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Teh Mine
From: Peter (BOUGHTONP)
18 Jul 2011 21:35
To: graphitone
2238 of 3934
38140.2238
In reply to
38140.2229
Yes and no.
:S
That yellow 8px square in the center is the size of a 1x1 block... but it's actually representing a torch (which is much thinner than a block).
I guess you can say, every coloured square on the map is a single block, but it's colour may be different to it's actual colour based on having something on-top of it which is actually smaller than one block (torches, signs, doors, ladders, flowers, etc).
Oh, and also in-game the blocks are not solid colours, or sometimes not even close to those colours.
Still it looks like the new darker map images are improving things - if you head north from the Citadel until you reach another shaded area - the dark green in there is grass, which used to be coloured purple as you'll see if you look at the surrounding areas.
From: Peter (BOUGHTONP)
18 Jul 2011 21:41
To: JonCooper
2239 of 3934
38140.2239
In reply to
38140.2237
To be slightly more accurate, chunks don't exist until somebody goes nearby (at which point they are generated from the game's current algorithms).
However, the black areas on the map might exist as chunks, but haven't been rendered because they've not yet been visited/modified by players.
From: Peter (BOUGHTONP)
18 Jul 2011 21:43
To: ALL
2240 of 3934
38140.2240
Oh, and sometimes a black area is just your browser/connection not loading the image for some reason - can generally be solved with a force-reload.
From: Chris (CHRISSS)
18 Jul 2011 22:14
To: Peter (BOUGHTONP)
2241 of 3934
38140.2241
In reply to
38140.2240
Chrome (here at least) gives different results to IE and Firefox (when zoomed in), the blocks are blurred instead of square so some scaling/blending thing going on.
EDITED: 18 Jul 2011 22:14 by CHRISSS
From: Peter (BOUGHTONP)
18 Jul 2011 22:22
To: Chris (CHRISSS)
2242 of 3934
38140.2242
In reply to
38140.2241
Bloody browsers!
:@
From: Ken (SHIELDSIT)
18 Jul 2011 22:26
To: ANT_THOMAS
2243 of 3934
38140.2243
In reply to
38140.2242
We've lost the /time ability!
From: af (CAER)
18 Jul 2011 22:47
To: Chris (CHRISSS)
2244 of 3934
38140.2244
In reply to
38140.2241
Firefox has a CSS property you can use to affect the rendering of scaled images (something like image-rendering: mozOptimizeSpeed), which obviously isn't supported in Chrome. I think IE does nearest-neighbour interpolation by default. It caused me a lot of grief when making
piXY
:C
From: Oscarvarium (OZGUR)
18 Jul 2011 23:29
To: ALL
2245 of 3934
38140.2245
I want to connect a few places I have built/am building with railways, possibly connecting them to the network if that's possible. How is the best way to go about that, and how many of each kind of rail should I start stockpiling?
From: Peter (BOUGHTONP)
18 Jul 2011 23:52
To: Oscarvarium (OZGUR)
2246 of 3934
38140.2246
In reply to
38140.2245
How long of each piece of string should you start stockpiling?
It depends how far you want to go!
:P
Without major hills, two powered rail per 64 normal is probably enough, but with hills then you'll need power just before the hill and I think every other piece going up it.
If you want to build it yourself, just gather as much gold and iron as you can.
six gold + one redstone + one stick = one powered rail.
six iron + one stick = sixteen normal rails.
Oh, and powered rails are only powered when they're receiving power, so you'll need redstone torches or levers to turn them on (or pressure plate rails, but I find them a bit buggy).
Of course, you can probably just ask Xen or Kev and they'll give you as many rails as you want.
:)
From: ANT_THOMAS
19 Jul 2011 00:06
To: Oscarvarium (OZGUR)
2247 of 3934
38140.2247
In reply to
38140.2245
What PB said, and ask Kev (HardWork) he seems to be the railway expert.