Minecraft Multiplayer: GWJ World

I'm pleased to announce the grand opening of the Cordelia Post Office!
IMAGE(https://lh6.googleusercontent.com/-bqDU3bTHTYc/UIWMZ8RBXWI/AAAAAAAADQQ/iYD84i2-P9Y/s500/minepost.jpg)
The post office is available for all your mail needs! Should you have materials or various sundries to swap with your fellow players simply pop into the post office. We have plenty of vacant 54 unit boxes available. Please help us keep the post office tidy and useful! Thank you

Also in Cordelia news today!
- the Public Works & Mine Access building has been tidied up.
- stair access to the upper hill for keep access have been added.
- a gang of spiders was loitering and intimidating residents. The spider thugs have been executed.

Shawnosaurus wrote:

- a gang of spiders was loitering and intimidating residents. The spider thugs have been executed.

Wow. How do you plan to deal with teenagers?

LiquidMantis wrote:
Ghostship wrote:

It's amazing to me that they're still developing content.

In the last 24 hours, 99,139 people registered, and 10,230 people bought the game.

That's fantastic. This thing has bee printing money for him for years.
I guess the F2P model brings in more money though.
I just really like the idea that the game has a sustained life of it's own without a subscription model, or micro transaction model.

I hope other games I love in the future can follow this trend.

$200k should pay for the development team (on this title) for a year shouldn't it.

Ghostship wrote:
LiquidMantis wrote:
Ghostship wrote:

It's amazing to me that they're still developing content.

In the last 24 hours, 99,139 people registered, and 10,230 people bought the game.

That's fantastic. This thing has bee printing money for him for years.
I guess the F2P model brings in more money though.
I just really like the idea that the game has a sustained life of it's own without a subscription model, or micro transaction model.

I hope other games I love in the future can follow this trend.

$200k should pay for the development team (on this title) for a year shouldn't it.

Is that why I can't log in right now?

Ghostship wrote:
LiquidMantis wrote:
Ghostship wrote:

It's amazing to me that they're still developing content.

In the last 24 hours, 99,139 people registered, and 10,230 people bought the game.

That's fantastic. This thing has bee printing money for him for years.
I guess the F2P model brings in more money though.
I just really like the idea that the game has a sustained life of it's own without a subscription model, or micro transaction model.

I hope other games I love in the future can follow this trend.

$200k should pay for the development team (on this title) for a year shouldn't it.

Even if it's five times that, Mojang is good for a couple decades, at least.

I was checking out the 1.4 update documentation, some good stuff!

"Stairs: Now connect to other stairs to form corner stairs" Woohoo!

"Cobblestone Walls: Available in cobblestone and moss stone variants
Behave like fences - Connect to each other, to other blocks and to fence gates & have a 1.5 blocks high collision box
Have a different, higher shape in corners and when blocks are placed on them." I like it.

Trapdoors can now be added to the top half of a block, thank goodness. You get xp for breeding animals (which will actually help me a lot on my commute-only single-player game, where I'm raising a lot of sheep and cows for the wool and leather.

New crops (potatoes and carrots), and you can use a carrot-on-a-stick while riding pigs, and the pigs will accelerate to 5 blocks/second while taunted by the carrot.

Lots of new mobs, but this sounds scary:

"All hostile mobs will now jump down to players as long as they can survive the fall. Depending on difficulty, they are willing to take more damage.
Creepers will start exploding when they hit the ground, with explosions being more imminent with higher falls."

I want to see that in slow motion - a creeper launching off a ledge down toward a player, hitting the ground with a short fuse burning, giving the player little time to react. Griefing, camping creepers. Eeek.

Can't wait! Sounds like some fun additions and changes.

sithload wrote:

I was checking out the 1.4 update documentation, some good stuff!

"Stairs: Now connect to other stairs to form corner stairs" Woohoo!

"Cobblestone Walls: Available in cobblestone and moss stone variants
Behave like fences - Connect to each other, to other blocks and to fence gates & have a 1.5 blocks high collision box
Have a different, higher shape in corners and when blocks are placed on them." I like it.

This looks really great and I love the options it creates. This should be really nice for the classic fortress and castle styles. Personally, I'm really excited for the beacon and the placeable mob heads! I hope to do some representation of Dante's Inferno in the future and I can think of no better decoration than mob heads on fence pikes.

I was checking out the 1.4 update documentation and this caught my eye. I know GWjers normally don't have problems getting slime balls, but for me I always have had some difficulty finding them so this is a nice change.

Slimes

Now spawn in swamps at night

Late to the party. Could I get on the whitelist? Growat.

Feegle wrote:
Shawnosaurus wrote:

- a gang of spiders was loitering and intimidating residents. The spider thugs have been executed.

Wow. How do you plan to deal with teenagers? :P

Public humiliation via flogging whilst riding the iron cart through town.

T-BoneDangerThor wrote:
sithload wrote:

I was checking out the 1.4 update documentation, some good stuff!

"Stairs: Now connect to other stairs to form corner stairs" Woohoo!

"Cobblestone Walls: Available in cobblestone and moss stone variants
Behave like fences - Connect to each other, to other blocks and to fence gates & have a 1.5 blocks high collision box
Have a different, higher shape in corners and when blocks are placed on them." I like it.

This looks really great and I love the options it creates. This should be really nice for the classic fortress and castle styles. Personally, I'm really excited for the beacon and the placeable mob heads! I hope to do some representation of Dante's Inferno in the future and I can think of no better decoration than mob heads on fence pikes.

Mob Heads
- Can be put on the ground in 16 orientations and hung on walls
- Can be worn

Yup, going to redo my floor with the severed heads of my vanquished enemies. Being able to wear them though... Minecraft suddenly took on a darker, more morbid undercurrent.

Creeperskin rug:

IMAGE(http://i.imgur.com/8nqaj.png)

Can stone fences be used to make "thinner" walls?

It would save so much space in building. You could get relief in a wall surface by combining fences and blocks, instead of two rows of blocks.

...and, man, they've thrown in a lot. Some makes me want to try adventure mode, or an RP server.

I would love to see minecraft somehow start to take on higher fidelity; or the open ended principles to be applied to other games/engines.

Ghostship wrote:

Can stone fences be used to make "thinner" walls?

It would save so much space in building. You could get relief in a wall surface by combining fences and blocks, instead of two rows of blocks.

Sounds like it. Now we just have to get them to make stone brick fences.

Looks like my delays are going to be a good thing.

That said, I think I'm confused. Where exactly "up the hill" should I be building the St. Chucken Cordelia Temple? I took out Intermittent Forest last night, and I'll leave it down until we figure this out.

Ghostship wrote:

Can stone fences be used to make "thinner" walls?

It would save so much space in building. You could get relief in a wall surface by combining fences and blocks, instead of two rows of blocks.

This is the kind of think I'm hoping my kids take up. For instance, my youngest created arrow slits by putting stairs in the walls.

Norfair wrote:
Ghostship wrote:

Can stone fences be used to make "thinner" walls?

It would save so much space in building. You could get relief in a wall surface by combining fences and blocks, instead of two rows of blocks.

Sounds like it. Now we just have to get them to make stone brick fences.

This. I guess different materials have different properties, limiting whether or not a block type can be that material? Why not in all materials? They eventually did it for slabs.

In creative I found a stack bond stone brick pattern. Is that in multiplayer? Forget what it was called.

muraii wrote:
Ghostship wrote:

Can stone fences be used to make "thinner" walls?

It would save so much space in building. You could get relief in a wall surface by combining fences and blocks, instead of two rows of blocks.

This is the kind of think I'm hoping my kids take up. For instance, my youngest created arrow slits by putting stairs in the walls.

Can I see how? Two upside down, toe to toe? That would give a two meter wide opening. A bit wider than an arrow slit. Is that it?

Ghostship wrote:
Norfair wrote:
Ghostship wrote:

Can stone fences be used to make "thinner" walls?

It would save so much space in building. You could get relief in a wall surface by combining fences and blocks, instead of two rows of blocks.

Sounds like it. Now we just have to get them to make stone brick fences.

This. I guess different materials have different properties, limiting whether or not a block type can be that material? Why not in all materials? They eventually did it for slabs.

In creative I found a stack bond stone brick pattern. Is that in multiplayer? Forget what it was called.

There is a stone brick, and it's on all the different types of blocks they have now. But having that surface texture on all the different types of blocks isn't the same thing. For example, when they first added sandstone, there were full blocks and slab blocks, but they didn't have sandstone stairs for an update or two afterward. We'll see when they deploy how many surface types are available on the new fence block.

momgamer wrote:

Looks like my delays are going to be a good thing.

That said, I think I'm confused. Where exactly "up the hill" should I be building the St. Chucken Cordelia Temple? I took out Intermittent Forest last night, and I'll leave it down until we figure this out.

The temple area should be marked out with fence. Yesterday when I was there it looked like you had it hollowed out for that marked out area. So it looks like you're setting up in the right spot. Where you have that gravel border drawn.

The normal stone bick is running bond. This is where on brick sits above the vertical mortar joint below.

In creative they have one where the bricks are stacked directly on top of each other. It makes a grid-like pattern. This is called stack bond.

I've never seen recipie for it. I know there are a few things which are creative only. I figured this was one of them.

Maybe I'll go check that now.

Shawnosaurus wrote:
momgamer wrote:

Looks like my delays are going to be a good thing.

That said, I think I'm confused. Where exactly "up the hill" should I be building the St. Chucken Cordelia Temple? I took out Intermittent Forest last night, and I'll leave it down until we figure this out.

The temple area should be marked out with fence. Yesterday when I was there it looked like you had it hollowed out for that marked out area. So it looks like you're setting up in the right spot. Where you have that gravel border drawn.

I know. But the guy who was making the keep was talking about having me move up the hill behind me a bit so he could get some sort of grand entrance thing going.

Growat wrote:

Late to the party. Could I get on the whitelist? Growat.

Should I pm Liquid directly?

I'm considering globalizing the rail system a little more. I would probably do most of it underground in a 1 block wide path. The rail system in place seem to have a lot of scaffolding involved. I'd like to start possibly a more streamlined project that is less sensitive to terrain, such as underground. All station access would have a tower or something marking it.

If this promoted exploration and traveling to houses and the like I would feel good about making this for real.

Nice they're adding flowerpots. I'd been using a dirt block with signs stuck to it.

What I'd really like to see is door-sized fence gates.

Growat wrote:
Growat wrote:

Late to the party. Could I get on the whitelist? Growat.

Should I pm Liquid directly?

You can, but only if you're really enthusiastic. LM tends to stop into this thread every couple of days, at least.

Ziploxx wrote:

I'm considering globalizing the rail system a little more. I would probably do most of it underground in a 1 block wide path. The rail system in place seem to have a lot of scaffolding involved. I'd like to start possibly a more streamlined project that is less sensitive to terrain, such as underground. All station access would have a tower or something marking it.

If this promoted exploration and traveling to houses and the like I would feel good about making this for real.

Here's a few things I've learned about rail building on the server:

1) Most of us for underground rail dig out the blocks on their side of the rail line, just so it doesn't feel quite as claustrophobic to ride. Also, the main rail lines tend to be twinned to avoid accidents from Minecart crashes.

2) There seems to have been a move away from Underground rail lines, because above-ground lets us enjoy the view on the trip - that's why many of the lines are scaffolded up. A raised line regularly lit keeps the line safe from mobs.

3) No one will object to you building an underground rail line. If the towers are unobtrusive, no one will object to those either - but if they're big and visible from far away, it's generally polite to ask before building them too close to someone else's projects.

Have fun!

Just saw on Twitter that an Animal Suffocation bug was found in 1.4. Release of 1.4 will be pushed to 1.4.1 which should happen tomorrow.

momgamer wrote:
Shawnosaurus wrote:
momgamer wrote:

Looks like my delays are going to be a good thing.

That said, I think I'm confused. Where exactly "up the hill" should I be building the St. Chucken Cordelia Temple? I took out Intermittent Forest last night, and I'll leave it down until we figure this out.

The temple area should be marked out with fence. Yesterday when I was there it looked like you had it hollowed out for that marked out area. So it looks like you're setting up in the right spot. Where you have that gravel border drawn.

I know. But the guy who was making the keep was talking about having me move up the hill behind me a bit so he could get some sort of grand entrance thing going.

Sorry MG,

I was talking about moving the mine building to work around your temple.
Where that stair is now, someone put in. Actually looks like it needs to be cut back a bit where it runs onto the one building. That path has more of a back alley feel to it as it is right now, but I think I have amended my plan in a way that leaves it as it is.

I started carving out some area for an entry. There's a half-circle layout back there. You're welcome to build as close as you like. Heck, connect if you like. I'll work around/with you on it. I'm the late-comer here, so I'm not interested in forcing my will, or stepping on toes. As I had worked it out in my mind, your space was entirely worked around with a bit of a buffer, but I may not have been able to express that clearly here.

There's a big flat spot between us. You could come up the hill more if you like. Don't feel penned in. There should be lots of room. If there's not enough, we'll make room. There's plenty of land to give up between you and the coast. There's plenty of land for a keep to the west side of that peninsula.

That half circle layout is going to be an open courtyard. That part of the wall will be concave. an intersecting oval will make a gate/door/entry on the North quatrant. I'll tower that up to the main keep on the hill.

Growat wrote:
Growat wrote:

Late to the party. Could I get on the whitelist? Growat.

Should I pm Liquid directly?

You're all set now. Yesterday was pretty crazy for me, and I tend to skim the thread when there's a lot of planning talk. I'm fine with being PM'ed for access.