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Author Topic: Blacraft  (Read 2727500 times)

blotz

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Re: Blacraft
« Reply #7950 on: August 03, 2014, 07:10:46 AM »
can you circle it on a map thanks
http://5.9.158.50:8123/

Bla

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Re: Blacraft
« Reply #7951 on: August 03, 2014, 08:00:33 AM »
The server is up again, from support:

Quote
There was an update that caused a crash and the machine was restarted. Your server is up and running again.

The skyscraper project sounds cool, like Blotz I'd like to see the location you speak of.
Compliancea is a location in a savannah which I think has a similar project that a few people have been working on. It's near a coast but I don't know if people want skyscrapers in the water.

Lovechild

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Re: Blacraft
« Reply #7952 on: August 03, 2014, 01:46:43 PM »

FiahOwl

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Re: Blacraft
« Reply #7953 on: August 03, 2014, 03:06:56 PM »

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« Last Edit: March 22, 2021, 02:18:28 AM by FiahOwl »

FiahOwl

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Re: Blacraft
« Reply #7954 on: August 15, 2014, 01:12:35 PM »

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« Last Edit: March 22, 2021, 02:12:32 AM by FiahOwl »

FiahOwl

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Re: Blacraft
« Reply #7955 on: August 15, 2014, 02:04:20 PM »

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« Last Edit: March 22, 2021, 02:12:30 AM by FiahOwl »

FiahOwl

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Re: Blacraft
« Reply #7956 on: August 17, 2014, 11:02:42 AM »

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« Last Edit: March 22, 2021, 02:11:50 AM by FiahOwl »

Stevodoran

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Re: Blacraft
« Reply #7957 on: August 18, 2014, 02:13:14 PM »
So I finally got a new laptop with some actually impressive integrated graphics (HD4400 is actually better than I thought) so I can now finally become a regular on the server :D

Bla

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Re: Blacraft
« Reply #7958 on: August 19, 2014, 02:44:52 PM »
Cool

Here's today's progress on The Lime Road/"The Gay Mesa Road", all of the road inside the mesa biomes was built today, no more need to climb countless mesas to get through the area :)

Road reaches past x = 5000 now


Darvince

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Re: Blacraft
« Reply #7959 on: August 21, 2014, 06:51:30 PM »
omg omg omg omg omg I am so excited

Bla

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Re: Blacraft
« Reply #7960 on: August 22, 2014, 07:03:55 AM »
So I was experimenting with large spruce trees. I didn't know this was a possible way for it to grow. Wut.


vh

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Re: Blacraft
« Reply #7961 on: August 22, 2014, 07:08:56 AM »
ah yes, the yule tree.

smjjames

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Re: Blacraft
« Reply #7962 on: August 22, 2014, 07:35:55 AM »
Looks a bit glitchy.

Bla

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Re: Blacraft
« Reply #7963 on: August 22, 2014, 08:05:56 AM »
Please enter candidate locations for the 2015 New Year event:

http://blacraft.createaforum.com/blacraft-general/blacraft-new-year-2015/

Darvince

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Re: Blacraft
« Reply #7964 on: August 23, 2014, 11:51:19 AM »
1) Road in Darvincia
2) Colonnade in Matolony

Darvince

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Re: Blacraft
« Reply #7965 on: August 23, 2014, 11:51:53 AM »
ruins in Matolony that matty forgot about apparently (making them all the more ruinous)

Bla

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Re: Blacraft
« Reply #7966 on: August 23, 2014, 12:48:06 PM »
Today's invention: A modular system that distributes water on floors vertically which can be used in stacked farms. Each floor is 4m (including the floor blocks).

Floor above (and any floors above that):
http://i.imgur.com/hnModQL.png
Bottom floor:
http://i.imgur.com/ofswXZa.png

Makes water flow down in a 3m wide line along with transferring it to the floor below.

blotz

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Re: Blacraft
« Reply #7967 on: August 23, 2014, 03:42:32 PM »
someone's farming netherwarts!

Bla

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Re: Blacraft
« Reply #7968 on: August 23, 2014, 03:57:50 PM »
I had only 14 netherwarts in public storage and I'm running low on new stuff to build, so I thought I'd make a netherwart factory. :P

blotz

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Re: Blacraft
« Reply #7969 on: August 23, 2014, 04:57:22 PM »
i can lend you some but if you bonemealed it it'd be easy

FiahOwl

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Re: Blacraft
« Reply #7970 on: August 25, 2014, 10:13:30 AM »

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« Last Edit: March 22, 2021, 02:10:31 AM by FiahOwl »

Bla

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Re: Blacraft
« Reply #7971 on: August 25, 2014, 01:16:09 PM »
I can build the canals in Kaktoland to make that possible, but we'll need more permissions before it can all be built.

Bla

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Re: Blacraft
« Reply #7972 on: August 25, 2014, 07:31:18 PM »
So some people (not going to mention any names here, don't worry Fiah) really want Dynmap updated. I've taken a few minutes this night to check the basic problem, and basically, we need a script to automatically convert one data format from Inkscape, into the format used in Dynmap's marker.yml. If anyone wants to develop that, they're welcome.



So I thought of the script, and basically, it seems not too hard to develop if we consider how we can reduce the problem to something as simple as possible. Basically all that the script has to do is convert a format like this

Code: [Select]
    <path
       style="fill:#ffff00;fill-opacity:0.25098039;stroke:#000000;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
       d="m 7925.4126,-3121.4648 8.0567,0.028 0.1123,-2.0493 45.8433,-22.506 16.3563,2.6202 z"
       id="Kaktoland"
       inkscape:connector-curvature="0"
       sodipodi:nodetypes="ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc"
       inkscape:label="#path3015" />
    <path
       style="fill:#ffff00;fill-opacity:0.25098039;stroke:#000000;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
       d="m 7772.5889,-3082.95 -1.1229,33.574 -2.9195,20.4364 -0.6737,20.7733 -22.6317,8.7421 -21.8717,27.9801 z"
       id="Epicland"
       inkscape:connector-curvature="0"
       sodipodi:nodetypes="cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc"
       inkscape:label="#path2993" />

Into the format in Dynmap.

Code: [Select]
            Kaktoland:
                markup: false
                fillColor: 16776960
                label: Kaktoland
                ytop: 65.0
                z:
                - 84.0
                - 84.0
                - 69.0
                strokeColor: 16776960
                world: world
                ybottom: 65.0
                fillOpacity: 0.01
                strokeOpacity: 0.8
                strokeWeight: 3
                x:
                - -76.0
                - -68.0
                - -91.0
            Epicland:
                markup: false
                fillColor: 16776960
                label: Epicland
                ytop: 65.0
                z:
                - 123.0
                - 156.0
                - 177.0
                - 122.0
                strokeColor: 16776960
                world: world
                ybottom: 65.0
                fillOpacity: 0.01
                strokeOpacity: 0.8
                strokeWeight: 3
                x:
                - -229.0
                - -230.0
                - -233.0
                - -220.0

To make it simple and clear how the format looks, I've removed the vast majority of the coordinates (and randomly so the top ones aren't supposed to become the bottom ones no) and regions. I might try to look into making a script for the task sometime, but considering how eager the community is to get more regions on the map, we could also simply throw these two formats out there and tell them they can develop a script if they'd like more regions asap.

Something first needs to gather all the numbers on the left side of the commas into one array, and the ones on the right side into another. Then multiply/add whatever factors to each side in the array to get the coordinates to fit onto Dynmap (I guess you know those factors, Kip). Then generate a new file with the data pasted from the arrays below the z and x places. The rest is basically just snatching the id name from Inkscape file and putting it into the Dynmap marker file, and pasting all the default stuff that's basically the same for all the regions for each region.

Just as a matter of preference, I'd probably reorganize the data lines in a single region such that the x coordinates are the second last thing, and z coords are the last thing, instead of having z coords, then stroke color and other random stuff, and then x coords... That really bothers me kol. Haven't tested if this other format works.

vh

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Re: Blacraft
« Reply #7973 on: August 25, 2014, 08:09:42 PM »
this is how i do the borders. read the readme.txt
« Last Edit: August 25, 2014, 08:19:50 PM by vh »

Darvince

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Re: Blacraft
« Reply #7974 on: August 30, 2014, 06:19:45 PM »
Today's invention: A cowfarm in the Nether for all your milk needs.

TheMooCows

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Re: Blacraft
« Reply #7975 on: August 30, 2014, 07:20:03 PM »
-_-

Darvince

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Re: Blacraft
« Reply #7976 on: August 30, 2014, 08:07:59 PM »

TheMooCows

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Re: Blacraft
« Reply #7977 on: August 30, 2014, 08:36:18 PM »
Cause that makes it ok...I don't see human farms to give us resources! Just because you aren't killing them doesn't mean they aren't being exploited!

Darvince

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Re: Blacraft
« Reply #7978 on: August 30, 2014, 09:10:56 PM »
people don't produce anything special that people like and since we are people it is considered amoral, idk i didn't write minecraft or the code of laws of nature, i just like my own species and since i'm a human i don't care if other species go extinct unless it impacts me because we are all at least a little anthropocentric and i'm sure you are bovine-centric

atomic7732

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Re: Blacraft
« Reply #7979 on: August 30, 2014, 11:20:18 PM »
He eats his own kind

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