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Messages - C-Zech Chrome Ind.

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1321
Gallery / Re: Cohort Team Laboratories [Terrain and nature]
« on: February 22, 2016, 02:31:27 PM »
What are you talking about, this is some of your best work. It is amazing.

1322
General Discussion / Large-Scale Empire Mechanics (VCE based)
« on: February 22, 2016, 02:20:30 PM »
Good day, I am Nova Flare Emperor Q in-game.

I would like to post an idea that I had quite a while ago about creating an event system / baseplate pack with events that allows for structures with an actual function, perhaps based on VCE but plug-and-play for general player usage.  It would be similar to the 'you pay money in order to place bricks' add-on.  Each base-plate would further require a certain set of brick-models that are scripted to do a particular thing (such as a blast furnace in the steel mill) and those bricks would further require different scripted bricks in order to function, such as the slag/steel separator.  The steel mill would require a transportation system leading from a materials quarry, and both the quarry and the steel mill would have their separate total power requirements based on the power requirements of the total from all the individual brick-components.  All of this would require a power system of some sort, as different types of power stations have their advantages and disadvantages (Coal-burning, nuclear reactors, hot-air greenhouse towers, etc.)
Since they can be damaged with projectiles and other weaponry, it would be important to build over them with standard bricks.
Here is a list of structures that I made for a layout schematic I drew using them:

*Master Computing Facility (Organizes the harmonious compatibility between the slave computing facilities, but you can also control all of the facilities using it)
*Slave Sub Computing Facilities (They have their own baseplates and special bricks, but they are required for systematic control of all facilities)
*Research Centre(s) (For theorising new ways to improve technologies, among other things)
*Lab(s) (For testing the technologies theorized by the Research centre.  Requires the research centre to be useful and vice versa)
*Main Habitation Tower(Emperor Tower) (A tower to house you and your teammates / those who are under your control.  Or just you, if you like pure automation like myself)
*Intercommunications Facility (Required to connect the Master Computing Facility to the Slave Sub Computing Facilities, among other things such as bot management and internal transportation)
*External Communications Facility and Array (You need this to communicate with other empires that also have an External Communications Facility.  Crucial for requesting to send or receive materials to and from another empire, among other things such as relaying research data to allies)

*War Factory(ies) (For producing weapons, bots, brick tanks, etc.)
*Pre-Fabrication Factory(ies) (For producing pre-fabricated parts for the War Factory in order to speed up production.  It also enables you to build structures more cheaply, among other things)
*Steel Refinery/Mill (Required for filtering out steel from the ORE:_FILTEREDMATERIAL (%) that the Material Quarry Refinery puts out, as well as BIPRODUCT:_RICHSLAG (%).  It would initially have a 1/5 chance of filtering steel, but that would increase as the mill got more efficient.  Outputs BIPRODUCT:_SLAG (%), which if you have a recycling facility, can be used as a building material)
*Concrete Production (Vital for producing buildings without money, and converts ORE:_FILTEREDMATERIAL (%) directly into Concrete, and also outputs rich slag that can be re-processed by the Steel Mill)
*Material Quarries (Required to produce ORE:_QUARRY (%).  You must have a Material Quarry Refinery in order to reprocess all that raw material, otherwise it would seriously effect the efficiency of the other buildings required for materials production)
*Material Quarry Refinery (Required to process ORE:_QUARRY (%) and convert into ORE:_FILTEREDMATERIAL (%) without this, it would give the steel mill and concrete producer a hard time, since they would have to filter out everything.  Produces BIPRODUCT:_HARDWASTE (%) which can be reprocessed by the recycling facility)
*Combined Storage Facility (For general storage for materials, tanks, fuel, etc etc)
*Recycling Facility (Basically converts waste into usable materials, such as ammo, etc.)

*Nuclear Reactor(s) (Produces extreme amounts of power both day and night.  However, it produces biproducts both radioactive and non-radioactive.  Examples would be BIPRODUCT:_Q-METAL (%) Which is another name for depleted Uranium which can be used for boosting the production of vehicles, and other vce names for  131I, 137Cs, and 90Sr, which you must either dispose of or hand over to the Laboratory for studies)
*Green House Funnel Generator(s)  (Only works when near a considerable amount of heat or if the sun is present.  Produces power by forcing hot air made from the greenhouse up through a giant funnel in order to spin fan blades to high rotational velocities.  It functions through hot air, so there is no need for direct sunlight unlike solar panels)
*Coal Quarry (Produces ORE:_COAL (%) for the Coal burner to use.  Produces BYPRODUCT:_SLAG (%) and is also cheap to construct.  Great for a starting empire, but takes it's toll on any filtration systems nearby.  Also poisonous to any miners inside, so make sure you have a medical centre up and running )
*Coal Burner (Very cheap to produce and with a high energy yield, works both day and night.  Great for a starting empire, but seriously hinders any filtration systems from working at their fullest potential due to smog plume.  Reduces the efficiency of any nearby machinery that needs oxygen to work, like gasoline engines in vehicles.)
*Oil Refinery (Required for refining ORE:_OIL (%) into FUEL:_GASOLINE (%).  Required for engines.
*Oil Extractor (Extracts ORE:_OIL (%) from the ground.  Not as cheap to make as a coal mine, but yields good results in the long run.  It is required so that the Oil Extractor can produce FUEL:_GASOLINE (%) for engines )

*Internal Transportation (For the transport of resources between different facilities.  Also for transporting you to other areas of your mechanical empire)
*External Railways (Mainly tram systems, but also includes train systems) (Required for making the transfer of materials between two empires much faster.  Required for moving large amounts of materials quickly to start a supply line for war efforts, among other things)

*Agriculture (To keep workers alive.  You won't need this after you develop bots.)
*Water Resivour(s) (For nuclear reactors, mainly.  Can also be used for barges on industrial cbrown towns, among other things that require water.
*Medical Centre(s) (Whilst you still have workers, you will need this so that they can recover from radiation poisoning / toxic plumes / lunchbreak disasters etc)

Of course, there are more vital structures that I haven't listed, but you get the idea.  Discuss and share your ideas.

1323
Suggestions & Requests / Re: Need Help Finding Old Map
« on: February 22, 2016, 10:57:30 AM »
I literally just Googled "gsf paradise": http://forum.blockland.us/index.php?topic=44273.0

I remember this as well.  Thanks!

1324
Newer versions and alterations of C have been heavily influenced by C++ since 1998, and thus newer versions of C influenced modern programming languages.

If you were talking specifically about syntax, then you could have explained it better and in greater detail, and we could have discussed it and resolve it quicker and learn something from each other.  Instead, you explicitly told me that C was better due to the fact that you "don't need to write lines and lines of code" and that I didn't know what I was talking about (your words) among other things.  You were rude and dismissive, and that applies to the situation with Tezuni.  I specifically said that most modern programming languages stem from C++ through C, not that they explicitly come through C++.  C++ is a higher programming language based on C, so it doesn't make sense to come out and say that all programming languages come from C++ exclusively.  I mentioned C++ to a certain player because it can be used for much the same purposes as C, but is built upon and modified in some areas to accommodate what I mentioned in my earlier posts, but you joined in and said what you said.

I decided to leave it to rest because, hey, why sweat the small stuff?  That was until I saw Tezuni's post on why you were banned, and then it made sense to me.

Most people like C more because it's simpler.  It is not better or worse than C++, which is what you were explicitly suggesting.



1325
General Discussion / Re: Your Favorite Builder(s)
« on: February 22, 2016, 09:27:15 AM »
I have the save if you want it.

That's wonderful!  I would love to post pictures of his work on that here.

What brickpacks and colourpack was used?  It was a long time ago.

1326
the thing is, you are /ok/ in retrospect, I could understand the campaign to get me banned on everyday server, etc.
however, your execution was unbelievably petty at the most, getting yourself banned in order to try and get other people banned doesn't seem like a good way to do it, you should've made a drama or a psa, idk
but yes I was never an admin and didn't really want to be one
i understood that a permaban would eventually hit me, regardless of what I do
thanks for wasting your precious time reading this

He used you as an excuse to insult the entire administration staff.  I made a long post a few pages back on how he was rude when he told me that I was wrong in my explanation on C and C++ on despair syndrome (it wasn't the only thing he was rude about, but let's not get it too complicated).  I suggest you look at it, because I doubt he has.

1327
Help / Re: "No URL set in game manifest!" Error
« on: February 22, 2016, 09:17:57 AM »
No, Blockland is protected by Cloudflare. It's a totally valid point.

I never knew!  How does it implement it?

#peconexplanation

1328
Gallery / Re: Cohort Team - JAIL RP NOW
« on: February 22, 2016, 08:27:48 AM »
- soviet era rp
- famili rp pls
- caddie rp
- then now jail rp (sill communist)

-snip-

commie caddie prison love rp sponsored by blocktim

1329
Gallery / Re: Cohort Team - Caddie RP PLS
« on: February 22, 2016, 08:22:35 AM »
Cohort Team caddies RP



I'm the purple caddie behind sylv

1330
Help / Re: "No URL set in game manifest!" Error
« on: February 22, 2016, 08:16:05 AM »
It could be cloudflare trying to insert an interstitial page that the launcher can't handle.

Is your comment misplaced in this thread?

1331
Sorry but the more I think about this guy the more annoyed I get.

I don't blame you.  I've had problems with Boki myself.

1332
Gallery / Re: Cohort Team Laboratories [Terrain and nature]
« on: February 22, 2016, 08:11:47 AM »
ya so we're considering cancel this project seeing the interest is low

I'm quite interested in seeing it's development.

1333
You turned around and tried to lay it all on me and boba. So for that you can go right ahead and forget off.
-shove your bullstuff and deceit up your ass.

i love it

1334
Suggestions & Requests / Re: Need Help Finding Old Map
« on: February 22, 2016, 05:19:42 AM »
I should have GSF Paradise in my ancient cache that I haven't cleared since version 19.  I can't seem to open it with any cache-opening tools, so I can't pull it out.  It is over 6 gigabytes large.

1335
Suggestions & Requests / Re: Need Help Finding Old Map
« on: February 21, 2016, 11:20:23 PM »
I certainly know the map you're talking about, but the name evades me...  Where did you find the map at first?  On a server?  If so, can you remember the hosts' name?  Or, did you download it, and if so, was it from RTB?

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