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Pajoonk

Main Slipstream Lines Guidelines (WIP)

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Hi Minions!

For some time now I wanted to make semi-official (for now at least) set of guidelines for 4 main slipstream lines (North, South, East, West, maybe more later) mostly in Overworld, but probably should be applied to Nether ones too (with some changes in respect to Nether and its slipstream unique nature).

Most of them, at lest all important ones I discussed with @MaximusPower_, and we came to agreement that they are good. Never the less I cant claim that I have his full support in all this. Hope he sees this thread and expresses his opinion.

For now please treat it as WIP, open to suggestions, even though its in some (or most) places written like strict rules.

Where I could I made east and west main slipstream lines to follow those guidelines. All examples shown below are from those lines.

I think we may also need some people to take care of those lines, check passibility, maybe even to have trust along whole line to make repairs and enforce guidelines swiftly. One or two persons for each line should be enough...where is Ministry Of Transport when you need one? ;-)

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Why I propose those guidelines?

Simply to make use of main Slipstream lines as easy and comfortable as possible. In my time I almost daily travelled from spawn to east border, not without some issues and to alleviate those issues I tweaked this route where I could to make those trips fast and without problems.

You are not expected but are encouraged to follow those guidelines on all Slipstream lines, especially longer ones and with more than one, two destinations. 

For now I feel like it should be for each line builder(s) and/or majority of owners of stations along each line to decide whether those guidelines (and if all or some) should apply to their line.  When such decisions are made then anyone else joined or joining or travelling such line should obey those guidelines. When situation like this arises we may need some more regulations in terms of how Major lines should connect with those other regulated lines (i.e. do we change Redstone Code to signify that you are entering regulated one, do we allow some stop blocks/lines on such junctions and in what pattern etc.)

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Some universal terms and rules:

Redstone Torch Code? (RT Code)

Redstone torches are used as a way to mark various points of interest along slipstream. Since speeds on SS are quite high there is no way to communicate info by signs or other means. That's why I devised this simple, yet effective code.

Stop blocks? Stop lines?

Any kind of non-ice block or line of non-ice blocks embedded in ice layer causing boats to slow down.

Signs?

Any signs with any description are allowed but they cannot interfere with Redstone Torch Code, and cannot block space of 2 height above ice level.

Signs pointing to main directions (East, West, North, South, SPAWN, Crossroads) are very welcome on any junction, or station.

SS%20Signs.png?raw=1

Widening of main tunnels?

No widening of main tunnels, regardless if its done with ice or with other blocks is allowed.

Wall hugging is sometimes needed to travel especially with higher lag. Any unnecessary widening of tunnel will always be problematic, will just stop wall-hugging travellers.

SS%20Wide%201.png?raw=1SS%20Wide%202.png?raw=1

If you need to widen tunnel for access or aesthetic reasons please use halfslabs or stairs on edge of ice.

SS%20Wider.png?raw=1

Be aware that many other blocks like fences or chests are not fully 1 block wide, and generate stopping edge, so as far as I know only full blocks, halfslabs and stairs should be allowed in 1 heigh space on ice edges.

ST%20Stop.png?raw=1SS%20stop%202.png?raw=1

This two-wide gap, though filled with chests creates stopping edge!               Suggested FIX.

Can I mine Slipstream walls and make holes, niches in them?

Yes you can, but keep in mind above rule about widening of the tunnel. Whatever you mine out, whatever hole or niche you make, always make sure that one block above ice on each edge of SS is made of full block, half slab or stairs block. It can be cobble, smooth stone, dirt...preferably not sand or gravel so it does not fall if someone mines below. Anything permanent.

SS%20mine%201.png?raw=1SS%20mine%203.png?raw=1

SS%20mine%202.png?raw=1

Theoretically, one wide holes should not stop wall-hugging boat but I had some issues with higher lag, so please cover or halfslab them too if you can.

Also, while mining be very careful to not let lava get on Slipstream.

Dude, where is my boat?

When you go away from boat, even for a minute or half please take it with you or store in any chest.

If your boat vanished after disembarking walk away 50-75 blocks and return and it should be visible and ready to pickup (I believe its Optifine bug).

If you see abandoned boat in middle of slipstream, please stop for a few seconds and at least "destroy" it so it despawns.

If you see a boat on claimed land and you are true angel, move with your boat outside claim, destroy it and return for the one blocking tunnel and continue your journey on it.

If you see boat partly embedded in ice, blocking traffic on claimed land post on redmine about it. If you have ice (or silk pick on you) and its not on claimed land please free it yourself.

LIGHT!!!

You are encouraged to properly light unclaimed pitch black parts of Main Lines and if Main Line crosses your claim and you don't grant public /trust on this part you are required to provide and maintain proper light levels. It can be moody, but not so dark that you can't see anything.

BUT BEWARE:

Until all SS ice is replaced with packed variety most of it will melt when to close to any light source like torches, redstone lamps, glowstone, sea lanterns.

I'm not entirely sure on exact numbers, but light source can't be closer than 3 blocks above ice, and for now, lets say 5 blocks beside it.

SS%20light.png?raw=1

If you see such atrocity please remove light source if you can and ask in chat if anyone can replace melted ice, or replace it yourself. If no one can, or land is claimed post on redmine.

Describing location on Main SS Lines.

Maybe its obvious, but having especially redmine in mind I think precise description of location on Main Lines should be i.e. East 5650, West 1520... I mean no need to put "minus" or the other coordinate.

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Points of Interest alongside tunnel and guidelines regarding them:

1. Junction

All junctions where you are able to steer your boat to other direction should be marked by 3 Redstone Torches on each side of joining tunnel, as close to its edge as possible, ideally just on edge. If you want to make more elaborate design try to incorporate this rule into it. Any additional info on signs should be on the ceiling or opposite wall, of course leaving free space of at least two blocks above ice.

Why? When you ride the slipstream hugging one wall it is most important that you will have clear signal about incoming edge, so you can steer away from it, and not stop...or steer toward it if you want to turn.

No stop blocks are allowed, beside Major junctions, by Major I mean crossing of N-S and E-W lines, and junction to such places like Dark Lord's Castle or Crossroads where official Minion events are held.

And please, do not make junctions to lines shorter than about 100 blocks. Any junction is problematic for fast and easy travel on main SS lines. If you are closer than about 100 blocks from main line just make a station and walk the rest of distance.
SS%20Junction.png?raw=1SS%20Junction%202.png?raw=1

Pleas note that below junction is a little fringe case. I would prefer that torches incorporated into elaborate design were closer to the edge of joining tunnel. Ideally right on its edge.

SS%20Junction%203.png?raw=1

Also, please try to avoid making cross-junctions, or junctions on left and right of Main Line closer than about 75-100 blocks from each other, so wall-huggers will always have time to switch walls they hug.

If your Slipstream has to cross Main Line consider making it above main line with drop to it. Or block one part of junction (less used one) with halflsabs and do not mark this side with Redstone Torches.

SS%20CROSS.png?raw=1

If there already exists a cross-cross junction (other than the crossroads of main lines) from the time before guidelines were published and it can't be changed according to aforementioned suggestions there is new RT code to mark it, to make it distinguishable from Major Station.

4 set of torches. 2x3 torches on main crossing line, and 2x2 torches (two on top and two on bottom blocks with middle empty!) on secondary (i.e. shorter) crossing line.

SS_CROSS%20B%202.png?raw=1SS_CROSS%20B.png?raw=1

But please do not over-use it as this type is hard to navigate while hugging the wall, and its torch code could be confusing.

2. Major station

And I mean Major, like SPAWN, Crossroads, or other places where official Minion events are held.

RT code is 4 sets of 3 torches, on each side of tunnel on both edges of station platform, or on edges of more elaborately designed walls.

Stop blocks and stop lines are allowed on such stations (and only on them).

Such station should always have publicly accessible Boat Chest.

SS%20Major%20Station.png?raw=1

3. Stations important for community

By those I mean such places like public or semi-public spawners, farms, Villager-Trade posts etc. public exits to rare and sought of biomes like Mesa, Flower Forests etc.

Generally something that many people will look for, constantly, not only visit once and forget...so some Minion Land Heritage Sites could be added to the list too.

RT code is 4 sets of 2 torches (2,3 blocks above ice level) on each side of tunnel on both edges of station platform, or on edges of more elaborately designed walls, or beside door (some spawners i.e. have only door directly accessible from slipstream).

Stop blocks and stop lines are NOT allowed on such stations. You know general coordinates, you see RT code, you have time to slow down.

Such station should always have publicly accessible Boat Chest.

SS%20Imp%20Station%202.png?raw=1SS%20Imp%20Station%203.png?raw=1SS%20Imp%20Station.png?raw=1

4. Normal Stations

Your home, random (but proper, with stairs or some kind of elevator an lights) exit from slipstream i.e to your new Dragon Statue build (seems all the craze these days ;-) ) , your mine (not random place when you mine at the moment, place you use constantly, build in it etc.) etc. Something that probably only you and your buddies will look for and use. But use constantly, not once or twice, and abandon.

RT code is 4 sets of 1 torch (3 blocks above ice level) on each side of tunnel on both edges of station platform, or on edges of more elaborately designed walls, or beside door, hole in wall (remember to put half slab on stairs just above ice! )

Stop blocks and stop lines are NOT allowed on such stations. You know general coordinates, you see RT code, you have time to slow down.

Such station should have publicly accessible Boat Chest but are not required to.

SS%20Station.png?raw=1SS%20Station%202.png?raw=1SS%20Station%203.png?raw=1

5. Minor Points Of interest

Wild exits from Slipstream (i.e. through cave system, without proper lighting or stairs), workplaces (i.e. workbench+chest embedded in slipstream wall, may be with additional tools), even important message to claim owner etc. But please do not overuse it. And don't feel urge to mark every single one such place if you are not the one strictly interested in using it or pointing someone to it.

Redstone Torch Code is one torch (3 blocks above ice level) on one side of tunnel, above or beside hole in wall, or workbench.

Stop blocks and stop lines are NOT allowed...

SS%20POI%206.png?raw=1

SS%20POI%202.png?raw=1SS%20POI%203.png?raw=1

SS%20POI%205.png?raw=1SS%20POI%204.png?raw=1

SS%20POI.png?raw=1

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That's all I can think of right now. Feel free to comment, add more suggestions, insight etc.

Remember its all WIP.

Happy and fast slipstreaming, especially hugging that sweet, sweet wall ;-)

Pajoonk

 

 

 

Edited by Pajoonk
Post is WIP / major edits, additions in Italics / changed "Rules" to "Guidelines" in title and text as Rodzyn suggested / fixed some spelling errors

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I would like some input on the Nether Slipstreams. As far as I am aware there is only the line I made for the east road and the line off of that to the Wither pads. I put these in the nether ceiling, which understandably puts them out of the way for most people. I put them up there because I thought that it would put them out of the way for most people. I would love to have others using these slipstreams I've put in but feel that most don't know about them.

As for the rules. I don't see any problems with them. One thing to add is that Junctions may need to be classified. Major Junctions could use stop blocks (Before the junctions to make turning faster.) Major Junctions would only be for lines that are major lines (like east, west, north, south main lines.) Minor Junctions shouldn't have stop blocks as they really only should be used in Major areas. Minor Junctions being to personal lines or lines that have less then 10 lines branching off them or so.

Good Job Pajoonk, see you in game.

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Thank you for your input and kind words.

As for nether slipstreams... sorry I don't use them often, would love to have someone who can extrapolate Nether rules from overworld ones...I'm not even sure if all will apply.

As for Junctions, I agree, I even incorporated this division, but maybe not strongly enough

" No stop blocks are allowed, beside Major junctions, by Major I mean crossing of N-S and E-W lines, and junction to such places like Dark Lord's Castle or Crossroads where official Minion events are held. "

Maybe some more subtlety is needed there, i.e. determining number/pattern of stop-blocks allowed on junction depending on its class. And yes...I should classify them...

Problem is...I also don't use other lines than main ones so I'm not even aware how extensive some of those other lines are, and how their junctions should be treated.

Edited by Pajoonk

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ah awesome work pajoonk !! really nice to know of these info, indeed i did not know about the code when i did the world tree t junction. Also +1 for having a picture of the world tree slipstream:p

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We're considering slipstream and this thread a community project with a badge of approval from staff. ;)

I'd prefer calling all that guidelines and not see that as strict server rules but purposely ignoring them could be seen as disrespectful to other members of the community who put a lot of work into this.

I personally wouldn't mind seeing this a standardised way of building slipstreams across the whole server, not just main lines. In the end though, it's up to the builders if they want to follow this design on 'private' lines. I can imagine a lot of people might do that anyway.

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Just curious but where exactly are the main overworld slipstreams? I've been looking to connect to one, but I haven't been able to find any.

Edit: awkwardly found them immediately after posting this upon looking in the one particular direction I hadn't seen before. Whelp =/

Edited by ER78A
Personal error

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Anyone here with intimate knowledge of nether slipstreams willing to share his views on those guidelines? I think...I'm sure not all will be applicable to nether. I haven't used them much before, and now I don't even know when I will be able to play again. Because of that I'm not comfortable to propose any solutions for those underworld lines.

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On 27-1-2017 at 3:45 AM, Ovagi said:

I would like some input on the Nether Slipstreams. As far as I am aware there is only the line I made for the east road and the line off of that to the Wither pads. I put these in the nether ceiling, which understandably puts them out of the way for most people. I put them up there because I thought that it would put them out of the way for most people. I would love to have others using these slipstreams I've put in but feel that most don't know about them.

This might not be completely related, but I recently made a suggestion to change/upgrade the nether highway's: this would involve adding a small (1 wide) slipstream section to every highway tunnel. Maybe the idea for the slipstream section need to be streamlined to be more in line with these slipstream-guidelines/rules. Be free to provide some feedback on the idea.

 

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5 hours ago, Krikkeee said:

 a small (1 wide) slipstream section to every highway tunnel

Boat lanes are minimum 2 wide interior. Absolute minimum is 3 wide total, with iron bars on the outer blocks, leaving more than 1 block interior.

This is similar to horse egress on roads. Boat and horse entities are wider than 1 block.

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@Krikkeee above the hub is a set of slipstreams in various states of completion. This is the closest thing to a main slipstream in the nether. The rest or just various tunnels to on place or another. The main overworld slipstream is nearing completion. Once I  finish with it I would be happy to help build a proper nether version.

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13 hours ago, All_Of_My_Nope said:

Boat lanes are minimum 2 wide interior. Absolute minimum is 3 wide total, with iron bars on the outer blocks, leaving more than 1 block interior.

This is similar to horse egress on roads. Boat and horse entities are wider than 1 block.

That what I meant with the 1 wide slipstream, pardon me for the confusion.

Edited by Krikkeee

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I have a question for the more experienced slipstream builders, that might apply to this topic as input for an additional general guideline.

Yesterday I finished (sort of) digging the tunnel for the southeast slipstream connection, between Boom Caverns and Cimi's island. However, the connection to the main south slipstream is blocked by 3 small claims. These are all next to eachother (on/around Cimi's island) and belong to players that have not been online recently as far as I know. What is our policy for this? Ask for temporary permission from the staff via Redmine and hope they don't mind the tunnel crossing some of their mines? I've done some scouting, and it's mostly basic stripmine tunnels and one railway that's in the way.

There's no great rush at the moment (still need to collect ice and it's a long tunnel), but just waiting for the claims to expire feels awkward.

Edited by Tirius

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On 02/07/2017 at 11:21 AM, Tirius said:

I have a question for the more experienced slipstream builders, that might apply to this topic as input for an additional general guideline.

I think you should ask on Redmine for temporary /trust, with low priority if, as you said, there is no hurry.

If you will be considered custodian (?) of this line /trust can be permanent I think.

There is little chance you will interfere with claim owners plans anyway (unless they are Godai-like maniacs).

You can leave all materials mined in each claim in corresponding chest as a token of good will, so they won't loose a smoothstone block (mine with silk is my general advice), nor a diamond, nor a dirt!

Sorry for strange formatting...replying on mobile is hard!

Edited by Pajoonk

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1 hour ago, Pajoonk said:

I think you should ask on Redmine for temporary /trust, with low priority if, as you said, there is no hurry.

If you will be considered custodian (?) of this line /trust can be permanent I think.

There is little chance you will interfere with claim owners plans anyway (unless they are Godai-like maniacs).

You can leave all materials mined in each claim in corresponding chest as a token of good will, so they won't loose a smoothstone block (mine with silk is my general advice), nor a diamond, nor a dirt!

Sorry for strange formatting...replying on mobile is hard!

Thanks for the intel! I'm keeping this "in my back pocket" as we say here - still plenty of work to do on the part of the line that I can access first, but good to know there's an acceptable solution when the time comes to hook things up properly. I doubt custodianship will be much of an issue - it's mostly unclaimed ocean with no exits along the way, and the point where it meets land is already under my management.

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Small update.

South Main Slipstream line, from Slipstream Main Lines Crossroads to NEW border is now checked and corrected to adhere to Guidelines.

There is one fringe case there which I will add to main post on this topic, when I will have time to travel there to make screenshots (regarding two junctions very close to each other).

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Nether SS rules:

We are aware that there are multiple slipstreams in the Nether and we don’t want to discredit anyone but we are talking about the  ‘main’ slipstreams and any slipstreams that connects to them. With main SS, we mean the ones ‘right’ above the highway starting in main Nether HUB.

  1. Material:
    The nether SS need to be made out of normal ice because pigmen will spawn on packed ice at any light level.
  2. General
    We are going for a 3 wide tunnel with 1 row of ice in the middle and either a row of lowered slabs on each side or the rails from the highway as can been seen in the pictures below.
    Spoiler

    H6KlACE.png 2mCg1sQ.png

    The south line will have a slightly different design with 1 row of slabs/ rails in the middle and the ice on the outside. This is because the tunnel was almost completely finished before we started ‘upgrading’ the other ones.
    If there are other tunnels that already connect to these main line’s that also have a different design then you don’t have to change them as long as the SS works.

    On the whole rails next to SS thing, see this topic for more info and please vote in the polls so that we know your opinion on this matter. Your opinions matter!
  3. Stations
    For stations, we only allow stop-blocks at the end each SS segment. Each station will be visible from afar due to the redstone torch code (same as in overworld) which should give players enough time to stop. We will also try to put ‘road signs’ in the ceiling to warn travellers of their distance to certain important stops (or maybe all stops depending on how much space we have).

    As for accessibility, we allow both 1 block wide gaps in the guardrails or multiple block wide gaps. However if you want a multiple block gap, this gap needs to be able to close, this can be don with pistons or trapdoors and can only be opened with the use of a button/ presureplate/ tripwire. And even then we prefer a button because the other options can all be accidently activated by mobs. Levers are also forbidden because players tend to forget turning them back on/off after use.

  4. Junctions
    We allow a single stop/ slow down block on junctions (preferably something noticeable). But only if it’s a junction of a main line with a frequently used side line. I would suggest looking at the highway if you’re not sure if the side-line is important, when the side line is coloured in the highway, then it’s definitely important (e.g. the side line going to the boom caverns and sucrose shore? in the highway)

    EDIT regarding stop blocks (IMPORTANT):
    Stop blocks are no longer allowed on the (nether) SS thanks to some excessive use, exceptions can be made in certain cases but they will always need to be approved by the MoT (the chances of this actually happening are rather slim). Even if a stop is approved, you will never get be allowed more than 1 at a junction/ station because otherwise this would slow down the people that don't need to stop there reducing the SS functionality.

 

Thanks for reading and please vote in the linked topic so we can soon continue with the upgrade.

 - Krikkeee

Edited by Krikkeee
Changed the Stop block rules

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@Mr Creeper asked for a easier way to navigate junctions and stations by adding 'slow-blocks' which made me think about how we could do that because it isn't really allowed in the original guidelines.

So I'm proposing an update to the Overworld SS-rules in terms of stations and junctions:

  • Stations:
    Any non major station can get 1 stop block but they needs to be off-center allowing people to evade it (see picture below)
    Major stations remain unchanged and are still allowed multiple stop-blocks in the center of the SS
    http://imgur.com/DY9l5R2

 

  • Junctions:
    Basically the same thing, 1 off-center block on the side of the junction (see first picture) or possibly something like in the second picture but that would slow everyone down at a junction.
    http://imgur.com/b6Q3ANL     http://imgur.com/8CFSM45

By placing the stop blocks of center (not in the middle) people will be able to evade them if it would really be such a big problem. However, It might be useful to have some sort of color code to differentiate between junctions and stops to help those people.

The same principle could be used in the nether SS when the overhauls are done (which is almost the case).

 

Edited by Krikkeee
Something wrong with adding pictures to posts?

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On 3-8-2017 at 10:45 PM, Starling said:

I tested side stop blocks and it didn't really go well. Soul sand under the ice would probably work better as a compromise.

Sorry ment to answer this, single stop blocks aren't really that efficient idd so maybe we should allow up to 3 of-center-stopblocks, that should slow you down enough to be able to turn.

As for the soulsand, I don't really get what you want to do with soulsand under the ice, does it serve as a marker? If so the ice in the overworld is mostly packed ice and that isn't really transparent so I don't know if that would really work.
If you mean stop blocks made of soulsand, that wouldn't work, soulsand is like a millimeter shorter than other blocks and therefor the boat will always stay on the ice without touching the soulsand which results in no slowdown (as far as I know).

Edited by Krikkeee

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This is a design element that I actually have an opinion on so I shall share it. Slow and stop blocks on any slipstream are simply annoying and counterproductive. The purpose of a slipstream is to travel large distances in a short amount of time. Any slow/stop block reduces the effectiveness of the slipstream. They benefit only the player who wishes to stop there while annoying everyone who wishes to travel through. It is a small issue until you start calculating the stops. For a practical demonstration of this I suggest you travel to the Map Art pads I have been constructing. Take the north slipstream, all is well you zip to the end of it in no time. Then you leave your boat and go up the stairs to the far north slipstream you take off and are cruising when you come to a near complete stop you get past those and then another...and then another. Once you pass these you fly along till you hit the end where it turns east. Three exits all with slow blocks and then you look at how many exits there could be say on the south line for instance and very quickly you end up with a means of travel that is little better than just riding your horse. As to the exits and turning I suggest you take a ride down the west overworld slipstream. Where a player, who's name escapes me, has built a nice curving exit as opposed to the standard t or cross lines that are the norm. But please say no to slow down blocks. 

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24 minutes ago, ShawnBoucher said:

This is a design element that I actually have an opinion on so I shall share it. Slow and stop blocks on any slipstream are simply annoying and counterproductive. The purpose of a slipstream is to travel large distances in a short amount of time. Any slow/stop block reduces the effectiveness of the slipstream. They benefit only the player who wishes to stop there while annoying everyone who wishes to travel through. It is a small issue until you start calculating the stops. For a practical demonstration of this I suggest you travel to the Map Art pads I have been constructing. Take the north slipstream, all is well you zip to the end of it in no time. Then you leave your boat and go up the stairs to the far north slipstream you take off and are cruising when you come to a near complete stop you get past those and then another...and then another. Once you pass these you fly along till you hit the end where it turns east. Three exits all with slow blocks and then you look at how many exits there could be say on the south line for instance and very quickly you end up with a means of travel that is little better than just riding your horse. As to the exits and turning I suggest you take a ride down the west overworld slipstream. Where a player, who's name escapes me, has built a nice curving exit as opposed to the standard t or cross lines that are the norm. But please say no to slow down blocks. 

Yeah that why I was suggesting off center blocks so player could potentially avoid them, but trut be told when you go that fast those stop blocks will be there before you even notice them and get a chance to avoid them.

Edited by Krikkeee

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5 hours ago, Krikkeee said:

Sorry ment to answer this, single stop blocks aren't really that efficient idd so maybe we should allow up to 3 of-center-stopblocks, that should slow you down enough to be able to turn.

As for the soulsand, I don't really get what you want to do with soulsand under the ice, does it serve as a marker? If so the ice in the overworld is mostly packed ice and that isn't really transparent so I don't know if that would really work.
If you mean stop blocks made of soulsand, that wouldn't work, soulsand is like a millimeter shorter than other blocks and therefor the boat will always stay on the ice without touching the soulsand which results in no slowdown (as far as I know).

From what I understand soul sand causes a slowing effect on the block above it. You bounce slower on slime and slide slower on ice. Both slime and soul sand apparently maintain their effect when under carpet. If used it'd only be to slow enough to actually stop without spinning out wildly or overshooting by several blocks and wouldn't be as obstructive as placing a different block would be.

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56 minutes ago, Starling said:

From what I understand soul sand causes a slowing effect on the block above it. You bounce slower on slime and slide slower on ice. Both slime and soul sand apparently maintain their effect when under carpet. If used it'd only be to slow enough to actually stop without spinning out wildly or overshooting by several blocks and wouldn't be as obstructive as placing a different block would be.

Didn't know that, thanks for the info. However I guess we will keep the SS as they are now.

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