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Messages - EmperorMyrf

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26
Pictures / Re: What do you look like irl?
« on: 21 Sep 2013, 22:30:36 »
You look a little blue Myrf.  Feeling a bit down?

The wait for V6 has got me down in the dumps

27
Pictures / Re: What do you look like irl?
« on: 21 Sep 2013, 22:12:40 »
might as well join in. pls dont make fun of my disfigurement

28
Wonder with no /shop where the initial noobz will come from.

A variety of sources. Killing mobs, participating in events, voting, gambling (lottery/slots), and completing quests will inject the economy with the initial noobz. Then of course the nbz will be bled out from purchasing property/town land to prevent inflation.

Details here

29
Noobstown General / Re: Hi Back and V6 DF?
« on: 20 Sep 2013, 00:58:18 »
ayy whats good ma

30
Noobstown General / Re: Still Waiting
« on: 15 Sep 2013, 23:52:39 »
Today is just the end of V5, V6 doesn't also start. You and every one else should be unbanned prior to V6 starting which should be between 1-2 weeks.

31
Noobstown General / Re: Funny Minecraft Moments
« on: 29 Aug 2013, 22:49:05 »
Fatnoob lost his powers for a bit

32
Pictures / Re: Post your first Noobstown Screenshot!!
« on: 25 Aug 2013, 23:41:46 »
Lol is that why TNT is disabled now? :P

It may not have been the catalyst but it certainly helped it get disabled. I can distinctly remember planting 200+ tnt in a desert and lighting it in the following version, so it was sometime after that (it was a mods idea, not mine lol)

33
Pictures / Re: Post your first Noobstown Screenshot!!
« on: 25 Aug 2013, 19:00:46 »
My first noobstown screenie:


And my second. This was my first cave home in V2 that was griefed by mastery910 (never forget, never forgive) by tons of tnt. It wasn't able to be fixed:


34
Pictures / Re: Monument of EmperorMyrf
« on: 3 Aug 2013, 17:21:02 »
I've got way too much iron in my diet

35
Pictures / Re: GamerGirlxo Cylinder of Shame
« on: 24 Jul 2013, 04:50:18 »
Just trying to make an honest living

36
Guides / Re: Mining Optimization
« on: 10 Jul 2013, 02:45:10 »
Would it matter at all if you mined at 12 instead so you don't have to worry about lava?

You're still well within the diamond band, so that works just fine

37
Guides / Re: Mining Optimization
« on: 9 Jul 2013, 20:17:59 »
So Myrf, you said level 11 is above lava does that mean that you can still run and fall on top of it do u understand what I am saying because it is a bit confusing. I may be able to make a small diagram demonstrating it.

No, level 11 is below or at lava level, so you don't have to worry about falling into it. The lava will always be ahead of you or above you at layer 11.

Other way around. when your feet are at y=11, you will never walk into lava as it will be below you at the same level as the ground you stand on.

38
Guides / Mining Optimization
« on: 9 Jul 2013, 02:53:41 »
Hello,

On the server, I often get questions along the same vein as "what is the quickest way to find diamonds?". There is a very simple answer to this but there is also a slightly more complicated one, but this is depending on your goals.

The short answer: mine in a straight line in a 1x2 tunnel, with your y coordinate at y=11 (feet)

Why a 1x2 tunnel? We can equate the speed of finding ores as the rate of uncovered new blocks per block broken (Bpb). The absolute highest mathematically is 6, because by breaking a block you will uncover its 6 adjacent blocks. This of course is impossible because we cannot break blocks that cannot be seen and we could not see what new blocks would have been uncovered. So the next most realistic option is to break a straight line of blocks, with a rate of 5 Bpb. This works great until a point, because you do not have infinite reach. The best realistic option is to break a pair of blocks, one on top the other, so that you have the ability to keep walking as you break. Thus, the token 1x2 tunnel, with a discovery rate of 4 Bpb. I'm very sure that to most of you reading this is not news.

Why a straight line? Turning in any direction hurts your Bpb. This is because taking a corner means that your adjacent blocks are common in cross-sectional areas around the turn. A simple equation for Bpb that includes turning would be as follows:

Bpb = (4B - 2T)/B

Where B is the amount of blocks you've mined (or 2x the distance mined) and T is the amount of turns taken. It's clear to see that to maximize your Bpb, you need to keep your T value as low as possible. Ideally, 0.

Why at y=11? This is subjective to an extent, but this sits nicely within the range of diamonds, but is also above/at lava level. Really, most ranges between the diamond spawn band is sufficient.

If you want to mine every ore within a given area Then the rules change a bit. Instead of explaining the shape, I have pictures of cross sections for mining patterns. The tunnels of these pictures go into (and come out of) the screen. The black blocks are the blocks to be mined, and the green blocks are blocks visible to you.

For areas without emeralds

For areas with emeralds

Why are they different? All ores excluding coal, quartz, and emerald, spawn in blocks that are in the range of 2x2x2 to 2x2x3. The pictured pattern above will allow to mine as few blocks as possible without missing any* ores, as there are no 2x2x2 sections left within that mining pattern. This will be especially useful in V6, where the wilderness is off limits except within. Emeralds, however, spawn simply one block at a time. So in order to be thorough with your mining, you need to look at every single block. The mining pattern I have suggested here will be capable of looking at every block in a given volume without there being any overlap.

If you have any questions feel free to leave a reply. Thanks for reading.

39
Noobstown General / Re: #creeperMyrf 2.0
« on: 4 Jun 2013, 18:32:51 »
Trying to ruin my monopoly?

40
Noobstown General / Re: #creeperMyrf
« on: 3 Jun 2013, 21:52:47 »

41
Noobstown General / Re: #creeperMyrf
« on: 3 Jun 2013, 05:13:19 »
Just trying to run a business here, no need to mock me

42
Guides / Re: Find a stronghold quick and cheap
« on: 31 May 2013, 15:06:13 »
I like your use of triangulation, but what if a different stronghold becomes closer after you move to your second position?
Assuming eyes only ever go to the nearest stronghold, and assuming that your error isn't anything ridiculous then you should never run into this issue.

43
Guides / Find a stronghold quick and cheap
« on: 31 May 2013, 05:45:10 »
Hello,

The typical way to find a stronghold is to essentially brute force your way there; stock up on Eye of Enders, then throw and follow until your eye sinks into the ground. While this may be quick it is not very cost-effective, especially if, like me, you like to play on hardcore mode where Enderman will wreck you fast. This guide will explain how to very quickly find a stronghold in a new world, using only 3 (or even just 2) Eyes and some trigonometry/geometry.

Step 1: Find somewhere spacious and relatively flat. Deserts, plains, ice plains, even oceans are suitable. Pick any spot and record your coordinates. The Y coordinate is irrelevant.

Step 2: Toss an Eye. Do not move from your spot and follow the eye with your mouse. As the eye stops and hovers, place your reticle as close to the center of that eye as possible, and then let go of your mouse so as to hold your position. Record your facing angle (example below)



Step 3: Move to a new spot by only moving along either the x axis or z axis (one of those values should remain the same) by a predetermined amount. It's best to move as close to orthogonal from your current facing as possible (I'll explain in an example later). I've found that you need to move at least 200m away from the first position, and move away no further than 1km. Record this new position.

Step 4: Toss another eye just as before and record your new angle.

Step 5: Math time. We will be using the law of sines:

 to calculate the distance from point 1 to the stronghold. The equation is as follows:
d1= L * sin(angle1) / sin(angle3)
Where d1 is the distance from point 1 to the stronghold, L is the distance between point 1 and point 2, angle1 is the interior angle between d1 and L, and angle3 is the interior angle between d1 and d2.

Step 6: Math continued. Now that we have the distance, we need to break it up into its x and z coordinates so that we can determine the absolute location of the stronghold. For the x component:
dx = d1 * -sin(angle)
To find the z component:
dz = d1 * cos(angle)

Where angle is the literal angle you recorded on your first throw.

Step 7: Last math thing. Now that you have your x and z components of that distance, add those values to your initial location coordinates. The result is the coordinates of the stronghold. Simply walk there and confirm its location with your final eye.

I realize that the math can be a bit confusing for those not familiar with trigonometry, so I'll provide an example:

1st Location: X = 0, Z = 0
1st angle: 100.06
2nd Location: X = 0, Z = 200
2nd angle: 113.86

I chose to move along the z axis here, because the z axis points in both 0 and 180 degrees, which is close to orthogonal from the first angle. If I had moved in the X axis' direction, I would be subject to a large margin of error.

L = 200m
angle1 = 100.06 deg
angle2 = 180 - 113.86 = 66.14 deg
angle3 = 180 - angle1 - angle2 = 13.8 deg

d1 = 200 * sin(100.6) / sin(13.8) = 825.57m
dx = -812.87m
dz = -144.21m


Final coordinates:
x = -812.87
z = -144.21


Upon looking, the actual coordinates for the stronghold were at:
z = -744
x = -161

So as you can see, there is still some error even at L = 200. Increasing this L will increase its opposite angle which will in turn lessen the amount of error you get. But either case, this is much cheaper than the brute force method, which was the goal.

I'm not terribly good at explaining things, so feel free to comment with questions. If you feel the math is too hard, just drop in your 4 recorded values (2 locations, 2 angles) and I'll pump out some coordinates for you. Thanks for reading.

44
Towns & Nations / Re: A question about Towns
« on: 22 May 2013, 15:26:53 »
Towns are useful for a few reasons:
  • Protection - You, town staff, server staff, and possibly your friends are the only ones that can do anything on your plot.
  • Proximity to others - If you build something really cool out in the wildy, it's not going to get seen too often. Within a town, you've got neighbors in addition to people that visit towns. That said..
  • Shop traffic - If you so choose to use chestshops, placing them within a town is crucial. Again, you're going to get more traffic within a town so you'll get more people browsing your chestshops.
  • Town utilities - A good portion of larger towns will have publicly available places for you to farm, butcher, woodcut, enchant and so on.

There's other reasons, sure, but these are pretty much the core reasons. As to your question about getting to them, all you gotta do is use the command:

/town spawn [town name]

You'll be charged 5 nbz for teleporting to any town, but it sure beats walking there. You'll have to judge for yourself which towns you like better.

46
Support / Re: Items and Death glitch
« on: 29 Dec 2012, 03:33:49 »
Oh I thought you just died in fire. Lava contact damage will not let you keep your items, as diggy said. Burn damage you receive after you step out however will let you keep them.

47
Noobstown General / Re: Redstone Contraptions
« on: 23 Dec 2012, 15:52:31 »
Full adders are fairly large, especially for several bits, that's why I suggested the detector rails for multiple carts. If you're only doing up to 3 carts then a full adder would probably be fine, but going higher would likely be slimmer with the detectors.

I guess it depends how you handle purchasing, if you make your purchases all with one selection or you make several individual purchases. The latter would definitely require the ability to count up and down and the detector series would not work (well, anyways).

48
Noobstown General / Re: Redstone Contraptions
« on: 22 Dec 2012, 05:29:28 »
How about instead of having to build a full adder circuit for counting your minecarts, just simply have the carts line up on a series of detector tracks. If the player inputs two minecarts, then two detector tracks will go high, and then you can use a simple decoder to translate from detectors to dispensers to make them count off two items.

Refunds could be given from a bank of minecarts, instead of directly giving back the minecart they entered. This would prevent having minecarts possibly going two directions on any piece of track, and would allow declines to hold minecarts in place while being counted (since they wouldn't need to go back uphill).

Just some thoughts

49
Support / Re: Town Level Question
« on: 20 Dec 2012, 18:31:13 »
Someone posted the default config file online, it looks as such:

Ruins
- 0 Residents
- Spirit
- Block limit: 1

Settlement
- 1 Residents
- Hermit
- Block limit: 16

Hamlet
- 2 Residents
- Chief
- Block limit: 32

Village
- 6 Residents
- Baron Von
- Block limit: 96

Town
- 10 Residents
- Viscount
- Block limit: 160

Large Town
- 14 Residents
- Count Von
- Block limit: 224

City
- 20 Residents
- Earl
- Block limit: 320

Large City
- 24 Residents
- Duke
- Block limit: 384

Metropolis
- 28 Residents
- Lord
- Block limit: 448


These values are consistent with noobstown, with the exception of number of residents. My town has 31 residents and is only a Large City, so it appears the minimum residents is raised slightly, with the exception of Ruins and Settlement.

50
Hiding 5 years? Nah, he was one of the most active mods in his time. ;) Leading his sapper unit against the enemy Xraydivisions. It is rumoured that he's gone missing after a tunnel cave-in, but rescuers never found his body so he must still be out there. Probably gone nuts like rambo and frantically digging through the mineworld in the search for xrayers.

I'm in the middle of a long campaign

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