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sek929
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Apr 11, 2013, 03:10 PM
 
Originally Posted by BLAZE_MkIV View Post
Assuming you have enough fuel on hand to actually finish heat up.
Also going by the FTB article, it will take 232 buckets of Fuel to reach full heat/ Nothing to sneeze at, but I believe the boiler would have to be stopped several times in a week to use the nearly 3,000 bucket capacity of my fuel tank. Not to mention the massive oil geyser is still available for any emergencies.

Edit: This all does sound like a lot of work for nothing, but at the least we are going to be able to take down the lava chunk loader (121 chunks) and lessen the server load a bit. Plus I find the idea of bee power hilarious.
     
cycl0pse
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Apr 11, 2013, 03:51 PM
 
Originally Posted by sek929 View Post
Edit: This all does sound like a lot of work for nothing, but at the least we are going to be able to take down the lava chunk loader (121 chunks) and lessen the server load a bit. Plus I find the idea of bee power hilarious.
(take all this humorously, please)

A lot of work for nothing? It's a VIDEO GAME! We're doing all of it for the fun of it! That's the point!

If you like walking around and punching trees for hours, go for it! If it's fun, have at it!

If you like building amusing chicken processing facilities (love the chicken grinder, Blaze!) then have at it!

if you like powering a boiler on bee byproduct... of course go for it!

There's no such thing as absurd if you're having fun. Fun IS the point!

(says the person starting to stress out from over-working his day job)
     
andi*pandi
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Apr 11, 2013, 03:51 PM
 
I need a small project to do that is non-bee related. Maybe it's time for a house.

Or, I'll build a lightning rod and have tons of power. Hmm.

do we have titanium?
( Last edited by andi*pandi; Apr 11, 2013 at 04:06 PM. )
     
BLAZE_MkIV
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Apr 11, 2013, 04:12 PM
 
Lightning rod is GregTech, which we really don't wan't. That's really meant for the FTB challenge map.

If you need more then the 40 stacks of birch logs in storage let me know. Unfortunately FTB doesn't change the height limit so its still 256.

I think that the time it takes bees to cycle, while intended to prevent you from breeding them all in a few hours, goes well with other projects. It doesn't help that I set up at the thaum temple but no longer have any research to do. I can only find 1 thaumcraft villager and he dead ended on a stupid trade without any fragment trades.
( Last edited by BLAZE_MkIV; Apr 11, 2013 at 04:38 PM. )
     
sek929
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Apr 11, 2013, 04:31 PM
 
Originally Posted by andi*pandi View Post
I need a small project to do that is non-bee related. Maybe it's time for a house.

Or, I'll build a lightning rod and have tons of power. Hmm.

do we have titanium?
We certainly need more buildings to flesh out our town, perhaps I'll grid out some more roads to help the planning process.
     
andi*pandi
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Apr 11, 2013, 04:48 PM
 
I just watched a video, turns out that lightning rods may not actually work very well with bee lightning. Too bad, I was hoping to find a use for the lightning.
     
BLAZE_MkIV
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Apr 11, 2013, 09:05 PM
 
Well I fixed my lawn. Maybe now the damn kids next door will stay off the grass.
     
sek929
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Apr 12, 2013, 12:58 AM
 
Shot of the progress thus far.



Also, Jawbone, I made you the Power Boots and Pants. Now you take no fall damage, run fast, jump high, and have the highest damage resistance possible. I left them in you tools and armor chest in your far away home.
     
cycl0pse
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Apr 12, 2013, 10:06 AM
 
Originally Posted by BLAZE_MkIV View Post
Well I fixed my lawn. Maybe now the damn kids next door will stay off the grass.
damn kids, he says. heh. yup. that's me, young at heart...

Just remember, it's not the age.... it's the mileage.
     
The Final Dakar
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Apr 12, 2013, 01:05 PM
 
Originally Posted by sek929 View Post
Shot of the progress thus far.

Basalt cobble?

Originally Posted by sek929 View Post
Also, Jawbone, I made you the Power Boots and Pants. Now you take no fall damage, run fast, jump high, and have the highest damage resistance possible. I left them in you tools and armor chest in your far away home.
Man, he's already getting a free ride.
     
sek929
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Apr 12, 2013, 01:16 PM
 
Cobble for the Warehouse roof, basalt brick for the Castle.
     
The Final Dakar
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Apr 12, 2013, 01:18 PM
 
Just noticed the greenhouse. nice.
     
sek929
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Apr 12, 2013, 01:22 PM
 
Yeah that was me. Built entirely out of slabs, slab strips, and slab corners.
     
andi*pandi
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Apr 13, 2013, 08:28 AM
 
We don't seem to have the mod that allows for a fishing machine, pity. A villager will trade fish for emeralds, but fishing is such a PITA.
     
Jawbone54
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Apr 13, 2013, 03:58 PM
 
Holy crap...just saw the gift, sek. Thanks much!
     
Jawbone54
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Apr 13, 2013, 04:00 PM
 
Originally Posted by The Final Dakar View Post
Man, he's already getting a free ride.
You betcha.

     
sek929
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Apr 13, 2013, 04:57 PM
 
Originally Posted by Jawbone54 View Post
Holy crap...just saw the gift, sek. Thanks much!
Oh yeah, forgot to mention, you also move much faster in water.
     
cycl0pse
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Apr 15, 2013, 03:26 PM
 
So I was busy most of the weekend and wondering if someone(s) can give me a quick summary of what has changed...

any takers?
     
andi*pandi
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Apr 15, 2013, 08:50 PM
 
I haven't explored fully, but it seems the lava power is out, and steam power is in. There is a lot more room in the warehouse basement, and a nifty new floor. The warehouse has also been rearranged a bit.

I built a cheesy house, and think I have some lapis bees that are actually producing.

Went to a science fair with the kids, and saw these guys exhibiting:

http://www.realtimerendering.com/eri...blic/mineways/

3D models of your minecraft creations. Printed with 3D printer.
     
andi*pandi
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Apr 17, 2013, 07:00 PM
 
The sorter appears to be down. I sent a bunch of stuff back thru ender pouch, and it didn't go into overflow... and putting things in at the warehouse just sit there.

is there a power switch at the steam station I should toggle?
     
BLAZE_MkIV
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Apr 17, 2013, 07:35 PM
 
Oops my bad. The sorters acted unexpectedly. Maybe a bug. All fixed though.
     
sek929
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Apr 18, 2013, 12:10 AM
 
I may have just crashed the server for flying too fast...
     
cycl0pse
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Apr 18, 2013, 09:19 AM
 
checking the server now. it very well might have crashed. the memory usage is pegged.
going to see if I can slow down the dynmap updates even further. It's the memory hog of the group.
     
cycl0pse
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Apr 18, 2013, 10:40 AM
 
OK, server maxed out memory doing the dynmap updates.
flying to fast is bad.

Quick choices, everyone: do we disable flying on the server, or do we disable dynamic mapping?
(I don't fly, so... )
nevermind. going to turn of auto-render. system keeps crashing when dynmap tries to turn on the auto-render feature.

thoughts?
(server is rebooting now)


update:
server is back up. if someone can try logging in that would be great. I won't be able to test until later this evening.

again, flying IS enabled, auto mapping is disabled.


cycl0pse
( Last edited by cycl0pse; Apr 18, 2013 at 11:04 AM. )
     
andi*pandi
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Apr 18, 2013, 11:01 AM
 
I went exploring yesterday, but I hop... it's better to see what's on the ground that way, looking for interesting things.

That said there were places where there was just a giant hole in the ground that wouldn't render.
     
sek929
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Apr 18, 2013, 12:19 PM
 
Yeah totally my bad, I got impatient and tried to traverse about 1km as fast as possible, this was a mistake. Won't happen again!
     
Jawbone54
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Apr 18, 2013, 01:27 PM
 
I've got to share some of the blame too. I hopped my way around the world quite a bit yesterday during lunch (the south portion).
     
Jawbone54
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Apr 18, 2013, 01:29 PM
 
Originally Posted by cycl0pse View Post
update:
server is back up. if someone can try logging in that would be great. I won't be able to test until later this evening.
I logged on right now. It's laggy, but that is probably because I'm at work, and our connection is garbage satellite.
     
cycl0pse
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Apr 18, 2013, 01:45 PM
 
regarding the exploratory lag:
right now I'm going to blame that on the server not being able to keep up with dynmap's dynamic rendering. while I continue to research the issue, I've disabled dynamic mapping.

let me know how the play feels now. I'll plan on rendering at least the flat maps frequently, probably daily.

(that brings up a thought)
what maps do people use? if I ditched the cave maps, any issues? what about the detailed surface maps?
     
sek929
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Apr 18, 2013, 02:22 PM
 
Server running fine over here.

The good news is that the boiler stayed heated up, and did not require copious fuel or time to re-heat.
     
BLAZE_MkIV
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Apr 18, 2013, 03:08 PM
 
Sek, apparently there's a liquid detector in block that we can stick in the tank wall and it will tell us the level of the tank. My though is to add two and wire each one to one of the alvieries. So if the level drops more then 20% (i'm guessing) fuel production will ramp up enough that it should handle preheating the boiler.
     
andi*pandi
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Apr 18, 2013, 07:17 PM
 
I was just not able to log in. I got an html doctype error, of all things.
     
Jawbone54
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Apr 18, 2013, 07:30 PM
 
Just curious: is anyone else out there opposed to the idea of me redoing the paths in the village? The sand serves its purpose, but it's kinda dull.

Unless anyone objects, I'd like to propose we choose a new design together, and I'll do all the work, tedious as some of it might be (depending upon the selection), and will maintain extensions in the future.

I tried to veer closer to the wood/cobble look that the public buildings currently maintain. Here are my submissions — some hideous, some curious, and others what you might expect:

A - Tons of Chisel


B - Basalt Darkness


C - Smooth Center


D - Wooden Mix


E - Wooden Mix 2: Light to Dark


F - Brick House


G - Ugly Wooden Cobble


H - Disgusting Diagonals


I - Simple Stone


J - Netherbrick Outline


K - Alternate Wood


L - Checkerwood


M - Wood Strips


N - 2 Wood, 3 Wood, 4 Wood
     
Jawbone54
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Apr 18, 2013, 07:33 PM
 
Some overhead shots:








Just to put it out there, I like B, D, E, and K.
     
cycl0pse
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Apr 18, 2013, 08:10 PM
 
Originally Posted by andi*pandi View Post
I was just not able to log in. I got an html doctype error, of all things.
Here's what the log file shows (with IP stripped out for privacy). Any thoughts?
(I'm connected, but I'm also internal, so...)

     
cycl0pse
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Apr 18, 2013, 08:13 PM
 
Jawbone,
The sand was meant as a placeholder. Unfortunately, none of the above really hit a chord with me. maybe some combination of b and c with a hint of wood at intersections?
     
andi*pandi
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Apr 18, 2013, 08:27 PM
 
I'm in, I suspect my work vpn was still on and that was it.

I like b, with plain basalt center not cobble... or similar pattern with sandstone.

and checkerboard wood. We have a lot of different color wood. A lot.
( Last edited by andi*pandi; Apr 18, 2013 at 09:20 PM. )
     
Jawbone54
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Apr 18, 2013, 10:28 PM
 
Originally Posted by cycl0pse View Post
Jawbone,
The sand was meant as a placeholder. Unfortunately, none of the above really hit a chord with me. maybe some combination of b and c with a hint of wood at intersections?
I'll get to work on it. Will post a few more in a little bit.

It's actually tough finding a suitable aesthetic with the 3-block width. I might have to find some way to outline it by using cover strips instead.
     
andi*pandi
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Apr 19, 2013, 06:58 AM
 
that's a good idea. it will look more like curb.
     
cycl0pse
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Apr 19, 2013, 11:08 AM
 
covers and micro-blocks are also good as they are spawn-proof. Maybe some kind of a panel strip on the edge to act as a curb would be cool.
     
BLAZE_MkIV
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Apr 19, 2013, 01:03 PM
 
If you place a strip on the side you can then place a cover down in the same block. But I don't think this is needed for spawn prevention on the roads because we need to keep them from spawning next to the roads.
     
sek929
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Apr 19, 2013, 01:55 PM
 
Bone and I laid down some roads last night. I also mocked up a design for my lamp-post idea.



Road is Chiseled Basalt Slabs as the border, and smooth stone for the rest. With a little tweak help from Andi I think the lamp-post looks pretty good as well.
     
cycl0pse
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Apr 19, 2013, 03:06 PM
 
what exactly are those lights you folks keep using (so I can look up the recipe for them)?
     
sek929
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Apr 19, 2013, 03:53 PM
 
Wrath Lamps. There are Wrath Ignitors (needed in the recipe) in the tools chest.

Can throw light for 8 blocks before dimming.
     
BLAZE_MkIV
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Apr 19, 2013, 05:12 PM
 
Effective lighting range is actually something like 25 or 30. Use F3 and check BL > 7
     
sek929
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Apr 19, 2013, 05:27 PM
 
Oh yeah, there should also be about 6 wrath lamps already in the Machines and Parts chest I made last night.
     
cycl0pse
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Apr 21, 2013, 09:06 AM
 
FYI: rebooted the server this morning to tweak some settings.
Basically, I can now set dynmap to do a map render that will pause any time someone is connected to the server. Since it's been running a lot better with the dynamic updating off, this seems the best solution to keep the map reasonably up-to-date.

Also, for those curious, a book in the nether will now take you to a fire swamp. No ROUS, but plenty of other things to see...

cycl0pse
     
andi*pandi
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Apr 21, 2013, 04:48 PM
 
I wandered through the twilight a bit today. The dark forest underneath the latest Yet Another Lich Tower is populated by very unfriendly skeleton druids riding orange spiders.

Found another lich tower nearby but wasn't sure if it was claimed. there didn't appear to be any torches in it yet. I put two stacks in and still more to explore.

a very lovely place though.
     
cycl0pse
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Apr 21, 2013, 05:52 PM
 
there are quite a few lich towers, so if no one has started exploring, feel free to claim it. I hear they can make good bases once the former occupants are evicted.
     
cycl0pse
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Apr 23, 2013, 10:16 AM
 
Need some opinions from people....

I'm tinkering with the maps again (yea, I know... it's a hobby ) and want to know what people think about the nether maps. I personally find the two default maps 'not very useful' and I'm thinking about eliminating one or both of them, possibly replacing with a 'cave' map. Thoughts?

Additionally, I've eliminated the 'cave' maps for the main world and twilight, just to reduce the render times. My big question is: which map do people use in twilight? Just the basic 'flat' map or do people use the detailed 'surface' map there as well?

Here's a summary of changes:

1- eliminated all existing caves (already in place)
2- the main world will retain the flat and surface views
3- twilight I'd like to make flat only, pending opinions
4- since we have explorers, I'm putting dynmap into 'large map mode'... this will require a re-render, but will make the web maps more efficient.
5- when we start doing mystcraft, I'll limit them to flat only, unless we find one we really like.
6 - remove all nether maps and switch nether to 'cave'

In the process of doing all this I've also set the server to not render when anyone is active. If that setting will apply to dynamic rendering, I may turn it back on.

Lastly... be warned all ye on the server... max movement speeds may be slowing down. It's either that or I have to drop the max viewing range. which would everyone prefer?

cycl0pse
     
 
 
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