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Messages - Neowarshark

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1
General Discussion / Re: 1.13 discussion + new map coming!
« on: October 15, 2018, 10:20:19 PM »
they fix this problem^ in 1.13.1 now it will generate a map for loot in new areas didn't matter before if you broke chest.

edit. i was thinking it was 1.13.2 they fix the problem but that version don't exist so it must be 1.13.1 but i didn't find anything in the bug list about fixing it might of miss it it's a long list.

2
General Discussion / Re: 1.13 discussion + new map coming!
« on: August 14, 2018, 12:25:55 PM »
one thing i'm not sure about but you get treasure maps and go the place on the map with the treasure you should break the chest while done so it don't appear on someone else treasure map. I'm not 100% sure if that's how it works but yeah i was thinking it might be a blank chest with tag then it rolls the loot so it won't matter if you break the chest afterwards cause the tag will be gone.

We can always test this once the server is 1.13 just a food for thought.

3
General Discussion / Re: 1.13 discussion + new map coming!
« on: June 07, 2018, 12:28:52 PM »
omg there going to add a recipe to make packed ice from ice this is awesome in the next pre-release. We can craft all the way up to blue ice now the fastest ice to put boats on woot woot!

I got a design for the main nether tunnels(The require Blue Ice.) cj can let us know if we voting on hub again and tunnels?

4
Announcements / Re: There are changes afoot
« on: May 23, 2018, 12:38:00 PM »
i got one building design it's a inn/potion/enchanting building so that's cover. The public mines can be a mineshaft going trew a rock or hill looking thing that we can make easily. The portal i was thinking either a dome on pillars or a trophy with a globe on top with a year on how long the server has been up? The farming area don't have to be fancy but it could be a barn with a field area outside it or something.

That would cover the community buildings i think we need also including the spawn building that CJ or a mod will build.

It would also be cool if spawn chunks where in 0,0 or around that so we can tell people to go back there if they get lost?

edit. I forgot to mention my villagers are pretty much protected with a glass block in front of there cells and need redstone or breaking blocks to get to them. so the only rule is not do that i don't think we need new plugins the current ones work great and there always works around for stuff that plugins don't cover like blocks blocking my villagers!

5
Announcements / Re: There are changes afoot
« on: May 21, 2018, 06:38:51 PM »
for those that haven't look go the 2nd page and look at the most bottom post about what i think we should do for spawn.

here is info about spawning in and the spawn building has to have no roof at top for you to spawn on the ground for single player it's a bigger area that has to have no roof.

https://minecraft.gamepedia.com/Spawn

so a 11 by 11 area exact center on spawn point has to have no roof to spawn in on ground and to have a centered room.

6
Announcements / Re: There are changes afoot
« on: May 21, 2018, 03:07:47 PM »
i forgot to say above i don't matter what order we do this i will mark out spawn with cobble for the spawn building  well far as a i can till i can't build anymore then i mark out the roads and the four other community buildings to build too you guys can do what you want to just wanted to have a some structure to spawn area.

I guess we can name it spawn town or something i dunno whatever sounds cool since we had old spawn town and new spawn town on our current map.

7
Announcements / Re: There are changes afoot
« on: May 21, 2018, 02:31:47 PM »
dang phantoms scare that crap out me there sound is like a dragon creature sound kinda i thought it was herobrine or something lol.

here is a cool portal design looks like a dragon holding a shield might be good for spawn portal with adjustments.
https://www.youtube.com/watch?v=j4FYN2MlqSM&index=38&list=PLoVB9GuOQCYR7soUQLzeokiPaSQHbU3cm&t=0s

Before we start I think the general layout would work the best is a spawn building in the center with doors on the cardinal directions north, south, west and east then with a main road leading out in those directions all the way it can curve if someone happens to build in it's way.

Next thing is the four main extra buildings there is a list below that will be the community buildings i go in detail down below but location of those will be in the four corners of the road outside the spawn building.

down below i go in detail what to do or what is needed i didn't run this over with cj but it's my general idea what is needed first.

One first thing we need to do which a mod or cj would have to do is build the spawn building.

The next thing is we need a farming area and a stair case down to the public mines should make the stair case out of stone brick or cobble temporary.

After the next thing we would want to work is a inn for new players basely it will have basic tools and food and beds a chest near the bed for temporary storage.

The last thing to build is a enchanting/potion building this room can have free lapis for enchants but with a sign not to be greedy only take what you need. Also potion ingredients for the most useful potions with the same sign don't be greedy only take what you need.

here is the list so far:

1. spawn building
2. farming area
3. public mines
4. Enchanting room enchanting/potion room
5. Inn for new players

The next thing i could see be done is mapping out the spawn chunks with a border so i know where to build my house outside them i will do this when i can. Also lighting up the spawn area so people are safe from mobs.

One last option if we want to do it is to build a wall outside the general spawn area it can be done in a few different walls it can be a wall that is either a circle wall, square wall or a organic wall that curves with the landscape.

edit. i forgot to add the portal not sure where that will go maybe combined the inn and enchanting/potion room
so we would have only have four buildings or the portal can go in the spawn building somewhere but not in middle you would spawn on top of it.

8
General Discussion / Re: 1.13 discussion + new map coming!
« on: May 20, 2018, 01:43:18 PM »
june 21 is when aquatic update for switch is coming and the version of the game it will be is bedrock(pocket editon) minecraft so i figure we will get 1.13 for java before that or near that date depending on how long it takes to fix all the bugs in the game for java version.

I will be happy for anyone to give me a slime ball or point me to the nearest swamp from spawn when 1.13 map hits lol. Also i will be happy if someone finds a ocean temple that is not near land not counting islands. Let me know if you want to help me find these things?

9
General Discussion / Re: Neo's test run in single player!
« on: May 16, 2018, 09:09:29 PM »
one thing i will be trying to find day one 1.13 gnarcraft map is a swamp to get a slime ball i need it for my afk fish farm. I'm also going to build a passive fish farms above the ocean to get cod and puffer fish. I'm going to build my yellow house outside the spawn chunks so i can have my afk fish farm in the basement for it but i'm planning to help at spawn first to get it ready for new peeps.

10
General Discussion / Re: Neo's test run in single player!
« on: May 16, 2018, 02:57:48 PM »
i tried doing a test run with survival single player but my world crashes when close to snow biomes and 90% of my area is surrounded by snow biomes when i get outside of my mesa where i setup at meh i guess i have to wait till they fix it...

11
General Discussion / Re: Neo's test run in single player!
« on: May 13, 2018, 03:22:55 PM »
mobs no problem with diamond armor and trident but you might want a sword for a backup weapon(secondary). The reason is say this is sometimes your trident is thrown and you can't use it as a weapon all you will be doing is punching if you don't don't have a sword as backup. :P

The bow is the best range weapon but trident is ok range weapon and melee weapon at the same time it's up to find which one is the better option but remember mending and infinity can't be on a bow together anymore so you will have to carry arrows for mending or repair your bow for infinity.

for underwater the trident is awesome for killing water creatures at range and melee so it's number 1 when it comes to that but for land the range and melee are not as strong compare to a sword or bow.

One last note we will want to find fast a zombie spawner to make a drowned zombie farm all you need is water to make the zombies into drowned. We will want the tridents that drop there precious lol!

12
General Discussion / Neo's test run in single player!
« on: May 12, 2018, 01:35:16 PM »
so i did some caving with full diamond and trident as main weapon and kelp as secondary food it was great i could range all the mobs and kill them in two hit with a fully enchanted trident.

Then for the food i had fish as main then dried kelp as secondary i would eat kelp to get to half a hunch off my hunger then eat cook cod to fill me up for longer.

One thing i notice with just mending on my pick and trident they where always full cause my armor didn't have mending taking all the exp just a note for people that want to cave don't use mending armor!

13
General Discussion / Re: 1.13 new map checklist
« on: May 11, 2018, 04:21:40 PM »
I design a entrances a a tunnel below for public mines in single player. Also a lot of my farms will be public the only thing i'm really keeping private is my personal storage and villagers cause they can get mess up if all there trades lock. (A guy has to make money somehow. :P)

How this work is you can take from the input chest that means the chest all the items go to when afking but not from my personal storage that's set to the side the exception is where i don't place a sign saying it's private like for the guardian farm. There will be signs so you don't get confuse but for public farms like the witch farm we should keep everything public and we can take turns afking to get a lot of loot.

Also I'm planning of making mob drop farm in a dessert and a double quad iron farm that can be public too since i won't need to much gunpowder to make make my rockets and rarely need iron for hoppers and pistons.

14
General Discussion / Re: Current Map Download
« on: May 11, 2018, 12:50:16 PM »
will you take the download from the oldest map download since i did add a afk fish farm that work in 1.3 at my sky base today just to see if it will work?

15
General Discussion / Re: 1.13 new map checklist
« on: May 10, 2018, 06:04:30 PM »
Neo, I love how enthusiastic you are! I'm excited to start building these things too.  ;D

I'm not going to make an official checklist. You guys know me, I'm very lax when it comes to this stuff. Everybody just make what you want. This topic is all Neo's list, nothing I am officially requesting or expecting from the members of this server.
cool like i figure i put the basics in for the spawn i just thought it was a good idea to have a public mines so there not so many tunnels going everywhere at spawn. I'm build my house outside the spawn chunks so i can have a afk fish farm in my basement i hope that is ok too?

edit. none of this is require i just thought it be nice have a list cj or someone will build the spawn building too i got a few designs for one if anyone wants to look at them.

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