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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It better be a stabilization item too. I'ma surround my infusion altar with them
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I miss these Vis capacitors so much.
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Lots of mods do "pets that do tasks" like little maids. So, to give some purpose to friendly mobs:
* Make the shop keeper mobs have config driven things to sell. This will make the mod popular in modpacks perhaps as the pack author can add other-mod-items from their pack to the sellers config.
Otherwise give them 'passive' benefits. One could be a shepherd - would not wander far, and passive mobs like cows, pigs and chickens would try to wander not too far.
Or they could occasionally heal nearby passive mobs.
Or, if they were nearby passive mobs and a chest, they could slowly fill the chest with feathers, eggs, leather, wool.
Or they could make crops grow faster nearby.
Or they could just plant grass and flowers as they walk about.
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Wasn't suggesting compound crystals. Merely that if "red" and "blue" crystals are growing adjacent they should be able to spread over each other so there are some blocks with a mix of red and blue crystals
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My comment on the crystals is they are too delineated. Is there a lore reason that crystals would not mix if two different aspects were adjacent? I think it would be neat if crystals of different aspects could occupy the same block/tile space.
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As a developer who dabbles in OpenGL, I *wish* I was Azanor.
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Thermal Expansion's core mod was/is called COFH Core.
It has the option of being configured via json to directly generate other mods ores in the world.
http://forum.feed-the-beast.com/threads/cofh-world-generation-users-manual.48678/
All of the ores added to the config had a "Retrogen=true/false" option that could be added, which would retroactively add the ore to existing chunks if a new ore was added and that setting set to true. Using this option did not require visiting all the chunks.
COFHCore is an open source mod with its code on github (https://github.com/CoFH/CoFHCore).
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Soap is not a stronger version of salts and both should be used together.
As a person who initially thought warp would be a super annoying way to ruin characters, and who is obsessive enough to make-all-the-things (and thus get all the warp)...
I've never actually managed / bothered to take a bath with either soap or salts - despite building and farming up a stack of both... Temporary warp wears off way too fast, and the effects of warp are on a slow enough timer that I get at most 2 to 4 warp events before the "you arn't doing enough warpy things" decay makes my remaining warp a theoretical concern. My warp meter just sits at 2/3 full, 1/3 of which is still sticky warp.
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So, if you don't mind me asking. Which FTB pack is it that I need, so desperately, to investigate? Anything with GoG is worth a look.
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I've used Thermal Expansions World module to regenerate chunks and insert ores that the original mods missed out. When I logged into the world it started a rather long running task that kept on reporting progress even while I did not move - and when it did complete, moving to new sites did not trigger more work, and they did contain the ores I had asked for. This was the 1.6.4 version.
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Thats unfortunate. On the server I am playing on, i'd guess the players have bases, and have explored an area that is literally about 400km² - there are bases between -7000,-5000 to 15000,18000. The admins have no way to know what of this area is explored / what has been regerated, and the time to do it would be prohibitive.
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I also wasn't too clear - when(if) the ungeneration works do you need to visit every chunk or does it use dark magics to enumerate them in the background?
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Azanor has most of his mobs blacklisted in the MFR safari nets, so you can't use an MFR mob spawner. For good reason I think: I mean, farming them does have a rather high drop rate of nice items. Which I know because, much to my embarrassment, I used an Ender IO soul vial and powered spawner to spawn them instead. Which was, frankly, the only way I could get the Crimson Rites without going mad.
I think that its a bit odd that thaumcraft mobs can't be spawned in a powered spawner... i would far prefer if mobs could be captured, and spawners would spawn either mundane mobs, or the sheer act of spawning a magical mob would generate some quantity of flux.
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I don't know that the intentions are to use a lot of the alchemical stuff in a balanced way. All the recipes are nett loss to prevent feedback loops being used to generate infinite gold. So for me, I just toss any gold armor I get into an alchemical furnace and the resulting lucrum, well, really I keep that for Fortune enchants so I can't say Ive actually ever used any of the metal transmutations. Which is a bit disappointing really.
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I know that you already have Thaumcraft in there, but the Primal Crusher is only available once you've cleared out an Outerlands dungeon so perhaps is harder than you want. I find it a worthwhile thing to strive for however.