Netherroad

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Netherroad

Postby DragonofHalo » 16 Mar 2013, 20:02

As many people aren't very happy with the current netherrail design, freeatnet and I have decided to make a simpler and prettier transport system.
The Netherroad project will basically be an organized system of roads connecting various cities at the lower bedrock level, with liftsigns leading to the various city portals. The Netherroad will (hopefully) be somewhat safer than the current system of roads.
We would greatly appreciate support and advice from the DOT.

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Last edited by DragonofHalo on 01 Jan 2014, 23:04, edited 2 times in total.
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Re: Netherroad

Postby PosterAnonymous » 19 Mar 2013, 07:27

So, if I understand correctly, you plan to dig straight down to bedrock in the Nether and build a rail/roadway? Sounds very dangerous with the amount of lava all over the nether.

It might not be a bad idea to keep it above-ground and simply use glass to keep the Ghasts from attacking you. The initial construction would suck due to the aforementioned Ghasts, but since Ghasts don't attack through glass you'd be safe once the tubes were completed.

Was that the main concern for building above-ground or was there another reason?
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Re: Netherroad

Postby DragonofHalo » 19 Mar 2013, 16:14

The lava shouldn't be an issue at the lower bedrock level. And if it does generate that far down, a glass tunnel will look very nice. The tunnel can easily be made via pistons and fire resistance potions (which I have coming out of my ears.)

There was really no reason to build underground other than the Ghasts and the existence of other roads. That, and I personally prefer clearing netherrack to building bridges.

Also: One little setback. Hijammer already has a road system AT bedrock, so I think we'll have to bump it up a few blocks, hopefully high enough that it'll intersect the lava oceans. (I really want to make that lava tube)

I was waiting on word from Rob before we continued past the Netherroad "lobby", since he's pretty much the head honcho of transport. I'll work on linking up the Netherroad with the DOT hubs after I finish clearing up some space in the Aquadome.
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Re: Netherroad

Postby Robrotheram » 19 Mar 2013, 17:12

This Has got my approval what ever that means :P I have been meaning to add portals to the hubs but never got round to it. Also DragonofHalo I will add you to the DOT Hq since you are working on this. When I have time.

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Re: Netherroad

Postby DragonofHalo » 20 Mar 2013, 17:10

One last thing: We might stray from the DOT standard road (stone brick, cobble, jack o' lanterns) and go with Netherbrick, cobble and glowstone. Hopefully we can replace the cobble with nether quartz. Maybe. Fingers crossed.
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Re: Netherroad

Postby PosterAnonymous » 20 Mar 2013, 20:03

1. Hmm... Why not just get with Hijammer and connect/intersect with his roadway?

2. I officially approve this message. Once the Aquadome gets squared away, I will try to help.

3. Integrating quartz is a bad idea in my not-so humble opinion. Quartz will not be available in the survival nether and therefore will be hard to obtain. Since alot of players tend not to go out of their way for supplies, glowstone would be the same. You're begging for griefing if you use either. Netherbrick, with glass blocks and lava underneath for lighting, would be better.
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Re: Netherroad

Postby DragonofHalo » 20 Mar 2013, 20:24

I don't know Hijammer at all, and I very rarely see him on. That, and I realized that bumping the road up a few blocks is a better idea in the end. (More lava :) ) I've thought about griefers a LOT. I hate to admit it, but I have nightmares about it. I plan to use the Netherroad often, so I can check for griefing, which will be reported to the mods. If the road gets griefed as often as I fear, then I will replace it with less-desirable materials. (The nether quartz was really a joke for me. I like mining, but I don't think I'd be willing to spend that much time in the nether.)
Another reason that I would rather use glowstone is that I really don't feel like bugging a mod to place that much lava for me. I know they wouldn't mind, but they're busy people.
And Poster: If you would like to help, I ran out of netherbrick about halfway through making the first hub... so more supplies would be appreciated. (Can't wait for smelting netherrack in 1.5!)
I should be good on glowstone for the moment, (Geo, restock), and I'm good on glass and smoothstone.
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Re: Netherroad

Postby abigail » 21 Mar 2013, 04:36

add some signs at the entrances

"watch for flowing lava, use at own risk."

i have not mined as much as you guys, but i have blocked off lava before it came at me to kill me. if i was travelling down a powered rail track, well, I would just hope that i wasn't afk. If I was, my items could time out by the -oh who cares, its lava. there wouldn't be anything to time out.

naw, I would just carry a bevvy of fire res potions so i would have the time to /mvs out before anything bad happened. not travelling the nether w/o fire res sounds like a stupid idea to me, because i have bad luck with lava. i dont know how they do it but ive seen a video of people complteing the game on hardcore w/o even knowing how to make bottles.
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Re: Netherroad

Postby TehRage » 21 Mar 2013, 05:25

Would it not just be easier to work on the rail system above the nether then starting from scratch??

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Re: Netherroad

Postby DragonofHalo » 21 Mar 2013, 07:02

We would continue working on the rail system, but a lot of people aren't very happy with it. Asim0v's point of bedrock rendering on the Dynamap is a pretty big issue. Starting from scratch shouldn't be terribly hard, since we're just making roads at the moment. (We might put in rails, but I doubt it, as you can walk from spawn to Hyrule in about 45 seconds or so.)
As for lava, I'll make sure to check the glass tunnels regularly for breaks. There won't be any lava in the Netherroad itself. (But I will put in warning sign above the lift)
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Re: Netherroad

Postby DragonofHalo » 21 Mar 2013, 07:19

One more thing: Anyone that would like their town/city/house linked up to the Netherroad, please /mail or /pm me. I will need coords for Nether Portals, as I don't want to have roads leading to random portals because I couldn't find the right one. Also: I will need a Lift Down sign to the Netherroad, so expect me to pester you at some point with a location. (I'd rather bug you than end up borking the entire thing)
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Re: Netherroad

Postby DragonofHalo » 21 Mar 2013, 22:25

Netherroad Update:
I'm happy to say that I have the main lobby complete, as well as a road to the Airfield Village portal. While sprinting with a speed potion, it takes a little under 2 minutes to reach Airfield. (I will test tomorrow how long it takes to walk, sprint, etc.)
Airfield will probably be one of the few areas to get its own rail, as most other areas can be reached on foot in under a minute.
The road to the DOT Sky5 hub is also complete, but you can't do anything with it, as there are no lift signs or portals. I will work on that later in the morning, after I get some much needed sleep.
Also later tomorrow, I'll be putting in a donation sign, as I am almost out of netherbrick even after clearing Inert and Geo's shop, again. So... yeah, donations would be very much appreciated.
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Re: Netherroad

Postby Inertpyro » 21 Mar 2013, 22:30

Even with sprinting it didnt take me very long at all to get to the Airfield. So far I like it and would use it more in the future. I think you should at least have a rail line heading in all 4 directions with stops when it branches off to different locations.
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Re: Netherroad

Postby Timberwolf1777 » 22 Mar 2013, 15:00

I like the idea. and will contribute/help however I can. I have spent a lot of time in the nether and know how to stay alive.

By the way, there is, and has been, for quite a while now, an express rail to the airfield village portal straight from the citadel portal via lift signs. takes me 3 min from spawn to the airfield that way. If u dont feel like making a redundant rail system, u dont have to :)

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Re: Netherroad

Postby DragonofHalo » 22 Mar 2013, 16:57

Thanks Timber! Staying alive shouldn't be an issue whatsoever, as the entire thing is underground, below the lava oceans, well-lit and free of hostile mobs.
Progress is coming along fantastically! An eff II diamond pickaxe will eat through netherrack, so clearing roads is coming along MUCH faster than I anticipated. I'm having a harder time finding the DOT hubs to link up with than actually making the road (curse my navigation skills) :P
That, and I'm almost out of netherbrick.

Netherroad Update: The DOT Sky5 hub now has its own road and working portal. I'm still working on pretty-fying the Airfield road. Sheep port will probably be the next area to get a road, followed by Hyrule, DOT hubs that don't already have a road, then Sandale... and that's all I got. I really don't want to make roads that are close to spawn (Mirage or closer) as I will more than likely end up with portals leading to people's houses. And really, it's not that much effort to walk to the Mirage, especially with all of the speed II beacons around.
--Edit--
I forgot Seaside Village and Halo Island. Goobz, I need coords at some point :)
--Edit #2--
Poster, would you like a Netherroad to the Aquadome?
--Edit #3--
The Citadel also has its own road, as of now.
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Re: Netherroad

Postby DragonofHalo » 22 Mar 2013, 22:28

Netherroad Update:
Big thanks to Timber, uekitree and Goobz for their supplying/building of the Netherroad. (And thanks to Freon and Timber for replacing some of Gooblerz the Flammable's gear.)
Airfield now has a fixed lift sign, and a prettier road.
The DOT Sky5 hub portal now has a three block thick glass roof. I will soon work on making the walls out of something harder to accidently mine.
Halo Island now has a portal and road. (Goobz... you might want to check the portal. It's on top of a glass building.)
Seaside Village has half of the road done. No portal at the moment.
The Citadel now has a Netherroad and liftsign.
I have plans for a road to Sheep Port, waiting on word from Chris.
Plans for roads to the main DOT hubs. Working on it.
**Announcement** All persons (and wolves) working on the Netherroad are strongly suggested to bring a potion of fire resistance wherever they go. Potions are in the small chest in the corner, near the ceiling of the lobby. Also: It is almost empty. I will refill it in the morning.
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Re: Netherroad

Postby DragonofHalo » 23 Mar 2013, 10:56

One more thing:
All roads leading to cities, towns or DOT hubs are 5 blocks wide. (Citadel is one exception)
All paths leading to "personal" portals will be 3 blocks wide.

Also: We are taking requests for personal roads. If you want a road, /pm or /mail me with both your overworld and nether portal coords. I'll need the x, y and z.
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Re: Netherroad

Postby DragonofHalo » 24 Mar 2013, 18:01

Netherroad Update!:
(Expect an update almost daily)
Big, big, big thanks to Timberwolf, for his supplying and construction of the Netherroad.
The North, South, East, West and Sky5 DOT hubs now have roads.
The Halo Island road has been fixed, Seaside Island is complete =) Yay.
The next three areas to get roads will be a personal path, Fairy Tale Castle and Fort Valkyria. (Thanks to Legida for permission)
Plans for Sheep Port, still waiting on word from Chris.
Several new Northern Lines are in place.

It pleases me to no end to see people using the Netherroad. I'm glad to be part of a project that others can use :D .
---Edit---
Also, thanks to Asim0v and Vantes for portal problems.
Last edited by DragonofHalo on 24 Mar 2013, 23:29, edited 1 time in total.
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Re: Netherroad

Postby asim0v » 24 Mar 2013, 22:10

What problems?
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Re: Netherroad

Postby DragonofHalo » 24 Mar 2013, 23:28

One portal put me in a wall (Vantes took care of that)
Second portal, I had the X and Z messed up and spawned a portal on somebody else's land. You took it down for me, since the area was regioned.
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