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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Quote from CharlesR11

    Thanks, this will be useful. Also is it client based, e.g. will it work on servers?

    Schematica is a client mod. It works on servers just fine.
    Quote from Doffen1234

    Its not realy a problem to place tre turns. You just count how many blocks that needs to be removed/added, and where. There is a simple system. If you just build a turn on superflat, places blocks under so you see where then need to be, and then you just take a picture of it if you need to. Then on your original map, you just count wich blocks that needs to be removed. F.eks. on the smal turns, the outside of the turns start with 8 blocks, then 3 blocks, 3 more, then 2 blocks and so on, it that made sense. Afther building a few turns, you remember the pathern. If not, you look at the picture. It is not a big problem to build the turns afther you have builded a few. I make turns all the time, and I never see it as a problem. Not in tunnels either.

    Maybe not for you, I suppose. I find this easier than looking at a picture; it's way easier to not make mistakes with the hologram. But if you don't want to use it, nobody is making you. :)
    Posted in: WIP Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Hey there,

    A few days ago I posted asking for a new feature, a way to see what blocks had to be removed to place a piece of track in a certain location. I was having trouble placing curved rails because I could never figure out what blocks were stopping me from placing the tracks.

    To help solve that, I used the Schematica mod to make schematics for each difficult piece of track in the mod. You can use the mod to load these schematics as holograms and move them into the place where you want to place the track. From that you can see what blocks you will need to clear or add to place the track. I made them from gravel

    Here's a picture of the schematic for the 30 radius curve: http://i.imgur.com/2NvmaVY.png

    Here's the download for a zip file containing all of the schematics. Unzip the files into your Schematica schematics folder to use them. Enjoy!
    https://dl.dropboxusercontent.com/u/103648791/RoWballastschematics.zip
    Posted in: WIP Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Will the next released version be for 1.7.10?

    Also, will you be fixing the collision boxes on the larger cars and locomotives? They are very difficult to couple together with the current system. Also, you might consider using north/south/east/west when coupling instead of front/rear, as most cars don't really have a front or back and it is confusing when coupling because you don't know which way you placed the car, so you don't know which end the front is.

    Another thing- it would be very nice if there was some way for the mod to indicate what blocks you would have to clear out to place a section of track in a location. Right now it just stops you from placing the track, and you have to try to break things randomly until it can be placed. Maybe some sort of hologram system? When I build tracks with your mod my world ends up looking very broken because I clear far too much land trying to get the curves to place down.

    I don't mean to sound critical, those are just suggestions to make an absolutely fantastic mod even better. Keep up the absolutely wonderful work on this, and I can't wait to see what else you do!
    Posted in: WIP Mods
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    posted a message on [StarQuest] Established server needs World Architect to create exotic planets!
    Okay this position is still open, definitely looking for more applicants! :)
    Posted in: Server Recruitment
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    posted a message on [StarQuest] Established server needs World Architect to create exotic planets!
    Hey guys! I'm dibujaron and I'm a developer of StarQuestMinecraft, an established server averaging around 30-40 players online and featuring an incredibly unique gameplay style. If you would like to read more about the incredible experience we offer, feel free to check out our thread:

    http://www.minecraft...economytrading/

    On the thread you can see that we have planets with custom terrain. Lately I've been reading around on this site and on Reddit and I've been blown away by the amazing quality of the worlds that can be created using WorldMachine. Our current planets use WorldPainter only but we would really like to create our next generation of planets using WorldMachine. So, I'm looking for someone with the following qualifications:

    - has WorldMachine standard edition or better (not the free trial)
    - is experienced with using it for minecraft worlds

    And in return you recieve:

    - a relatively large server using the amazing worlds you create for us
    - the adoration and amazement of those who play on them
    - an ingame rank of Architect
    - payment, if you want it. By way of paypal, or twice as much in the form of free server store credit. We can talk about how much money when we discuss hiring you, if you decide to apply.

    The worlds you would be creating:
    - StarQuest planets
    - 2000 block radius circular worlds
    - 12 existing planets, each with unique and interesting terrain types for you to play with as you recreate them
    - Eventually, completely new solar systems with planets of your own design.


    If you are interested in the job, reply to this post with pictures of your previous work! Thanks! I look forward to working with you :)
    Posted in: Server Recruitment
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    The last two pages have been accepted. I'm not sure what all has been accepted already so if you didn't get accepted let someone know ingame and they'll promote you.
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    All of the above accepted!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    BakedFrag, souldger, bas, accepted! Welcome to StarQuest!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    Both of the above, accepted!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    Accepted, cowgirlsister! Welcome to StarQuest!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    Accepted, Crosfyer and Chrono! Welcome to StarQuest!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    All of the above, accepted! Welcome to starquest!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    Qwah, let me address your points one by one here.

    As far as the region being nonexistent, all I did was reset the flags on it to make you owner. That shouldn't remove your region. Anything that happened to remove it would either be done by a player or a bug in worldguard. The lower staff members and certainly players do not have the ability to remove worldguard regions, in duty mode or out of it. Worldguard is the third most used plugin on bukkit and thus most likely doesn't have a bug where its regions vanish; I think somebody would have fixed it by now.

    The players flying is most likely due to a long distance view of players flying ships. Ships do not render at long range, and it creates the appearance of a player flying without a ship. As far as not being able to be hit, this is most likely a combination of the skydogs' formidable armor and pvp skills, along with a common bug in bukkit's teleportation code that makes recently teleported players unhittable. The cure for this is a relog, and it's mentioned in the tutorials. There's nothing I can do about this one. It usually affects both parties in the fight, not just one though.

    As far as how they got into your base- just because it's been worldguarded doesn't mean it's entirely safe. had you read the tutorials you would know this. Starship cannons can still be used in territories to blow up blocks. A vault needs to be able to stand up to the explosive force of a fireball in order to be safe. Worldguard protects against player breaking, not explosions, on this server. After a minute your base would have healed up, leaving no trace of their entry, but they could have stolen your items. You say your base was made of mushroom, which is easily broken.

    So, while the PvP flag permission doesn't seem to be working still (I have George and SSJSTER trying to figure out why) the breaking into your base can be attributed to the explosions and a failure to read the tutorials on your part. I take no responsibility for this.

    TL; DR: If you don't read the tutorials, do not expect to survive. I wrote them for a reason. I like you, Qwah, you seemed like a good player, but that's gonna cripple you pretty much forever on this server... you will constantly be surprised.

    Accepted, iizorro! Welcome to StarQuest!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    Accepted! Welcome, Qwahchees!
    Posted in: PC Servers
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    posted a message on StarQuest [Starships][Planets][Space][Ranks][Towns][Factions][PvP][Economy][Trading]
    accepted adam! welcome to the server!
    Posted in: PC Servers
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