Inland Access - Victorian Drilling Vehicles? | VeteranCraft General Discussion | Forum

A A A

Please consider registering
guest

sp_LogInOut Log In sp_Registration Register

Register | Lost password?
Advanced Search

— Forum Scope —




— Match —





— Forum Options —





Minimum search word length is 4 characters - maximum search word length is 84 characters

sp_Feed Topic RSS sp_Related Related Topics dirt
Inland Access - Victorian Drilling Vehicles?
Topic Rating: +5 (5 votes) 
April 22, 2013
9:04 am
subbob
Member
Members
Forum Posts: 48
Member Since:
April 2, 2013
sp_UserOfflineSmall Offline
1sp_Permalink sp_Print
+1

Over the weekend I started plotting the location of the ships from Vetropolis.(see below) I also checked some of the airships, but have not yet added them to this map.

Ship Destinatoins

 

As you can see, most of the destinations are along the southeast and east coastal regions.

I am located way up in the midlands (well east of Mega's castle, which does have an airship portal). We now have several residents living there that are fairly regular (ICraftTheWorld, Danweldore, Caravaneer546, and others).

Question: Has anyone ever suggested the alternative of a subterranean transport vehicle?

Given so much of Minecraft occurs underground, a Victorian era subterranean drilling machine certainly fits the genre; and is in keeping with the technical period VeteranCraft is aiming towards.

What I am proposing would cost about the same as the other modes of transportation. It just provides some more diversity in the available options.

Here's an example to show what I'm thinking of:

Victorian Drilling Machine

April 22, 2013
9:10 am
meatbawllz
Owner
Forum Posts: 2475
Member Since:
June 20, 2011
sp_UserOfflineSmall Offline
2sp_Permalink sp_Print
+1

Funny thing you should ask Bob, but YES in fact this very thing has been brought up and discussed in the past. Check out this thread: http://www.veterancraft.net/fo.....ed-portal/

It kinda got stalled, and the main reason is simply the concept of where in spawn the "port" would go. It doesn't make sense the way Vetropolis is currently set up, or at least I couldn't think of how it could be set up logistically.

In the short term, I'd probably likely approve two of these being built between 2 destinations, not necessarily Vetropolis, at least right away. In the long term I would be willing to hear out a detailed proposal of such a project and how it would tie in to spawn etc.

Founder and owner of VeteranCraft. "He who says he can, and he who says he can't, are both usually right." -Confucious
April 22, 2013
9:41 am
subbob
Member
Members
Forum Posts: 48
Member Since:
April 2, 2013
sp_UserOfflineSmall Offline
3sp_Permalink sp_Print
+1

Thanks. I did some limited searching, but the subject of the post you linked was more general than I was looking for.

I like your idea of staged transportation; taking a ship to a major coastal area, then taking the subterranean drilling machine from there further inland.

I accept the challenge!

Request for Everyone Else

I need someone that owns one of the coastal areas to offer their support in the form of an underground transportation park. (either within your city or in a newly res'd area immediately adjacent to)

April 22, 2013
10:34 am
robplusplus
Member
Members
Forum Posts: 94
Member Since:
March 28, 2013
sp_UserOfflineSmall Offline
4sp_Permalink sp_Print
+1

subbob said
I need someone that owns one of the coastal areas to offer their support in the form of an underground transportation park. (either within your city or in a newly res'd area immediately adjacent to)

This is the perfect fit for my coalpunk city (yes, I will start building soon!). Hit me up in-game, Bob.

April 22, 2013
10:49 am
subbob
Member
Members
Forum Posts: 48
Member Since:
April 2, 2013
sp_UserOfflineSmall Offline

Thanks Rob - see you in game (since I can't play from here [work]) :)

April 22, 2013
12:25 pm
summertree
Texas
Member
Members
Forum Posts: 112
Member Since:
April 5, 2013
sp_UserOfflineSmall Offline

I was planning on a hot air balloon/airship for the city I'm currently working on (since I'm about as far as you can get from Vetropolis without being in another realm,) but a tunneler might make more sense.  

Also, this is too large for our purposes, but it's a good example of how someone else built the drill part.

http://oyster.ignimgs.com/word.....gdaddy.png

Image Enlarger

April 23, 2013
9:21 am
Figalo_Foo
Member
Members
Forum Posts: 176
Member Since:
May 21, 2012
sp_UserOfflineSmall Offline

If you need Figlonia could also hold a drilling ship if anyone else would like a location to go from.

These Previously Said Words Are Smart. Listen To Them
April 23, 2013
2:06 pm
robplusplus
Member
Members
Forum Posts: 94
Member Since:
March 28, 2013
sp_UserOfflineSmall Offline

Here's an idea. I've seen Bob's drill prototype and it boasts a large room within. What if you could use the drill to travel to any of its other locations by simply standing on one of multiple portal spaces? For example, if I were to enter the drill in [unnamed coalpunk city], I could choose to travel to Figlonia or Bob's Wilderness area. Granted, for n drill locations there would have be n(n - 1)/2 portal pairs but (assuming that a portal pair still costs only 10,000) that would only cost 5000(n - 1) per site owner (e.g., 10,000 per site owner for a 3-site network).

 

Thematically, the idea works; a drilling machine could feasibly navigate a network of underground tunnels and thus appear at any of the established sites. My question to all of you: would a network of portals as described above enrich server life or diminish it?

 

P.S. Sound effects! Have each portal space wired to a pressure plate which activates a set of percussion note blocks. Thoughts?

April 23, 2013
2:36 pm
summertree
Texas
Member
Members
Forum Posts: 112
Member Since:
April 5, 2013
sp_UserOfflineSmall Offline

Another question: if the logic behind this subterranean travel system is that tunnels already exist for the transport machines to travel through (which of course they won't actually do, because tp blocks,) then they wouldn't need drill-bits, right?  

I've seen subbob's build-in-progress, and he has tracks laid under/in front of the 'treads', which means that machine isn't going anywhere that it would need to drill through the earth to reach.

Does anyone wanting to build one of these need to choose between drill-bits and tracks, or is this something that should be laid down as a rule by the server!masters, like there are rules for ships and balloons, so everything is consistent? 

 

I like the idea of sound effects, btw.  Having a unique sound for each destination can help confirm for travelers where they're going, and where they've arrived.

April 23, 2013
2:42 pm
TSWG
Member
Members
Forum Posts: 494
Member Since:
May 1, 2012
sp_UserOfflineSmall Offline
10sp_Permalink sp_Print
0

Id be happy to help build such a portal, as it was my post originally that got postponed due to lack of location :p !

 

Im familiar with building large structures, and statues:  http://maps.veterancraft.net/?.....7035795633 heres a skull i built first few weeks i was on server.  Inside it is a fully functional PVP arena, complete with portal.  Below it, is another fully functioning Dodgeball ... err... Dodge-egg arena too :P

(if you get bored and want a giggle:))

Dodgeball : http://www.youtube.com/watch?v.....Iukb1FRRIA

PVP : http://www.youtube.com/watch?v.....Gjb6nJX0MU

 

Anyway, long story short, I'd be happy to build a copy of your design should you have one, at Kerr Keep as well. In the Seraphs Realm.

 

@summer, I'll repost the pictures in the other topic when i find them on my HD.

There are 3 steps one must take to profit in today's economy: 1.) Learn from lessons taught by others 2.) Don't give away everything you know.
April 23, 2013
2:51 pm
LightWarriorK
Aelfheim, Arda
Moderator
Members


Viceroy


Senior Mod
Forum Posts: 2154
Member Since:
June 1, 2012
sp_UserOfflineSmall Offline
11sp_Permalink sp_Print
0

summertree said
Another question: if the logic behind this subterranean travel system is that tunnels already exist for the transport machines to travel through (which of course they won't actually do, because tp blocks,) then they wouldn't need drill-bits, right?  

For that logic to work, you'd actually have to have the tunnels dug out. Kiss If the tunnels aren't dug, and the concept is that the machine digs a tunnel each time, then it needs the drill.

robplusplus said
Thematically, the idea works; a drilling machine could feasibly navigate a network of underground tunnels and thus appear at any of the established sites. My question to all of you: would a network of portals as described above enrich server life or diminish it?

IMHO, that would diminish it.  Nothing should be taken away from the 1-to-1 portal system we have now, otherwise it would decrease the effectiveness of it.

Portals really shouldn't be overused.  They're already nerfed by all the /home locations and beds, not to mention donors tp'ing everywhere.  Too much portal connectivity and we might as well let everyone have full tp rights, as there wouldn't be much difference.  The idea behind the portal ships was that they were going to be limited and expensive.

Even now, I feel that given inflation that our portals are too cheap....making them easier with multiple portals per drilling machine seem counter-intuitive to how VeteranCraft is set up to play.

"Awake, oh man, and be wise." -Thoth
April 23, 2013
3:16 pm
subbob
Member
Members
Forum Posts: 48
Member Since:
April 2, 2013
sp_UserOfflineSmall Offline

summertree said

I've seen subbob's build-in-progress, and he has tracks laid under/in front of the 'treads', which means that machine isn't going anywhere that it would need to drill through the earth to reach.

I can see how you'd come to that conclusion, as I've not explained what I was thinking for the design.

The treads are designed for forward thrust; and the drill clears the way ahead for the vehicle.

Now, I supposed if the tunnels were already built and clear, it could travel with the drill idled (in neutral).  However, I'm not looking to replicate the existing railroad mode of transportation.  With something this large, maintaining such a tunnel free & clear would be extremely costly and time intensive. (Cave-in's, earthquakes, human engineering, etc. could cause tunnel obstructions). With the drill it can just take a different turn if runs into something in-penetrable. (Also, for example, going around private residences)

Interesting Consideration

This discussion did cause me to consider something. If these boring machines were out on a regular basis, we'd expect to come across evidence of their passing, right? (Think worm tunnels in Dune)

Well, anyone that's spent any time mining in Minecraft (actually, that's EVERYONE) knows that after an extended mining session your inventory fills up. In this machine's case, where's the debris?

So I intend on modifying the design to add an ejection mechanism in the back. We don't find tunnels, because it moves the material from in front of it, to behind it.  (Setting aside the form of that material, we can only take realism so far)

(Side Question: How are you all doing the gray background quote boxes?)

Answered Myself: It's automatic!

April 23, 2013
3:37 pm
subbob
Member
Members
Forum Posts: 48
Member Since:
April 2, 2013
sp_UserOfflineSmall Offline
April 23, 2013
7:59 pm
frelling
Senior Tech
Forum Posts: 3264
Member Since:
August 18, 2011
sp_UserOfflineSmall Offline
14sp_Permalink sp_Print
0

This topic has been moved to General Discussion

Human beings, who are almost unique in having the ability to learn from the experiences of others, are also remarkable for their disinclination to do so. - D. Adams
Forum Timezone: America/New_York

Most Users Ever Online: 734

Currently Online:
7 Guest(s)

Currently Browsing this Page:
1 Guest(s)

Top Posters:

Emulated: 3206

ryanpitts: 1300

Dalferes: 747

Pherian: 660

Okarim: 594

Member Stats:

Guest Posters: 10

Members: 27937

Moderators: 3

Admins: 2

Forum Stats:

Groups: 8

Forums: 45

Topics: 6229

Posts: 27413

Newest Members: Darebosek, CherylGob, Scdler, DavidSlize, deznicas, Carlosmus, HomeRenodus, SAgot, dezinnic, CoursEditorcib, RichardJuide, Barbaraquami, drgnmoney, obojforum, obojpost, BonnieGep, Josephtussy, iconicJoutt, PeteroqUiet, KennethJedly

Moderators: terrorisly: 424, mudwog: 127, LightWarriorK: 2154

Administrators: meatbawllz: 2475, frelling: 3264