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Poll

Should we leave Dumathoin?

Yes.
- 13 (72.2%)
No.
- 5 (27.8%)

Total Members Voted: 16


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Author Topic: Minecraft: Dwarven Invaders - Thread closed.  (Read 119700 times)

Scotsmen

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #630 on: May 25, 2014, 12:37:02 pm »

Silk touch? Useless. No, I think you mean Efficiency.
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Toaster

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #631 on: May 25, 2014, 12:44:49 pm »

Or you both mean Fortune.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Squill

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #632 on: May 25, 2014, 01:02:41 pm »

If I were to make a wood cauldron, where should I put it?
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Scotsmen

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #633 on: May 25, 2014, 02:21:30 pm »

I have finished the Shrine to Armok, complete with an engraving of Armok himself. I now live there, rather than in the barracks. For those of you who need to worship, it is on the second tier, south side in the Great Hall.
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Toaster

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #634 on: May 25, 2014, 02:41:30 pm »

If I were to make a wood cauldron, where should I put it?

Ditto for the Charcoal Smelter- I've got several full stacks of logs in my inventory.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Elephant Parade

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #635 on: May 25, 2014, 02:58:47 pm »

If I were to make a wood cauldron, where should I put it?

Ditto for the Charcoal Smelter- I've got several full stacks of logs in my inventory.
Hmm. I don't think we have a machine room set up yet.

Machines can't be moved, unfortunately. We need to decide on where to build them.

Also, remember: we have some (possibly broken, unfortunately) machines already. We just need to get permission to use them. I PMed murphyslaw about it, but I haven't gotten a response yet.
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Squill

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #636 on: May 25, 2014, 03:04:58 pm »

I could start digging out a room
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Elephant Parade

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #637 on: May 25, 2014, 03:19:02 pm »

I could start digging out a room
It would probably be a better idea to convert an existing room. We have a ton of rooms, and the machine room we make will hopefully only be a stopgap measure.
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Squill

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #638 on: May 25, 2014, 03:30:39 pm »

I could start digging out a room
It would probably be a better idea to convert an existing room. We have a ton of rooms, and the machine room we make will hopefully only be a stopgap measure.
I already started finishing up a half done room I found on lower floor.
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Squill

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #639 on: May 25, 2014, 04:39:32 pm »

If this wooden cauldron is to be a viable source of experience, then we need more wheat. I'll start expanding the farms, but I'll probably want help. I also carved out the landscape so the square that holds the new tree farm can be hollowed out, although we'd need to find glowstone to plant in there.
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Scotsmen

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #640 on: May 25, 2014, 05:01:43 pm »

Hmm. I don't think we have a machine room set up yet.
EDIT: I found a room with a bunch of factories, unfortunately most of them are locked. Coords (1082, 58, 12999). There is also a "Circus Tent" (nether mob farm) right next to it.
Yeah, we do. Unfortunately all the machines in it are locked. Can they be broken? I don't know.
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Elephant Parade

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #641 on: May 25, 2014, 05:08:04 pm »

Hmm. I don't think we have a machine room set up yet.
EDIT: I found a room with a bunch of factories, unfortunately most of them are locked. Coords (1082, 58, 12999). There is also a "Circus Tent" (nether mob farm) right next to it.
Yeah, we do. Unfortunately all the machines in it are locked. Can they be broken? I don't know.
I'm fully aware of that room. As I said before, the machines may or may not be no longer working. If they still work, we might be able to save a ton of resources.

Either way, we should try to get permissions instead of smashing them; of course, if you feel like destroying each block 1800 times, that's fine.
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Scotsmen

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #642 on: May 25, 2014, 06:51:53 pm »

So, in the Great Hall, there's this huge wooden gate with doors in it, very obvious. The doors, however, are locked. BUT, if you go around the pillar to the right, there is a small tunnel going into the room. Inside there is a working forge, (with two factories, one unlocked and one locked) and, down another small corridor, an unfinished enchanting room.
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Baffler

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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #643 on: May 25, 2014, 07:07:35 pm »

Yeah, I broke in earlier and looted it. I don't know what the machines do, but the enchanting stuff works fine. I coulda sworn I smashed those doors down though.
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Re: Minecraft: Dwarven Invaders - Now establishing a civilization!
« Reply #644 on: May 25, 2014, 07:31:20 pm »

I might visit this city later.  :D
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.
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