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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An interesting pack - but I don't see Twilight Forest, Natura, Grimoire of Gaia or Thaumic Tinkerer.
Ok - Grimoire gives it a more Anime than fantasy feel...
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Thats a once off depletion :- Each infused stone represents - say - 100 Viz. Once its given it back and gone to depleted it doesn't spontaneously recharge except by absorbing (presumably) that much Viz again from an overcharged local aura. So the infused stone acts like a precharged cyrstal capacitor.
Crystal Clusters on the other hand seem to generate new Viz over time - that will, if left long enough - overcharge the local aura to the point that dull infused stone might be spontaneously regnerated (not that this process has been observed).
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The gravity gun/portal gun can usually move things that the wand of dislocation cannot. Any block immune to the portal gun will surely resist the wand of dislocation? Interesting to see.
wrt infused stone generating viz - prove it. Or, at least, in previous discussions about the possibility of all Thaumcraft worlds to tend to zero available viz, crystal clusters ability to generate viz has been the only way (short of the aura bees in magic bees) punted to keep an area ticking over. Without reverse engineering the code, how do we go about proving the hypothesis?
Creative mode. Flat map (hence no infused stone). Spawn in a Arcane bore (the most effective way to deplete the local aura). See how long it can run (without moving) before the local aura is completely depleted. Spawn in some infused stone (Can creative do that?) and see if it starts to recover.
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They dont attack regular villagers, and the Author of GoG claims to have played Millenaire in the past with no problems so something has perhaps changed?
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Since 3.0.5e my Decanting Golems have started to only carry 12 essentia per trip - which makes them annoyingly slow at moving essentia from my crucible to nearby jars.
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Here is a device Thaumcraft could have, to supplement the Arcane Bore, with a device NOT dedicated to Viz / aura management.
IC2 has this: http://wiki.industri...tle=Terraformer
Enough talk of flux causing negative effects: I just want a Thaumcraft powered terraformer. Set it up - provide it with some form of template (perhaps charge it up with essentia - messis spawns plants, ignis raises the temprature, aqua produces water etc) and let it run for a bit. I don't know if its possible to alter the biome id of already spawned blocks, but if possible that would be super, so the effect is permanent. Alienis could transform the surrounding area into "End" biome and convert dirt and smooth stone into End stone.
Praecantatio would 'unlock' a hidden thaumcraft 'magical forest' biome that would naturally spawn wisps of all kinds (only the non aggressive ones at low flux levels)...
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IC2 has this: http://wiki.industrial-craft.net/index.php?title=Terraformer
Enough talk of flux causing negative effects: I just want a Thaumcraft powered terraformer. Set it up - provide it with some form of template (perhaps charge it up with essentia - messis spawns plants, ignis raises the temprature, aqua produces water etc) and let it run for a bit. I don't know if its possible to alter the biome id of already spawned blocks, but if possible that would be super, so the effect is permanent. Alienis could transform the surrounding area into "End" biome and convert dirt and smooth stone into End stone.
Praecantatio would 'unlock' a hidden thaumcraft 'magical forest' biome that would naturally spawn wisps of all kinds (only the non aggressive ones at low flux levels)...
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The news of 3.1 concerns me - with no viz and a reduced set of essentia im not sure how relevant any current concerns will be after the next update.
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Problem: the Gaia creatures that are typically neutral to the player treated the villagers as hostiles and attacked and killed them.
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EVCommandEnchantViewExists.class
mod_EnchantViewServer.class
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I start my server by using the forge launch method:
But, unlike the client mod, I found that enchantview_server *does* actually work when dropped in mods folder.
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1. Does the Grimoire of Gaia support the Minecraft difficulty setting? While I love the mod, the mobs are rather harder than the world mobs. The current GoG mob balance feels like it should apply more to Hard than Normal Difficulty.
2. Assuming the answer to the above question is no, Can/Will GoG get a difficulty setting? I'd suggest a setting that can be "easy", "normal" "hard" and "auto". The default ("auto") would mean that GoG would use the Minecraft setting, "hard" or "extreme" or something would be the current health and damage values.
3. When using Zans minimap - GoG mobs don't have icons. This is not the problem - allthough icons would be nice - the problem is ALL the mobs, even the neutral mobs, are detected as hostiles. By contrast - minecraft vanilla mobs - cows, chicken even zombie pigmen - are displayed as neutrals (ironically in the case of pigmen, even when theyre bloody hostile).
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If not - are they planned at all?