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       #Post#: 1540--------------------------------------------------
       Horses
       By: Bla Date: July 13, 2013, 8:41 am
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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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