BANNED
I am worthless beyond hope. Join Date: May 2004
Location: Inner Swabia. If you have to ask twice, don't.
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You should note that if you are the only one on the map, your mob trap will be incredibly busy. This is this sort of math in action. The goal of the communal trap is to create a singular location where people can either individually or collectively gather to collect the bounty -- it being designed optimally enhances this effect. On that I have started to build a model using one of the free programs for designing large structures. I may upload a few images tonight that give the general sense of what I am thinking. Quote:
However: do note that if you are to build a connection under the ranch, you are probably going to want to go over the area that is already developed beneath -- I can give you some parameters, but essentially, aim for being directly over or slightly north of the southern cactus fence. |
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¡Damned!
Join Date: May 2004
Location: Purgatory
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Here's a quick map of the areas under construction and up for any input/change:
RED: Built, mostly complete. WHITE: Small offshoot to my place. BLUE: (?) Initially I had the base blocks extending out this far from the hub, but wanted to get iJak's input before I turned back north to the main skywalk as I thought it might get too close to the biodome. We had a look together and decided to move it back about 40 blocks. The blue section is still there though. It could either A) hook into the sky ranch (about 10-12 blocks up I'm guessing) B) hook into the upper level of the mob watchtower (close, probably within one or two blocks if it isn't right on) or C) get torn down. I'm good with any of the above. ORANGE: An offshoot that gets close to the sand farm, plus some nice areas around it in general. MAROON: This is 50/50 right now. There's an island (or 3 close if someone wants to hook them together) that would make an absolutely awesome build site. I may put a stretch in that tapers down to the sandbar as to not make the skyway super intrusive. Very cool spot with some deep, scary caves. YELLOW: This is the proposed stretch that would hook back into the main skyway system at the base of the sky ranch. At the elbow there I thought about adding something(s) to get to Kitty Hawk and possibly the Arena. Any suggestions there would be greatly appreciated. The black circles are stairways/steps that meet the ground. The one on the yellow stretch (?) is possible if the mountain doesn't go away. Please chime in everyone. This is still a work in progress and I want everybody to be super happy with it. So it goes. |
Member
Join Date: Aug 2009
Location: Within
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BANNED
I am worthless beyond hope. Join Date: May 2004
Location: Inner Swabia. If you have to ask twice, don't.
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Quote:
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¡Damned!
Join Date: May 2004
Location: Purgatory
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I'd like to keep the route to the island "pristine" but I'd love to connect to your skyway if you're game. Everyone should see your place, imo.
How about something like this: I'd already considered bridging across the sand to get to the grassy plain, and it wouldn't be too much more to connect it to your main entrance. Does that look good to you? So it goes. |
Member
Join Date: Aug 2009
Location: Within
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Can't wait for the tourists. At least I'll have more options to get out there from civilization though; it's quite a walk. |
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M AH - ch ain saw
Join Date: May 2004
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When does the zoning commission meet? |
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¡Damned!
Join Date: May 2004
Location: Purgatory
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OK, new map:
HOT PINK are the new routes. I'm going off of the BLUE stretch to underneath the sky farm (and angling it at the end as to not interfere will the water phallus), and then building a connector down that angles SE, goes to land, then heads over to KH. Any objections? arteggio? I'm not too close to Anchorage am I? It looks awesome from the air, btw. So it goes. |
Rocket Surgeon
Join Date: Feb 2005
Location: The Canadark
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Here! Now! Quote:
Like this: Does that make sense? I'll build the staircase there and integrate it into the Arena Front Of House facilities. Quote:
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Rocket Surgeon
Join Date: Feb 2005
Location: The Canadark
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You see the areas where you can see the "chunks" manifesting: like this:
Is that a consequence of the forced recreation? Or were they always like that? Because I don't see any areas like that on the "old" parts of the map. I don't see anything particularly close to me to check out in-game, but do they seem abrupt and out-of place when you encounter them there? |
¡Damned!
Join Date: May 2004
Location: Purgatory
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Quote:
wrt the last question, those weren't meant to be skyways so much as connectors.... artfully done of course. But I'll leave them alone for the moment. If Maciej is going there I don't want to interfere with any plans he may have. I may still connect to arteggio's, just from the south end. So it goes. |
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Selfish Heathen
Join Date: May 2004
Location: Zone of Pain
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Skycastle Island is both awesome and terrifying. Terrifying because mobs spawn in the unlit scaffolding beneath it, fall safely to the water below, and give chase as you try to swim to the nearest the ladder/waterfall.
The quality of this board depends on the quality of the posts. The only way to guarantee thoughtful, informative discussion is to write thoughtful, informative posts. AppleNova is not a real-time chat forum. You have time to compose messages and edit them before and after posting. |
Selfish Heathen
Join Date: May 2004
Location: Zone of Pain
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Not so much. The glitch only appears to affect the surface material and not the altitude. So, the surface's shape is still smooth despite the unusual cuts between materials. The quality of this board depends on the quality of the posts. The only way to guarantee thoughtful, informative discussion is to write thoughtful, informative posts. AppleNova is not a real-time chat forum. You have time to compose messages and edit them before and after posting. |
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Member
Join Date: Aug 2009
Location: Within
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Lovable Bastard
Join Date: Dec 2005
Location: Boston-ish
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It's only happened twice to me so far. Zombies both times. I've never seen it be more than one mob, and I've never been attacked twice in the same night. But it can happen Logic, logic, logic. Logic is the beginning of wisdom, Valeris, not the end. |
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Selfish Heathen
Join Date: May 2004
Location: Zone of Pain
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Quote:
I'd love to be wrong, but I'm not banking on it. All the major devs have long since flocked to Bukkit. Sorry. The quality of this board depends on the quality of the posts. The only way to guarantee thoughtful, informative discussion is to write thoughtful, informative posts. AppleNova is not a real-time chat forum. You have time to compose messages and edit them before and after posting. |
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BANNED
I am worthless beyond hope. Join Date: May 2004
Location: Inner Swabia. If you have to ask twice, don't.
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So... Careful observers will note that the mob trap under the northern edge of the Sky Ranch has been finished and the foundation of the ranch over it completed.
What this means practically is that the mob trap is working at peak efficiency for its design, and holy hell is it awesome. Going AFK at the collection stream isn't ideal -- you get far more items if you run back and forth from standing well above the darkened trap on the second glass level to the collection area accessible by ladder now.The mobs flood into the trap so there is no need at all to taunt them (please don't because creeper repair is something I want to avoid entirely). |
Environmental Bloodhound
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As you guys can see I'm putting a sky walk across the NE to bridge some large gaps. I'll continue to the west and put in an access point at approximately that red clump of flowers.
Stage 2 will be a southern expansion that will hookup with the walk near Old Town and Mob Trap II. This will open up that largely unihabited area between my base and Bridgeport. I'll post an edited map after work. |
Lovable Bastard
Join Date: Dec 2005
Location: Boston-ish
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I like everything about the design of yours better. The only thing I think might be worth considering changing is the actual mob killer. The lava blade is awesome but it kills drops somewhat frequently. Maybe we should consider swapping it out for a drowning pit/cactus wall? Whats the yield on yours? Because mine can churn out about 40 sulfurs an hour given ideal conditions. Yours is bigger so the yield should be higher. If it isn't, then it must be because of the lava blade. Logic, logic, logic. Logic is the beginning of wisdom, Valeris, not the end. |
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Lovable Bastard
Join Date: Dec 2005
Location: Boston-ish
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BANNED
I am worthless beyond hope. Join Date: May 2004
Location: Inner Swabia. If you have to ask twice, don't.
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Quote:
I am planning on building a bigger, better version of my trap (that will not require anyone to light their current traps) under most of the remaining area beneath the sky ranch. It will be 144*144, so the entire active region around the player or players will be covered, and this means, practically speaking that other traps near by can remain unchanged with no detriment to the yield of items within the bigger trap as long as other areas where players are are reasonably lit/mob free. So don't worry about lighting up your trap. Yours is good for the player who wants to taunt mobs to death, my current one is good for some nice views on action below and a decent automated yield... The intention with the new trap is to have it be a gravity death -- water pushes mobs to a central hole, below which there is nothing for almost 40 blocks and then the crush of earth kills them. I will post pictures shortly of an overall water channel scheme and then finish the layer by layer design soon. Here is the water design over view. i have noticed with my own trap that mobs tend to fight when water changes direction, the goal here then is to minimize turns. Any suggestions are welcome. I plan for the areas between the water channels to be two blocks higher than the highest water layer they contact, which i believe makes this entire thing 20 tall. The red outline is the exterior wall, the blue blocks are water sources, the gradient of grey indicates level of water channel. This is an enormous undertaking, and I am seeking to minimize resources needed, which means the collection area will be sparsely build with no redundant floor beneath. Last edited by billybobsky : 2011-01-27 at 14:01. |
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