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[LVS] - The City of Mare's First City Congress Meeting!
Posted:
Sun Sep 11, 2016 5:21 pm
by Earthcow289
Hello everyone!
*mooos*
The Mare City Congress is for members of Mare only.
Mare will be hosting our first Congressional sessionon Friday September 16th, 2016 at 12:30 AM London time that is 7:30 PM Eastern Standard time Huntresslove will be hosting the meeting at the Water temple. All members of Mare are welcome to attend and vote.
This meeting is at this odd time because myself and Raysun will be unavailable at earlier times. Future meeting times are still being determined and will be at varying times.
Please leave Comment below for topics you would like at the meetings
We will go over meeting regulations at the meeting, and notes will be taken for each topic.
The first topic will be on the state of our underwater town.
The meeting will be start promptly on time and will last no longer than 75 minutes.
-EC
Re: [LVS] - The Underwater City of Mare's First Council Meet
Posted:
Sun Sep 11, 2016 5:30 pm
by Huntresslove
I would like to bring a topic up to add signs to Mare to help players who get lost in the city.
Re: [LVS] - The Underwater City of Mare's First Council Meet
Posted:
Sun Sep 11, 2016 5:43 pm
by darthduck84
maybe color friendly paths so people like me don't get so lost, and a vender machine for foods people are too lazy to work for (cook fish cake ect, ect,), other then that I will think of more later.
Re: [LVS] - The Underwater City of Mare's First Council Meet
Posted:
Sun Sep 11, 2016 5:59 pm
by FoxyTheHusky
I think it would be great to have lots more beacons, especially near personal domes with speed 2 and haste 2 (only 1 beacon would be ok as well), as for where to get those beacons from, I will do my best to gather as many as I can . a second iron farm would be a fantastic idea as well. I've also found a cave spider spawner near my shop plot and was wondering if we could make that into a farm for eyes and silk as well.
Re: [LVS] - The Underwater City of Mare's First Council Meet
Posted:
Sun Sep 11, 2016 6:05 pm
by Green_Wo1f
I definitely agree with DarthDuck about coloured paths, although there could be other solutions to prevent people from getting lost. I also think there could maybe be an easier way to get to and from the surface, but this isn't a huge issue. Looking forward to the meeting!
Re: [LVS] - The City of Mare's First City Congress Meeting!
Posted:
Tue Sep 13, 2016 1:12 pm
by RageSquid
Awesome to hear EC
I will sadly not be able to attend the meeting, but I was asked by Huntress to bring up the topic of replacing the smeltery systems (at the public mine) with a minecartless design LoneBit built on the Guild Creative Server. You can find it there at (-502, 4, -601). The reasoning for bringing up this topic is that the smeltery at the public mines broke because the minecart ended up in the wrong place (my guess is due to server lag), and as LoneBits doesnt use moving entities it is far less likely to break due to server lag or other reasons.
Re: [LVS] - The City of Mare's First City Congress Meeting!
Posted:
Thu Sep 15, 2016 5:19 pm
by tim
i had a vew idees i whould like the congress to hear may i explain that tomorow night
Re: [LVS] - The City of Mare's First City Congress Meeting!
Posted:
Fri Sep 16, 2016 3:00 am
by LoneBit
Something just came up that might keep me from making the meeting. However planning on upgrading the Zombie Spawner in Mare with sorting Machine, Curing cells, and a potion of weakness brewer.
Villager transport still needs to be decided, however.