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Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 14:04
by Dog Pants
Dr. kitteny berk wrote:Or, if someone with admin rights would like to be lovely, and spawn me say, 400 tnt, I'd love them forever and orhedge will be flat today.
Also rendering the project pointless.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 14:15
by Dr. kitteny berk
It's a game, isn't pointlessness the point?
Still, from my point of view (I could be entirely wrong here) there's only a few of us making real efforts to get this shit done, I log off at night, then log on in the morning to see very little has changed.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 14:25
by Dog Pants
I imagine most people sleep at night, I know I do. Similarly, during the day people have things to do. Some people contribute more than others, either because they don't have time to do more, or then just have things they'd prefer to do. It isn't a job, and the amount of satisfaction some gets from the finished project will depend on how much effort they put in. Personally I'll keep plugging away regardless of what everyone else is doing. Of course you're right though, everything we do here is pointless, but if we're just going to spawn TNT we might as well have done it in creative mode. Which would have been fine with me, incidentally, but it isn't how people wanted to do it.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 14:27
by Dr. kitteny berk
Dog Pants wrote:incidentally, but it isn't how people wanted to do it.
Surely then, those people should be doing the majority of the work?
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 14:31
by Dog Pants
I've made a new overlay and most things around the green look to be pretty close now. Unfortunately I can't upload at the moment so if anyone wants the new one just poke me.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 15:57
by spoodie
Dr. kitteny berk wrote:Surely then, those people should be doing the majority of the work?
And they should be whipped while they're doing it.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 16:35
by Joose
Dr. kitteny berk wrote:Surely then, those people should be doing the majority of the work?
That last word there sums up the flaw in your argument: it's not work. The people putting lots of effort in is appreciated, but no one is forcing you to do it. If you don't want to do it it the hard way, don't do it. However, if we take the easy route, you *are* forcing the people who want to do it the hard way to do it your way.
Personally, I would rather do it the hard way. Like Pants says, if we are just going to spawn stuff, we might as well have done it in creative mode. Hell, if we wanted it to be easy and fast, we could have just used a level editor, and made the whole grim world in a couple of days.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 16:46
by buzzmong
So, where's this mountain that needs flattening?
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 16:55
by Stoat
Maybe we could start building some of the inner structures? It'd give us lodgings closer to the places we're excavating, break up the tasks and give a more visible sense of progress.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 17:20
by Joose
Stoat wrote:Maybe we could start building some of the inner structures? It'd give us lodgings closer to the places we're excavating, break up the tasks and give a more visible sense of progress.
This would be good. It would be nice to be able to do something that isn't covering holes or digging hills.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 17:37
by Dog Pants
I've been spending a lot of time laying down the outlines so that people can start building once the mood takes them. I'm certain that'll be far more satisfying than clearing hills. I would suggest building 9 and the ones running along the north road with it, or the ones down the east road containing 11,1 2and 13. The red noble house along the west road is also in the right place, and the part of 27 that has been laid is right. Everything else will probably be adjusted.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 19:54
by Joose
Ive plotted out the road that goes down under the library, and made the outline for the library foundations. Doing a circle: surprisingly easy when you have
this.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 19:59
by Dog Pants
As long as you get the diameter and positioning correct. Which so far I have failed to do with Buttercross.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 20:08
by FatherJack
Dog Pants wrote:I've been spending a lot of time laying down the outlines so that people can start building once the mood takes them. I'm certain that'll be far more satisfying than clearing hills.
Yes, this was my thought, which is why made a start at doing them. I was away for the weekend though - have you corrected the too-large houses down the east? The way I'd done it hadn't left room for 12.
Dog Pants wrote:As long as you get the diameter and positioning correct. Which so far I have failed to do with Buttercross.
As with the house outlines, it's probably made much easier when you have a rough stab, take a new screenshot and can then use the existing landmarks as a guide to getting it spot-on.
I have a werk to do tonight (albeit with Football Manager in the background), but hope to spend tomorrow night correcting/sketching out some more outlines.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 22:12
by Grimmie
Had planned to do the Library with an even number of blocks diameter (and thus even on the edges) so that I could give it double-doors.
Whoops.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 22:20
by Joose
It's easy enough to grow it by one, there's another one of those guides for even numbers. I'll do it next time I'm on.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 22:21
by Dog Pants
It should be 30 shouldn't it? The whole map was scaled around that.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 22:46
by Joose
It was 29, as that pretty much matched up to the map. Bumping it up to 30 shouldn't be too hard though.
Re: Minecraft: Project Orhedge
Posted: January 23rd, 2012, 9:33
by Dog Pants
I probably didn't quite get the size right. Seeps to be epidemic (for me) in this project, but it's never going to be identical. One thing I was thinking about last night is the dense blocks of housing below the north, east and south west of the town. They're all at a funny angle, so I was wondering if it might be easier to make all the roads around them at 45 degrees so the houses will fit accordingly. It means that the whole area will skew slightly, which might push other things out of place, but otherwise we're going to either have some really awkward building placement or we'll be building houses at weird angles, which as FJ pointed out earlier, is a bit tricky. What do people think?
Re: Minecraft: Project Orhedge
Posted: January 23rd, 2012, 9:53
by Grimmie
I reckon keep the roads at the correct unusual angles, and fit the houses at 90 and 45 degree angles, it'll work out fine in the end.
/fingerscrosses