Idea - sink the railway underwater into a glass tunnel.
You got right ahead and build that dirt tunnel and hollow it out.
You know, this right here is why Minecraft really needs a water-breathing enchantment/potion.
I would love to build more stuff underwater, but it's always such an ordeal, not to mention dangerous, that I usually choose other projects to work on.
There are helmet enchantments that allow for extended underwater breathing/damage reduction due to lack of oxygen, as well as faster underwater mining.
Due to popular demand (emphasis on demand) on the ArcBele server, here's the Pre-Converted version of the Underdark 3. I added a chest full of armor, tools, food, and torches at Spawn.
There's some odd lighting in certain areas, but it's otherwise functional. For the most authentic experience, play with the Render Distance turned down to Short.
Does the spawn stay loaded like it does in SMP? Because you can use a minecart + cobwebs or an item stack of -1(infinite dispenser) to create a intermittent signal to a command block to make night last forever so you don't see a sunlit sky in the distance on higher render distances.
Also, If you guys find my underdark stash cube you shall never need diamond again.
Well the bridge from Wang Town to Temperance is complete, though completely undetailed at the moment.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited December 2012
Spooky Swamp is nearly complete, at least my initial ideas for it. Witch's Hut is up (Incidentally, WTB: One Witch) with a Nether Portal conveniently nearby to provide spooky sounds.
I might cover the main swamp island with some more trees and vines and build another hut or something down the line. Maybe some pumpkins and jack-o-lanterns.
Is anyone reading the thread playing with Thaumcraft 3? I'm getting wisps up the wazoo despite not really using much magic yet. Great mod though, highly recommended.
I'm not getting any wisps, despite massively destabilizing the local nodes so they spawn. So far the node just spawns weird non-wisp mobs, grants short random buffs/debuffs and calls down lightning from time to time.
Also really struggling to get a massive mob farm up. Seriously, you want a ton of feathers and leather. And blue wool depending on how much gold you want to transmute.
I do not plan to put any mods that require forge on the server, so no extra mobs or blocks.
This makes me happy. Mods are awesome but I got really sick of MC when I was spending more time curating my mod collection than actually playing the game. Maybe when the API comes out things will be easier to manage, but for now I am perfectly happy with a nice vanilla server
Forge has its own modloader now, so it's the only thing you need to dig around inside the jar for. Everything else is pretty much drag and drop now, it's not that bad.
I wouldn't hold your breath for that API, you'll end up pulling a Carradine.
I know this is from the last page and someone else probably already mentioned this, but with Magic Launcher you never need to dig around inside the jar.
I'm not getting any wisps, despite massively destabilizing the local nodes so they spawn. So far the node just spawns weird non-wisp mobs, grants short random buffs/debuffs and calls down lightning from time to time.
Also really struggling to get a massive mob farm up. Seriously, you want a ton of feathers and leather. And blue wool depending on how much gold you want to transmute.
Huh. I guess I might just have pitched my house away from any nearby nodes or something. Maybe it has something to do with building it in/above one of those barrow-mound surface dungeons...
I haven't seen a cow yet. None. Despite repeatedly massacring the local hordes of sheep, no cows. I ended up stealing a bookshelf from a nearby village instead. They certainly weren't using it, what with the zombie invasion and everything. I guess it was more than fair payment for saving the two of them who just so happened to live in a house with bookshelves.
So my singleplayer Thaumcraft world glitched out. One chunk near my home won't load, and from that bottomless abyss spawned thousands of sheep. Switching to creative mode to rain down damage potions isn't helping much, so I'll be forced to make a new world for schenanegans.
So my singleplayer Thaumcraft world glitched out. One chunk near my home won't load, and from that bottomless abyss spawned thousands of sheep. Switching to creative mode to rain down damage potions isn't helping much, so I'll be forced to make a new world for schenanegans.
I enjoy using Thaumcraft and Mystcraft together (plus Extra Biomes XL). It really adds to the magical aspect when you can create whole new worlds to harvest resources from and to explore. That and it looks totally sweet having books sitting on stands and stuff.
To whoever installed Treecapitator on the server. God Bless.
I don't know why this mod is still a mod instead of a default thing.
The community is really fucked up about mods, and on more than one occasion there was a huge outcry because Mojang wanted to include a thing that was in a popular mod.
Anyone notice how some things (mattresses and the copy machines in Highrise) are totally impenetrable? A steel wall, yeah that makes sense, but bullets should obliterate copy machines.
I don't know about you, but I always buy a bullet proof printer. Its a lot more expensive, but I think the advantages are apparent.
So my singleplayer Thaumcraft world glitched out. One chunk near my home won't load, and from that bottomless abyss spawned thousands of sheep. Switching to creative mode to rain down damage potions isn't helping much, so I'll be forced to make a new world for schenanegans.
I enjoy using Thaumcraft and Mystcraft together (plus Extra Biomes XL). It really adds to the magical aspect when you can create whole new worlds to harvest resources from and to explore. That and it looks totally sweet having books sitting on stands and stuff.
I'm mostly testing out TC3, and I'm totally sold. I had a great time a while back on a survival-island style map with Mystcraft, ending up with a lonely wizard's mansion rising straight out of the ocean with nothing for miles around, linking to strange and unusual dimensions.
I'm really considering running a magic-themed server for a few friends using TC3, Mystcraft and EE3 when Pahimar gets around to releasing a more feature-complete alpha. Also RP2 minus machines because fractional blocks and red alloy wiring is civilization, volcanoes are awesome and marble and basalt and their bricks really need to be vanilla blocks.
TC3 has to be the best mod for internal explanation too. Too his credit, Azanor likes to obfuscate much of the mod, but gives you enough to go on that you can really figure it out instead of needing a wiki or NEI to find recipies. More mods need a Thaumonomicon!
I am planning to start up a TC3+Mystcraft game, but I need to find texture pack first. I was using [email protected] textures for so long, and now those don't update.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I am planning to start up a TC3+Mystcraft game, but I need to find texture pack first. I was using [email protected] textures for so long, and now those don't update.
Sphax BDcraft? It's one of my favourite texturepacks, though it is a little cartoony if that's not your cup of tea. I know a Thaumcraft addition is bring worked on, Mystcraft I'm less certain about.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
I've been using Sphax BDcraft too and it's gorgeous.
Holy crap, that's awesome! I love that it even includes unstable Ages if you take Gehn's approach to writing.
Underground bright cave jungle? Check. Infinite flat desert? Check. Snowy eternal night netherrack sky islands with enormous tree roots, mysterious obelisks, glowstone crystals, green sky and red mist? You betcha. Such a great mod.
I've been using Sphax BDcraft too and it's gorgeous.
I'll check it out.
I'm also thinking of just updating the [email protected] set on my own. I think the last one is like, 1.25 though so it'd be a bit of work.
As for Mystcraft, apparently he's updated instability since the last time I played, so now ages you create are far more likely to be stable unless you write them weird. (whereas randomly generated blank ages are always unstable)
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Is it bad that I look at the overall footprint now that I have to actually start building (including probably 10x10 for an elevator) and am kinda going "I wish I had more floor space to work with"? I have absolutely no idea what is going on the 20+ levels on the inside of the tower yet, but I already feel cramped.
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
I feel so proud to finally have completed a pair of redstone-powered contraptions, after not really delving into wiring that much (outside of Tekkit in which wiring was literally laying wire down and building solar panels which is about as straightforward for a new person to understand, even if they do explode if you wired it incorrectly).
Of course, now I wish for the ability to place blocks on top of redstone dust wire so that I don't have a texture on the side of the block preventing me from covering up the UGLY with another block on top.
I feel so proud to finally have completed a pair of redstone-powered contraptions, after not really delving into wiring that much (outside of Tekkit in which wiring was literally laying wire down and building solar panels which is about as straightforward for a new person to understand, even if they do explode if you wired it incorrectly).
Of course, now I wish for the ability to place blocks on top of redstone dust wire so that I don't have a texture on the side of the block preventing me from covering up the UGLY with another block on top.
RP2 microblocks. Of course, then you might as well be using red alloy wire.
I want to build a world that's entirely covered by ocean with clusters of large floating islands. And each cluster being a specific biome or theme. I believe mcedit will let me create a flat world with a few layers of sand and water, and then voxel sniper/world edit will let me create the land masses. What can I use to set the different areas to specific biomes?
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)
Hmm, that might be it. I'll try that tonight.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Posts
You know, this right here is why Minecraft really needs a water-breathing enchantment/potion.
I would love to build more stuff underwater, but it's always such an ordeal, not to mention dangerous, that I usually choose other projects to work on.
Does the spawn stay loaded like it does in SMP? Because you can use a minecart + cobwebs or an item stack of -1(infinite dispenser) to create a intermittent signal to a command block to make night last forever so you don't see a sunlit sky in the distance on higher render distances.
Also, If you guys find my underdark stash cube you shall never need diamond again.
Gamertag: PM me
I might cover the main swamp island with some more trees and vines and build another hut or something down the line. Maybe some pumpkins and jack-o-lanterns.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Also really struggling to get a massive mob farm up. Seriously, you want a ton of feathers and leather. And blue wool depending on how much gold you want to transmute.
I know this is from the last page and someone else probably already mentioned this, but with Magic Launcher you never need to dig around inside the jar.
Huh. I guess I might just have pitched my house away from any nearby nodes or something. Maybe it has something to do with building it in/above one of those barrow-mound surface dungeons...
I haven't seen a cow yet. None. Despite repeatedly massacring the local hordes of sheep, no cows. I ended up stealing a bookshelf from a nearby village instead. They certainly weren't using it, what with the zombie invasion and everything. I guess it was more than fair payment for saving the two of them who just so happened to live in a house with bookshelves.
That thing is amazing.
I enjoy using Thaumcraft and Mystcraft together (plus Extra Biomes XL). It really adds to the magical aspect when you can create whole new worlds to harvest resources from and to explore. That and it looks totally sweet having books sitting on stands and stuff.
The community is really fucked up about mods, and on more than one occasion there was a huge outcry because Mojang wanted to include a thing that was in a popular mod.
XBL: LiquidSnake2061
I'm mostly testing out TC3, and I'm totally sold. I had a great time a while back on a survival-island style map with Mystcraft, ending up with a lonely wizard's mansion rising straight out of the ocean with nothing for miles around, linking to strange and unusual dimensions.
I'm really considering running a magic-themed server for a few friends using TC3, Mystcraft and EE3 when Pahimar gets around to releasing a more feature-complete alpha. Also RP2 minus machines because fractional blocks and red alloy wiring is civilization, volcanoes are awesome and marble and basalt and their bricks really need to be vanilla blocks.
TC3 has to be the best mod for internal explanation too. Too his credit, Azanor likes to obfuscate much of the mod, but gives you enough to go on that you can really figure it out instead of needing a wiki or NEI to find recipies. More mods need a Thaumonomicon!
The harder the rain, honey, the sweeter the sun.
Sphax BDcraft? It's one of my favourite texturepacks, though it is a little cartoony if that's not your cup of tea. I know a Thaumcraft addition is bring worked on, Mystcraft I'm less certain about.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Holy crap, that's awesome! I love that it even includes unstable Ages if you take Gehn's approach to writing.
Underground bright cave jungle? Check. Infinite flat desert? Check. Snowy eternal night netherrack sky islands with enormous tree roots, mysterious obelisks, glowstone crystals, green sky and red mist? You betcha. Such a great mod.
I'll check it out.
I'm also thinking of just updating the [email protected] set on my own. I think the last one is like, 1.25 though so it'd be a bit of work.
As for Mystcraft, apparently he's updated instability since the last time I played, so now ages you create are far more likely to be stable unless you write them weird. (whereas randomly generated blank ages are always unstable)
The harder the rain, honey, the sweeter the sun.
I should update my mods
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
The harder the rain, honey, the sweeter the sun.
...
Yeah, I said it.
FFRK: 9rRG
I have issues.
Of course, now I wish for the ability to place blocks on top of redstone dust wire so that I don't have a texture on the side of the block preventing me from covering up the UGLY with another block on top.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
RP2 microblocks. Of course, then you might as well be using red alloy wire.
The harder the rain, honey, the sweeter the sun.
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
The harder the rain, honey, the sweeter the sun.
Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)
Hmm, that might be it. I'll try that tonight.
The harder the rain, honey, the sweeter the sun.