First, there are only 52 weeks in a year. What's this topic title supposed to say?
Second:
The nearest Mesa to spawn is at -2220, 13070 nearly straight south.
There are several more at about the same distance in a curve clockwise from that one with the last one at -20000, -4000.
I'm relatively new to the active manipulation of minecraft (ie.. mods, mcedit, bukkit, etc..). How were you able to tell where the Mesas were?
The only thing that comes close (and isn't Bukkit based) is CUSTOM NPCS which is finally out for 1.6.2. It's BETA, but works just fine on my server. One of the NPCs can have a BANKING function which acts like the banks in World of Warcraft. The players can store their valuable items with this NPC and nobody can access that cache but them. Not optimal, but I have mine set up in the bank in the center of town. They use their chests for food, wood, dirt, etc... But they hoof on into town to store their iron, gold, diamonds, etc...
Negatives: It's a work around until this awesome mod gets updated for the server. It also takes a bit to get used to the interface, but once you have it, it's fairly simple.
Positives: There are a ton of other things you can do with the Custom NPC mod that makes it worth your while.
My kids are still too young to do any hardcore mining, but with the NPCS, I set up a market and they can sell their fruits of their farming/lumberjacking, etc... for gold which they use to buy other items. I even have some town gaurds set up to help keep them from getting completed pwned (gamerule set to mobGriefing false of course).
Some screenshots of the mod in action. Haven't been able to work on the skins yet really.
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 8/16/13 3:45 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.client.model.ModelRenderer.b(II)Lnet/minecraft/client/model/ModelRenderer;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:698)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:141)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.NoSuchMethodError: net.minecraft.client.model.ModelRenderer.b(II)Lnet/minecraft/client/model/ModelRenderer;
at com.ngphoenix.morestorage.Tower.ModelItemTower.<init>(ModelItemTower.java:17)
at com.ngphoenix.morestorage.Tower.TileEntityItemTower.<init>(TileEntityItemTower.java:6)
at com.ngphoenix.morestorage.Tower.BlockItemTower.func_72274_a(BlockItemTower.java:26)
at net.minecraft.block.Block.createTileEntity(Block.java:1779)
at com.ngphoenix.morestorage.MoreStorageCore.Init(MoreStorageCore.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
(Is there an alternative to this mod? I can't find anything similar for 1.6.2)
The only thing that comes close (and isn't Bukkit based) is CUSTOM NPCS which is finally out for 1.6.2. It's BETA, but works just fine on my server. One of the NPCs can have a BANKING function which acts like the banks in World of Warcraft. The players can store their valuable items with this NPC and nobody can access that cache but them. Not optimal, but I have mine set up in the bank in the center of town. They use their chests for food, wood, dirt, etc... But they hoof on into town to store their iron, gold, diamonds, etc...
Negatives: It's a work around until this awesome mod gets updated for the server. It also takes a bit to get used to the interface, but once you have it, it's fairly simple.
Positives: There are a ton of other things you can do with the Custom NPC mod that makes it worth your while.
My kids are still too young to do any hardcore mining, but with the NPCS, I set up a market and they can sell their fruits of their farming/lumberjacking, etc... for gold which they use to buy other items. I even have some town gaurds set up to help keep them from getting completed pwned (gamerule set to mobGriefing false of course).
How do you make doors with this mod? And, will it allow you to add script to where only the player who placed the door can open the door? I was thinking of using in conjunction with some unbreakable blocks for a poor man's anti-grief building for the server my kid's play on. It's high drama when they suspect someone has taken their stuff. They like all the mods so Bukkit is out of the question right now.
This is a great mod. I just wish there were more mobs for all these bioms. I just went to a bamboo forest in this mod and it made me think of a panda . So yea i wish that a panda was in the bamboo forest. And there could be plenty of mobs for the plenty of bioms. Minecraft could be epic with these bioms and some realistic mobs that go along with it.
That would be cool. But only if you could control the spawn options, ie. Be able to set them to spawn only at world generation and not much (or at all) once the game has begun. Basically like the farm mobs now.
I will be mad if BOP removes the redwood forests, they look nothing like minecraft's new dinky little 2x2 trees
I have BOP and i LIVE in a redwood, if it's removed i can't do that anymore
On a different subject, could you make an item reference? With it's recipe and uses? I'm confused about somethings like the celestial lens and the sacrificial focus.
I have the exact same problem. You'd think 2 stacks of bone meal would be enough
To grow the redwoods you have to put the saplings in a 3x3 square (9 saplings total).
You can still keep the redwood biomes. Just rename it the Giant Redwood biome. I also like the red clay in the badlands and miss the yellow. Perhaps a tweak to that biomes if it becomes standard will add it back in.
If the place is well lit, monsters won't spawn. If the floor is not dirt/grass (perhaps solid stone as well), animals won't spawn. Gardens can be difficult to keep tended when using Mo Creatures, as the tilled land is still a "dirt" block for spawning purposes. There's a way around this though - Placing a solid roof (or having it underground) should stop the animals from spawning in the garden. If not, then it's a limitation in Custom Mob Spawner (which can be disabled and replaced with a different one that allows for it).
Maybe my version was glitched. I had flies and bugs spawning inside my house (well lit). They were constantly tearing up my crops. I wouldn't mind running into the animals while exploring or having them stay put once captured. It was the continuous spawning that drove me nuts.
I don't know if you've ever considered this or if it's even possible but you and the Mo' Creatures guy should team up. Having certain mobs spawning only in certain biomes and with the amount of biomes that are added I think it would greatly improve both mods.
It would be cool if you could control the spawning of the creature mobs. Current issue I have with MO creatures is that the mobs don't spawn upon world generation, they spawn continuously throughout the game. And in your house. And in your walled in crops. Etc....
You can control what spawns. But from what I can see, you can't control WHEN they spawn.
That's beautiful. The little house on the hill has a homey quality that I don't often see. You mentioned underground biomes. I haven't tried that mod because I felt that all of the multicolored cobble would look tacky in ravines and hillsides. Do you like the mod? Does the generation feel wonky, or does it blend well?
Here is the original. Not 100% happy with how I laid out the insides. For example, it's a pain in the butt to run to the 2nd floor to go to bed. Even more of pain to get the to 3rd. And of course, I only had the picture of the outside to go on. Resource pack is Soartex Fanver BTW. I switch between that and Dokucraft High TSC. I'm going to try Steelfeathers next. Looks cool. All seem to work well with BOP.
I actually like the way it looks in ravines and I think it blends well both above and underground. Don't get me wrong. There is the occasional striation of rock that looks odd, but I got that in vanilla mc too. Some people don't like the textures on the mined rock types. Some I don't like either which is why I smelt it back to it's original found state. It adds to the underground game what BOP adds to the above ground game. I was mining some granite when I ran across that vein of marble; which I used in the tower and window trim of the house. The only thing that makes the mod challenging is that you can fill your chests up with different types of rock pretty quickly. Usually you only get about 2-3 different types of rock in each biome keeping it balanced.
Used Carpenter's block mod on the tower roof.
The house was copied from a schematic that I saw and for some reason couldn't download. My daughter saw it and begged for me to build that house for her. A couple of attempts later, viola. Of course I don't want to have to build it twice so I keep it saved as an MCEDIT schematic. If I make changes, it's to the materials to make it match the biome it's in.
Would be more than happy to send it to you or post it somehow.
I'm using the 804 forge and it works fine for me now. What I had to do was completely erase MC1.5.2 from my computer. I copied the saved game files to another location, but that was it. Went to the roaming folder and deleted MC. Deleted the icon. Downloaded from scratch. For some reason, everything started working after that. Hopefully that helps and my process above wasn't just a happy accident.
And if you are looking to save the 1.5.2 funtionality of the game, I would get the Multi-MC tool or another shell program. It will copy your instance allowing you to keep all your mods/games/etc... even when you erase the original game.
That's beautiful. The little house on the hill has a homey quality that I don't often see. You mentioned underground biomes. I haven't tried that mod because I felt that all of the multicolored cobble would look tacky in ravines and hillsides. Do you like the mod? Does the generation feel wonky, or does it blend well?
I actually like the way it looks in ravines and I think it blends well both above and underground. Don't get me wrong. There is the occasional striation of rock that looks odd, but I got that in vanilla mc too. Some people don't like the textures on the mined rock types. Some I don't like either which is why I smelt it back to it's original found state. It adds to the underground game what BOP adds to the above ground game. I was mining some granite when I ran across that vein of marble; which I used in the tower and window trim of the house. The only thing that makes the mod challenging is that you can fill your chests up with different types of rock pretty quickly. Usually you only get about 2-3 different types of rock in each biome keeping it balanced.
Used Carpenter's block mod on the tower roof.
The house was copied from a schematic that I saw and for some reason couldn't download. My daughter saw it and begged for me to build that house for her. A couple of attempts later, viola. Of course I don't want to have to build it twice so I keep it saved as an MCEDIT schematic. If I make changes, it's to the materials to make it match the biome it's in.
Would be more than happy to send it to you or post it somehow.
Alright, I'm still having problems even after updating to 0.6.0. I want to upgrade my server from 1.5.2 to 1.6.2, but can't unless this error is solved.
---- Minecraft Crash Report ----
// Sorry
Time: 8/5/13 10:43 PM
Description: Exception generating new chunk
java.lang.NullPointerException
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76657_c(SourceFile:99)
at net.minecraft.world.chunk.Chunk.func_76603_b(Chunk.java:383)
at biomesoplenty.world.ChunkProviderBOP.func_73154_d(ChunkProviderBOP.java:382)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:527)
at net.minecraft.world.World.func_72798_a(World.java:412)
at net.minecraft.world.World.func_72799_c(World.java:436)
at net.minecraft.world.World.func_72922_b(World.java:383)
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:102)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:828)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:792)
at net.minecraft.world.World.<init>(World.java:296)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:108)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:244)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76657_c(SourceFile:99)
at net.minecraft.world.chunk.Chunk.func_76603_b(Chunk.java:383)
at biomesoplenty.world.ChunkProviderBOP.func_73154_d(ChunkProviderBOP.java:382)
-- Chunk to be generated --
Details:
Location: 1,16
Position hash: 68719476737
Generator: RandomLevelSource
Stacktrace:
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:527)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (28,64,256), Chunk: (at 12,4,0 in 1,16; contains blocks 16,0,256 to 31,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Stacktrace:
at net.minecraft.world.World.func_72798_a(World.java:412)
at net.minecraft.world.World.func_72799_c(World.java:436)
at net.minecraft.world.World.func_72922_b(World.java:383)
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:102)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:828)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:792)
-- Affected level --
Details:
Level name: world
All players: 0 total; []
Chunk stats: ServerChunkCache: 0 Drop: 0
Level seed: 1020483048
Level generator: ID 04 - BIOMESOP, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.world.World.<init>(World.java:296)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:108)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:244)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1040835584 bytes (992 MB) / 1297547264 bytes (1237 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -Xms1G -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 59
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BiomesOPlenty{0.6.0} [Biomes O' Plenty] (Biomes-O-Plenty-0.6.0-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Player Count: 0 / 50; []
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Running only with minecraftforge-universal-1.6.2-9.10.0.804.jar and Biomes-O-Plenty-0.6.0-1.6.2.jar in the mods folder. Surely someone can figure out what I'm missing? I've been spending long nights over these crash logs, and googling lines from it to see if any matches present a solution, but I'm running out of options.
Edit: Tried the cutting edge build of Forge as well, 817, and still the same problem. Thought I'd nip that in bud to save someone the time of suggesting it.
I'm using the 804 forge and it works fine for me now. What I had to do was completely erase MC1.5.2 from my computer. I copied the saved game files to another location, but that was it. Went to the roaming folder and deleted MC. Deleted the icon. Downloaded from scratch. For some reason, everything started working after that. Hopefully that helps and my process above wasn't just a happy accident.
Wanted to take a moment to thank you for the work you do for free on this mod, because without it, I wouldn't have gotten the prime real estate below. My kids love it too. Thanks for your efforts. They are appreciated.
0
I'm relatively new to the active manipulation of minecraft (ie.. mods, mcedit, bukkit, etc..). How were you able to tell where the Mesas were?
0
8532245642963088621 <--- Temple Run Seed Jungle Temple 182 66 273 Desert Temple 679 64 362 Desert Temple 550 70 -173 Desert Temple 1263 72 731 Desert Temple 1242 69 83 Desert Temple 1754 69 -359 Desert Temple 1829 73 -1005 Desert Temple 1894 72 26 Desert Temple -239 69 3706 Flower Forest 572 71 123 The Monolith 691 98 -276 Flower Forest Grotto 111 63 -1023 Village - Desert / Small 847 69 120 Village - Desert / Large 1247 65 144 Village - Savannah / Medium 2171 68 -917 Swamp 1509 64 -944 Roofed Forest 1053 76 -576 Alps Valley 486 81 -654 Mountainous Hole 258 72 -664 Coastal Super Tiaga 53 69 1379 Forested River -38 71 -1694 Rocky Mountain Divide -3 126 -2188 Forest Line Ridge 0 82 -3130 MUSHROOM ISLAND!!! -1191 63 9 Savannah Mountains 841 153 -56 Swamp 831 64 -683
0
Some screenshots of the mod in action. Haven't been able to work on the skins yet really.
http://i.imgur.com/QEfSGQn.jpg" title="Hosted by imgur.com" />
http://i.imgur.com/gcfO679.jpg" title="Hosted by imgur.com"/>
0
The only thing that comes close (and isn't Bukkit based) is CUSTOM NPCS which is finally out for 1.6.2. It's BETA, but works just fine on my server. One of the NPCs can have a BANKING function which acts like the banks in World of Warcraft. The players can store their valuable items with this NPC and nobody can access that cache but them. Not optimal, but I have mine set up in the bank in the center of town. They use their chests for food, wood, dirt, etc... But they hoof on into town to store their iron, gold, diamonds, etc...
Negatives: It's a work around until this awesome mod gets updated for the server. It also takes a bit to get used to the interface, but once you have it, it's fairly simple.
Positives: There are a ton of other things you can do with the Custom NPC mod that makes it worth your while.
My kids are still too young to do any hardcore mining, but with the NPCS, I set up a market and they can sell their fruits of their farming/lumberjacking, etc... for gold which they use to buy other items. I even have some town gaurds set up to help keep them from getting completed pwned (gamerule set to mobGriefing false of course).
0
0
That would be cool. But only if you could control the spawn options, ie. Be able to set them to spawn only at world generation and not much (or at all) once the game has begun. Basically like the farm mobs now.
0
To grow the redwoods you have to put the saplings in a 3x3 square (9 saplings total).
You can still keep the redwood biomes. Just rename it the Giant Redwood biome. I also like the red clay in the badlands and miss the yellow. Perhaps a tweak to that biomes if it becomes standard will add it back in.
0
0
Nicely done.
0
Forgive my n00bness. How do you use seeds?
0
Maybe my version was glitched. I had flies and bugs spawning inside my house (well lit). They were constantly tearing up my crops. I wouldn't mind running into the animals while exploring or having them stay put once captured. It was the continuous spawning that drove me nuts.
0
It would be cool if you could control the spawning of the creature mobs. Current issue I have with MO creatures is that the mobs don't spawn upon world generation, they spawn continuously throughout the game. And in your house. And in your walled in crops. Etc....
You can control what spawns. But from what I can see, you can't control WHEN they spawn.
1
Here is the original. Not 100% happy with how I laid out the insides. For example, it's a pain in the butt to run to the 2nd floor to go to bed. Even more of pain to get the to 3rd. And of course, I only had the picture of the outside to go on. Resource pack is Soartex Fanver BTW. I switch between that and Dokucraft High TSC. I'm going to try Steelfeathers next. Looks cool. All seem to work well with BOP.
http://i.imgur.com/38cAQFQ.jpg
And if you are looking to save the 1.5.2 funtionality of the game, I would get the Multi-MC tool or another shell program. It will copy your instance allowing you to keep all your mods/games/etc... even when you erase the original game.
0
I actually like the way it looks in ravines and I think it blends well both above and underground. Don't get me wrong. There is the occasional striation of rock that looks odd, but I got that in vanilla mc too. Some people don't like the textures on the mined rock types. Some I don't like either which is why I smelt it back to it's original found state. It adds to the underground game what BOP adds to the above ground game. I was mining some granite when I ran across that vein of marble; which I used in the tower and window trim of the house. The only thing that makes the mod challenging is that you can fill your chests up with different types of rock pretty quickly. Usually you only get about 2-3 different types of rock in each biome keeping it balanced.
Used Carpenter's block mod on the tower roof.
The house was copied from a schematic that I saw and for some reason couldn't download. My daughter saw it and begged for me to build that house for her. A couple of attempts later, viola. Of course I don't want to have to build it twice so I keep it saved as an MCEDIT schematic. If I make changes, it's to the materials to make it match the biome it's in.
Would be more than happy to send it to you or post it somehow.
I'm using the 804 forge and it works fine for me now. What I had to do was completely erase MC1.5.2 from my computer. I copied the saved game files to another location, but that was it. Went to the roaming folder and deleted MC. Deleted the icon. Downloaded from scratch. For some reason, everything started working after that. Hopefully that helps and my process above wasn't just a happy accident.
1
Wanted to take a moment to thank you for the work you do for free on this mod, because without it, I wouldn't have gotten the prime real estate below. My kids love it too. Thanks for your efforts. They are appreciated.
http://i.imgur.com/vlXVC4r.jpg
http://i.imgur.com/GKZBAhj.jpg
http://i.imgur.com/lwPM77f.jpg
Tower materials compliments of Underground Biomes. Makes a nice combo with Biomes o Plenty. The boat is from Archimedies and it works.