1. 3wide prepped stairs down to y=12.
2. cavemine all the caves encountered on the way down.
3. Dig out a long 3x3 tunnel at y=12
4. branch mine out of that with 2x1 tunnels with 3block separation.
5. switch to automated mining using the quarry options available in my modpack.
0
I havn't noticed a problem with Natura and Better Grass and Leaves myself.
Back to the Forestry integration: I would make it so that trees can be discovered by exploring OR breeding. i.e. populate the biomes with trees that are (usually) the result of cross breeding.
It just makes no sense to me that I can spend hours trying to breed a (Forestry) cherry blossom, when there is clearly one that I've found in the wild spawned in by Natura or EBXL.
With mods like extra trees, there are enough tree varieities (and mutations) that do not occur in the wild that I don't think that, in any way, the tree breeding experience will be diluted by being able to find a lot more species occurring naturally.
0
0
Both of you guys are adding a new UI with extra slots for capes, rings and things.
Please please please allow us the option of disabling the Aether II 'extended' character sheet or make a plan with Forge to get character sheet changes registered so players can choose which mod is going to offer ring, amulet and cape slots.
0
By this I mean, 1+1=2. i.e. in Gregtech (and tinkers) 4 ingots in = 2 ingots out (for recipes like bronze). Thermal Expansion and Forestry have/had a 4 in = 4 out rule. i.e. 3 copper + 1 tin = 4 bronze.
0
Between Forestry, Natura and "Extra Trees" (Actually Id far prefer to omit this one, but Binnie bundled it with ExtraBees) I have well enough saplings and tree varieties. And @#$% loads of blocks taken up on identical but different wood planks, slab's stairs etc.
So, If I had a wishlist:
1. The natura sequoia sapling would be the one true sequoia sapling. In a 7x7 arrangement it would make Natura's giant redwood. On other arrangements it would make the "dwarf" redwoods featured in ebxl, forestry etc.
2. All the saplings from all the mods would have genetic info: In fact, with Forestry, id omit the 7x7, 3x3, 2x2 planting recipes and go with a single sapling - with the genetic info coding the resulting size - should be sufficient.
Basically I see terrain generation, biomes, and aboriculture as three separate concerns. So, on one world, I might like to use ebxls terrain, biomes and trees. On another, ATGs terrain, ebxl's biomes, and Forestry's trees.
0
However, items from the Natura mod seem invisible to AnvilMapper - especially Naturas giant redwoods - that display only as a hole in the ground left by their roots.
0
The glowing star means that there is an extra bonus item of that aspect that can be used after the number goes past 1. So, for example, despite it showing '1', you will be able to use Motus twice to combine and research. Given time, the aspects with stars will regenerate that free usage (Your travel aspect for example has a free table granted usage despite you possessing no research units).
In a multiplayer game, the bonus aspects are provided by the table itself. Any player can use them. The actual numbers (on the bottom right) represent the aspects that you, personally, have discovered - and will be the same no matter which table you use.
0
No.
Once you learn to wrap crashlogs in spoiler tags, perhaps someone will try.
0
WRT AnvilMapper - how does that get the correct block textures? When I use AnvilMapper to preview my maps, all the ebxl and tc4 biomes show up as shades of grey.
--
To clarify - I also launch minecraft with a custom APPDATA variable so I can have multiple forge installs - if - perhaps its meant to get the color data from game files but just cant get them (MapWriterBlockColours.txt tends to indicate I should hardcode my "new" biomes in here in some way? (ps. +1 for spelling colour correctly))
--
AnvilMapper also only shows two dimensions: the overworld and nether. The world I gave it had many many more.
0
How does EBXL v4 solve the ATG issues? Does v4 have its own take on ATG?
0
I'm going to have to replace all my fences with vanilla fences from oak wood :/
0
Zan's Minimap is better anyway. Better icons for mobs (if thats your thing). Better cave mode.
0
Oh yes. I DO remember that kind of chunk regeneration. Typically i happens when the client crashes, corrupting the save files in some way. Sometimes - and ive had it take out a room of chests - it regenerates the chunks that wern't saved as a result of the crash.
This is why I ALWAYS run a standalone server - even at home for myself. 99% of MC crashes are client sided (the one exception so far being the dim doors crash I linked a few pages back and someone provided a .class patch for) and corrupting your save game because of a completely avoidable client side crash seems silly.
Never ever ever ever play a long term build using "Singleplayer". You will - with a mod pack - stuff it up. A discreet standalone server keeps you safe. (I was hoping Mojangs new laucher would actually spin up separate client and server processes to provide the same level of protection by default in 1.6.4. no such luck).
1
A few days of branch mining and farming pass, and I suddenly notice a cluster of purple dots on the minimap about 50-60 blocks NE of my base.
Am I going to have to move - or does TC4 contain items that, if I start my TC4 research now, that I will be able to use to clear the advancing taint / hold it at bay at least? Or am I doomed to loose this site to purple corruption?
0
So not the point.
Lots of people use Highlands. And Forge does not warn about biome id mismatches.