Server Road Design & Blueprints

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Viewing 15 posts - 16 through 30 (of 31 total)
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  • #13517
    GodsDead
    Keymaster
    • Topics: 794
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    • Total: 4137
    • ★★★★★★★★

    @PaulOnFire These are awesome, They look so much better than straight roads, the problem is they are time consuming and harder to protect! The way I started doing some “eroded” trails, was doing a

    //replace grass 35%3:1,20%grass,10%13,15%3:2,14%cobblestone,5%44:3,1%30

    As a basic example, which randomly replaces grass with an assortment of items, If we can find a nice replace like this, we might be able to make roads much quicker.

    The one I was experimenting with on stone was

    //replace stonebrick 25%cobblestone,25%98,25%98:1,25%98:2,10%mossycobblestone

    This is a feature of worldedit, which is on the games/build server if you wish to experiment, I can give you permission to use WE on there 🙂 we could create a new world for experimenting on!

    #13518
    PaulOnFire
    Member
    • Topics: 133
    • Replies: 1221
    • Total: 1354
    • ★★★★★★★

    I see what you mean, it sure would be easy to generate all the roads using commands. Hmm, I sure wouldn’t mind checking it out!

    After a quick look on YouTube, I can see what the result would be like:

    Impressive! I would recommend putting in podsol/mycelium/coarse dirt or something to make it even better. Coal and granite blocks also look pretty sweet. It would be fun to play around to try and find the right combination. 😀

    #13519
    PaulOnFire
    Member
    • Topics: 133
    • Replies: 1221
    • Total: 1354
    • ★★★★★★★

    And slabs and stairs of course. Bumpy roads are better than flat ones!

    #13521
    Smokey River
    Moderator
    • Topics: 22
    • Replies: 269
    • Total: 291
    • ★★★★★

    These are all really good ideas. I like the natural look with some of the roads and think this would really help people out as far as navigation. I think most of the ideas are pretty good, so I won’t come up with one at this point. It would be cool to add road torches here and there but no enough to avoid hostile mobs spawning.

    I will volunteer myself to build when the design has come to a completed form.

    ?Smokeyriver?

    I solemnly swear I am up to no good.


    *IF YOU SEE THIS ON YOUR FORUM POST TAKE IT INTO CONSIDERATION*

    -Founder of Crew Savage-
    -Rear Admiral or Super Mod-
    *depends on how you want to view my super powers*

    #13522
    GodsDead
    Keymaster
    • Topics: 794
    • Replies: 3343
    • Total: 4137
    • ★★★★★★★★

    @PaulOnFire Oh my god, I never thought about using it as a brush! :O I’ve been making square selections and doing it, I also haven’t ever use the mask tool! This is, amazing and changed everything. I wonder if I can make the tool and give it to someone else to use?

    Anyway, lets get this testing asap so we can quickly fly around making roads that look awesome

    #13523
    Crazy Pirate
    Member
    • Topics: 110
    • Replies: 1997
    • Total: 2107
    • ★★★★★★★

    -_-

    #13555
    PaulOnFire
    Member
    • Topics: 133
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    • Total: 1354
    • ★★★★★★★

    @GodsDead I have tested the brush function. It’s easy as pie!

    View post on imgur.com

    I used these commands. The percentages don’t even need to add up to 100%.

    Road:

    View post on imgur.com


    +/mask grass

    Nature:

    View post on imgur.com


    + /mask >grass

    What I couldn’t get to work was having random dirt grass blocks in the road. Because you need to do /mask grass after binding a command to a tool, it keeps overwriting the grass blocks I generated with the command (possibly because block ticks were sped up on the test world)! But otherwise I must say it’s a very straightforward task, you just need to look at the area you want to paint. 🙂

    To stop the bushes from degenerating, you need to use special MC IDs:

    Oak 18:4
    Spruce 18:5
    Birch 18:6
    Jungle 18:7
    Acida 161:4
    Dark oak 161:5

    #13566
    GodsDead
    Keymaster
    • Topics: 794
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    • Total: 4137
    • ★★★★★★★★

    @GodsDead I have tested the brush function. It’s easy as pie! I used these commands. The percentages don’t even need to add up to 100%. Road: +/mask grass Nature: + /mask >grass What I couldn’t get to work was having random dirt grass blocks in the road. Because you need to do /mask grass after binding a command to a tool, it keeps overwriting the grass blocks I generated with the command! But otherwise I must say it’s a very straightforward task, you just need to look at the area you want to paint. :) To stop the bushes from degenerating, you need to use special MC IDs: Oak 18:4 Spruce 18:5 Birch 18:6 Jungle 18:7 Acida 161:4 Dark oak 161:5

    Sweet! I actually went on and did some real-world testing last night with some basic stone/cobble paths, ran into a few issues, Paths are mega easy on flat worlds, but when you get terrain changes, hills, general mess, you need to do a preliminary “Clean up”.

    I’ve been running around with a //brush smooth tool smoothing the path location first, then its just when you transition fro grass to stone it blended in, maybe adding dirt blocks into the mix will fix this, I love the second nature mode!

    If I can find a way to create permissions for you to create these roads in a custom rank, would you want to do it? I would have to limit it so you couldn’t just make diamond roads..Might be in trouble there haha!

    #13571
    PaulOnFire
    Member
    • Topics: 133
    • Replies: 1221
    • Total: 1354
    • ★★★★★★★

    Aw, but I really wanted to make a yellow brick road out of gold blocks! xD

    Haha, the roads won’t need any special, valuable blocks, they can all be limited. Just need the dirts, the stones and the nature blocks. Maybe water as well for the occasional puddle in swamp biomes. Coal blocks and wood might also look good in certain environments.

    How will you claim the areas? Would that have to be done by hand?

    Maybe we should try out a test road. I was thinking of the empty stretch between the Cove and SuperGL’s city. There are three different types of biomes to traverse which would provide the opportunity to test out slightly different types of roads.

    View post on imgur.com

    #13576
    PaulOnFire
    Member
    • Topics: 133
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    • ★★★★★★★

    Gravel and clay would help too I think. 😛

    #13581
    PaulOnFire
    Member
    • Topics: 133
    • Replies: 1221
    • Total: 1354
    • ★★★★★★★

    Sweet! I actually went on and did some real-world testing last night with some basic stone/cobble paths, ran into a few issues, Paths are mega easy on flat worlds, but when you get terrain changes, hills, general mess, you need to do a preliminary “Clean up”.

    Hang on, this is the PC world, right? We can also continue there if the land is nice and flat!

    #22527
    _Augustus_Caesar
    Member
    • Topics: 10
    • Replies: 76
    • Total: 86
    • ★★★

    Here is the roads I am making for Rome they are 5 blocks wide.

    Attachments:
    You must be logged in to view attached files.

    Founder and Princeps Civitas of SPQR.
    Owner of the city of Rome.
    Server Staff
    MAD AS A HATTER!!!
    Nos Ava Caesar Morituri te Salutamus!

    #22541
    Zeref_Dragneel2
    Member
    • Topics: 2
    • Replies: 94
    • Total: 96
    • ★★★

    I’m also willing to help build roads on my favorite server. I think it would be alot of fun

    #22559
    CaptainCracken
    Member
    • Topics: 44
    • Replies: 832
    • Total: 876
    • ★★★★★★

    guys guys guys, 1.9 u can made dirt trails with shovels :3

    -CaptainCracken

    https://www.minecraftskinstealer.com/achievement/a.php?i=5&h=Hey+Big+Spender&t=Spend+Over+%242k+on+Food[/url]

    #22560
    koi0001
    Member
    • Topics: 10
    • Replies: 264
    • Total: 274
    • ★★★★★

    I really like the whole idea of major citys or any for of civilization being linked up by these roads.

    On another note!                                                                                                       //replacenear grass, stone, gravel, sand, dirt 20%cobble,35%stone,30%gravel, 15%stonebrick, 15%mossycobblestone,10%grass,

    looks moderately good for a path idea

Viewing 15 posts - 16 through 30 (of 31 total)

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