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Coinbath Edition!!!
Switched back to the Painterly Pack today; the NES style wall paintings are pretty neat! I’m tiling my house with Scrooge McDuck sprites!
Multiplayer Servers!
MercFox1 : shackeast.sytes.net / se.shkn.ws / shackeast.shkn.ws
Shadowdane : shadowdane.shacknet.nu / sd.shkn.ws / shadowdane.shkn.ws
Chicken Fur : 69.169.149.253 / cf.shkn.ws / chickenfur.shkn.ws
m0rfus (PvP/Mobs on) : morfus.dyndns.org / morfus.shkn.ws
Haxim (TNT Server) : asplode.dyndns.org / haxim.shkn.ws
Teamspeak : ts.shackbattles.com:9987
Check out this mod that aaarrrgh linked to in the previous thread! http://www.minecraftforum.net/viewtopic.php?f=25&t=76184
Thread Truncated. Click to see all 140 replies.
I have constructed a cart track from south of Lamplopolis (the martini glass) to the outskirts of the water park. I've been informed that no tunnels are wanted inside the park, and I don't think I've violated that yet. If I have, I can change my plan and remove any offending structure. My intention was to make a easy way to travel to the park that was less of an eye sore than that 1 block wide, 3000 block long dirt 'bridge'. I've tried to make the path to the park interesting and scenic, with as little alteration the the terrain as possible. You can see the path on the gmap render.
I need to know how to finish the path (or if I should remove how it currently connects to the waterpark.
The track currently goes through a glass underwater tunnel across the final 'ocean' to the park. It does not block boat travel to the park, and give a nice view of the entrance sign.
Proposals:
http://www.shackpics.com/files/parktrackplan_ipf2gguqdvktkrr61f0l.png
The glass tunnel with the track is the purple line. It currently ends at that corner of the island.
I would like to follow the red line, in front of the sign near water level as to not block the sign from the water, but give the cart riders a good view of the sign. I'm not sure what to do then. I could then follow the orange line, either bridging over the canal in the trees or tunneling under it, then coming down the west side the the bay, to where the log flume is and end the track there. Or I could roughly follow the yellow line, coming south from the end of the sign and tunneling under the bay, and coming up in the 'docks' area and have the dock be the arrival point for both carts and boats.
Or, I could just head south from the purple tunnel along the blue line, widen the path to the 'races' and have the tracks come across that bridge, again ending near the 'docks' area.
Or I could do something completely different that you could suggest in reply!
The purple tunnel is 4 blocks wide - with only one track in it currently. The current track starts near Lamplopolis by the martini glass, and comes all the way here, mostly on the ground, but there are a few bridges and tunnels between islands before this long glass tunnel. It takes a somewhat scenic route, but I find it to be much more interesting than a straight 3000 block long track in an underground tunnel. The glass tunnel is wide enough for another line (in the opposite direction?) and the needed boosters, but I currently have no plans for adding another track (people leaving can use /spawn). However, without a return track, incoming carts would have to be melted down in a 1x1 lava pool or else they would pile up quickly.
Hopefully carts long distance travel will be fixed in the upcoming SMP patch that has been mentioned.
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