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 could expect it to jump a 1 wide water barrier. Ive built an experimental base in a tainted biome in my creative mode / sandbox game and fibrous taint keeps on spawning on the inner walls: So fibrous taint can jump at least one solid block. (The outside has become covered - interestingly the warded glass windows that are covered in fibrous taint appear clear from the inside). My next piece of work is to make the walls thicker until it is safe inside.
That said - I did create a small flat area bordered by 1 water block, and as yet it has not yet been infected by fibrous taint. I also have a greenhouse made from vanilla glass. The interior was cleared of fibrous taint and none has spawned inside either. So perhaps fibrous taint can only "jump" non transparent solid blocks.
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So then a water barrier can hold the spread of taint back. Assuming that underground spread is "limited" as not all cave systems interlink, and fibrous taint doesn't seem able to grow under water... underground fibrous taint can spread the biome past the water barrier, but without fibrous taint on the surface (and sheep) it should eventually stop
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If you clean all fibrous taint... then its gone?
And without fibrous taint, the biome cannot spread?
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Rain can be quite disconcerting. Yes, I am getting the same thing in 1.7.2. Ive tried eliminating mods, and it seems to be a vanilla problem:
Basically, if I open up the creative mode inventory, the transparency on the extra pages of tabs is derped: more white boxes bordering the tabs. I swapped out half my mods at a time, and that effect remained, so I don't think particles decomposing into solid boxes is due to any specific mod.
Might be a forge bug... Gotta try that forge 1150 or whatever someone mentioned might be working with jaring and the furnace now.
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What for?
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Using the wrong version of Forge most likely.
Assuming you are playing TC 4.1.1.14 for MC 1.7.2, you need Forge ..1112 or below.
But... they can be consumed for research points.
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All of the trees in my world are now rendered by anvilmapper-2 with really strange colors - yellows and reds and so on - the anvil map doesn't look like the in-game map at all.
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If anyone goes near -1024, -1024 the server freezes with a message "dldungeon generation" and a few "1"s.
No crash so I can't post a log :/
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1. a quick tap & release of 'F' should toggle the thaumastatic harness on/off state.
2. holding F will not toggle the thaumastatic harness, but show the radial wand UI.
I am tired of falling off my castle because I jumped off a ledge with a wand active.
Also, please please please, add a block to stand on / an upgrade to the thaumastatic harness / a golem butler, that allows the thaumastatic harness to draw potentia from the powersystem / nearby jars while worn. Because when you use it a lot (as you do to when building tall structures) its a real annoyance to have to keep on with the unequip it to extract the jar, to refill the jar, to re-insert the jar, to re-equip it dance.
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mmm? As i understood it, a door from the overworld into a dungeon would have the same co-ordinates in the dungeon as in the overworld.
But a door from dungeon a, to dungeon b, would not. Any exits from dungeon b to the overworld, would have matching co-ordinates.
Thus, the difference in co-ordinates in doors between dungeons, amounts to "free" overworld travel.
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This kind of error indicates that chunks were written out incorrectly. If you can identify the corrupted chunks, MCEdit - available for download from minecraftforum - can be used to delete them and they will regenerate properly when you reload your world.
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I was rather hoping you wouldn't notice that wrinkle until after deciding it was a good idea and committing to implementing it. The only way I think it could work would be that a chunkload enabled QNB would have to record its location onto the remote singularity when a singularity is inserted. That way, when a singularity is inserted, the QNB could optimistically load the remote chunk(s).
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If Applied Energistics 2 had a chunkloader rather than relying on other mods, then we could potentially control it (somehow) via a quantum link.
I would -if possible - rather not have a remote facility loaded, until I decided to connect to it.
Ok, sure such functionality could probably be attained by a combination of other mods, but *I* like to keep my mod list lite AND, surely, surely, the idea that the correct operation of an AE2 network that spans more than 1 chunk is in-scope should not be discarded out of hand.
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