Futurecraft Forums

A forum dedicated to communication and innovation!
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in
Welcome, one and all, to the Futurecraft Forums!

Share | 
 

 Futureville Reinvestment Act

Go down 
Go to page : Previous  1, 2, 3, 4, 5, 6, 7  Next
AuthorMessage
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Sat Sep 29, 2012 11:58 pm

catsonmeth wrote:
blockman42 wrote:
Roxy Lalonde wrote:
blockman42 wrote:
Tiel wrote:
Get server downloader and make a schematic file using SPC, then.

Overall, there must be a backup of Futureville. Mehrunes Dagon demands it.

I'll get avenger to do that...


BUT! I need everyone's help to make New Symphony.

When and where.

I've started to work on elevating the area where we will build so we can have a subway system, etc...

How much will it be elevated?

5-7 blocks
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 105
Location : omnipresent

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 12:07 am

blockman42 wrote:
catsonmeth wrote:
blockman42 wrote:
Roxy Lalonde wrote:
blockman42 wrote:
Tiel wrote:
Get server downloader and make a schematic file using SPC, then.

Overall, there must be a backup of Futureville. Mehrunes Dagon demands it.

I'll get avenger to do that...


BUT! I need everyone's help to make New Symphony.

When and where.

I've started to work on elevating the area where we will build so we can have a subway system, etc...

How much will it be elevated?

5-7 blocks

I think a little higher than 7, better to have it and not need it than to realize your underground garage needs those three extra blocks...

E: 300TH POST!
Back to top Go down
View user profile
The Schmetterling
DEV
DEV
avatar

Posts : 3123
Join date : 2011-08-31
Location : I'm a butterfly.

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 3:41 am

Raise the city by 30 blocks. Don't make the ground above 40 blocks high. That will mean we can use my tower as a central point in the city:

http://www.planetminecraft.com/project/steve-2200-ad/

We can import the city, then fix up the terrain/ roads.



Also, we need sky-roads.

I will draw a ground plan of the city, so we ca get a idea of what it should look like. If we do this properly, it will be awesome.

_________________



Noli timere tenebras quam lucem, id est tortor.


Spoiler:
 



Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
Back to top Go down
View user profile
Tiel+
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
avatar

Posts : 5497
Join date : 2012-02-20
Age : 21
Location : AFK

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 3:41 am

Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.
Back to top Go down
View user profile
Ivan2006
General
General
avatar

Posts : 2096
Join date : 2012-05-08
Age : 20
Location : The Dungeon.

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 3:55 am

Tiel wrote:
Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.

I think by sky-roads he meant streets that are located above the buildings, like a really high Highway.
Back to top Go down
View user profile
caltech117
Recruit
Recruit
avatar

Posts : 383
Join date : 2011-09-05
Location : In front of you.

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 6:27 am

Surp. Grm. Ivan Kintobor wrote:
Tiel wrote:
Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.

I think by sky-roads he meant streets that are located above the buildings, like a really high Highway.

Where is this being made.
Back to top Go down
View user profile
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 8:05 am

Surp. Grm. Ivan Kintobor wrote:
Tiel wrote:
Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.

I think by sky-roads he meant streets that are located above the buildings, like a really high Highway.

Cars will be on one road on the ground, then we will have monorails going along skyscrapers, and then we will have planes spacecraft above the skyscrapers.
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 105
Location : omnipresent

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 10:40 am

How about a magnetoway? Have the transports a few meters above a road of grass with an iron strip running down the middle of it.
Back to top Go down
View user profile
caltech117
Recruit
Recruit
avatar

Posts : 383
Join date : 2011-09-05
Location : In front of you.

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 11:50 am

Again where is this taking place.
Back to top Go down
View user profile
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 4:28 pm

caltech117 wrote:
Again where is this taking place.

about 100 meters from FV
Back to top Go down
View user profile
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Sun Sep 30, 2012 6:58 pm

Come on Avenger, bring the server back online. I haz to blovv stuffz up!
Back to top Go down
View user profile
Thel Vadam
Newbie
Newbie
avatar

Posts : 48
Join date : 2012-08-28
Age : 21

PostSubject: Avenger   Sun Sep 30, 2012 10:25 pm

blockman42 wrote:
Come on Avenger, bring the server back online. I haz to blovv stuffz up!

Avenger hasn't signed in since Friday... Sad Hope everything is ok with him....
Back to top Go down
View user profile http://morphorum.forumotion.com/u9
Tiel+
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
avatar

Posts : 5497
Join date : 2012-02-20
Age : 21
Location : AFK

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 1:16 am

Avenger-7 Assault Rifle.
Back to top Go down
View user profile
Avenger_7
Sergeant
Sergeant
avatar

Posts : 906
Join date : 2012-02-10
Location : Flying my logic bomber.

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 1:25 am

K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.
Back to top Go down
View user profile
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 4:22 am

Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 105
Location : omnipresent

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 7:03 am

blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).


I can be vice property/architecture manager maybe?
Back to top Go down
View user profile
caltech117
Recruit
Recruit
avatar

Posts : 383
Join date : 2011-09-05
Location : In front of you.

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 11:59 am

blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).

Can I be transport manager.
Back to top Go down
View user profile
The Schmetterling
DEV
DEV
avatar

Posts : 3123
Join date : 2011-08-31
Location : I'm a butterfly.

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 5:36 pm

blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).

I don't come on the server much, so I won't ask to be put on the governing body. However, if I do come on the server, do I have permission to remove any sub-standard buildings? I will use World Edit to cut-paste them a far way away from the city, so as not destroy anyone's "hard work".

_________________



Noli timere tenebras quam lucem, id est tortor.


Spoiler:
 



Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
Back to top Go down
View user profile
Tiel+
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
avatar

Posts : 5497
Join date : 2012-02-20
Age : 21
Location : AFK

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 5:44 pm

Mackeroth, why must you tempt me so? pale
Back to top Go down
View user profile
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Mon Oct 01, 2012 7:35 pm

The Schmetterling wrote:
blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).

I don't come on the server much, so I won't ask to be put on the governing body. However, if I do come on the server, do I have permission to remove any sub-standard buildings? I will use World Edit to cut-paste them a far way away from the city, so as not destroy anyone's "hard work".

You can be Assistant Property manager???

EDIT: edited OP
Back to top Go down
View user profile
Grand Imperial Thunder
Infantry
Infantry


Posts : 714
Join date : 2012-01-31
Location : Saturday is awesome.

PostSubject: Re: Futureville Reinvestment Act   Tue Oct 02, 2012 1:07 pm

Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.
Can you give the save file?
Back to top Go down
View user profile
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Wed Oct 03, 2012 12:33 am

Finished the Foundation for the Old and New Symphony. Until Avenger can get the server back up, we will have to wait.
Back to top Go down
View user profile
Avenger_7
Sergeant
Sergeant
avatar

Posts : 906
Join date : 2012-02-10
Location : Flying my logic bomber.

PostSubject: Re: Futureville Reinvestment Act   Wed Oct 03, 2012 1:27 pm

Restarting it now. Please stop crashing it.
Back to top Go down
View user profile
blockman42
Sergeant
Sergeant
avatar

Posts : 938
Join date : 2012-01-30
Location : in my office designing new ships

PostSubject: Re: Futureville Reinvestment Act   Wed Oct 03, 2012 10:12 pm

Avenger_7 wrote:
Restarting it now. Please stop crashing it.

Most of the large WE's are done, making roads/buildings will NOT crash the server.
Back to top Go down
View user profile
Commander Error
Sergeant
Sergeant
avatar

Posts : 1237
Join date : 2011-12-07
Age : 22
Location : Look up.

PostSubject: Re: Futureville Reinvestment Act   Thu Oct 04, 2012 9:42 am

Is this city replacing the current Futureville world?

If no, where it it located?
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Futureville Reinvestment Act   

Back to top Go down
 
Futureville Reinvestment Act
Back to top 
Page 2 of 7Go to page : Previous  1, 2, 3, 4, 5, 6, 7  Next

Permissions in this forum:You cannot reply to topics in this forum
Futurecraft Forums :: General Area :: Server Stuff-
Jump to: