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Current Rail System to do list


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#41 WordlyWalker

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Posted 18 November 2014 - 09:54 AM

I've put some glowstone in a chest at the bottom of the stairs in FK if its needed for rail lighting.


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#42 GreenishTroll

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Posted 19 November 2014 - 10:03 AM

 

Wow, when did Fort Knox get downsized???  I'm curious why it was felt to be worth the effort to remove the chests.  I stopped in and picked up some things for finishing the ENE-FNE line and was really surprised.

 

Chests create lag apparently.  It's never affected me but for some it seems to.

 

I didn't notice it either, but nice to have the mystery solved.


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#43 ArrowToTheKnee82

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Posted 19 November 2014 - 01:22 PM

There was some in Knox and I have 2 stacks to return. If someone takes on the longest bridge supports more may be needed.

 

I know, cause I donated some :)


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#44 Schematix

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Posted 19 November 2014 - 06:51 PM

 

 

Wow, when did Fort Knox get downsized???  I'm curious why it was felt to be worth the effort to remove the chests.  I stopped in and picked up some things for finishing the ENE-FNE line and was really surprised.

 

Chests create lag apparently.  It's never affected me but for some it seems to.

 

I didn't notice it either, but nice to have the mystery solved.

 

 

Very noticeable for us wimps. :( I couldn't be near Fort Knox in central, so I avoided it. 

 

New solution: Droppers, hoppers, and dispensers for storage.


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#45 mattdaddy2000

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Posted 25 November 2014 - 09:13 AM

NNW Station - needs some love.  Practically no minecarts here.  The access to redstone was almost impossible to find.  I stocked it up with carts and put some signs pointing to redstone access.  You shouldn't have to hunt around a station for 5 min to find how to get to the redstone.  no wonder the cart dispensers were empty.

 

Ditto - FN Station, very neglected.  No minecarts.  restocked.

NNE Station - quite challenging to find the redstone access.  I left some signs to guide the way, and the way out.

Sorry, NNW was me. My bad. I think I did a better job labelling the redstone access in W station. I'll check next time I'm through.


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#46 DrCrowtron

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Posted 28 November 2014 - 09:40 AM

FNW complete. Initiating work on WNW.
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#47 Blue_Dragon360

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Posted 29 November 2014 - 04:32 PM

FNW complete. Initiating work on WNW.

Awesome! Thanks Crow.


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#48 DrCrowtron

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Posted 30 November 2014 - 10:53 AM

All stations confirmed complete for structure and function!


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#49 GreenishTroll

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Posted 30 November 2014 - 05:14 PM

Well done.  I am done with lighting and supports on the ENE-FNE line and am working on the last two bridges.  With that, the only other major task on my list was

S-SW line has torch lighting.  Is that the final intention or temporary until glowstone could be added?

 

Does S-SW need lights or were torches the intended light source?


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#50 BobTWC

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Posted 01 December 2014 - 01:24 AM

Certain parts of SW-WSW seem to not be mob proof.  I have had run-ins with monsters a time or two.


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#51 GreenishTroll

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Posted 01 December 2014 - 08:03 AM

Certain parts of SW-WSW seem to not be mob proof.  I have had run-ins with monsters a time or two.

 

any particular sections seem to be the problem, like where they can jump past a fence or down off a tunnel entrance? Did you check  the light levels at various places on the line?


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#52 BobTWC

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Posted 01 December 2014 - 02:28 PM


 

Certain parts of SW-WSW seem to not be mob proof.  I have had run-ins with monsters a time or two.

 

any particular sections seem to be the problem, like where they can jump past a fence or down off a tunnel entrance? Did you check  the light levels at various places on the line?

 

It seems to be a light level issue more than anything, the lighting is too high and too far apart.


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#53 Blue_Dragon360

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Posted 01 December 2014 - 07:23 PM

Sadly, I've found that many of the lines with iron poles have lighting calculation errors. It's just a few blocks, and spawning is a very rare occurrence, but it happens. :(


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#54 Schematix

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Posted 01 December 2014 - 09:02 PM

Sadly, I've found that many of the lines with iron poles have lighting calculation errors. It's just a few blocks, and spawning is a very rare occurrence, but it happens. :(

 

Can the critters spawn on top of rails? I've known for a while that the rail by me has spots that mobs could spawn on (If there isn't a rail on top of the block?).  I've never noticed any mobs on the rail though, the only reason I did have mobs once was because my tree wasn't completely mobproof at the time. 


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#55 Blue_Dragon360

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Posted 02 December 2014 - 12:20 AM

Sadly, I've found that many of the lines with iron poles have lighting calculation errors. It's just a few blocks, and spawning is a very rare occurrence, but it happens. :(

 
Can the critters spawn on top of rails? I've known for a while that the rail by me has spots that mobs could spawn on (If there isn't a rail on top of the block?).  I've never noticed any mobs on the rail though, the only reason I did have mobs once was because my tree wasn't completely mobproof at the time.
Mobs can spawn on top of rails, but very rarely. They prefer other, non obstructed blocks, which is why the spawns are so rare.
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#56 GreenishTroll

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Posted 20 December 2014 - 09:03 PM

I'm done with lighting and supports on the ENE-FNE line.  I think that completes all the major work remaining on the rail system.  Anything else is minor.
 
Some pics of the ENE FNE line work.

 

Double span of light and glass

Spoiler

 

 

Another double span

Spoiler

 

 

Lighting to match

Spoiler


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#57 Captain_Marko

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Posted 21 December 2014 - 03:01 AM

That's very pretty.. and green!  8)


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#58 Rosleen

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Posted 21 December 2014 - 04:56 AM

ooh I love that GT :D


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#59 GreenishTroll

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Posted 21 December 2014 - 06:23 AM

on ENE-FNE I put the lights altenating every five blocks.  At the expense of more glowstone there should be no places where it gets dark enough for a mob to spawn.


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#60 Blue_Dragon360

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Posted 21 December 2014 - 12:05 PM

Well done! Thanks a lot, looks great. :)


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