Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 680 681 [682] 683 684 ... 1380

Author Topic: Minecraft - It has blocks.  (Read 2421571 times)

The Scout

  • Bay Watcher
  • ?????
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10215 on: June 23, 2011, 01:51:55 am »

Anyone still got a mod for flying? Forums be down...
Logged
Whatever you do, don't agree to stop looking at pornography or getting help from Jesus.
"mind if I sig this"
 - Person who isn't actually going to put that in their sig

breadbocks

  • Bay Watcher
  • A manacled Mentlegen. (ಠ_ృ)
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10216 on: June 23, 2011, 01:52:47 am »

Holy carp. While installing the N@W mod, I realized how much damn simpler the patcher makes installing mods. <3

Solar, can you send me AudioMod, the two modloaders, and industrial craft?
Logged
Clearly, cakes are the next form of human evolution.

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Minecraft - It has blocks.
« Reply #10217 on: June 23, 2011, 02:19:03 am »

   How long does it take to get added after I send
my email in?

Oh and *sent*
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

SolarShado

  • Bay Watcher
  • Psi-Blade => Your Back
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10218 on: June 23, 2011, 02:25:11 am »

Holy carp. While installing the N@W mod, I realized how much damn simpler the patcher makes installing mods. <3

Solar, can you send me AudioMod, the two modloaders, and industrial craft?

Link PM'd

(I'd rather not post the IP, since it's just a home server.)
Logged
Avid (rabid?) Linux user. Preferred flavor: Arch

breadbocks

  • Bay Watcher
  • A manacled Mentlegen. (ಠ_ృ)
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10219 on: June 23, 2011, 02:27:34 am »

Much obliged. As it turns out, all I needed was modloaderMP. I got the others off MCmodcenter.
Logged
Clearly, cakes are the next form of human evolution.

Solifuge

  • Bay Watcher
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10220 on: June 23, 2011, 02:32:43 am »

With the recent interest in a Dwarf Nation for Nations At War, I suppose it's sensible to hash out some defensive ideas here:

As I understand it, war in N@W involves each Nation purchasing a set number of lives, which their side exhausts whenever their players die and respawn. Thus, a very sensible tactic when under Siege would be to route the enemy through the most dangerous series of traps we can muster, while minimizing our own losses by avoiding direct combat with them most of the time. As such, I'm thinking of planning defenses Dwarf Fortress style.

Siege Defenses:
Stage 1: A Medium squad of Guards would man the walls and towers of the Surface Gate, attacking with arrows and tnt cannons (if applicable), or by releasing mobs from mob traps around the fortress. The goal here is to exhaust enemy supplies, weaken them, and make them overconfident. As defenders die they will be respawning in the fortress below, so as numbers thin and forces begin to overwhelm the Surface Gate, those who survive begin a fighting retreat into the entry tunnels below, carrying what fallen armor and weapons they can.

Stage 2: Prior to siege, the main entrance is subtly concealed (possibly with a process automated by pistons), routing invaders into a near-identical-looking gate that instead leads to a pitch-black labyrinth. Alternatively, the entry tunnel could normally run through the center of the Labyrinth, but pistons alter the tunnel to open the labyrinth around it, and push walls up into it, subtly sealing off the normal entrance. While the first squad begins their fighting retreat, invaders chase them into the dark tunnels. Secret signs, perhaps redstone torches they could destroy on their way in, would help the defenders find their way through the maze quickly to Stage 3, while the invaders fumble with torches lighting their way, and ideally get lost in the dark maze.

The cavern would be filled with a series of automatic and defender-triggered traps, and many dead-ends. A small squad are stationed in an observation passage hidden adjacent and above the Labyrinth (entered from Stage 3), watching through arrow slits hidden in the roof, while hiding the obvious floating player names of defenders. The squad will manually trigger tunnel traps, and even open fire on the invaders from above. The goal here is secrecy, while slowing and whittling down the invading force.

Stage 3: Attacking forces, hopefully whittled down by traps and combat, will meet the remaining defenders in the Low Gate. Linked with the adjacent tunnels from Stage 2, arrow slits in the tunnel walls allow defenders to fire on the attackers. A high bridge over a Magma Pit might make a suitably scenic fighting location, while also allowing defenders aim Repeating Arrow Traps down the length of it, to push invaders from the bridge.


Mechanical Trap Ideas:
*As a failsafe, Siege-Mode defenses would be wired using inverters, so that they will auto-activate upon sabotage. If you cut the wires, the trap will still go off.

Water Box: In a long rectangular passage, use pistons to thrust solid rock walls down to seal a section off at both ends, and quickly flood it with water by removing the ceiling that separates it from a rectangular pool above. These douse any torches in the area, prevent quickly digging through the walls, and drown the invaders, allowing their gear to be recovered. Allowing the mechanism to be reset by pistons would make it even better.

False Floor: A square room sits on top of a deep chasm, whose bottom is covered in checkered cactus squares. A switch powers pistons to shunt the false floor away, dropping invaders into the chasm, before resetting and sealing it in darkness. A chute beyond the chamber allows defenders to enter the pit and safely salvage gear.

Magma Curtain: Better used as a deterrent rather than for outright killing, since it destroys useful gear. A pool of magma, running atop a hallway or chamber. Using piston-vents and 1-tile-deep trenches, dump a curtain of magma into a trench below. Invaders will spend time plugging the hole, while pistons can be triggered over and over again to shunt plugs out of the way and enable the defense again. Best used in a hallway of Obsidian, preventing invaders from digging around the curtains with any speed.
Logged

dragonshardz

  • Bay Watcher
  • [ETHIC:PONY:ACCEPTABLE]
    • View Profile
    • Steam Profile
Re: Minecraft - It has blocks.
« Reply #10221 on: June 23, 2011, 02:36:16 am »

Upon requesting, you'll automatically be added to the open world server. This is currently running a gold rush; competitive PvP, no holds barred race to get the most gold bars in a week.

Actually, this is incorrect. The main server [**.*.**.***] is running the Open world. [**.*.**.***:9001] is the PVP world - Gold Rush, as we're calling it. [**.*.**.**:6666] is the Project server, where we're building the steampunk city of Eisenhauge and the surrounding area.


mob traps around the fortress.
I am 99% percent sure that this will get you in trouble. Mob traps can be too easily modified to be mob farms, and the admins at N@W will come down hard on you for them.

Quote
Mechanical Trap Ideas:
*As a failsafe, Siege-Mode defenses would be wired using inverters, so that they will auto-activate upon sabotage. If you cut the wires, the trap will still go off.

Water Box: In a long rectangular passage, use pistons to thrust solid rock walls down to seal a section off at both ends, and quickly flood it with water by removing the ceiling that separates it from a rectangular pool above. These douse any torches in the area, prevent quickly digging through the walls, and drown the invaders, allowing their gear to be recovered. Allowing the mechanism to be reset by pistons would make it even better.

False Floor: A square room sits on top of a deep chasm, whose bottom is covered in checkered cactus squares. A switch powers pistons to shunt the false floor away, dropping invaders into the chasm, before resetting and sealing it in darkness. A chute beyond the chamber allows defenders to enter the pit and safely salvage gear.

Magma Curtain: Better used as a deterrent rather than for outright killing, since it destroys useful gear. A pool of magma, running atop a hallway or chamber. Using piston-vents and 1-tile-deep trenches, dump a curtain of magma into a trench below. Invaders will spend time plugging the hole, while pistons can be triggered over and over again to shunt plugs out of the way and enable the defense again. Best used in a hallway of Obsidian, preventing invaders from digging around the curtains with any speed.


These are all good ideas, but will be difficult to do on any large scale unless Jeb's pistons differ from the original mod in one very specific way.

That is, the way the original mod work, placing pistons side by side (or atop each other) all oriented in the same direction will give you this:

[]-|[][]

So you won't get any additional length. What's more, sticky pistons only act on the one block the head of the piston contacts, making them not viable for use in moving large sections of wall. Further more, thought it is possible to make the pistons extend and retract in sequence (with some EXTREMELY complicated redstone wiring), due to the fact that they need to be inset into a wall to be hidden. you'll get no more extension than you would with just one piston.

However, it may be that JebPistons work like so:

[][][]---|

Three pistons placed in the same row/column and oriented to extend in the same direction extend by three. Making pistons work like this would make bridges and large-scale traps, to name two possible applications, much easier (not to mention being more logical, from a gameplay standpoint), but given Mojang's past track record with new blocks and having them work logically and easily, I'm not expecting this to happen.

Your trap designs ARE still workable with pistons that work like I first described, but they will be much more difficult to implement in large rooms.
« Last Edit: June 23, 2011, 02:50:43 am by dragonshardz »
Logged

Osmosis Jones

  • Bay Watcher
  • Now with 100% more rotation!
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10222 on: June 23, 2011, 02:42:44 am »

Wait.. we've added another bloody map? They're breeding like rabbits :P

Okay, you're added to the main one anyway. I'll go add you to goldrush too.
Logged
The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Minecraft - It has blocks.
« Reply #10223 on: June 23, 2011, 02:44:20 am »

   Joy and jubilation's, the time of great building is upon us(me)!
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Felius

  • Bay Watcher
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10224 on: June 23, 2011, 02:44:30 am »

With the recent interest in a Dwarf Nation for Nations At War, I suppose it's sensible to hash out some defensive ideas here:

As I understand it, war in N@W involves each Nation purchasing a set number of lives, which their side exhausts whenever their players die and respawn. Thus, a very sensible tactic when under Siege would be to route the enemy through the most dangerous series of traps we can muster, while minimizing our own losses by avoiding direct combat with them most of the time. As such, I'm thinking of planning defenses Dwarf Fortress style.

Siege Defenses:
Stage 1: A Medium squad of Guards would man the walls and towers of the Surface Gate, attacking with arrows and tnt cannons (if applicable), or by releasing mobs from mob traps around the fortress. The goal here is to exhaust enemy supplies, weaken them, and make them overconfident. As defenders die they will be respawning in the fortress below, so as numbers thin and forces begin to overwhelm the Surface Gate, those who survive begin a fighting retreat into the entry tunnels below, carrying what fallen armor and weapons they can.

Stage 2: Prior to siege, the main entrance is subtly concealed (possibly with a process automated by pistons), routing invaders into a near-identical-looking gate that instead leads to a pitch-black labyrinth. Alternatively, the entry tunnel could normally run through the center of the Labyrinth, but pistons alter the tunnel to open the labyrinth around it, and push walls up into it, subtly sealing off the normal entrance. While the first squad begins their fighting retreat, invaders chase them into the dark tunnels. Secret signs, perhaps redstone torches they could destroy on their way in, would help the defenders find their way through the maze quickly to Stage 3, while the invaders fumble with torches lighting their way, and ideally get lost in the dark maze.

The cavern would be filled with a series of automatic and defender-triggered traps, and many dead-ends. A small squad are stationed in an observation passage hidden adjacent and above the Labyrinth (entered from Stage 3), watching through arrow slits hidden in the roof, while hiding the obvious floating player names of defenders. The squad will manually trigger tunnel traps, and even open fire on the invaders from above. The goal here is secrecy, while slowing and whittling down the invading force.

Stage 3: Attacking forces, hopefully whittled down by traps and combat, will meet the remaining defenders in the Low Gate. Linked with the adjacent tunnels from Stage 2, arrow slits in the tunnel walls allow defenders to fire on the attackers. A high bridge over a Magma Pit might make a suitably scenic fighting location, while also allowing defenders aim Repeating Arrow Traps down the length of it, to push invaders from the bridge.


Mechanical Trap Ideas:
*As a failsafe, Siege-Mode defenses would be wired using inverters, so that they will auto-activate upon sabotage. If you cut the wires, the trap will still go off.

Water Box: In a long rectangular passage, use pistons to thrust solid rock walls down to seal a section off at both ends, and quickly flood it with water by removing the ceiling that separates it from a rectangular pool above. These douse any torches in the area, prevent quickly digging through the walls, and drown the invaders, allowing their gear to be recovered. Allowing the mechanism to be reset by pistons would make it even better.

False Floor: A square room sits on top of a deep chasm, whose bottom is covered in checkered cactus squares. A switch powers pistons to shunt the false floor away, dropping invaders into the chasm, before resetting and sealing it in darkness. A chute beyond the chamber allows defenders to enter the pit and safely salvage gear.

Magma Curtain: Better used as a deterrent rather than for outright killing, since it destroys useful gear. A pool of magma, running atop a hallway or chamber. Using piston-vents and 1-tile-deep trenches, dump a curtain of magma into a trench below. Invaders will spend time plugging the hole, while pistons can be triggered over and over again to shunt plugs out of the way and enable the defense again. Best used in a hallway of Obsidian, preventing invaders from digging around the curtains with any speed.


For attacks on the other hand, I think that the best way to do so would be completely ignore their entrances and defenses and try to dig their base, steal their stuff, and flank them. Maybe compounded by heavy bombardment with cannons if so is feasible TNT wise... Standard attacking kits should includes lots of cobble (or planks maybe), picks, shovels and other tools, a couple buckets of water, food, besides of course, weapons and armor, plus whatever might be useful as long we can afford it.
Logged
"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10225 on: June 23, 2011, 02:49:04 am »

Water Box: In a long rectangular passage, use pistons to thrust solid rock walls down to seal a section off at both ends, and quickly flood it with water by removing the ceiling that separates it from a rectangular pool above. These douse any torches in the area, prevent quickly digging through the walls, and drown the invaders, allowing their gear to be recovered. Allowing the mechanism to be reset by pistons would make it even better.

False Floor: A square room sits on top of a deep chasm, whose bottom is covered in checkered cactus squares. A switch powers pistons to shunt the false floor away, dropping invaders into the chasm, before resetting and sealing it in darkness. A chute beyond the chamber allows defenders to enter the pit and safely salvage gear.

Magma Curtain: Better used as a deterrent rather than for outright killing, since it destroys useful gear. A pool of magma, running atop a hallway or chamber. Using piston-vents and 1-tile-deep trenches, dump a curtain of magma into a trench below. Invaders will spend time plugging the hole, while pistons can be triggered over and over again to shunt plugs out of the way and enable the defense again. Best used in a hallway of Obsidian, preventing invaders from digging around the curtains with any speed.

The false floor one would do better to have a pit deep enough to kill I'd say as cactus destroys items. Or perhaps it could be interesting to have them trapped down there?

Dispensers, arrows, and repeaters could be handy. Dispensers could even be hidden using pistons until they get into range.

Buried Alive:A single/double tile wide many tile long passage. Sticky pistons pull the innocuous roof blocks out of the way allowing stacks of sand to fall and suffocate any within.

For attacks on the other hand, I think that the best way to do so would be completely ignore their entrances and defenses and try to dig their base, steal their stuff, and flank them. Maybe compounded by heavy bombardment with cannons if so is feasible TNT wise... Standard attacking kits should includes lots of cobble (or planks maybe), picks, shovels and other tools, a couple buckets of water, food, besides of course, weapons and armor, plus whatever might be useful as long we can afford it.
We should consider how we'd defend against this kind of attack. Growing cobblestone walls with the new pistons or even the older style of self repairing walls could help.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

breadbocks

  • Bay Watcher
  • A manacled Mentlegen. (ಠ_ృ)
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10226 on: June 23, 2011, 02:54:55 am »

Something weird is up. MoreBlockIDs is crashing minecraft. When I try to open any menu it goes to the main screen's background, and says "Saving chunks...." then crashes. Is this a known problem or something, because I need MBIDs to run IC.
Logged
Clearly, cakes are the next form of human evolution.

Felius

  • Bay Watcher
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10227 on: June 23, 2011, 03:04:50 am »

For attacks on the other hand, I think that the best way to do so would be completely ignore their entrances and defenses and try to dig their base, steal their stuff, and flank them. Maybe compounded by heavy bombardment with cannons if so is feasible TNT wise... Standard attacking kits should includes lots of cobble (or planks maybe), picks, shovels and other tools, a couple buckets of water, food, besides of course, weapons and armor, plus whatever might be useful as long we can afford it.
We should consider how we'd defend against this kind of attack. Growing cobblestone walls with the new pistons or even the older style of self repairing walls could help.
For this kind of stuff I think dissimulation might be the best defense. We keep a obvious big base with traps that we use for most stuff, but the really good stuff we keep somewhere else, well hidden.
For active defenses, auto growing walls might be interesting, thick walls, keep a confusing base layout. Also, if we can get to the nether and get lots and lots and lots and lots of obsidian (or you the redstone/obsidian farm that does not require multiple magma sources), we could build some particular defenses with it, so it'd be pretty much immune to TNT and delay any miner a lot (specially if they don't bring diamond picks)
Logged
"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Minecraft - It has blocks.
« Reply #10228 on: June 23, 2011, 03:19:40 am »

Best way to keep something safe would just be to agree on a landmark, dig 2-3 tiles down in the middle of nowhere and put a chest there then cover it up. So long as you know where it is, you don't need any kind of defenses. Unless someone tells the enemy where it is or is caught accessing it, they'll never find it.
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Minecraft - It has blocks.
« Reply #10229 on: June 23, 2011, 03:21:23 am »

Setting up some fake bases with simple automatic traps could be useful for this too.

Utilising waters slowing, and to a lesser extent pushing, effect bears thinking about. I could see this used along side dispensers and arrows or just to aid those using bows even.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands
Pages: 1 ... 680 681 [682] 683 684 ... 1380