May not be on again until later next week, or Tuesday at the earliest.
[editline]27th June 2015[/editline]
I have a looong term project suggestion. I wish to connect Mallen-Tol to Spawnville in the overworld.
Proposed plan:
[img]http://i.imgur.com/4MJMryN.png[/img]
I'll have to landscape Mallen-Tol's island to make a road to the bridge area viable, but after that it shouldn't be too difficult.
I can use as much stone as needed, I've got tons and tons of cobble for this project. And with Mallen-Tol's halls growing every day, more cobble is being produced.
[editline]27th June 2015[/editline]
Note that the road between the places [I]should[/I] have the following traits:
1) Simple design, easy to build and quickly
2) Uniform design. One end of the road should match the other end
3) Curves with the landscape as much as possible. No digging an exact straight line through hills and over valleys. That's no fun and it looks ugly. Let's have it curve over hills and down into valleys where it's feasible.
[editline]27th June 2015[/editline]
Also, it should be wide enough and useful for horse travel. Mallen-Tol will have a stable soon.[/QUOTE]
[editline]30th June 2015[/editline]
Essentially, down deep in the actual mines of Mallen-Tol, there is a very large network of caves, ravines and abandon mineshafts that we use for resources. I don't want any train system cutting through them, let alone other players rooting through it.
Question about the spawn station, by modern do you mean granite and other polished materials? (Example being the stuff McGrath and I did by the chicken dispenser)
What version, and Heres my username RummySM, Ip?
Please.
[QUOTE=chipsnapper2;48091828]Question about the spawn station, by modern do you mean granite and other polished materials? (Example being the stuff McGrath and I did by the chicken dispenser)[/QUOTE]
Essentially, yes, but it doesn't need to be that. Frankly, it can be whatever you think represents spawn best.
Wildeholt is a type of Gambrel, almost Adirondack log barn for example.
[QUOTE=Zephyrs;48091152]Down for Maintenance for the evening.[/QUOTE]
I don't mind these periodic take downs for maintenance. Though it prevents me from playing a few hours, I know that it'll add to the long term life of the server.
[editline]1st July 2015[/editline]
[QUOTE=Incoming.;48093445]Essentially, yes, but it doesn't need to be that. Frankly, it can be whatever [B]you think represents spawn best.[/B]
Wildeholt is a type of Gambrel, almost Adirondack log barn for example.[/QUOTE]
I've never seen a spawn town of a server that wasn't a hodge-podge of various build designs and ideas save for RP servers.
Still down?
[QUOTE=Emperor Scorpious II;48093817]I don't mind these periodic take downs for maintenance. Though it prevents me from playing a few hours, I know that it'll add to the long term life of the server.
[editline]1st July 2015[/editline]
I've never seen a spawn town of a server that wasn't a hodge-podge of various build designs and ideas save for RP servers.[/QUOTE]
Profan's used to do pretty well, because he didn't allow anyone but the admins to build within a certain radius of spawn.
I miss Profan.
Back up. IP has been changed. I'm going to change the DNS records on athousandpandas.club now. That will propagate shortly.
If your DNS hasn't updated for whatever reason, try flushing it. *Ip removed since the DNS records have been updated*
This last round of fucking around should have resolved that crash problem killing the server every 2-3 hours. I'm going to be rebooting the server at random times throughout the day as I perform other actions, but downtime should not be longer than 5 minutes at any given point in time.
[QUOTE=Incoming.;48093445]Essentially, yes, but it doesn't need to be that. Frankly, it can be whatever you think represents spawn best.
Wildeholt is a type of Gambrel, almost Adirondack log barn for example.[/QUOTE]
I should mention, the station I am currently building that happens to be in spawn isn't the main spawn station. It's for the iron farm at spawn. I figured we would need a quick way of getting there.
Is the server down? It seems down.
EDIT: Never mind. I was using the IP, from when I logged in about a year ago.
Someone's house in Wildeholt burned down.
[img_thumb]http://i.imgur.com/112jkeu.jpg[/img_thumb]
[QUOTE=mcgrath618;48095849]I should mention, the station I am currently building that happens to be in spawn isn't the main spawn station. It's for the iron farm at spawn. I figured we would need a quick way of getting there.[/QUOTE]
I hope nobody minds, but I changed the "sand abode" portal in the Nether to be closer to the farms. The original portal still exists, but it's been deactivated.
[editline]2nd July 2015[/editline]
Just be careful, as we had pigmen coming out of portals today. People were being attacked in Wildeholm.
snip, I'm dumb
[QUOTE=mcgrath618;48095849]I should mention, the station I am currently building that happens to be in spawn isn't the main spawn station. It's for the iron farm at spawn. I figured we would need a quick way of getting there.[/QUOTE]
There's a creeper problem down there
[editline]2nd July 2015[/editline]
[QUOTE=Emperor Scorpious II;48104902]What's the new IP[/QUOTE]
Athousandpandas.club
[QUOTE=Emperor Scorpious II;48104902]What's the new IP[/QUOTE]
Use athousandpandas.club
[editline]2nd July 2015[/editline]
Don't capitalize it. (It shouldn't matter, but who knows.)
[QUOTE=The Pretender;48104647]Someone's house in Wildeholt burned down.
[img_thumb]http://i.imgur.com/112jkeu.jpg[/img_thumb][/QUOTE]
That shouldn't be possible. Fire spread doesn't seem to be active, from the tests I've done. (My sauna has had an open flame in the danger zone for two days now.)
EDIT: Scratch that, just saw fire on the roof of my sauna. Fire spread is back on.
[IMG]http://i.imgur.com/pvmZxzD.png[/IMG]
Can we have a zoomed in map of spawn?
[QUOTE=chipsnapper2;48105035][IMG]http://i.imgur.com/pvmZxzD.png[/IMG]
Can we have a zoomed in map of spawn?[/QUOTE]
Any connection to Mallen-Tol not through this route will be considered an act of war :v:
[img]http://i.imgur.com/4MJMryN.png[/img]
[QUOTE=The Pretender;48104647]Someone's house in Wildeholt burned down.
[img_thumb]http://i.imgur.com/112jkeu.jpg[/img_thumb][/QUOTE]
That was my house...
The hell happened?!
Wait a second, I wan't the one who built the fire disposal next to the wall. Its been there a couple of days!
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