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.
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... I havn't noticed a "synthesize anything at all" option in it. Of course its quite content heavy so perhaps its hiding someplace... It might be as simple as the fact that Ars Magica adds a lot of world gen that might appear in the skyblock map and thus provide easy access to resources otherwise hard to get.
Another question: TickProfiler - a. why is it s default part of the pack - wouldn't it lower performance unnecessarily for ppl who don't know how to use it? and b. It looks useful for tracking down lag in my own games. How IS it used? '/dump' takes an x,y,z implying I already need to have identified an entity I think is causing @#$#.
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So... how many doors can I put in a transportation hub before kicking this kind of thing off?
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Between Factorization, IC2, Buildcraft, MFR surely just one would be optimal for a HC experience?
And whats OP about Ars Magica?
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I am growing quite disallusioned with mods that add trees -
Saplings from Twilight Forest, ExtraBiomesXL and Natura dont work with Thaumcraft's Hoe of growth or the Forestry Fermenter. (I'm quite happy with Thaumcrafts saplings not being recognized as biofuel candidates). Woods from *all* the mods can't be chopped into planks in the Forestry Carpenter or Thermal Expansion Sawmill - (Again, i'm rather happy that Silverwood and Greatwood exclude themselves). And now, just because I want extra bees, binnie has bloody bundled it with extra trees so I have even more sapling I can't grow with my hoe, and wood types I can't process properly )
Actually I had 4x vanilla tropical saplings in a square and the hoe of growth couldn't grow those either, so its struggling even with vanilla tree species if they have a >1 radius trunk. Don't think theres *any* chance I can get a full sized Natura Redwood grown with a Hoe of Growth...
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Was using 7.8.0.734. Upgrading to 7.8.1.738
Forge is the ONE mod I keep forgetting to upgrade.
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Updated. Thought the problem went away. But its back today. It seems that grass blocks that are walked on cannot be tilled until a server reset. Dirt blocks are fine.
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Thermal Expansion has saplings?
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GrowthCraft, Natura, Grimoire of Gaia
MystCraft, Dimensinal Doors, Ruins
Twilight Forest,
Thaumcraft, Thaumic Tinkerer, Ars Magica,
Buildcraft,
Forestry, ExtraBees, MagicBees
Thermal Expansion
I recently added Railcraft, and start a new game, and found that I cannot till some dirt blocks using a wooden (or any) hoe. They are all the most recent versions I can find for 1.5.2 (BC 2.7.2, Forestry 2.2.8.4 etc)
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Happened to a brand new world with a stack of mods Ive used before, just with the addition of Railcraft.
GrowthCraft, Natura, Grimoire of Gaia
MystCraft, Dimensinal Doors, Ruins
Twilight Forest,
Thaumcraft, Thaumic Tinkerer, Ars Magica,
Buildcraft,
Forestry, ExtraBees, MagicBees
Thermal Expansion
without Railcraft were all fine. With Railcraft, ina brand new game, suddenly some blocks are untillable.
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hmmm. If Weeping angels detected DimDoors and teleported victims to the limbo instead of "nearby" (where "nearby" tends to mean "nearby into a glitched chunk to suffocate to death", or "nearby but under the bedrock" (As they tend to do in Mystcraft ages)) that might be ... interesting.
PS. Those "unstable" rifts - that eat up the terrain and have the endermen all about - do they grow over time? Move? Do they only spawn naturally or can they occur when using a Rift Signature or door to open a pocket dungeon?
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Which is why I dont find the wand of dislocation OP - wrt moving mob spawners around. The whole afk-to-get-xp mechanic is already soo cheezy that its not worth effecting the 'normal' balance of usage.
I like to use the wand of dislocation while caving, or building. To move blocks around. Such "mundane" uses would be eliminated if the wand was balanced around the idea its only purpose was to move mob spawners.
PS. Can we get a variant on the wand that moves mobs? There are a bunch of bunnies and birds in Twilight Forest that I want to move to an enclosed arboretum in my overworld. Don't have MFR and hence to safari net. (Liquid meat as an xp substitute? really?)
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I do hope this is said in jest.
Thaumic Tinkerer is awesome in its own right.
And I am looking forward to your take on spell casting.
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If Ruins used a seeded RNG for generation this problem would go away, in fact, "regenerating" the world would be an option to rebuild any ruins that were damaged.
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Oh can you? My suggestion goes in entirely the other direction. I WANT charging and repair on my items. And hope that Vazkii adds recipes to the Lost Enchantments research so that we can research, and reliably get, these enchants.