Before the infdev multiplayer comes online, I believe it would be in our best interests to begin planning for the our first in game settlement.
I present to you....
....The City of Notch
To be founded alongside an ocean preferably near a river delta (or what equates to one) perhaps in a wide, shallow valley for ample building room (and awesome vistas).
I am thinking we go for neoclassical architecture for the main promenade and spawning area, all the official stuff. but pretty much free build everywhere else.
I believe that this town should be divided up to make things relatively fair.
along the main promenade (N-S) should be reserved primarily for the god tier members of World of Minecraft, the fine builders, slowly branching out from that point are relatively small lots of land for pretty much everyone else, these will be the temporary residences for those who require it: small blocks of land
10x 15 (marked by the new signs notch has put in, so as to tell whose is whose) so people can build up a stockpile of necessary materials before setting out on the world, over time, these plots will become decommissioned as to make way for larger constructions as the town grows, with the plots slowly moving outwards (as any normal city does).
Towards the outer edges of the city, the farms (again, if need be, marked by the owners with signs) and tree plantations will be allocated for a renewable economic system, (as above) these will eventually be reassigned and moved further out from the city centre.
And finally, the furthest out from the city centre, we will set up ditches and parapets to impede creatures and attackers (you think the griefers are bad now, just wait till the bastards mass spam you with TNT !)
Whilst these constructions will be built the furthest away from the settlement to begin with to allow for growth, they may also require upgrading or expansion as time goes on.
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well, there, all has been said.
now its your turn, what are your opinions/ideas/comments ? I'd like to hear them.
dude i love your idea i already reserve a good spot on the main promenade :D
This is a very good idea - imagine; you start out in the town until you are ready to branch off from your initial town and create your own. But, I think that you should keep the old defences even after each expaniton phase - say greifers(probally will be called raiders then) breach one wall, the defenders retreat to the next wall, in the hopes of defending the main parts of town.
meh i think griefer age will be ended you really think they are going to griefe to get banned? and then have to pay a new account? Mmmm im not sure about that there wil be some but way less since ban will hurt more
I think notch needs to put guns so that we can hunt better and defend citys/towns from monsters and griefers...
This mode will usher in a greifer-free age of triumph (as the greifers normally dont buy things to wreck them)
we may still encounter the Rare, rich greifer.
I can imagine all those little settlements and villages and mines in the outskirts... it's going to be epic :P
You know what would be awesome? A subway system using either minecarts or flowing water. We cold also do something similar aboveground with elevated rail, but...
A form of currency would be neded; like plain wood and plain rock is $1, iron ore is $5, gold ore is $20, diamond ore is $50, and the red stuff would have to be graded depending on the level it normally spawns (i dont know where yet!!)
Currency would be used as normal to buy items from other people and stores, to buy land and houses, and to upgrade equipment.
We would need a form of currency to settle argumants and keep society from falling apart.
Some basic laws would be good too.
The red ore(used as some electric wire or something) is quite common in caves. Whereas I got 20 diamonds, 50 golds, 200 irons and stuff, I got almost 450 red ore. One orerock gives 4-5 red ores.
I suppose that there will be a form of currency, at least in our server, due to the number of players. Some people can mine, others kill pigs or farm for food, some chop wood etc. to make a living economical system.
Laws are a necessity too. A proper design of minetracks are needed so that there wont be tracks going everywhere.
Kill the idea of currency,.
keep it bartering ONLY
My idea for the economics should be like so:
fellas go down into the mines, and then, when down in the mines, a large cavern is converted into a cache area with some guards on rotation (basically, always have people there to ward off mobs and raiders), it is at this area where people drop off what they have mined and in return get given tools & supplies from "smithies" to continue their job.
of course, people are allowed to keep what they mine and are under no obligation to give stuff away (for the greater good) but I am sure that they will quickly lose friends.
maybe we could use a type of bartering system, trade one thing for another... you know?
Multiplayer Infdev would/will be so full of win.
Wow, very nice ideas you guys have.
Would be awesome to "live" in that town :P
I think that the currency should be gold ingots, as gold isn't used all that much anyways. As for the laws, I say that each community may have their own laws, but must still use a set of laws defined by whoever owns the server. Those laws could be: no stealing(obviously) no arson, do not kill, and if you break the laws in one city, they you aren't allowed in for a certain amount of time.
I'd go on and never leave. My position would probably be a miner. NOT a minor.
the only thinkg is how peple would get money like if someone is on patrol he would have to be paid because he is busy killing monster he cant mine and even for miner if someone discover gold or diamond it ould need to go to a corp who then redistribute them but i think i would go freelancer i mean i mine my own ore and i build my own house and who know maybe sell house to people
Have one person sit in a room and take in all raw materials, output finished goods, and give them to the most appropriate people (pickaxes- miners, swords- defenders, etc.), and also give everyone a set amount of gold ingots every day.
yup that sounds good
democratic communism? sounds good for a minecraft game
the only problem with being on your own is , yes, your your own man, but theres only one of you, in a raid(greifers) or mob attack your chances of recovery are reduced significantly
I do really like city-planning and such things (DF obsessed) so I'm perfectly willing to help out with that! But if I might make some suggestions:
1: Do give higher-ranking people houses closer to the city centre (at least at the start) but /don't/ give them particularly special privileges. What we should want is a system where the higher-ranks can get noticed but without encouraging any sort of elitism.
2: Have some sort of monetary system. I know Notch is planning on adding one in too, but in the meantime. I'd recommend admin-imported gold (something that's useless in practical terms but really rare to find). The reason why I encourage a monetary system is because:
-It gives a sense of community to the whole thing.
-It means people won't have to be stuck with jobs they don't want to do. For example, someone who loves building but hates mining won't have to do so if they can just buy the blocks.
-It means there's a purpose to collecting things. In a normal game, someone who doesn't use electricity wouldn't.
-It means you can actively measure your progress. In a regular game, how far ahead would you say a person with 20 iron is over a person with 60 cobblestone? In a system like this, people have a singular monetary value for measuring things like this.
Also, you can have city income by doing things like charging for rent. I don't mean on every house, but if someone wants two or three house slots, or wants to build their house above the set limit, they could organise a weekly payment to the city for things like that!
3: Make use of the block restriction... thing. Y'know, the one that assigns certain areas to be built upon by certain people. Unlike the regular server, this can be a lot more organised, and because you don't have unlimited resources but does have unlimited size, there's far less of a focus on building whatever you want. Really, you should have the whole city completely un-buildable by anyone other than city-planners/builders (who accept popular suggestions from the community), except for housing slots that can be built on by whoever owns it. This should put a HUGE stop to griefing! After that, you should have:
-the surrounding countryside, where anyone can build upon but which can't (with exceptions for if it's really well-done) get a special block restriction (unless maybe they can if they pay some sort of rent?) and can be destroyed by the city in an expansion.
-areas completely outside the city borders where villages can be built (if a village becomes big enough, then the owner gets complete privilege of the area around it and acts as the mayor of that village; but it does actually need to have some support for that).
4: There should be government jobs (aka: city planning, rail managing, general admin-ing) and shopkeeper jobs... but that should be it for pre-defined jobs. after that people should be able to do whatever jobs they want whenever they want. In that regards, I propose that all farms be communal, anyone-can-work-there jobs. However, with money, the... er... "government" can still pay people to do specific jobs.
5: Don't import any resource other than gold. It should be foremost a communal project and people should be contributing as much as possible, and just plonking down the resources to start a town isn't nearly as fun as having to mine for them.
6: The city itself needs to have some focus on efficiency. It might be nice in theory to have a big castle in the centre or have lots of gardens, but it would also mean a heck lot more walking around!
-On a related point: Remember that running water is very audible in this game. Some people find it annoying, some find it relaxing. Try to get about half of the houses and public buildings
within ear-shot of some sort of river or fountain and half... not.
7: Oh yeah, nearly forgot: public-access buildings should be the main centre and focus of the city. That way it encourages people to meet up at a centre and gives the city a purpose, as opposed to just one big plonk of land full of houses that nobody has any reason to visit.
8: Don't get obsessed about the planning! I know it's VERY easy to get overly hooked in something like this, but we really don't know how well it will actually turn out in-game.
I've still got a heckuva lot more ideas, like how shops might work and subway/cross-country-rail systems, but I really don't want to get ahead of myself, especially if there isn't much more people interested in this.
...yes, I really did put some thought into this! That's because I was involved in the FacePunch forum's one up until it turned into everyone saying they want to be able to steal from each other and not liking block-restrictions because they want to edit the city any way they want. ...yeah. Anyway, I stopped from then on; later on I pay this forum a visit to see what everyone thinks about Survival Multiplayer, see that there's a very under-developed city thread, and decide I might as well get involved in this one!
I would love to have a living breathing city but i just dont know if we could get a up and running economy. Moderators could give gold to people who did community jobs like guard duty or building. Once they get money they could start their own buisness and thus offering jobs to other people and so on. Then there is the possiblity of a transportation service. if we were to build the city around a river or source, we could irrigate that water into channels we could use for transporation. Later on in the villages life we could have a working tram system if we collect enough red ore so we can control the carts. If we do have a tram system we will need opperators manning the levers and switches. So yea. It seems like we are going to need some sort of currency if we want any of this possible, because people are going to want somthing in return for spending time doing a job when they could be mining for gold or some other collecting task.
I also agree with MechPlasma, we need a sort of block system.We can't just let everyone building anywere they want, this would cause too much cluttering and then we would be out of space very shortly. Puting land plots up for sale would help with the whole economy but we could have just the builders build in the plots for people in exchange for money.Thats all i have for now on my head for the moment.
The high names here on World of Minecraft could make a template of the city and then people could claim a place for their house. Mods would watch that theydont build beoynd their limits and when more and more people have claimed a lot in the city, build another city somewhere far or expand the current city.
Free building outside the city walls + 50-100 blocks away for expansion space would be just fine for those who want to live in the wilderness. a huge mine under the city would be cool and nearby mountains should be used for mines and maybe guardposts on the top.
I think that the 'government' should be able to mint coins when there simply isn't enough money to go around, and for paying people to build stuff etc for the government.
multiplayer testing is up! you can only enter if you recieved a sort of unlock code from notch
How does one get this code? Thru email or ingame? (I'm not at home so i cant check)
edit: hmm, seems to me that its very exclusive. oh well
I have an idea, im a good designer in real life, i could take these ideas and change em into an image and my comp. I could probably make something like it on my server or maybe in single player (creative). Or, we could make a new lvl on World of Minecraft main and create it there to see what it would look like and how many resources it would take. Im up for that job!
Check out lowlands for the small proof of concept, I have a small plaza area, an arch du minecraft and a boulavard with reflection pool, and situated nearby are proof of concepts for defensive structures, etc.
look for the "town of notch" red writing near the spawn.
Check out lowlands for the small proof of concept, I have a small plaza area, an arch du minecraft and a boulavard with reflection pool, and situated nearby are proof of concepts for defensive structures, etc.
look for the "town of notch" red writing near the spawn.
Well... why don't we have a competition? The one who can come up with the best city design by, let's say, Sunday 8th, gets his design used as the design for the city! As decided by... oh lets say a public vote.
Yeah, it's a short deadline, but SMP comes out next Thursday. I'm not saying "Thursday" because that's too short and it'd be better to spend a few days experimenting with SMP first.
So how will this work? Just create a rough town in either Alpha or Creative, make a little blueprint just explaining what the buildings are for or other details, and post it here (pictures of it, I mean, not the save files). It doesn't need to be (read: shouldn't) exact or detailed, but it should be usable as a good guideline. In other words, a builder should know the exact layout of the buildings, but should have a bit of leniency designing them and shouldn't need to keep looking at a reference pic/blueprint every five seconds. If a building doesn't look right or should look better, it can be changed after the basic city is built.
Also, this is survival, not creative, so the city needs to be focused more on function than it does on looking good. Resources shouldn't be a problem or anything, but if it takes an unnecessarily long time to reach the nearest furnace because all the buildings are so big and fancy, then it's a problem! And if the most commonly-used buildings are the furthest away from housing, then it's also a problem!
Here's some suggestions:
-The more buildings in the city plan, the better. Small plans can always be built onto, but making big plans now means that it'll look better! But buildings should NOT be redundant (unless they're design-related buildings). For example, having two workshops at opposite sides of a residential area is good, because it means less walking to reach one, but having two furnaces really close to each other is just pointless, even if it does slightly reduce travelling time.
-Relatedly, try to come up with as many building functions as you can! Here's some I thought of: a Town Hall/meeting place, a storage area (aka: people who get a lot of resources can be allocated chests here, which they can access themselves. Regular can just use their house, of course), a crafters building, a furnace building (those two can be combined if you want), a scenic area (like a garden, or a statue, or something that looks nice. Just don't have a lot of these though), an out-of-town railway, a subway (maybe?), a farm, maybe shops? and...
-An infinite cobblestone generator (you remember, right? Having lava and water produces mineable cobblestone?) Just trust me in this, it should be 5 wide, (I think) 7 tall, and X+2 wide, where X is the number of cobblestone blocks appearing at once. I'd recommend 2 per person using it at once. If you want to make multiple rows, add +3 to its width for each intended row.
-DON'T have the entire town within earshot of running water. It's very loud and some people really don't want to have to hear that all the time. ...Which should really only happen if you put fountains everywhere. Don't be discouraged from having some of the town with running water though, just as long as people have a choice whether to be stationed in those parts or not.
-Housing. Decide for yourself what housing block sizes should be, including height above and below ground level. Solely as a reference I'd recommend something like 6x6 wide, 10 above ground and 5 below. You don't need to be too specific about where they go as long as there's room. Also, while you can decide what style public buildings should be in, you CAN'T decide what houses should look like. That should be entirely left to the player! However you can impose a ban on things that affect other players, like running water or explosives. And expect a LOT of houses!
-Don't use rarer blocks like Iron/Gold blocks, or Mossy Cobblestone. They can be used later on, if we get enough, but they shouldn't be used in the starting plan.
I don't mean to sound like the Big Boss here, and I'm not trying to impose my own opinions. All the points I listed here (aside from building suggestions) are supposed to be basic common-sense stuff. Foundations, in other words. Stuff that practically needs to be in!
Also, Sunday is only when the voting takes place. After that, we'll need to organise smaller changes, more specific designs, whose going to build it, etc. Of course, this is all assuming that we can get the
I have a... somewhat small... plan already done myself. I'll upload it tomorrow to give you an idea.
...And because I want to be able to compete too, of course!
Edit: okay, wow, I really did not mean for this post to be so ridiculously long!
I steal arch/builder spot!!
I like the idea of a compitition. I will start on it today lol :) The winner should be able to pick their own land first.
Right, well, even though I said "I have a small example I'll post tomorrow", I decided to make a brand-new city altogether instead! Half because I realised the example city was WAAY too small (seriously, it was about 1/4 the size of my new plan), half because it didn't really have all the functions this plan has, and half because I'm already using it for myself. Err... yeah.
So, presenting: "My City Idea". Creative name, innit?
Side-view. I didn't make it, but all outside the path encompassing it is meant to be grass and houses. As for why sand? Well, because I just couldn't think of any other block to use!
There's also supposed to be a (bell?)tower on top of the City Hall, but I didn't have it in in this screenshot.
Aerial view.
The purple things are meant to be floor pressure plates, by the way. I took this screenshot in MCedit.
Night side-view. With belltower. It's only partly lit up because this is an example pic, so I didn't put lights everywhere I should have.
MSpaint-d blueprints of the city. It also shows where the houses/streets will be. ...they're meant to be at the other side too, but I just didn't get around to drawing them in.
Soo... explanation. Starting from the top of the Blueprints and going clockwise:
-The massive building is more of a free-space area, for any kind of building that doesn't have room. Naturally, it'd be empty to start with. If we get some sort of economy working, it could act as a super-market! The grey thing at the back is stairs.
-The small orange-y building is a crafting building. Nothing special.
-The big partly-grey building is a furnace building. It's divided into four parts, which have 8 or 12 furnaces. Each part is covered with pressure plates that, for as long as they're stepped on, will shut the steel door going into the part. This is so that people aren't able to go in and steal stuff from someone's furnace mid-use. I used pressure plates as opposed to a switch because not only is this way automatic, but it means the door will open again if the user logs off.
-The red and blue room is a cobblestone generator, that I talked about last post. It generates 10 cobblestone blocks at once per level. The grey thing at the back will be stairs- at the moment, it's only one level, which is why they aren't in my screenshots, but if it starts being filled too much it's easy to add another level on.
-The massive green thing is a garden. It's one block deeper than regular land, and the grey blocks surrounding it are half-blocks going up. In other words, its walls are 1.5 blocks high, meaning that animals won't be able to jump out!
-The oddly-shaped partly-olive thing is a railway station. It's fairly self explanatory, it's meant for a railway that leads out of the city. To other cities, or whatever else there may be. It's elevated off the ground, so even though it looks like it's taking up part of the garden and footpath in the blueprint, it really isn't.
-The orange-y building is a crafting building. Like the other one, but a little bit bigger and at the opposite side of the city.
-The grey-ish building is a stairway. It's for going down, if there'll be a subway installed (or anything else), and for going up if we want to add extra levels to the next building:
-The big browny building is a storage area. I also already explained how this would work in my last post. It has 24 2-wide chests per level. Like the parts in the furnace building, all the floor is covered with pressure plates that close the door. Unlike the furnace building, all the pressure plates close the front door of its level as opposed to individual doors... in my current level/blueprint. It was only when I was writing this up that I realised it should be divided into two parts instead.
-The small grey/olive building is a smaller, more temporary railroad. Whereas the big one is intended more for going to other cities and such, this one is intended for smaller distances, such as going to the nearest mine. It uses a single lane, so only one train is allowed on the rail at once.
-The red paths are made of furnaced rock, and the blue "puddles" are... pretty much that.
(Most of) The buildings are really intended to be built up as needed, and it looks somewhat flat at the moment. The centre building is the City Hall/meeting place, and on top of it is a planned tower of some sort. Each houseslot should be 6x6 and 10 high - 6 blocks above ground level, and 4 below. The odd-shaped houses in the blueprint do still count as 1 houseslot. And I call dibs on the tall one on the right! =P
The one thing that I haven't got here is a City Wall. I do want it to have a city wall, but just a small one. To keep out monsters and such! But it'd be better to be built later on, when it can cover quite a lot of houses, as opposed to building it just outside the centre city and leave houses vulnerable and obscure their view of the city centre.
I think that's it! ...oh, except that the buildings at the moment are all very... cuboid-shaped and regular, for the most part. That's not by design, I just couldn't make them... less so. Not without tacking on some horribly out-of-place thing like a right angle roof. If anyone thinks they can make an improvement, go ahead!
Click here to download the map for yourself!
...why do all my posts end up being so ridiculously long?
I love your ideas mate, but with an infinite world, I feel we are limiting ourselves a bit too much. See you on the server, out in the wilderness, no where near your villages.
how do I post pics?
Yes, I've already been fooling around in single player to make a train system, and I've pretty much got it sorted. we need to have a large system that will go into the mines, bringing ore and stone back to the surface. and when we run out of ore in the mines, we tear up the tracks, and make a train line going directly to the next, far off place to set up another city, where we will prosper for another week or so. Rinse and Repeat.
It will work perfectly now since notch has put in automated minecarts and they could push people to the next town
For the mine idea, I'd recommend making the rail going into a mine be separate from the main railway. Still very near, so that you wouldn't need to walk, but the problems with having them be the rails be connected depends on how you do it. Either:
1: The mine rail is connected at a t-junction, which can temporarily change direction on a button press. The problem with this is that to get back up to the land, you have to walk up, which means it's only got half the purpose.
2: The mine rail is a mandatory part of the main rail - as in, to go a full circuit of the main rail requires going through the mine. The problems with this are that it takes longer to traverse a full circuit on the main rail and the carts going out of the mine appear much less frequently.
With having them be separate tracks, it means it's far faster to get out of the mines and out of danger, as well as not slowing down everyone who doesn't want to go into the mines. Simple as!
I'd also recommend using cart-boosting glitches. Because they're SO much faster than powered carts and don't have to worry about steep slopes! But I'd still recommend not making the main rail have steep slopes for if/when Notch fixes the bugs.
....oh, and leave space to be able to build walls. 1.5 high from the ground. So that when mobs are in, they won't be constantly stopping the train. Or, worse, hitching a ride from it (seriously, they do that)! I don't say do it right away because it takes a LOT of resources! Like, five stone for every rail piece!
Err...
Anyway, what does everyone think of my city plan?
how do I post pics?
By putting the image in [img] tags. You can see all BBCode tags here:
http://www.worldofminecraft.com/filter/tips/4#filter-bbcode-0
wat is the IP of this server??
anyone starting 24hour SMP server? put the ip as as a reply
^
| agreed!
So SMP came out. Woop!
Unfortunately, it's at a much too incomplete state at the moment. In that, for this to work, we need three things:
1: Checkpoints/teleporters. I wasn't expecting it, but development expands out very very fast in multiplayer, so the only way this city would really be put to use is if it could be used mainly as a stop point, where you can access any facilities and keep your stuff secure in a protected region. Having a checkpoint/teleporter means that you can still get to unused land without taking ages to get back to the city.
2: Chest data be saved to server. The main point of houses in the first place is that you can use them to keep your chests secure. But that won't happen in the current system because chests are client-side, so any stuff in them is lost if the player disconnects.
3: Block protection. Aside from the obvious griefing issues, which would be pretty big if it's constantly being used as a checkpoint, there's also the issue with that, without being able to secure chests, it would be all too easy to just steal from other players. And the usual "people should just protect their own house" rhetoric... just does not work.
So I say we start this as soon as we have those three things. Which, at the very least, is within a week.
In an ideal scenario, someone would be able to make a plug-in that made house management much more simpler and automatic... but that's highly unlikely. This is, after all, just one small project. Maybe if these kind of cities become popular, someone will, but until then...
WoM Coins: 2
lol, look at the URL.
7000 get
This feels auspicious.