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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2701 | ||
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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![]() @ Zirran if your reading this, that video is.. Epic.. And Thomsen, hopefully you don't forget that there is a building limit of 128 blocks high (and I think ground level is at 50-60 or something
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#2702 | |
Ocean Warrior
![]() Join Date: Jul 2007
Location: High Peak, Derbyshire
Posts: 2,851
Downloads: 33
Uploads: 0
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#2703 |
Watch Officer
![]() Join Date: Feb 2003
Location: a nice little room with padded walls...
Posts: 342
Downloads: 0
Uploads: 0
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![]() ![]() Here is my recollection of player locations. Key below.
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#2704 |
Old Gang
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So, General Sherman is officially open to the public. The work is 99% finished, a few blocks to add here and there.
You guys are welcome to visit and to add something you think might improve. There's a door to access the inside of the tree, and stairs leading all the way to the tree-house on top, with glass walls and 360 view. Location 200,-100. Very close to the Hood battleship. ![]() BTW... Arc, might be a nice time to get a backup? =)
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To each his own |
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#2705 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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![]() Is community endeavour. Build it as you see fit and if we dont agree then we can talk it over ![]()
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#2706 | |
Lucky Jack
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The Yogscast - LOST Custom Map
[Inside TNT filled submarine] Lewis: "Umm... actually... should we make a change, like a plot twist... and NOT blow it up. Because that would be kinda quite a Yogscasty thing.. NOT to do it." *Simon hits one of the TNTs* Simon: "Yeah, we COULD do that..." ![]() ![]() Oh and forgot to post this: The Yogscast - Shadow of Israphel Part 24: The Fiend Quote:
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#2707 | |
Seasoned Skipper
![]() Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
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[SIGPIC][/SIGPIC] |
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#2708 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Wow the pagoda garden near the channel entrance is looking very nice Mkeab well done.
Edit: I'm afraid I may have messed up the channel... ![]()
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![]() Last edited by Krauter; 06-22-11 at 09:09 PM. |
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#2709 |
Lucky Jack
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#2710 |
Rear Admiral
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![]() ![]() just to Add: 20. HunterICX HunterICX
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#2711 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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Somebody is also building way up top of the large map, directly north of me, and in east-northeast direction of Arclight/Dylan. Or has that been there all along and abandoned?
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My site downloads: https://ricojansen.nl/downloads |
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#2712 |
Weps
![]() Join Date: Mar 2008
Location: Australia
Posts: 369
Downloads: 0
Uploads: 0
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Spike, the Pines in the community tree farm aren't growing (except one), they need a block height of 9 or so.
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#2713 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: High Peak, Derbyshire
Posts: 2,851
Downloads: 33
Uploads: 0
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Love the latest Yogast:
"good news ive dug my way out, bad news were all going to drown." ![]()
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#2714 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: High Peak, Derbyshire
Posts: 2,851
Downloads: 33
Uploads: 0
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Harbour is coming along nicely, although I decided to make it a marina - it looks better that way. Will be adding water gates to the waterway linking the marina to the main canal once they are in the game, so would ask that no-one removes the blocks I have placed either end of the waterway.
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#2715 |
Ocean Warrior
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To fix water currents in a lake/river/whatever you need to place blocks one level below the water surface, then dig them back out.
Also FYI water gates will cause currents, unless the depth of the water gate is 1. Currents would trap any player boats in the current. As for the communal wood farm, maybe poplar would work better (the white barked trees). |
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minecraft |
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