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
What is an accomplished thaumaturge without an arena to test their mettle?
I put it to you that it is time to learn the rites that grant passage to alternate dimensions. Great challenges await. And rewards for the successful and resourceful thaumaturge.
0
and NOW we know why the server's lagged...
0
Killed the Wither?
Thereafter. Twilight Forest. *The* mod with compelling end game content.
I've looked at Aether II but. It just doesn't grab me. Changes to much.
0
AM's Hecate mob can 1. fly over high walls and 2. targets and kills TC golems. Golems need to be completely enclosed or Hecates *will* get them. Given that Hecates appear to use the Zombie base class (Based purely on their Zans Minimap tracking Icon), and Zombies do not attack golems, this appears to be a deliberate feature on the part of Mithion.
0
There is, I have determined, one way to solve the OpenGL Out of Memory 1285 @PostRender issue: Upgrade to a 64bit OS.
Minecraft, simply, does not work for very long in a 32bit Java VM - and the problem is not in the Java side - adding more memory to the JVM actually makes the problem worse.
The issue is, between Java and OpenGL, in a 32bit process they have a whole 2Gb to share. The OS reserves half the total address space (4GB) for itself. With -Xmx1Gb on the command line reserving fully half of the avialable 2Gb for Java, OpenGL has significantly less than 1Gb of memory to work with. Now - you might think that its the video card where OpenGL stores everything. Apparently not. OpenGL needs to maintain quite a lot of usermode data and consequently, even with a 1Gb video card showing less than 300Mb of memory usage, OpenGL can exhaust the available process memory and start throwing this error.
If you play vanilla MC, on normal or shorter view distance, Graphics on Fast (not Fancy) then you might survive a while. If you have any mods that add new textures, then the 32bit Java process WILL run out of OpenGL memory quite quickly - and it will run out faster the more memory you try to allocate to Java as that leaves less for OpenGL to store its usermode cache and structs
0
You might want to go into your thamcraft.cfg then and turn off the hard_mode_nodes setting. Otherwise you might be forced to pay attention to thaumcraft sooner
0
This means, all the tools on my tool shelves draw at a funny angle, and are clipped by the toolshelf itself when not directly ahead.
0
i.e. if a year was defined to be 8h. then a season would be 2h. Each biome would/could
1. change between rain and snow depending on the season. snow in some biomes would build up during winter, and get washed off during spring.
2. alter the coloring on tree leaves Autumn woods would be greener during summer and spring, brown in winter, and their rich red color, in autumn.
other ideas - for some biomes -
during spring, tilled ground would remain 'wet' even if not near a water source block.
during spring and summer, rains would 'tick' crop's faster making them grow rapidly.
flowers would spontaneously spawn (after rain) in spring, and dissapear in autumn.
saplings, planted not in spring, would be restricted to smaller tree models.
tempratures and humitidy would be adjusted so that mods like forestry, which have bees that are intolerant of the winter/summer condtitions, go inactive.
0
Even in the early game, If I see a zombie. I kill the zombie. No armor and a stone sword. More might arrive. Kill them too and the swarm stops. I don't play on hard only because that makes village protection entirely impossible. Zombies being able to smash the only door villagers will recognize? really?
I have simply never seen one of these zombie swarms that are claimed to be so unbalancing. And If I did encounter one I might make that claim to. The trick to dealing with zombies seems, however, not to be to switch to peacefull, but to either kill them on sight (preventing them from calling more) or just build a high wall around your work area, put a door in it and ignore them. A badly lit / "open plan" build coupled with non committal aggression seems to be the recipe for zombie swarm disaster. i.e. Either leave them alone or kill them and your game will play exactly the same way as it played in 1.4.7 or 1.5.2. Don't damage them and run away.
1
Its hard work keeping up with this thread but in catching up with everything since last week I got that
1. People seem to be being overrun with Zombie swarms, that either incorporate too many, or too few, Angry Zombies.
2. Pickaxes don't last long enough in an Arcane Bore to complete a mining cycle.
3. Repair is so tiresomely slow that it involves a degree in micromanagement to keep the repairing items on the hotbar long enough to get repaired.
4. Its terribly difficult to find a magical forest if [biome-mod-x] is being used.
5. If a magical forest biome is found, Pech's will steal all your stuff. And there won't be any silverwoods.
6. If there are any silverwoods, their leaves will have mysteriously fallen off.
7. Then a completely invisible hungry node will suddenly inexorably draw the player in and kill them.
Are we reading the same thread?
1
My EBXL world has Magical Forests.
I built my tower on the edge of a village, that now sports 20+ Villagers and some of its own golems. Zombie hordes have so far failed to overwhelm me - or the village. I did find that putting a bloody door on the house, and sleeping at night. helped.
My first roll of a thaumium pickaxe yielded an Repair II, Efficiency IV, Fortune III. In an arcane bore I frequently don't even see the damage bar it repairs fast enough to keep up. Even without using the enchanting altar, or infusion crafting - the application of Vazkii's spellcloth has allowed me to put Repair on most of my items - and I have to try really really hard to get them to stay damaged.
I mostly have a massive surplus of research points, and the points I do have in short supply, quickly regenerate as bonus points in my research library.
Oh. And invsible hungry nodes have failed to eat me. And - while I don't tend to use a thaumostatic harness, I do keep my principal wand equipped with Vazkii's uplift focus
How do I activate the hardmode the rest of you seem to be getting?
0
Do you have thaumcraft? sounds like a hungry node.
0
1 Hr now. Far view distance. Fancy Graphics. Advanced OpenGL. 108fps. No problems. Whoooo!
0
2013-11-02 16:21:32 [SEVERE] [ArchimedesShipsMod] A tile entity render error has occured
java.lang.NullPointerException
at net.minecraft.tileentity.TileEntity.func_85027_a(TileEntity.java:283)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:111)
at shipmod.render.MobileChunkRenderer.renderTileEntity(MobileChunkRenderer.java:123)
at shipmod.render.MobileChunkRenderer.render(MobileChunkRenderer.java:101)
at shipmod.render.RenderShip.renderVehicle(RenderShip.java:41)
at shipmod.render.RenderShip.func_76986_a(RenderShip.java:50)
at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:312)
at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:281)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:524)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:944)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:836)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
2013-11-02 16:21:32 [SEVERE] [ArchimedesShipsMod] A tile entity render error has occured
java.lang.NullPointerException
at net.minecraft.tileentity.TileEntity.func_85027_a(TileEntity.java:283)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:111)
at shipmod.render.MobileChunkRenderer.renderTileEntity(MobileChunkRenderer.java:123)
at shipmod.render.MobileChunkRenderer.render(MobileChunkRenderer.java:101)
at shipmod.render.RenderShip.renderVehicle(RenderShip.java:41)
at shipmod.render.RenderShip.func_76986_a(RenderShip.java:50)
at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:312)
at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:281)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:524)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:944)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:836)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Thaumcraft is not mentioned in the crashlog, but it is the only mod with non vanilla items on my ship other than an Iron chest from CPWs Iron Chests mod so I have to think that this is perhaps dues to the two arcane bore components.
The crash is entirely harmless with no apparent problems. Well. Immediately apparent problems. The Ship files. Recompiles into the world, and the arcane bore - if on - seamlessly resumes mining.
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but but but... you can take the essentia out the jars (via bottles) and toss it into the crucible to get the exact same effect: essentia used up and result!