AZCraft 3 ***MOVED TO AZCRAFT 1.0***

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Brekkjern
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Re: AZCraft 3: Giant Shrooms!

Post by Brekkjern »

That would defeat most of the point though. That is the area where people need the new features. Not by the edge of the explored area.

If the purpose of not wiping that area is to save the pathways, then I don't really want to comply. It will not take too much time to rebuild that.

If there actually are structures there that people would like to save, then we can look into saving only those and nothing else, but I don't think a small hut is worth saving.

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Re: AZCraft 3: Giant Shrooms!

Post by [Citation Needed] »

Hardly a small hut. Lots of time spent dying by Ghasts to make flying bridges. :V
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Brekkjern
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Re: AZCraft 3: Giant Shrooms!

Post by Brekkjern »

So you want me to save cobblestone that you spent an hour or two to build? Not a town or a well designed pathway with decoration?

Zorinth, Droolio and I agree that the structures we know of in the nether are not enough to save them. And also, you all knew this would happen as we had told you since the nether features were announced.

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Droolio
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Re: AZCraft 3: Giant Shrooms!

Post by Droolio »

It's just not feasible to save all those random scattered bits n pieces in the nether, it'd take hours of admin work for no real gain. On the bright side, you get new glowstone with a fresh world. Anyways... the nether is now reset!

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Re: AZCraft 3: Giant Shrooms!

Post by [Citation Needed] »

Replace the 14 Obsidian it took to make another portal. :I
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Re: AZCraft 3: Giant Shrooms!

Post by Droolio »

Huh? No portals have been removed. And it's 10 obsidian blocks to make a portal.

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Re: AZCraft 3: Giant Shrooms!

Post by [Citation Needed] »

If you deleted the chunks in the Nether, would that not also remove the portals in there? We had a big problem with having to manually build Nether portals in the correct areas to get them to link properly instead of every single one linking to the Hipster Ravine.
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Re: AZCraft 3: Giant Shrooms!

Post by Lordy »

Citation, you make a good point, but how would getting them back be remotely feasible? There's like 22 thousand of the buggers.

...that being said, at least harvest all the corners. :€

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Re: AZCraft 3: Giant Shrooms!

Post by [Citation Needed] »

There were at the MOST maybe 10 of them?
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Re: AZCraft 3: Giant Shrooms!

Post by Brekkjern »

So who do you propose I give the 100 obsidian to?

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Re: AZCraft 3: Giant Shrooms!

Post by [Citation Needed] »

I didn't say give 100 obsidian to anyone. :/


I was expressing frustration at the painful process that goes into checking coordinates, calculating Nether coordinates, getting to those coordinates (while fending off beasties), and constructing a portal + safe route. It just wasn't something I would have thought about doing twice given how infuriating it was the first time.
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Unbalanced
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Re: AZCraft 3: Giant Shrooms!

Post by Unbalanced »

Couldn't you just enter the overworld portals again to recreate the nether ones?
You are now manually breathing.

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Re: AZCraft 3: Giant Shrooms!

Post by Lordy »

The problem is that they all lead to the Hipster Ravine's portal in the Nether, and that complicates things verily.

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Re: AZCraft 3: Giant Shrooms!

Post by Brekkjern »

Not all of them, but most of the central ones do. It isn't all too difficult to get hold of obsidian though.

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Re: AZCraft 3: Giant Shrooms!

Post by [Citation Needed] »

No. I dunno if the 1.0 update fixed this, but entering a Nether portal from a new location while an old one exists links yours to that portal's Nether counterpart, and does not create a way for you to go back to yours, only through the old portal to the other person's base.
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