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Acne Rain posted:thaumcraft flight harness and runic armor are creatable pre-nether and make trips much less of a pain. Thaumcraft flight harness requires quartz last time I checked. Also, Ars Magica 2 liquid essence is basically water but works in the nether and doesn't freeze.
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# ? Feb 11, 2015 00:51 |
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# ? Jun 4, 2024 10:57 |
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Rocko Bonaparte posted:That makes me sad. Personally, what do you use bees for and how long does it take you to set things up for it? I don't use bees when I can help it. Vanilla forestry bees produce nothing of note, and the effort required to make any resource-producing special bees from other mods is usually not worth the rate of production. Magic bees were of some use in TC3 but we're past that I think.
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# ? Feb 11, 2015 03:20 |
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I'm trying to install FxFix for Buildcraft 3.4.3 (Mindcrack on 1.4.7), but the only download link I've been able to find is broken. Anyone here happen to have a copy or mirror kicking around?
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# ? Feb 11, 2015 04:33 |
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Blood Moons are The Devil. They always come up when I'm in the middle of working on a technical project. Then some skeleton shows up outside the base, firing rockets everywhere. It puts a hole near a door, and something starts beating me up while I'm at a crafting table. Then I go to the hole and find a pile of monsters. An archer always hits a creeper, who responds by turning around an exploding, taking out a bunch of my wall. Then they rush in, kill me, and send me to spawn, naked, during a Blood Moon. There I get killed again. Then I go back in creative mode, but not before getting hit by a poisonous infernal mob. I get all my stuff squared away, set it to day, then go to survival mode. The poison then kills me. If I were playing some kind of Robinson Crusoe-esque survival game and not trying to learn tech and magic, it would be almost fun, but it's just driving me insane. I'm torn to just remove it, or go nuts and surround my base with grinders or some random defensive system that some mod probably has.
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# ? Feb 11, 2015 16:06 |
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Rocko Bonaparte posted:Blood Moons are The Devil. They always come up when I'm in the middle of working on a technical project. Then some skeleton shows up outside the base, firing rockets everywhere. It puts a hole near a door, and something starts beating me up while I'm at a crafting table. Then I go to the hole and find a pile of monsters. An archer always hits a creeper, who responds by turning around an exploding, taking out a bunch of my wall. Then they rush in, kill me, and send me to spawn, naked, during a Blood Moon. There I get killed again. Then I go back in creative mode, but not before getting hit by a poisonous infernal mob. I get all my stuff squared away, set it to day, then go to survival mode. The poison then kills me. Dig a moat. 3 wide, 3 deep. Can fill it with spikes, punji sticks or grinders. Or use obsidian or hardened glass for your walls.
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# ? Feb 11, 2015 16:18 |
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/gamerule mobGriefing false perhaps.
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# ? Feb 11, 2015 16:45 |
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Short of erecting quarry after quarry in the Twilight Forest, is there a good way to find atlarus?
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# ? Feb 11, 2015 17:59 |
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Hagop posted:/gamerule mobGriefing false perhaps. This and turning keepInventory on is something I do at the very beginning of every new world I made. I also remove Infernal Mobs and disable wither witches and cats in Ender Zoo. My life is way too short to gently caress around with crappy Minecraft combat.
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# ? Feb 11, 2015 19:17 |
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edgeman83 posted:This and turning keepInventory on is something I do at the very beginning of every new world I made. I also remove Infernal Mobs and disable wither witches and cats in Ender Zoo. My life is way too short to gently caress around with crappy Minecraft combat. Yeah I feel like I should do some of this stuff, but I think my most particular problem is with the skeletons that are show up during a Blood Moon that are firing rockets everywhere. I think I'll turn off mob griefing and get most of the relief I want. I'm in a more exposed position in this game than normal because I could not know up front what I needed to do all the new stuff with which I'm experimenting (Ars Magica 2 and eventually Botania). So I have a walled-off fortress in a bay, where I'd normally be digging down with some modest surface structure, or I'd be crawling into a redwood.
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# ? Feb 11, 2015 22:38 |
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I just have a quick mod question: what is the name of the mod that allows you to somehow click on an item and it shows you the crafting recipe for said item? I've seen the youtube PopularMMOs guy use it and it seems pretty slick; especially for mods with lots of new craftable items that I can never seem to find recipes for. Is it universal, or does it work with only a select set of mods?
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# ? Feb 11, 2015 23:00 |
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holttho posted:I just have a quick mod question: what is the name of the mod that allows you to somehow click on an item and it shows you the crafting recipe for said item? I've seen the youtube PopularMMOs guy use it and it seems pretty slick; especially for mods with lots of new craftable items that I can never seem to find recipes for. Is it universal, or does it work with only a select set of mods?
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# ? Feb 11, 2015 23:14 |
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Awesome, thanks.
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# ? Feb 11, 2015 23:17 |
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Also, if you shift-click the question mark, it will auto populate the crafting grid with items from your inventory.
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# ? Feb 11, 2015 23:44 |
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Rocko Bonaparte posted:Yeah I feel like I should do some of this stuff, but I think my most particular problem is with the skeletons that are show up during a Blood Moon that are firing rockets everywhere. Those are from QuiverMob. It adds literally nothing but skeletons with rockets and other guns, so just go ahead and remove/disable that.
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# ? Feb 12, 2015 02:05 |
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holttho posted:I just have a quick mod question: what is the name of the mod that allows you to somehow click on an item and it shows you the crafting recipe for said item? I've seen the youtube PopularMMOs guy use it and it seems pretty slick; especially for mods with lots of new craftable items that I can never seem to find recipes for. Is it universal, or does it work with only a select set of mods? To see the recipe for the item in the first place, hit R while mousing over it. Or hit U to see what an item is used for. bigperm posted:Also, if you shift-click the question mark, it will auto populate the crafting grid with items from your inventory. Why am I only now learning this?
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# ? Feb 12, 2015 03:30 |
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Nastyman posted:To see the recipe for the item in the first place, hit R while mousing over it. Or hit U to see what an item is used for. This combines with AE as well, making AE2's crafting terminal amazeballs.
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# ? Feb 12, 2015 03:36 |
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Nastyman posted:Why am I only now learning this? I started a new new new game to try out the hermit idea with the Random Things spectre dimension. The trick for ectoplasm is to find one of the many overworld dungeons and just bop away at the mobs. When a spirit appears, it will be contained in the dungeon so you can nail it. I will also confirm tue vyroxenes as an early-game material does work quite well. You have to cast the portal, and make a netherreck pickaxe to get it. Then you have an obsidian-level tool and a matching armor kit from a very common resource.
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# ? Feb 12, 2015 09:09 |
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Rocko Bonaparte posted:A lot of people have suffered this. Really, a button with a question mark is far from the right way to label that button. If it had a crafting table for an icon, you probably would have considered it within 10 exposures. which mod adds vyroxenese?
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# ? Feb 12, 2015 09:44 |
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Currently playing FTB Monster. Just wondering what the best way to go about making a remote controlled floodgate would be? Basically, I want to be able to turn a lavafall on and off from about 100 blocks away, without a physical connection between the switch and gate. Are there any non-ridiculously-expensive or complicated ways to do that?
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# ? Feb 12, 2015 10:21 |
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TheresaJayne posted:which mod adds vyroxenese? Metallurgy adds Vyroxerese. And speaking of which, I've found Ignatius to be completely useless as a Nether material and moved it to the overworld. Aside from being a shittier Shadow Iron that you can enchant a little better, it doesn't offer much at all considering Vyroxerese is so plentiful. Is there some corner-case use of it I'm missing, or is it just misplaced?
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# ? Feb 12, 2015 11:17 |
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Mr Scumbag posted:Currently playing FTB Monster. Just wondering what the best way to go about making a remote controlled floodgate would be? I don't know any mods that inherently lets you do this without some form of physical connection or wiring, but there's a pretty clever remote redstone signal mechanic in this video that might work for you. It even works across dimensions! Aside from that, I think you should be able to get it working using tesseracts and gated bc pipes, but I don't know the specifics of that one. Nastyman fucked around with this message at 14:29 on Feb 12, 2015 |
# ? Feb 12, 2015 11:52 |
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Kraven Moorhed posted:Metallurgy adds Vyroxerese. And speaking of which, I've found Ignatius to be completely useless as a Nether material and moved it to the overworld. Aside from being a shittier Shadow Iron that you can enchant a little better, it doesn't offer much at all considering Vyroxerese is so plentiful. Is there some corner-case use of it I'm missing, or is it just misplaced? Does the Ignatius dust work as fuel? I think it worked as fuel at one point.
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# ? Feb 12, 2015 12:06 |
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It seems that nether biomes are not working in my Life in the Woods world. Is there an option that would enable them in biomes o plenty?
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# ? Feb 12, 2015 12:32 |
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Oh boy, the Natural Magic modpack has the hard-mode Thaumcraft, with the puzzle to do research. There's no way I can switch it to the non-puzzle version myself, is there? I think I can live if there isn't, the puzzles aren't actually too bad if you've got a cheat-sheet to know what the aspects are made of, but I'd just prefer not to have to fuss through it.
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# ? Feb 12, 2015 13:40 |
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Cleretic posted:Oh boy, the Natural Magic modpack has the hard-mode Thaumcraft, with the puzzle to do research. Isnt that just normal thaumcraft, where you have to know the elements and make the research. Also they are easy to work out, also how to connect as unless they are prime elements you hover over and it shows the 2 elements its made of so Alienis is Vacuous + Tenebrae, so will link to any other element with Vacuous or Tenebrae so it will connect to Famis (Victus + Vacuous), or precantio (Vacuous + potentia) for example. TheresaJayne fucked around with this message at 13:49 on Feb 12, 2015 |
# ? Feb 12, 2015 13:43 |
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Look in the config folder for Thaumcraft.cfg. Scroll all the way down to the option I:research_difficulty and set it to -1. Hooray, you're in easy mode.
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# ? Feb 12, 2015 13:53 |
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Sage Grimm posted:Look in the config folder for Thaumcraft.cfg. Scroll all the way down to the option I:research_difficulty and set it to -1. Hooray, you're in easy mode. Also in any game I play I give myself 1 of every aspect for research was with console commands. Voila, no stupid mixing via list and I can just scan poo poo.
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# ? Feb 12, 2015 14:06 |
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Cleretic posted:Oh boy, the Natural Magic modpack has the hard-mode Thaumcraft, with the puzzle to do research. You mean the reasonable version of Thaumcraft where you have to put a bit of work but you'll actually have enough research to complete it? Hah, I lie, the "reasonable" version of Thaumcraft would have no research.
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# ? Feb 12, 2015 17:14 |
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Alright, so I think something happened when I made the world, because I just made a second copy of the same seed and it has a normal BOP nether, while my current one is just straight up vanilla nether. It's been a long-rear end time since I ever needed something of its ilk, but I recall there being a mod or program that let you edit and copy/paste areas and chunks from one save into another. Anyone know what I'm talking about, and is there a currently working version of it? I'd rather not lose my farm, orchard, home base, etc but want to use the same world.
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# ? Feb 12, 2015 17:15 |
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I bet you could just copy the dimension folder for the Nether (look up the number in the Minecraft wiki) over to your original world and it should be good to go.
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# ? Feb 12, 2015 17:18 |
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Kraven Moorhed posted:Metallurgy adds Vyroxerese. And speaking of which, I've found Ignatius to be completely useless as a Nether material and moved it to the overworld. Aside from being a shittier Shadow Iron that you can enchant a little better, it doesn't offer much at all considering Vyroxerese is so plentiful. Is there some corner-case use of it I'm missing, or is it just misplaced? Yeah I suck at the spelling. I was typing that update on my phone right before bed. I'm also disappointed with Nether alloys. Overworld steel is very good, and you just don't get anything really similar from what I see until Quicksilver. It's pretty hard to pull out Mithril, let alone find it, so it's usually only worth it if you got a bunch while mining for something else. Edit: I guess Ignatius dust can be used as a fuel. At least according to this spreadsheet: https://docs.google.com/spreadsheet/ccc?key=0ApPr023YHYR0dEQ1X2JNOHgteUFRRGtFMlo0ZUQxN2c&usp=drive_web#gid=0 Heh, and apparently Midasium turns any dust into gold. Rocko Bonaparte fucked around with this message at 17:35 on Feb 12, 2015 |
# ? Feb 12, 2015 17:25 |
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Cleretic posted:Oh boy, the Natural Magic modpack has the hard-mode Thaumcraft, with the puzzle to do research. As TheresaJayne said, the research table does show what aspects are made of when you mouse over them.
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# ? Feb 12, 2015 17:28 |
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Sage Grimm posted:I bet you could just copy the dimension folder for the Nether (look up the number in the Minecraft wiki) over to your original world and it should be good to go.
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# ? Feb 12, 2015 17:38 |
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Captain Invictus posted:gently caress. I think I accidentally made the world I've been using without actually having the BOP worldgen enabled, that's why. So there's no fixing it, I guess. I was fooled into thinking BOP was enabled in the overworld because of underground biomes, fruit trees, etc. spawning on Extreme Hills biomes and having the biomes be so huge I didn't really notice there weren't more than the standard ones. drat it. No world editing tool then, I take it? You could probably use an NBT editing tool to enable BoP worldgen in your existing world and then new terrain from then on would use BoP biomes, but you'd almost certainly get the cliff-face discontinuities between old and new terrain. (If you want to try it anyway, use something like NBTExplorer to open level.dat, open the Data node, and set the 'generatorName' value to BIOMESOP)
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# ? Feb 12, 2015 17:43 |
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Lizard Wizard posted:As TheresaJayne said, the research table does show what aspects are made of when you mouse over them. Only after you've gained a specific research. (Research Mastery, I believe.) It doesn't by default. Alkydere posted:You mean the reasonable version of Thaumcraft where you have to put a bit of work but you'll actually have enough research to complete it? Actually, Azanor's been talking a lot about what TC for 1.8 will do, and he's been convinced to change the research system. Instead of having to scan everything and gather research points, each research will have it's own store of points, and if you don't use them all to complete the research you'll get a bonus for later, making it easier. Which is, well... a fuckton more sensible and less grindy. Still have the research puzzles but overall it won't be as aggravating.
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# ? Feb 12, 2015 18:12 |
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StealthArcher posted:Also in any game I play I give myself 1 of every aspect for research was with console commands. Voila, no stupid mixing via list and I can just scan poo poo. YES! I have never thought of doing that, but I totally will now. Like combat, doing the beginning parts of Thaumcraft is such a chore and not fun at all.
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# ? Feb 12, 2015 18:47 |
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Serifina posted:Only after you've gained a specific research. (Research Mastery, I believe.) It doesn't by default. Yup, you need research mastery 1 to see the components of an element. Research Master 2 lets you shift+click to automatically make a research element. That being said they should be probably the first 2 things you research. quote:Actually, Azanor's been talking a lot about what TC for 1.8 will do, and he's been convinced to change the research system. Instead of having to scan everything and gather research points, each research will have it's own store of points, and if you don't use them all to complete the research you'll get a bonus for later, making it easier. Which is, well... a fuckton more sensible and less grindy. Still have the research puzzles but overall it won't be as aggravating. That sounds amazing actually. Someone actually managed to pull Azanor's head out of his head long enough for him to realize that perhaps the research system is a bit obnoxious? I'd really prefer there to be no research, or only have it for "forbidden" research, but anything to make it less "grindy" is at least a step forward.
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# ? Feb 12, 2015 20:10 |
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This whole thing with vyroxeres, among other updates in 1.7.10, has kind of changed my startup procedure. I figured I'd post a sketch of it to see if I could expedite something else or if somebody has a grossly different procedure. Instead of bumrushing for a digital miner, my first hour is something like:
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# ? Feb 12, 2015 20:16 |
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I don't like the progressive automation miner. If I could keep picks in it's internal inventory while it shoved everything it mined into a chest or whatever it would be great, but as it is, it's too much twaddling around to make sure it's full of dirt and has picks and whatever
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# ? Feb 12, 2015 20:29 |
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# ? Jun 4, 2024 10:57 |
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Alkydere posted:That sounds amazing actually. Someone actually managed to pull Azanor's head out of his head long enough for him to realize that perhaps the research system is a bit obnoxious? Between this, CV system, The changes to Warp (Believe me, its significantly less obnoxious now. Heck i think im going to have to force myself to warp out to get the second revelation!) and the nerfing of the eldritch guardians, whatever was influencing Azanor to turn TC into a multiplayer mod seems to have stopped.
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# ? Feb 12, 2015 22:17 |