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
It does? It doesn't.
It adds a variety of magic bees by detecting which 'magic' mods you have that do a variety of things. The Thaumcraft integrated bees will produce vis and knowledge shards. yay.
0
Is there...
is that...
is that some kind of gatling gun turret thing?
0
Assuming you are familiar with NEI, you simply open your inventory to access it, go to options, tools, dump, and choose the things you want to dump to disk. The resulting file will end up in your .minecraft folder someplace.
0
modpack? If you have NEI, there is a tool that will dump a variety of ids to disk, dump the biome id's and check the id's assigned to thaumcraft's biomes.
Other than that - I myself have travelled over 24,000 blocks from spawn searching for podzol, and that doesn't even spawn in a -M biome and so should be more common. (Returning to my base with my loot I ironically I came across a forest with Podzol a mere 6km from spawn).
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Not with its default configs. But any biome adding mod could in theory.
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I am having a hard time conceiving how a Thaumcraft standalone game would remain interesting, without being "just" a better minecraft.
I play minecraft, and by implication Thaumcraft, because it is an open world sandbox game. I like the social aspect of playing with other players, so, as much as Thaumcraft is my typical go-to, I like that there are other tech tree's for other players who prefer tech to magic, or perhaps different magic.
I feel that games that tell a story, are limited by the story arc. Once the official adventure is done, the game is boring. Minecraft's lack of story arc content is really, ironically, why it has such longevity - there is no end game to 'building stuff'.
2
Really, the simplest option would be that ever Outerlands Dungeon should contain more than one key room. Then if a player manages to loose a key, they can simply explore the same, or a different dungeon, to find a spare. This key would (by definition) be found by exploring an outerlands dungeon so no content is being bypassed.
I mean, if an outerlands dungeon has two keys and a boss room, we could expect on average that 2/3 of a dungeon would be explored to find a final room and a key. So, the player can choose to search that same dungeon for the remaining key, or leave, and explore a different dungeon from scratch. Both ways, on average, the key represents 1/3 of an outerlands dungeon being explored, but in searching for the extra key a player is actually worse off, as they have more chances to find yet another redundant key before finding the final room.
tl;dr - providing extra keys would not make clearing outlands dungeons any easier, but would mitigate accidental key loss scenarios without introducing new, complicated, mechanics.
0
It seems rather dangers from a gameplay perspective to have an item that can get lost or despawn if dropped (by a player that dies for example) be crucial to opening a door in a dungeon.
Unless you feel that being unable to open the door is a desired outcome, surely there should be some way to trigger the generation of additional tablets - sufficiently hard of course that players don't just use tablets from one dungeon to open doors in others.
0
Does anyone know if the arcane bore harvests Forestry Beehives - the IC2 and BC quarries do, and i'm worried i will miss out on Rocky bees if I use the bore and it breaks the hives with no drops.
0
Do you have Protection IV. It mitigates Withering a lot, which otherwise slices through armor like butter.
0
Personally, ive never used my primal staff such that the regen it gets below 25 is insufficient to keep it going. I far prefer to have runic protection in the neck slot anyway. If I need a charged primal staff for some crafting related reason I use a traditional wand recharging pedestal.
0
Theres an uncraftable rare treasure amulet called the "Vis Stone" which holds 25 vis. But the crafted Amulet of Vis Storage stores 250 in each.
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Wear the Amulet of Vis.
0
Even if the TC5 nodes eat terrain - i hope that the node manipulator machinery that TC5 implements would be hardened to be immune to its effects. I would, I am sure, like to be able to move mods without resorting to cross-mod exploits.
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I see hungry nodes as a channel in the wrong direction. They should just make a big hole in the terrain and perhaps deplete the local aura.
--
Regarding an earlier comment about magic dead zones: Sure, it was annoying in TC3 if you inadvertently settled in an area that had no nodes sufficiently close to provide any aura and THEN tried to start with TC. But I rather liked seeking out nearby strong nodes - which would then house my thaumcraft things slightly away from the rest of my base, and constructing a "green belt" to house a chain of silverwood trees to carry aura to the center of a dead zone to there build a TC base added (imo) a lot to the gameplay potential of the mod.
tl;dr I rather hope that TC5 is going to have natural deadzones that we can fill with aura through engineering.