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- <header>
- <h1>I feel drained</h1>
- <p>Day 00804: Friday, 2017 May 19</p>
- </header>
- <section id="general">
- <h2>General news</h2>
- <p>
- I felt completely drained today.
- It might be the heat getting to me, though it didn't feel as hot today as some recent days.
- </p>
- <p>
- Daddy Gummy Bear's leaving for another job.
- I wish them well.
- Fast food is no place for them; they're a registered nurse!
- I haven't heard yet exactly what job they're switching to, but it's hopefully in the field of nursing; they've expressed an interest in going back when possible.
- One of my coworkers got them a card and has been having everyone sign it.
- </p>
- <p>
- As far as my Minetest server is concerned, I've come to my senses.
- I previously expressed my consideration of writing scripts to help me dig the main transit line of the server.
- This is the wrong approach due to the fact I'm trying to make this a mostly administrator-free server.
- Having special privileges goes against the premise of the server!
- I know that, though I was still very tempted.
- Today at work though, I realised it's counterproductive to the job of the tunnel as well.
- </p>
- <p>
- Initially, the tunnel was a bridge; a bridge made from desert stone.
- It spanned oceans and plowed through mountains.
- However, it was a difficult project to continue.
- An entire desert was going to be made a crater by the project, mined away for its stone, and even that wouldn't have been enough.
- Before the desert was depleted, I questioned the sustainability of the project and it was put to an end.
- But how could the main transit line be set up?
- I decided to start over and take the project underground.
- It'd allow me to mine and carve the tunnel at the same time.
- No longer would time be split between resource acquisition and and resource consumption.
- This new project would span the entirety of the Minetest map as a giant, underground grid, and eighty-one (if I recall correctly) routes to and from the surface would be provided.
- Each time a new entrance location would be reached, the spawn point would be moved to it.
- By moving the spawn point every year or so as the tunnels were completed, the spawn area would be kept mostly free of abandoned buildings from years past.
- As people requested other entrances near their own distant (and not-so-distant; one was withing sight of the central entrance) creations, the tunnel began to lose direction and lead everywhere except where planned.
- </p>
- <p>
- The design this time is simpler.
- Only nine entrances are planned, and they don't stretch quite to the edges of the map.
- If people request entrances, they will be provided, though only if the proposed entrance is in a sector I've built the main entrance for already.
- Last time, someone decided to drag my tunnel in entirely the wrong direction, with a distance from my tunnel over halfway the planned distance between the first two main entrances.
- Never again.
- Speeding up the tunnel's progress artificially is counterproductive to the spawn point movement timer, and must be avoided.
- I must only dig the tunnel using the tools available to everyone.
- At work though, I came up with some new details.
- First, each of the eight non-central main entrances will be the start of a city named after a mineral.
- That mineral will be the official building material of the city, and players can show their town spirit by incorporating that material into their building designs.
- However, that'll be entirely optional, and players can use whatever materials they like.
- The central city will be World's Navel, what I was originally going to name the town of the central spawn point anyway.
- (The other eight towns were going to be named after the eight main compass directions.)
- However, if the Minetest developers add another mineral before we get to World's Navel, I'll likely name the city after that mineral instead.
- Which brings us to the other major change I decided upon at work.
- Previously, we started in the centre and worked our way out.
- Had the tunnel project ever seen completion, that'd left us with our spawn town near the edge of the map.
- We could move it back to the centre, but then we'd be moving back into a place filled with the oldest and most-likely abandoned buildings of the world.
- Or we could stay on the edge of the world.
- There was no good option.
- This time, we'll start on the edges, make a ring of towns on the edges, then head into the centre for the final spawn point.
- Additionally, this'll let our final spawn point be the one that's more of a range than a singular point.
- By default, players spawn near the middle of the map, but not always in the same place.
- However, if you choose a spawn point, you don't get to have that ranged spawn area elsewhere.
- One thing I probably will do though is write code to keep people from building in the not-yet-reached spawn areas.
- Those spots are too important to be lost to random buildings.
- </p>
- <p>
- My <a href="/a/canary.txt">canary</a> still sings the tune of freedom and transparency.
- </p>
- </section>
- <section id="university">
- <h2>University life</h2>
- <p>
- The <span title="Programming 1">CS 1102</span> reading assignment for the week is as follows:
- </p>
- <ul>
- <li>
- <a href="https://docs.oracle.com./javase/tutorial/java/nutsandbolts/arrays.html">Arrays (The Java™ Tutorials > Learning the Java Language > Language Basics)</a>
- </li>
- <li>
- <a href="http://math.hws.edu./javanotes/c7/">Javanotes 7.0, Chapter 7 -- Arrays and ArrayLists</a>
- </li>
- </ul>
- <p>
- I got one of the programming assignments completed too, though I'm too tired to upload it tonight.
- I'll try to finish the other one tomorrow.
- </p>
- </section>
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- Copyright © 2017 Alex Yst;
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