Well I've returned from QuakeCon, and hope to ease back into this game in the next few games. Sorry I wasn't around for the big build-up. See you all in-game.
I wish i knew about the south mine i would of been slabbing in there all day, and started from the village and gone south.
we have enough slabs to get the path to town but will of course need more to actualy finish it off to town.
wish the carts wree bigger 7 slabs just isn't enough.
anyways. see you guys tomorrow night.
Draeven on
Morskitter wrote "Spikes, choppas, tentacles, magic? Can't hold a candle to Sergeant Pimp here."
arghh Arkis tarped!!! Inside of the fence between the supposed south mine and the city... Every time I go toward the exit it crashes...
Blehf too tired for this, gonna go off till tomorrow. Hopefully I'll have some luck by then.
Kanashimi Mitsukai on
3DS Friend Code: 1676-3733-4207
0
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited August 2007
Ok, I've made the journey from Arcadia to the steppes tonight.
The south bank of the Last Lake (Guide's name for east lake, sorry but names based on cardinal directions throw me off when backtracking a route in absence of compasses) will need dirt to slope the path enough so you don't need to climb up it, but it levels off after a short distance.
The valley itself was all but entirely plotted with packed dirt every few tiles, and I packed more and cut a couple trees to fill most of it out. After the small pond, I found the completed dirt road (the crossroad only goes in 3 directions when I found it), continuing all the way back to the blue cottage, which seems to be only 20-30 tiles off the shore of Rose Lake. Maybe it had a path leading to the shore already, it was hard to estimate; I got chased by a spider and a wolf and had to bolt for water.
And since Rosewood had some decent paths built to Sanctum last week, we essentially have our dirt road to Sanctum right there in the direction we came from.
Anywho, I pressed onward south, deciding to investigate the cobblestone road and villa I found my second time traveling to Arcadia. Rosewood has the beginnings of a road along their south lake bank. I went along it until I found a path up to somebody's 'villa', a building with a huge packed dirt front yard and a cobblestone road leading south. it winds a bit, turning west several times, but it noticably leads out of the woods and into the steppes via a dirt path. the path runs west and smacks right into the 'settlement of fences'.
Tomorrow I want to traverse the steppes and see if I can plot a reasonable path back to that stone road, preferably starting from the often-stumbled-upon town of Price is Right.
We're looking at an already well-defined and partially complete road system leading past Sanctum all the way back to Pitstop and Newtown. Not a whole lot of work to put in to get a basic system up and running.
Ok, so I tried scouting a route south of the west lake to sanctum yesterday, it didn't go great, but it wasn't totally hopeless either. There's a fairly built-up settlement on the south shore of west lake called Stone-something, Stonegate maybe. It was pretty empty but looked like it was being maintained, so I guess there's some people there sometimes. Beyond that settlement I found lots of cliffs, forest, hills, and eventually some spiders that ate me. I'm not sure if I came close to Sanctum's lake but I did make my way pretty far south. I'm going to try again later keeping my bearings more in mind so I don't accidentally drift too far west or east or something, mountains permitting.
BahamutZERO on
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
Ok, so I tried scouting a route south of the west lake to sanctum yesterday, it didn't go great, but it wasn't totally hopeless either. There's a fairly built-up settlement on the south shore of west lake called Stone-something, Stonegate maybe. It was pretty empty but looked like it was being maintained, so I guess there's some people there sometimes. Beyond that settlement I found lots of cliffs, forest, hills, and eventually some spiders that ate me. I'm not sure if I came close to Sanctum's lake but I did make my way pretty far south. I'm going to try again later keeping my bearings more in mind so I don't accidentally drift too far west or east or something, mountains permitting.
I arrived by going Sanctum -> Stonegate -> West Lake. There was a pretty gentle valley for my trip through the woods north of Sanctum's lake. The problem would be what to do with a road after we hit that lake.
i can do some shovel work on the path near the cottage when i log into the game today. WAs going to just start slabbing infront of the houses that are done etc.
Draeven on
Morskitter wrote "Spikes, choppas, tentacles, magic? Can't hold a candle to Sergeant Pimp here."
0
thorgotthere is special providencein the fall of a sparrowRegistered Userregular
edited August 2007
So Draeven can start paving.
thorgot on
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
edited August 2007
So 2e, my plot, is where I'm currently chopping wood, correct?
All: Many thanks to Infinity for directing things in my absence. I am returned and ready to help out. We have opened up a Southern Mine apparently, and now that is the current focus of operations. Copper will be mined as it's needed I believe, and we're looking into delving back into the mine across the lake for silver, but that isn't a top priority for now.
New map:
This mine is doing very well; it seems you folks got on rather alright without me, but there are still a few things I feel need addressing. Infinity plans on prospecting later tonight and figuring out which direction we should be mining. In the mean time, I have a little bit of extending of the forge room planned out, as well as a small addition to the side, and some standard delving if that all gets done. The goal right now is to clean things up and organize. By lengthening the forge room, we'll make more room on the floor for things, and by digging that side room, we hope to make a "locker room", a room filled with chests, one for each miner/smith to store their appropriate belongings.
Also, you may notice some numbers on the veins (or a question mark), those are the QL caps of the ore coming out of those veins. If your skill is <23, mine in the 23 one. If your skill is <28 but >23, then mine in the 28 one. I'm not saying don't ever mine from the better nodes if you don't have high skill, but there's no reason for you to not put preference towards the lower QL veins--use them up first so in the long run we get more better ore.
Need to do:
Improve any forges that aren't up to 38QL. We have 38 QL rockshards, and so our forges should match it. People have been doing a good job on that so far, however, so keep up the good work.
Dig rooms. We want that locker room and that forge space, don't we?
Clean up, the First: There's lots of rocks over by the ore. Rocks on the ground are spaces that ore isn't on the ground. That rock needs to be cleared. Also, if you see iron ore lying around and no forges burning, should light them up and turn as much of that into lumps as possible. No reason to waste space!
Clean up, the Second: There's been complaints about the clutter of the forges. We shouldn't just be leaving things about the forges like we are, clean up after yourselves. This will be easier when the locker room is in place. If someone left their stuff on the forge, it's free game imo. So don't do it. Exceptions can be made for things like, "that large anvil you're repairing" or "shit have to log house is on fire", just ask. Organization will just make this better for everyone.
Organization: This will have to wait until we have more room and we have more chests/barrels, but one of the organization goals is to create spaces for input (that is, items people bring to us to improve), output (improved items and completed mining tasks), supply (pelts, charcoal, etc), and tools (so everyone doesn't have to make everything themselves). Improving your own hammer sucks, for instance, because you need a hammer to hammer it Anyway, ideas and contributions to the organization effort are appreciated, please feel free to bring it up!
Also, don't burn our planks, they're for chests. Thanks.
Output:
10 shovels (ql 20+) (priority: high)
10 hatchets (ql 20+)
10 mining picks (ql 20+)
4 sickles (ql 20+)
Some mauls might not be unwarranted, for getting rid of annoying constructions and whatnot.
60 Iron Ribbons (plenty of uses, lets start sockpiling)
Nails. Always more nails. Nails nails nails!
Request:
We'll need chests, but Thorgot has that under control. Other than the usual request for more logs, I can't think of much we're needing. Let me know if there is though!
That's all I can think of for now. As ever, contact if there's anything I forgot or anything you need.
Now get out there and...
Strike the earth!
Edit: Forgot the part about vein QL. It's been added.
I got lost about 6 times yesterday, but I may be willing to give this a go later today.
Sceptre on
0
thorgotthere is special providencein the fall of a sparrowRegistered Userregular
edited August 2007
If you want your windows a certain way, PM me a diagram.
2a - Becoming (No name yet)
2b - Loras (No name yet)
2c - Celethang (No name yet)
2d - infinity (No name yet)
2e - SirCarcass (No name yet)
2f - Jothki (No name yet)
2g - Kitchen/Tailoring workshop/storage/vendor (The Grub and Cloth)
2h - Jaedlyn (No name yet)
2i - Ursus (No name yet)
2j - Carpentry workshop/storage/vendor (No name yet)
2k - Blacksmith/Mining workshop/storage/vendor (No name yet)
2l - ?? workshop/storage/vendor (No name yet)
2m - ?? workshop/storage/vendor (No name yet)
2n - Town Trader, currently
2o - thorgot (Scorpion House)
2p - Deswa (Animal House)
2q - Baham(Animal Crackers)
2r - Suriko (No name yet)
1A - Ryke (No name yet)
1B - ISRA (No name yet)
1C - Talios (No name yet)
1D - Rhesus (Rygar's Explosion of Flavor)
1E - Pil (Rygar's Folly)
1F - FREE (No name yet)
1G - Velor (No name yet)
1H - Darmak (No name yet)
1I - FREE (No name yet)
1J - Arkis (No name yet)
1K - FREE (No name yet)
1L - FREE (No name yet)
1M - Rygar (No name yet)
1N - downer (No name yet)
1O - FREE i(No name yet)
1P - Wombat (No name yet)
1Q - FREE (No name yet)
1R - FREE (No name yet)
1S - FREE (No name yet)
1T - Cycophant (No name yet)
1U - limitbreaker (No name yet)
1V - FREE (No name yet)
1W - FREE (No name yet)
1X - FREE (No name yet)
1Z - town clay field
1F - FREE (No name yet)
1I - FREE (No name yet)
1K - FREE (No name yet)
1L - FREE (No name yet)
1O - FREE i(No name yet)
1Q - FREE (No name yet)
1R - FREE (No name yet)
1S - FREE (No name yet)
1V - FREE (No name yet)
1W - FREE (No name yet)
1X - FREE (No name yet)
thorgot on
0
SirUltimosDon't talk, Rusty. Just paint.Registered Userregular
edited August 2007
Oh my god, I've always wanted to play a game like this. It's been one of the things on my gaming wishlist for a very long time.
Seriously, I need help getting to Arcadia. I've spent the last three hours trying to get there only to die or have to commit suicide.
Jast on
0
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited August 2007
Well speaking of the plotted area of town, then, I'd also like some spot on the 3rd terrace (maybe one of the two on the eastern side or even one of the two in the SW corner).
Also, I'm reminded I should probably be moved onto the Wurm_Wood list, considering how much I've focused on woodcutting, basic carpentry, and path-making in Arcadia.
Utsanomiko on
0
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
Unless someone undid my shit, there should be a path from the cobblestone near PiR up to the cobblestone through the forest.
Yes, it's definitely there. Right before the road on the north side of the lake goes back up the steppes and turns NW into Price is Right (their compass seems to point SE, by the way), your path goes straight north and just about hits the cobblestone road at the right point.
The better route from the fences settlement to Rosewood should be to turn about 45 degrees and look for the stone path going into the treeline. Then cross Rosewood's lake, go up and right past the blue cottage, and follow the dirt road to the valley path (turn left first at the crossroads, and then cross the tiny pond when you see it later) and finally cross the last lake to get to the final easy road to Arcadia.
Can we please finish the plotted area of town before going off into the wilderness to make private plots?
Seriously. Webguy and Argus, I'm looking at you.
Pssh, all I've done on my plot is flatten the land, make a fence, and START a 2x2 house. Everything else I do, I'm helping the town.
ITS CURSED! THAT WHOLE PLOT IS CURSED!
Don't let Argus lure you in! It's demonic! He sacrafices people to invisible barriers of doooom!!!
Kanashimi Mitsukai on
3DS Friend Code: 1676-3733-4207
0
webguy20I spend too much time on the InternetRegistered Userregular
edited August 2007
Its all good. I think the main goal should be keeping peoples interests up. the village will get done. Were doing what, 2 houses a day? No small part to Thor, who is a workhouse. I don't mention the miners because they are inhuman, they know what they did.
Theres quite a few of us premiums around, I know I plan on sticking it out for a while. I cant wait to see the day we have a 2-3 wide highway to newtown. Our busy village one day becoming a hamlet. It's all very exciting.
Maybe even some adventures in wild when the time comes.
Posts
I suppose I will lay claim to 1N.
we have enough slabs to get the path to town but will of course need more to actualy finish it off to town.
wish the carts wree bigger 7 slabs just isn't enough.
anyways. see you guys tomorrow night.
Blehf too tired for this, gonna go off till tomorrow. Hopefully I'll have some luck by then.
The south bank of the Last Lake (Guide's name for east lake, sorry but names based on cardinal directions throw me off when backtracking a route in absence of compasses) will need dirt to slope the path enough so you don't need to climb up it, but it levels off after a short distance.
The valley itself was all but entirely plotted with packed dirt every few tiles, and I packed more and cut a couple trees to fill most of it out. After the small pond, I found the completed dirt road (the crossroad only goes in 3 directions when I found it), continuing all the way back to the blue cottage, which seems to be only 20-30 tiles off the shore of Rose Lake. Maybe it had a path leading to the shore already, it was hard to estimate; I got chased by a spider and a wolf and had to bolt for water.
And since Rosewood had some decent paths built to Sanctum last week, we essentially have our dirt road to Sanctum right there in the direction we came from.
Anywho, I pressed onward south, deciding to investigate the cobblestone road and villa I found my second time traveling to Arcadia. Rosewood has the beginnings of a road along their south lake bank. I went along it until I found a path up to somebody's 'villa', a building with a huge packed dirt front yard and a cobblestone road leading south. it winds a bit, turning west several times, but it noticably leads out of the woods and into the steppes via a dirt path. the path runs west and smacks right into the 'settlement of fences'.
Tomorrow I want to traverse the steppes and see if I can plot a reasonable path back to that stone road, preferably starting from the often-stumbled-upon town of Price is Right.
We're looking at an already well-defined and partially complete road system leading past Sanctum all the way back to Pitstop and Newtown. Not a whole lot of work to put in to get a basic system up and running.
During
I arrived by going Sanctum -> Stonegate -> West Lake. There was a pretty gentle valley for my trip through the woods north of Sanctum's lake. The problem would be what to do with a road after we hit that lake.
Steam Support is the worst. Seriously, the worst
Steam Support is the worst. Seriously, the worst
So Draeven can start paving.
Steam Support is the worst. Seriously, the worst
All: Many thanks to Infinity for directing things in my absence. I am returned and ready to help out. We have opened up a Southern Mine apparently, and now that is the current focus of operations. Copper will be mined as it's needed I believe, and we're looking into delving back into the mine across the lake for silver, but that isn't a top priority for now.
New map:
This mine is doing very well; it seems you folks got on rather alright without me, but there are still a few things I feel need addressing. Infinity plans on prospecting later tonight and figuring out which direction we should be mining. In the mean time, I have a little bit of extending of the forge room planned out, as well as a small addition to the side, and some standard delving if that all gets done. The goal right now is to clean things up and organize. By lengthening the forge room, we'll make more room on the floor for things, and by digging that side room, we hope to make a "locker room", a room filled with chests, one for each miner/smith to store their appropriate belongings.
Also, you may notice some numbers on the veins (or a question mark), those are the QL caps of the ore coming out of those veins. If your skill is <23, mine in the 23 one. If your skill is <28 but >23, then mine in the 28 one. I'm not saying don't ever mine from the better nodes if you don't have high skill, but there's no reason for you to not put preference towards the lower QL veins--use them up first so in the long run we get more better ore.
Need to do:
- Improve any forges that aren't up to 38QL. We have 38 QL rockshards, and so our forges should match it. People have been doing a good job on that so far, however, so keep up the good work.
- Dig rooms. We want that locker room and that forge space, don't we?
- Clean up, the First: There's lots of rocks over by the ore. Rocks on the ground are spaces that ore isn't on the ground. That rock needs to be cleared. Also, if you see iron ore lying around and no forges burning, should light them up and turn as much of that into lumps as possible. No reason to waste space!
- Clean up, the Second: There's been complaints about the clutter of the forges. We shouldn't just be leaving things about the forges like we are, clean up after yourselves. This will be easier when the locker room is in place. If someone left their stuff on the forge, it's free game imo. So don't do it. Exceptions can be made for things like, "that large anvil you're repairing" or "shit have to log house is on fire", just ask. Organization will just make this better for everyone.
- Organization: This will have to wait until we have more room and we have more chests/barrels, but one of the organization goals is to create spaces for input (that is, items people bring to us to improve), output (improved items and completed mining tasks), supply (pelts, charcoal, etc), and tools (so everyone doesn't have to make everything themselves). Improving your own hammer sucks, for instance, because you need a hammer to hammer it
Anyway, ideas and contributions to the organization effort are appreciated, please feel free to bring it up!
- Also, don't burn our planks, they're for chests. Thanks.
Output:- 10 shovels (ql 20+) (priority: high)
- 10 hatchets (ql 20+)
- 10 mining picks (ql 20+)
- 4 sickles (ql 20+)
- Some mauls might not be unwarranted, for getting rid of annoying constructions and whatnot.
- 60 Iron Ribbons (plenty of uses, lets start sockpiling)
- Nails. Always more nails. Nails nails nails!
Request:- We'll need chests, but Thorgot has that under control. Other than the usual request for more logs, I can't think of much we're needing. Let me know if there is though!
That's all I can think of for now. As ever, contact if there's anything I forgot or anything you need.Now get out there and...
Strike the earth!
Edit: Forgot the part about vein QL. It's been added.
[15:25] |<-- Arkis has left slashnet (Connection reset by peer)
Yeap pretty much LOL. Suicide might be my last hope or I can wait for a GM, apparently it can take a few hours... lol.
Edit: Anyone care to meet a newtown and lead me to the settlement?
2b - Loras (No name yet)
2c - Celethang (No name yet)
2d - infinity (No name yet)
2e - SirCarcass (No name yet)
2f - Jothki (No name yet)
2g - Kitchen/Tailoring workshop/storage/vendor (The Grub and Cloth)
2h - Jaedlyn (No name yet)
2i - Ursus (No name yet)
2j - Carpentry workshop/storage/vendor (No name yet)
2k - Blacksmith/Mining workshop/storage/vendor (No name yet)
2l - ?? workshop/storage/vendor (No name yet)
2m - ?? workshop/storage/vendor (No name yet)
2n - Town Trader, currently
2o - thorgot (Scorpion House)
2p - Deswa (Animal House)
2q - Baham(Animal Crackers)
2r - Suriko (No name yet)
1A - Ryke (No name yet)
1B - ISRA (No name yet)
1C - Talios (No name yet)
1D - Rhesus (Rygar's Explosion of Flavor)
1E - Pil (Rygar's Folly)
1F - FREE (No name yet)
1G - Velor (No name yet)
1H - Darmak (No name yet)
1I - FREE (No name yet)
1J - Arkis (No name yet)
1K - FREE (No name yet)
1L - FREE (No name yet)
1M - Rygar (No name yet)
1N - downer (No name yet)
1O - FREE i(No name yet)
1P - Wombat (No name yet)
1Q - FREE (No name yet)
1R - FREE (No name yet)
1S - FREE (No name yet)
1T - Cycophant (No name yet)
1U - limitbreaker (No name yet)
1V - FREE (No name yet)
1W - FREE (No name yet)
1X - FREE (No name yet)
1Z - town clay field
1F - FREE (No name yet)
1I - FREE (No name yet)
1K - FREE (No name yet)
1L - FREE (No name yet)
1O - FREE i(No name yet)
1Q - FREE (No name yet)
1R - FREE (No name yet)
1S - FREE (No name yet)
1V - FREE (No name yet)
1W - FREE (No name yet)
1X - FREE (No name yet)
Is it easy enough to play and fun?
Also, I'm reminded I should probably be moved onto the Wurm_Wood list, considering how much I've focused on woodcutting, basic carpentry, and path-making in Arcadia.
Lard room.
I mean, land route.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Logged in just now to check on this first issue of the night:
Yes, it's definitely there. Right before the road on the north side of the lake goes back up the steppes and turns NW into Price is Right (their compass seems to point SE, by the way), your path goes straight north and just about hits the cobblestone road at the right point.
The better route from the fences settlement to Rosewood should be to turn about 45 degrees and look for the stone path going into the treeline. Then cross Rosewood's lake, go up and right past the blue cottage, and follow the dirt road to the valley path (turn left first at the crossroads, and then cross the tiny pond when you see it later) and finally cross the last lake to get to the final easy road to Arcadia.
Pssh, all I've done on my plot is flatten the land, make a fence, and START a 2x2 house. Everything else I do, I'm helping the town.
ITS CURSED! THAT WHOLE PLOT IS CURSED!
Don't let Argus lure you in! It's demonic! He sacrafices people to invisible barriers of doooom!!!
Theres quite a few of us premiums around, I know I plan on sticking it out for a while. I cant wait to see the day we have a 2-3 wide highway to newtown. Our busy village one day becoming a hamlet. It's all very exciting.
Maybe even some adventures in wild when the time comes.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981