Minecraft

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Dog Pants
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Re: Minecraft - Survival/Indev

Post by Dog Pants »

Should we be getting Lat to design this for us?
Dr. kitteny berk
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Re: Minecraft - Survival/Indev

Post by Dr. kitteny berk »

Joose wrote:I think its probably a good idea to stick to a regular pattern at least as a starting point. Im not sure your average 5punker knows a lot about good town planning practices
Where's lat, get him to plan it for us!
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Re: Minecraft - Survival/Indev

Post by Dr. kitteny berk »

:lol:
Thompy
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Re: Minecraft - Survival/Indev

Post by Thompy »

Joose wrote:Im not sure your average 5punker knows a lot about good town planning practices
Well, no, I didn't mean real world practices :P Just stuff like we talked about i.e. plot size, height restrictions etc (which is what I meant by aesthetics anyway really), but a bit less regular.

But actually I'm sure on the ground it will look much better than a simplistic aerial diagram. All the other communal stuff sounds great too.
FatherJack
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Re: Minecraft - Survival/Indev

Post by FatherJack »

I like the idea of a sort of US city plan, but perhaps a bit less rigid than a grid - although it'd be easy to easy to describe where the cool stuff is: corner of 3rd North and 2nd East. Assuming there was a big N-E-S-W painted on the floor at the spawn, because I never know.

Or rip up the old cartography system and have a new 5punky Town with Bummer Street, faaabulous Pride Drive and Little Cock In The Bottom as our waypoints instead. We could have our own plots within the original layout, or expand at the borders - stuff could still be easily located, while you may not know where Greater Cumpool is, if I told you I'd extended The Shaft so that it made an intersection with Your Mum just south of The Wrinkly Forest - you would be able to locate it easily, should you wish.

Of course Minecraft is in 3D, so there's a bit of thinking needed there, but we're nothing if not creative so long as the creations are puerile and ridiculous.
Mr. Johnson
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Re: Minecraft - Survival/Indev

Post by Mr. Johnson »

I personally always liked the idea of a town build on and around a mountain/hill, but that probably wouldn't work well.
friznit
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Re: Minecraft - Survival/Indev

Post by friznit »

What you want is a town planner and Google docs (the collaborate drawing). Lay out the important plots (subway terminals, parks, commercial, residential, office districts etc), then let people er...go to town.

oh god the punnage!
Sol
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Re: Minecraft - Survival/Indev

Post by Sol »

I'd be up for helping with this! I've been playing on the yogscast server on which is a similar type of thing, though less grand and the amount of thieving git types has gotten too much to bare, even with the mods which allow you to make doors and chests private.
Baliame
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Re: Minecraft - Survival/Indev

Post by Baliame »

So when's the server going up? :P
spoodie
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Re: Minecraft - Survival/Indev

Post by spoodie »

When's 1.7 released? Shortly after then. I'm planning to have a 8 player limit to keep costs down. That's usually more than enough.
buzzmong
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Re: Minecraft - Survival/Indev

Post by buzzmong »

You hosting it yourself or renting Spood?
I think some of us would be prepared to help out with donations for a while if it's the latter.
spoodie
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Re: Minecraft - Survival/Indev

Post by spoodie »

buzzmong wrote:You hosting it yourself or renting Spood?
Renting, from Multiplay. The minimum for us will be £16/month (8 player slots and 1GB memory), excluding any discounts for pre-paying future months.
I'm happy to pay this if I'm actively playing and/or there's a few others on the server regularly, this wasn't the case as I saw it. However if people would like to contribute then the server will remain up as long as there's money in the pot, regardless of use. And presumably contributors would be more inclined to make use of something they've paid some money towards. And I'm more than happy to manage the server and I will of course add to the pot.

If there's interest in contributing then I can provide my paypal email, which is all you'll need right? I still think we should wait for 1.7 release though.
spoodie
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Re: Minecraft - Survival/Indev

Post by spoodie »

1.7 is supposed to be out on Thursday. But due an impatient community it's probably just 1.6+pistons. Not that the adventure mode/update would likely have effected multiplayer, but I was hoping for more additions. As it is ... meh
Joose
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Re: Minecraft - Survival/Indev

Post by Joose »

Really? Pistons was the only thing I was really looking forward to myself.
shot2bits
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Re: Minecraft - Survival/Indev

Post by shot2bits »

Joose wrote:Really? Pistons was the only thing I was really looking forward to myself.
this :above: either nothing was mentioned as to what else was supposed to come in 1.7 (nothing else more specific than "adventure update") or there was nothing that excited me enough to remember it
Grimmie
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Re: Minecraft - Survival/Indev

Post by Grimmie »

"Better than wolves" mod

[media]http://www.youtube.com/watch?v=ndVVrZqHqA8[/media]

Wow.
Stoat
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Re: Minecraft - Survival/Indev

Post by Stoat »

Cool. Some nice complex stuff there.
spoodie
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Re: Minecraft - Survival/Indev

Post by spoodie »

Joose wrote:Really? Pistons was the only thing I was really looking forward to myself.
Maybe I'm just being a grump, but I was expecting more. Nothing specific as there's only been hints.
Dog Pants
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Re: Minecraft - Survival/Indev

Post by Dog Pants »

I wasn't necessarily expecting more, but it will take some objective based content to get me playing again. There's only so many zombie-proof fortresses you can build, with or without pistons, before you get bored.
Dr. kitteny berk
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Re: Minecraft - Survival/Indev

Post by Dr. kitteny berk »

Dog Pants wrote:I wasn't necessarily expecting more, but it will take some objective based content to get me playing again. There's only so many zombie-proof fortresses you can build, with or without pistons, before you get bored.
Especially given the lack of a tangible zombie threat
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