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#Post#: 1540--------------------------------------------------
Horses
By: Bla Date: July 13, 2013, 8:41 am
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Kolkolkol, finally found horses. In a ravine in some far away
plains.
One of them has 10 hearts, is very fast but doesn't jump very
high. The other one has 12 hearts, is a bit slower, but seems
able to jump maybe 3-4 meters up.
HTML http://i.imgdiode.com/8QPkyU.png
I lead them back to Epicland, near Border Hill, the unused
building, and set up a small stable, which is meant to be mostly
temporary. I have thought out a plan for a stable hub and horse
infrastructure at Spawntown, since the town isn't very easy to
navigate with horses. The plan is here:
HTML http://i.imgdiode.com/MwXewu.png
The green island is a large artificial island for keeping
horses, surrounded by a fence. It will have spots for horse
storage, possibly tower/underground areas to keep additional
horses if the island itself is too small.
A bridge might connect the horse island to the peninsula with
the spleef arena, since that is a relatively open part of
Spawntown for horses.
The orange ring is a tunnel/elevated road which is 3-5 blocks
wide which is made for horses.
The red-white circles are rail stations. The orange ring for
horses is made to intersect the stations so that the horses can
move onto the already built minecart tunnels.
The pink lines are rail lines, the light pink one a future
planned rail route.
The red-gray squares are points where the horse road connects to
the world's surface. I tried to find the most open spaces
in/around Spawntown and areas with roads which I consider
upgrading to be 3-5 blocks wide.
The yellow lines are alternative, additional horse roads. I
think it would be reasonable to build a horse road west beyond
Yukitown, because the terrain/road there isn't very good for
horses. Same goes for the area south of Spawntown, where it is
hard to expand the road without destroying a lot of nature as
well.
The big yellow R symbolizes my idea to build a horse racing
track, probably in Earthquake Forest, possibly elsewhere, Idk
yet.
You can use this topic to anything you want which is
horse-related, but you're very welcome to give feedback to the
plans. :P
But if we want underground horse tunnels, we should consider
something like a standard y-height for them. I plan to deviate a
lot from such a standard though and as said maybe even have
elevated parts.
People are also encouraged to make their rail stations
horse-friendly (connecting the stations to a staircase to the
surface which horses can use).
#Post#: 1543--------------------------------------------------
Re: Horses
By: Mudkipz Date: July 13, 2013, 11:00 am
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huehuehuehuehue horses in rail tunnels? on one hand i suppose
that's a nice way to avoid building another tunnel, on the other
hand, if we wanted to save effort then why are rail tunnels 3x3
instead of 1x2. I will adapt desertopia station for more horses
though.
that reminds me -- what about horses in the nether? most of the
road infrastructure is already there, unlike rails, and with
horses we could get across the map from kaeshar to forssa in 40
seconds or less. i think a setup for nether horses would be
pretty easy compared to rails, we just need storage.
#Post#: 1546--------------------------------------------------
Re: Horses
By: Bla Date: July 13, 2013, 11:40 am
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I agree we should set up nether horse routes yes, and make the
portal areas more horse-friendly.
Let us get started as fast as possible and standardize the
tunnels. Here are my ideas.
Should they follow particular x/z coordinates? No, they can run
freely.
Should they by default be at a certain height? Yes, the surface
of the road should be y = 40.
(Consider this:
HTML http://www.minecraftwiki.net/wiki/Altitude#The_Nether
and our
rails are at y = 110 - I am not sure whether it would be better
to put it near our rails at the top, this makes it pretty hard
to get up and down without huge staircases though, if most
portals aren't that high up, we could also put it at y = 100,
then you could more easily get onto the rail routes on horse)
How wide should the roads be? 4 blocks.
How tall should the tunnels be? 4 blocks.
What material should the road be made of by default?
Cobblestone.
What material should the tunnel be made of by default?
Cobblestone.
[quote author=Mudkipz link=topic=139.msg1543#msg1543
date=1373731233]
huehuehuehuehue horses in rail tunnels? on one hand i suppose
that's a nice way to avoid building another tunnel, on the other
hand, if we wanted to save effort then why are rail tunnels 3x3
instead of 1x2.
[/quote]
It's not just to save effort, it's also so that the rail lines
and horse roads can supplement each other, and 1x2 rail lines
make(/made?) you suffocate when you get off the cart and bounce
when meeting other players plus they are really ugly too.
I don't really know what altitude to put horse roads at in the
overworld. y = 45 and y = 55 seem like possible options, 55 will
cause a lot of problem with water I think, while 45 seems a bit
far from the surface. If we just make them more free than the
rails, I guess y = 55 will be ok - they can always submerge
below sea or rail line or emerge above ground if needed. Do
people agree with this? How about making them 4 blocks wide and
tall in overworld too?
#Post#: 1549--------------------------------------------------
Re: Horses
By: yqt1001 Date: July 13, 2013, 1:33 pm
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Let's just switch the netherrail (same routes?) for nether horse
roads.
Anyways, this is my plan for new infrastructure in the UYP
regions. Red lines concern this topic.
HTML https://dl.dropbox.com/s/f05povhntm782zi/uypnewinfra.png
Cargo lines are just y=11 rails that will connect various
regions of importance. Regular roads are the regular cobble
ones.
Horse roads are planned to connect every region I am planning on
developing.
#Post#: 1551--------------------------------------------------
Re: Horses
By: smjjames Date: July 13, 2013, 1:48 pm
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One problem with the nether roads though is that if there isn't
at least two blocks (because they can't go through one block
wide passageways) of space on all sides (except maybe the
roof?), they'll glitch into a wall and suffocate. That happened
with Fiah and happened twice for me.
If we use the overworld rail tunnels, the ones which only have a
ladder entrance will have to be modified so that they can go up
stairwells. They can be coaxed up a ladder via leash, but can't
seem to get up off of them at the top (or maybe the ceiling was
too low in my case, not sure).
#Post#: 1553--------------------------------------------------
Re: Horses
By: Bla Date: July 13, 2013, 2:07 pm
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Smj, I think I already answered to the two problems you
mentioned. I already suggested for the nether roads to be 4
blocks wide and I already recommended people to make staircases
for horses to their rail stations.
Yqt, I think your plan looks fine, I just hope you'll make the
roads underground if they're going to be completely straight,
but that's just my own taste. :P I'm ok with connecting the wide
road to Spawntown on your map, but we need Hellpotatoe to accept
that as well. We will need to make the road there more wide and
remove the cacti bordering the road (imo they're also a bit
annoying when they're just next to the road :P).
I'm not sure if I like the idea of switching the netherrail for
horse roads, not all people may have so easy access to horses,
and maybe you would like not having to press a key to move,
minecarts would be a nice option to have as well, and building
rails to connect our nether stuff isn't that expensive after
all.
#Post#: 1554--------------------------------------------------
Re: Horses
By: yqt1001 Date: July 13, 2013, 2:40 pm
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0 progress has been done on the netherrail, which is why I think
we should use it for horse roads. :P
The roads will probably be on the surface, no idea on how
straight they will be though. I know my ping to the server is
pretty bad back at home, so I'll build my roads based on that.
It is near 300ms though :|
#Post#: 1562--------------------------------------------------
Re: Horses
By: Bla Date: July 14, 2013, 2:24 am
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Ok, do you have any comments on my own plan for Spawntown? :P
I've made the artificial island now, so you better complain fast
if you don't like the proposals I made, also the y coordinates,
width etc.
#Post#: 1567--------------------------------------------------
Re: Horses
By: yqt1001 Date: July 14, 2013, 3:52 pm
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We are setting standards for overworld horse roads?
I had already made my standards (and even did a little testing
in Kinar before I left for Europe). I'm not really willing to
budge on that, however I don't mind following your standards in
the nether.
My proposed ideas would be pretty much a blaist nightmare. Will
consist of straight roads on the surface. They will be
surrounded by cobble walls exactly spaced 1 block apart from
each other, solid at curves. The road surface will be grass in
forested areas, sand in deserts and grass + gravel in plains and
near forested populated areas.
They will be underground near Capital and an undergroundish
stable will be built there. GLR lines in Velgorod will be
replaced, the GLR line from Aahrus to Desertopia will remain. An
entire rework of Capital central station will be done, moving
rail underground (cargo rail will be accomodated) and
horses/nether portal into the building inside the mountain wall.
Rail Route 5 remains broken near my end portal and I have been
too lazy to fix it. :P Speaking of the end portal, I have not
built a nether portal there because I have been waiting for the
netherrail or nether horse roads. Get to work bla!
#Post#: 1570--------------------------------------------------
Re: Horses
By: Mudkipz Date: July 15, 2013, 2:19 am
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wait are horse roads supposed to be level 40 in the nether or
something
because they can probably already run along most if not all of
the current nether-roads with little to no adjustment
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