1.7 Netherroad
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- DragonofHalo
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- Minecraft username: DragonofHalo312
1.7 Netherroad
Ok, heads-up on how I'm going to be doing the Netherroad for 1.7. Questions? Concerns? Comments and Suggestions? Please tell me now!
1. Netherroad will be in the same format that it is now, but centered around 0,0. There will be one main hub. I will not have hubs at every city. I have a reason for this and will explain later.
2. Emergency ladders: I mentioned this a few months ago but never got around to doing it. What I want to know from the community is if anybody will mind the derptastic netherbrick columns with ladders inside rising up out of the lava ocean to connect to the bottom of people's portal rooms. Yes, I know it's the Nether, but I don't want to be that guy that derps up the world. (Also, having an emergency ladder is completely optional. If you don't want one, let me know and I won't make one.)
3. Netherrail! Mentioned this awhile back as well. So what I'll do is have the main Netherroad with a lift sign in the corner or something which leads to the Netherrail system. This Netherrail will be in the playable Nether and will be a few blocks above or below the main Netherroad. I'm still a little fuzzy on how exactly I'll make this work, but I have a good idea.
What I have so far is that all of the railroads will be one way only and will stop at each and every intersection. Or I could make it where the rails only stop at destinations 100+ blocks from the hub. Or have one rail that stops at 100 block destinations, another rail at 300 block destinations and the last rail only has stops at 500 block destinations. So you can take the 500 block rail for the destinations that are WAY out there without having to stop at every marker.
Now my reasons for not making a hub at every city: It will get very confusing for me and very confusing for you. In the end, I honestly think that one hub is best.
--Also--
I would like to ask that people try not to build below Y: 15 in the Nether. I'm not demanding, I'm asking. =)
1. Netherroad will be in the same format that it is now, but centered around 0,0. There will be one main hub. I will not have hubs at every city. I have a reason for this and will explain later.
2. Emergency ladders: I mentioned this a few months ago but never got around to doing it. What I want to know from the community is if anybody will mind the derptastic netherbrick columns with ladders inside rising up out of the lava ocean to connect to the bottom of people's portal rooms. Yes, I know it's the Nether, but I don't want to be that guy that derps up the world. (Also, having an emergency ladder is completely optional. If you don't want one, let me know and I won't make one.)
3. Netherrail! Mentioned this awhile back as well. So what I'll do is have the main Netherroad with a lift sign in the corner or something which leads to the Netherrail system. This Netherrail will be in the playable Nether and will be a few blocks above or below the main Netherroad. I'm still a little fuzzy on how exactly I'll make this work, but I have a good idea.
What I have so far is that all of the railroads will be one way only and will stop at each and every intersection. Or I could make it where the rails only stop at destinations 100+ blocks from the hub. Or have one rail that stops at 100 block destinations, another rail at 300 block destinations and the last rail only has stops at 500 block destinations. So you can take the 500 block rail for the destinations that are WAY out there without having to stop at every marker.
Now my reasons for not making a hub at every city: It will get very confusing for me and very confusing for you. In the end, I honestly think that one hub is best.
--Also--
I would like to ask that people try not to build below Y: 15 in the Nether. I'm not demanding, I'm asking. =)
Last edited by DragonofHalo on 01 Jan 2014, 23:04, edited 2 times in total.
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
- VanDerProtofsky
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- Posts: 116
- Joined: 09 Aug 2013, 20:38
- Minecraft username: VanDerProtofsky
Re: 1.7 Netherroad
This perhaps would be better off in its own thread or a 1.7 suggestions post in general, but because it was very helpful in the current netherroad I will suggest this:
It is critical that people do not build above the top bedrock layer in the nether. Beacons in the nether rely on a bug with blocks reporting their "can see sky" values and a single block or lighting update above bedrock can "kill" a chunk's ability to support a beacon. A single torch can take out four chunks permanently. Me, Geo and others had been trying to revive the speed beacons that used to support the Netherroad greatly. Alas, a lot of the central chunks are now "broken": http://i.imgur.com/YEkOquI.jpg
Dragon (and others), I would suggest establishing no-build regions covering a 3-block tall area above bedrock so that speed beacons can be kept working in the netherroad without potential breaking by other users. Hope this helps!
It is critical that people do not build above the top bedrock layer in the nether. Beacons in the nether rely on a bug with blocks reporting their "can see sky" values and a single block or lighting update above bedrock can "kill" a chunk's ability to support a beacon. A single torch can take out four chunks permanently. Me, Geo and others had been trying to revive the speed beacons that used to support the Netherroad greatly. Alas, a lot of the central chunks are now "broken": http://i.imgur.com/YEkOquI.jpg
Dragon (and others), I would suggest establishing no-build regions covering a 3-block tall area above bedrock so that speed beacons can be kept working in the netherroad without potential breaking by other users. Hope this helps!
- DragonofHalo
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- Minecraft username: DragonofHalo312
Re: 1.7 Netherroad
I agree completely. Honestly, with the exception of pigmen grinders, I don't think that anything should be put in the top layer of the Nether. Seriously, that was one of the main reasons I made the Netherroad in the first place. Not only does it mess with the beacons, but it also starts loading bedrock on the dynamap. It's not good, and please don't do it.
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
- VanteS
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Re: 1.7 Netherroad
VanDerProtofsky wrote:Dragon (and others), I would suggest establishing no-build regions covering a 3-block tall area above bedrock so that speed beacons can be kept working in the netherroad without potential breaking by other users. Hope this helps!
We'll make a spawn region to prevent anybody from building above bedrock and interfering with spawn beacons. As for the rest of the above bedrock nether, maybe we can direct players to build grinders in areas not directly above the netherroad.
If that isn't enough then yes, we can discuss regioning more of above bedrock nether to prevent interference. I'm assuming the idea is to set up Speed 2 beacons every 100 blocks to accelerate netherroad travel.
- DragonofHalo
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- Posts: 212
- Joined: 27 Dec 2012, 19:14
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- Minecraft username: DragonofHalo312
Re: 1.7 Netherroad
I can already give you the coords that the main Netherroad will take up: Everything exactly on the X or Z axis, two blocks on either side. So that would be -2 through 2. So you can build your grinder anywhere else in the Nether, except on top of spawn. That's -edit- A lot of space. Just, trust me.
Last edited by DragonofHalo on 17 Oct 2013, 08:59, edited 1 time in total.
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
- VanDerProtofsky
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- Minecraft username: VanDerProtofsky
Re: 1.7 Netherroad
VanteS wrote:We'll make a spawn region to prevent anybody from building above bedrock and interfering with spawn beacons.
Oops, you mentioned this to me before but I forgot. Thank you!
Re: 1.7 Netherroad
Honestly, why do we even allow building above the bedrock in the Nether? The only way to get up there is a glitch. You were not supposed to have access to that area.
Re: 1.7 Netherroad
I didn't know that it was a glitch to get to the top of the nether. I thought it was just the place set apart for the rail system. Good to know.
Re: 1.7 Netherroad
DragonofHalo wrote:... starts loading bedrock on the dynamap.
This doesn't happen anymore. There's a config for dynmap where you can limit the maximum and minimum height. See the link below.
https://github.com/webbukkit/dynmap/wiki/Defining-custom-perspectives
Think about this. You can have a map that only shows the netherroad! That would be neat. This would be a completely different map than the regular nether map.
- DragonofHalo
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- Posts: 212
- Joined: 27 Dec 2012, 19:14
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- Minecraft username: DragonofHalo312
Re: 1.7 Netherroad
Wow... that is cool. I'd love to have a dynmap just for the Netherroad, but I'm not sure how everyone else feels about it or how many resources it would take up.
Also, great that bedrock doesn't render anymore! I honestly had no idea that it had been fixed.
Also, great that bedrock doesn't render anymore! I honestly had no idea that it had been fixed.
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
- DragonofHalo
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- Posts: 212
- Joined: 27 Dec 2012, 19:14
- Location: West Coast
- Minecraft username: DragonofHalo312
Re: 1.7 Netherroad
With the 1.7 update coming up soon, I'd like to pitch an update for how I (think) I'm going to do things with the Netherroad.
Major point beforehand: The Netherroad will still be a private project. I will be using my own time and my own materials to work on this, (with any materials that the wonderful people of twit are kind enough to donate) and I will appreciate it if people can respect that my particular Netherroad is private property and is only for public use. I am not monopolizing the Nether. Anyone is free to make another road, as long as it does not interfere with anything that is already in place. And while I would really appreciate if you try not to build under Y: 15ish in the Nether, there are no rules against it. If you happen to have a building there first, then I have to either work something out or redirect my road.
Now, with the annoying legal speak out of the way, I can continue with the important stuff:
1. The main Netherroad hub will be centered at 0,0, or where the coordinates that /spawn take you to. Roads will branch off from this on the X and Z axes. Roads will be 5 blocks wide and 3 blocks tall.
2. I was thinking about possibly making several "sub-roads" with hubs based at the main nether portal for the various cities. There would be the Eureka-based Netherroad, the NeoLeoville-based Netherroad, as well as roads based around the other cities. Rather than having these sub-roads intersecting the main Netherroad, they will be a few blocks above or below the main one, stacked on top of each other. If I do this, the area that the Netherroad will take up will increase by a lot, and making anything under Y: 30 a possible location for a road.
To work with space, I have two options: I can either stack the roads to Y: 30, or I can "split" the roads. If I split them, half of the roads will be near the bottom of the Nether, and half will be at the top. (So, the NeoLeoville road could be at Y: 7 and the Eureka road could be based at the ceiling limit of the Nether.) Either way is equally easy for me to work with, so I would like the community's input on which way they would like best. (Or just have a single Netherroad based at 0,0. That works too.)
3. Horses and beacons: The Netherroad, by design, is horse-compatible. It is not horse-friendly. Even getting a horse into the Nether is nearly (or completely) impossible without mod assistance, due to multiverse not liking mobs going through portals. Adding to that, getting a horse down (or up) to the Netherroad will take large pathways or staircases at both the entry point and the exit destination. Question is: should I even bother trying to make it possible to travel through the road with a horse? Yes or no, community decision.
Beacons: I did some quick testing on a single player world, and I'm starting to think that beacons may not be able to work in the Nether. However, this could easily be some fault of my own. But don't be surprised if beacons end up not working out.
I apologize for the wall of text, but I like having a very thorough description of what I'm going to do. The rest of my plans have been discussed earlier.
As always, thank you all for making the Netherroad a success, feedback is appreciated and I promise that I'll make it better for the 1.7 update
Major point beforehand: The Netherroad will still be a private project. I will be using my own time and my own materials to work on this, (with any materials that the wonderful people of twit are kind enough to donate) and I will appreciate it if people can respect that my particular Netherroad is private property and is only for public use. I am not monopolizing the Nether. Anyone is free to make another road, as long as it does not interfere with anything that is already in place. And while I would really appreciate if you try not to build under Y: 15ish in the Nether, there are no rules against it. If you happen to have a building there first, then I have to either work something out or redirect my road.
Now, with the annoying legal speak out of the way, I can continue with the important stuff:
1. The main Netherroad hub will be centered at 0,0, or where the coordinates that /spawn take you to. Roads will branch off from this on the X and Z axes. Roads will be 5 blocks wide and 3 blocks tall.
2. I was thinking about possibly making several "sub-roads" with hubs based at the main nether portal for the various cities. There would be the Eureka-based Netherroad, the NeoLeoville-based Netherroad, as well as roads based around the other cities. Rather than having these sub-roads intersecting the main Netherroad, they will be a few blocks above or below the main one, stacked on top of each other. If I do this, the area that the Netherroad will take up will increase by a lot, and making anything under Y: 30 a possible location for a road.
To work with space, I have two options: I can either stack the roads to Y: 30, or I can "split" the roads. If I split them, half of the roads will be near the bottom of the Nether, and half will be at the top. (So, the NeoLeoville road could be at Y: 7 and the Eureka road could be based at the ceiling limit of the Nether.) Either way is equally easy for me to work with, so I would like the community's input on which way they would like best. (Or just have a single Netherroad based at 0,0. That works too.)
3. Horses and beacons: The Netherroad, by design, is horse-compatible. It is not horse-friendly. Even getting a horse into the Nether is nearly (or completely) impossible without mod assistance, due to multiverse not liking mobs going through portals. Adding to that, getting a horse down (or up) to the Netherroad will take large pathways or staircases at both the entry point and the exit destination. Question is: should I even bother trying to make it possible to travel through the road with a horse? Yes or no, community decision.
Beacons: I did some quick testing on a single player world, and I'm starting to think that beacons may not be able to work in the Nether. However, this could easily be some fault of my own. But don't be surprised if beacons end up not working out.
I apologize for the wall of text, but I like having a very thorough description of what I'm going to do. The rest of my plans have been discussed earlier.
As always, thank you all for making the Netherroad a success, feedback is appreciated and I promise that I'll make it better for the 1.7 update
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
- PosterAnonymous
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Re: 1.7 Netherroad
DragonofHalo wrote:3. Horses and beacons: The Netherroad, by design, is horse-compatible. It is not horse-friendly. Even getting a horse into the Nether is nearly (or completely) impossible without mod assistance, due to multiverse not liking mobs going through portals. Adding to that, getting a horse down (or up) to the Netherroad will take large pathways or staircases at both the entry point and the exit destination. Question is: should I even bother trying to make it possible to travel through the road with a horse? Yes or no, community decision.
Beacons: I did some quick testing on a single player world, and I'm starting to think that beacons may not be able to work in the Nether. However, this could easily be some fault of my own. But don't be surprised if beacons end up not working out.
1. Sounds reasonable.
2. Again, reasonable. I'd probably have the Netherroad @ Y=30 and then have a lift sign at every town's portal that would link to the "hubs" positioned below @ Y=25. I would not build below this depth. In the "Main Terminal" (/spawn), I would have a billboard sectioned off for each main town and underneath that list the sub destinations that can be reached from that town's hub.
3. I'd design it the way you mentioned - Hallways 3x5. If horses become transportable via the Nether, I would then adapt the terminals/stations to make the hubs horse accessible (i.e. add a stairway). That should create the least amount of work for you while at the same time making it easy to adapt to any future changes.
Beacons do work in the Nether, but I don't know the logistics of that. If it doesn't happen, I don't think we'll be too sad.
PosterAnonymous,
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- SWfan85
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Re: 1.7 Netherroad
Since this map is smaller, I don't think that extra speed on the Netherroad will be necessary....at least not at first.
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Re: 1.7 Netherroad
SWfan85 wrote:Since this map is smaller, I don't think that extra speed on the Netherroad will be necessary....at least not at first.
The main concern for some players isn't necessarily speed but safety. Sure I could ride by horse from NeoLeo to Argon City, but how many day/night cycles in the unprotected wild will that take (especially with oceans forcing you to get off your horse and lead it across)? In addition, I don't think it's a bad idea to get the infrastructure built now so we don't have a cobbled-together mess as we... *ahem* "Have seen on other maps."
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- SWfan85
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Re: 1.7 Netherroad
I didn't mean no Netherroad, just that the beacons probably won't be missed if they can't happen...at least for a while.
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- DragonofHalo
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Re: 1.7 Netherroad
SWfan85 wrote:Since this map is smaller, I don't think that extra speed on the Netherroad will be necessary....at least not at first.
On top of that, I'll still sell speed potions at the lobbies
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
- SWfan85
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Re: 1.7 Netherroad
I would like to contribute/be a supplier. I think Rougaroux Sugarshine would sell well.. 
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- DragonofHalo
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Re: 1.7 Netherroad
Ok, the hard drive in my laptop is deciding to crap out on me. Since I will not be able to do, well, anything minecraft related, I give permission for anyone 15 years or older to work freely on the Netherroad until I get my laptop fixed. However, if I get it fixed, I would like to be able to redo some of the new roads that I did not place. (I will ask for permission first.)
Again, this is temporary. Probably. It could be around a few months before I'm able to play MC again, and I would like to ask that PA, Vander and/or Ngt claim (or at least have first dibs on) my land near spawn if I am away for more than 2 months.
Again, this is temporary. Probably. It could be around a few months before I'm able to play MC again, and I would like to ask that PA, Vander and/or Ngt claim (or at least have first dibs on) my land near spawn if I am away for more than 2 months.
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
Re: 1.7 Netherroad
DragonofHalo wrote:Ok, the hard drive in my laptop is deciding to crap out on me. Since I will not be able to do, well, anything minecraft related, I give permission for anyone 15 years or older to work freely on the Netherroad until I get my laptop fixed. However, if I get it fixed, I would like to be able to redo some of the new roads that I did not place. (I will ask for permission first.)
Again, this is temporary. Probably. It could be around a few months before I'm able to play MC again, and I would like to ask that PA, Vander and/or Ngt claim (or at least have first dibs on) my land near spawn if I am away for more than 2 months.
Don't worry, your land will still be there. It has always been the case that a player need only inform the mods that they will be gone for an extended time (within reason, of course) and their property will be safe from removal.
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