I set up some Apiaries and began to breed bees,. most of which I had gotten by cheating in some hives with NEI as I had explored a large part of the world before adding Forestry to the mods in it. I also set up a Carpenter to make a Beealyzer and some other items, plus 2 Centrifuges and Squeezers, which I had taught my Logistics Pipes to autocraft. I also added a few more recipes to that autocrafting setup, those for paper, blank modules and gold nuggets.
I then automated the Forestry machines with a power switch pipe, a cobblestone structure pipe, some red pipe wire and 6 iron AND gates. One gate went on the power switch, with the others next to each machine set to emit a red pipe signal if the adjacent machine had work to do. The gate on the power switch pipe was set to emit a redstone signal turning on the power if it detected a red pipe signal.
I later went far to the east of my base to start gfenerating new chunks to find beehives and get Apatite. In the middle of an Ice Plains biome I found some caves just below the surface which were added by the Better Dungeons mod. I fought a boss called the Ice Bull. It drops bluish colored Ice Leather which can be made into the Ice Bull armor set. Like any other bull, he attacks by charging at you. This is similar to what the Minotaurs in the Twilight Forest Labyrinths do when they attack. I found no hives in the Ice Plains, but did find some Apatite. I later came upon a desert, forest and jungle, and found hives there. There were a few Meadows ones in the forest, a Tropical one in the jungle, and several Modest ones in the desert. One of the Modest hives had Valiant bees in them. I have since added 2 more Apiaries to my others, and put the Valiant bees in one of those. If I want to breed them up to Heroic, I am going to need to find a Steadfast Drone in a dungeon chest somewhere.
Discovered the most bizarre glitch in the Carpenter Blocks mod. All the Carpenter Blocks turned into Fences and all the Carpenter Stairs turned into torches.
Main World Started: Alpha 1.2 Resource Pack: Painterly Synopsis: Home built inside a mountain.
Wednesday 13th August, the waterfall was temporarily was stopped, so a number of improvements could be undertaken around the back of the mountain. There are a number of things wrong in the following picture:
The grass blocks that the waterfall comes from have been there years. So much so that I had even stopped noticing them, but that is about to change. I went into my creative copy of the world and tested a pitched roof over that window behind the waterfall, instead of the dirt blocks and loved it so much I chose to do it legit in my survival world. Also notice in the picture above how the snow wall (From an interior room) doesn't go all the way up? That bothered me too. So I stopped the water fall to correct these problems. I also removed a row of stone/dirt on the left (It's right) to reveal more, which also meant re-positioning the glowstone.
Result:
I know it's dark - and sorry for the night picture, but I think it looks much better. Keep in mind also, although I started in Alpha, all these current oak stair roofs were put in during beta and apart from a bit of redoing in corners (When stairs started to join better) they haven't changed since. Now I can't help but notice how much the Oak stair roofs stand-out - they have to go! Further down I've removed the dirt blocks above the back entrance pitched roof, which has also been changed, as well as an extra pitched roof on the elevator exterior walls. (Above to the right.). With the back entrance doors I will be extending the brick/stone walls out to the sides by 2 blocks - no more dirt so again it looks better.
After this picture I changed the roof to the right of the back entrance all to spruce stairs - all around the exterior of the living room extension. Next up, The roof above the first new spruce stairs roof will be changed over and I may well do the hut above it and the one on the observation deck (Upper far right) as well as the exterior bedroom one - not shown here. All Oak stair roofs may be eliminated. All in favor of nicer spruce stairs - and it's about time!
I've also extended the jungle planks and spruce log border from my kennels exterior around the corner covering the stairs inside down to the portal/mob area:
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I'm making progress in getting my cellar workshops and storage area together. It's taking a while, mostly because it's a big complex project and on top of that, I'm being fussy about aesthetics. I did manage to get the cellar kitchen/food storage area done, using the birch Factorization barrels (of all my wood options, these looks the most like white kitchen cabinets) to store all food items that are "harvested" and not processed in anyway (except for the honey that's already been pressed from the combs). I used the spruce wood floor pattern that i used in my jungle house in MCPE because i really like how it looks, and then Chisel-textured glowstone for lighting. I'll probably add some Bibliocraft tables, chairs and dinner plates as well.
There's a barrel for almost every harvestable food items from all the mods, with a few exceptions of items I rarely collect and don't farm, like vanilla mushrooms. Those just go in the misc chest at them end. I've been fiddling with these Extra Utilities transfer pipes at my quarries and I think I finally got the hang of their quirks. One thing I dislike is you have to have one line of pipes--having different branches confuses the nodes and they end up dumping some items that have barrels already in the "misc" chest at the end of the line. So I had to wrap a pipe all around the top, then all the way back around on the bottom level (and behind the kitchen prep area) so it's just one continuous line. Also these barrels can only take input from the top so the middle row of barrels are all installed upside down. But despite those two compromises, so far this set-up is running smoothly--everything harvested/collected gets dumped in a double chest in the upstairs main kitchen/dining area by the front door, then is transferred to two holding lockers (Better Storage) via vanilla hoppers below and then from there, EU transfer nodes send them down the pipeline. I suppose I could I have omitted the lockers and hoppers but this seems to handle a large amount of items dumped at once very smoothly so I'm not going to change it. But at least I have my food prep and storage area done--I can pretty much make any food item in any of the mods here.
I mentioned earlier that i went with the Factorization barrels because I was having some issues with the JABBA barrels I had been using. Well, I still am using a few of those JABBA barrels, and while I did manage to sort out how to upgrade them properly, I now am having this "x-ray" texture issue with them--nothing I've tried (restarting, disconnecting the pipes, moving them, F3+A, changing graphics settings) has fixed this. I posted this in the JABBA mod thread, but since this thread gets a lot of eyes, if anyone has experience with this mod and knows a fix for this, please let me know. I would hate to simply discard the ones I've already crafted and upgraded.
I went exploring again in my 1.2.l5 world with the Better Dungeons mod in it, and wentr far south of my southern base, at around Z=9000. At 9041 along the map was an underground railway that runs the entire length of the world, and I found an island where I could mine down to it. I explored about 50 or blocks in each direction east and west along the mineshaft, and encountered several skeletons in minecarts (these are armed with swords, not bows), a vanilla dungeon with a normal skeleton spawner, and a dungeon added by the Better Dungeons mod with 3 chests and a creeper spawner. I only had to deal with about 3 of these before I got close enough to light it up then destroy it.
I plan to go west to around X=-9000 or so, then start going north and mapping out the area like I have done in the past in this world.
I also found a mushroom island while flying south using my Swiftwolf's Rending Gale.
Before that I added some more autocrafting to my Logistics Pipes, teaching the system how to make sugar canes into paper and paper into blank modules. I then made 2 blank modules and used them to make another Polymorphic Item Sink and Provider Module, and added my bees to the Logistics system. Also I had enough honeycomb to make the Apiarist's Chest, and got 4 Propolis, which I put into my Forestry chest. I can later use 2 of those to craft the Apiarist's Pipe to route drones into a diamond chest, reserving the Apiarist's Chest for princesses only.
Speaking of bees, I've gotten up to Cultivated, but haven't gotten any further. I have yet to get a princess with this species in it, so any drones I get have been going into the chest with other bees. I am currently running 8 Apiaries at my main base, but could use some more. And I have yet to set up some Tropical bees in the nearby jungle even though I cleared out some space for them there.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/22/2013
Posts:
59
Member Details
Every time I think I'm finished, I come up with another idea. So here's where I'm at right now; I think it's ready for fireworks. But I'm starting to worry I won't be able to make enough. Right now I have 1.5 double chests of gunpowder so I figure I should be able to make somewhere close to 2,000 rockets. Probably gonna try to get a 3rd chest of gunpowder and some more colors just in case.
I've been trying to build a boat with my save, in addition to the setup I previously posted. It's the first time I've ever tried building one, haha. It's nothing too special. Recently got the bottom/sides done. Currently working on adding floors, changing the outside to oak logs, and adding some other stuff to it.
A few mods are used in this save, but nothing really to help speed building up.
Update:
So things didn't go well after. I moved the rest of my items from chests over, then attempted to move my animals over and that's where things started to go wrong.
I always said if I could find some older versions of mods (Because of what Minecraft version Mo' Creatures is at), I would add more, so before I started I added - treecapitator and the backpack mod.
As I was just starting to add glass where the dirt is, I went wandering outside, fought a few mobs and stumbled (Literally) into my other goat Betty! It was night though so I did die, but when I slept and got back it turns out she was literally near my new home anyway! So I lured her into my cylindrical/oval tower and continued smelting glass and have begun replacing the dirt with it, also with alternate stone columns. These may be turned into stone-brick however, as I have now smelted a lot of cobble into stone. So here is the progress:
Whilst continuing to water outside for leather (For backpacks) and more sand< i also ran into Gertrude my other goat! I have now lured her in too and penned her in with Betty inside my cylindrical tower. I will continue with the glass project and trying to make a back-pack. Hopefully I might run into my pet bunny hoppity on my travels.
UPDATE:
Small update, I've been adding more and more glass around the tower, slowly getting rid of those dirt walls - and, I've demolished the temporary cobble stairs up to the double doors. In it's place I've added a spiral staircase - it is using cobblestone slabs for now again as a temporary measure. I can "pretty it up" later. I also placed dirt blocks to grow grass down to the bottom which has almost completed.
So here's the current development:
I haven't decided what to change the cobblestone slabs to yet.
Today I added the voxel map, and it's a good job I did as I went on an adventure trying to find a desert, and died a few times. After doing some fishing I tried to tame a cute kitty but he wouldn't follow me. As I went to leave I saw a panda bear! Another thing from previous Mo' creatures in the past I loved, and this is when I kept dying. My home is just 500m away from the panda, but trying to get him home took a few nights as he kept sitting down! So now I have a pet panda! I had to push him all the way down the spiral staircase as well when he refused to go down it.
I have named him and out him in the temporary pen with my remaining goat. (When I loaded my save Gertrude the goat had died - can they butt heads to death?)
I need to sort a proper bedroom out as I have a bed inside a nook of a cave - just off the main tower. Not sure how tall the glass tower should be - maybe make it really tall like a battle tower? I also got a carrot from a zombie so planted that as well as some seeds on the water's edge right outside my home.
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I did some more exploring in my 1.2.5 world with Better Dungeons in it, and have covered about a 18000x600 block area so far. Having both Swiftwolf's Rending Gale and the Evertide Amulet on my hotbar helps with doing this. Much of the current area has been ocean, with quite a few mushroom islands along the way. I have also passed a large number of pirate ships, both large and small, but haven't taken on any of them as my main focus has been on getting the area mapped out. Along the way I have been collecting any Apatite and beehives I come across.
All of the hives lately have been Meadows and Forest, but I have gotten two more pairs of Valiant bees. I added 4 more Apiaries to my current setup so I have a total of 12 now. 3 of those are the Valiant bees, with the rest various combinations of Meadows and Forest, trying to get both Common and Cultivated. My breeding hasn't gone too well lately, and while I had Cultivated recently, that bee reverted back to Meadows after a few generations. So I am trying again with another, which I am currently at Common.
The Cultivated species is a branching off point for some important bees, notably the Noble and Industrious branches. The end bee of the Noble, Imperial, makes Royal Jelly, while the Industrious makes Pollen. These bee products are not as important in 1.2.5 as Alvearies don't exist in this version of Forestry.
One issue I am getting with my bees is a large number of extra drones, which were on their way to clogging up my Apiarist's Chest, but I came up with a solution to auto recycle them. I set up 2 black-yellow-black (bee colors, of course) Ender Chests with a RedPower2 filter on the one next to my Recyclers and connecting to 4 of them with Pneumatic Tubes. The Filter is connected to a Timer, a NOT Gate and a Wireless Receiver. On the ground level of my base is another Ender Chest with the same colors as the one upstairs. It has a Cobblestone Structure Pipe with an Iron AND Gate on it set to turn on a redstone signal if it detects items in the chest. That signal turns on a Wireless Transmitter on the same frequency as the Receiver going to the Filter, so anything going in that Ender Chest will get pulled out and recycled.
I may be starting with a new world using the Direwolf20 modpack from his Season 6 LP. I am getting together some additional mods for that to add to it once I download and install the modpack from the FTB launcher. That pack is on MC 1.6.4, and I am currently sorting those added mods into where they need to go, whether the Minecraft jar, Core mods, or in the Mods folder. One thing holding me back from starting over is that this pack has the new experimental version of IC2, and I haven't been able to find a wiki for it anywhere, nor has Direwolf20 done a mod spotlight on it yet, unless he did and I missed it on his Youtube channel.
I just checked on my bees again and have gotten several Common ones, plus Cultiivated again, and one of those is a Cultivated-Noble hybrid. That makes 6 species I have discovered in this world: Meadows, Forest, Common, Cultivated, Noble and Valiant. This does not count the Tropical, Modest or Wintry bees I have found or gotten from those cheated in hives. Those I have not started breeding yet.
I'm getting a lot of resources from the bees now, such as Beeswax, Honey Drops, Propolis, Cocoa Beans and Sugar. Most of these are obtained by centrifuging the combs; the cocoa beans and sugar come from Cocoa Combs produced by the Valiant bees, while everything else comes from the Honey Combs produced by the other bees. The Honey Drops can be used in the Beealyzer, or squeezed into cans to go into the Analyzer, a stationary Beealyzer. It now has nearly a full tank of honey in it, almost 10 buckets worth. It takes about 9 honey drops to fill one can. The beeswax can be used in place of cactus green for making Waterproof Pipes, while the Propolis is a byproduct of the squeezer (has about a 5% chance of giving one for every honey drop put into it).
Jeffery, I like reading your posts about the Forestry bees. When Hermitcraft releases their new Modsauce modpack for 1.7.10 I hope they'll keep Forestry in it and i'll try it out then. Right now my 1.6.4 modpack only has the Growthcraft bees and those aren't very complex.
I died again in my MCPE game. This time in one of the gravel cave-ins that where added (intentionally or by accident, not sure) in the 0.9. Pray these don't show up in 1.8 for PC. They suck stinky toenails to the max. Usually I can shovel my way out but this time I keep shoveling and the gravel kept failing. Must have been a huge gravel patch. Again I lost several diamonds (12) and all my diamond tools. Kind of bummed, but I'll get over it.
In my modded game i went back to the Nether after saying i wouldn't. I needed to get more necrotic bones from Wither Skelies to make the Tinkers hearts canisters (alas no more wither skulls but I have 10 heart canisters now!) and I needed to fill up some drums with lava. While I was there I got more nether stuffz, especially glowstone because I've been using so much in my cellar, and that's not even half way done.
I got my Tinker's workshop finished today. I'm very happy with it and it's working out nicely. I made the basic stuff--stencils, casts, alloys, just to have on hand. I know you can get a lot of that from the villager tinker shops, but I wanted to do it myself at least once--the only thing I used from one the villager tinker shops was the uncraftable full guard stencil because I want to make a super awesome cutlass. Here i am snacking on fish lettuce wraps (the green things in my hotbar) and orange smoothies while some ardite smelts:
I used Underground Biomes black granite bricks for the walls, UB rhyolite bricks for the floor and smooth UB andesite for the ceiling. For lighting I used the Extra Utilities glowstone glass--those require 4 glowstone dust and one glass block, so they aren't that much more costly than just regular glowstone and they look much nicer.
This was the main thing I wanted the lava drums for--this is a basic set up, using a lever to control the flow from the drum to the smeltery furnace. Eventually I want to set up a ongoing pump with the Ender-thermic pump, but right not my demand for fuel isn't that huge.
The rest of my cellar isn't as impressive yet--it's a work in progress. I started on the floor for the center area--it's rhyolite brick, gray rockwool and glowstone glass. I will extend it further where this bare wall is but I'll need to produce more slag to make more rockwool. But that's where my TE, Ender IO and AE stuff will go.
The parts of the cellar that are done so far--the Dimensional Bridge Stabilizer room (Enhanced Portals mod), the food storage/prep room and the Tinkers workshop--are starting to look a bit like a mall :
And yeah, I know--the dirt ceiling needs to go. Haven't decided what I want for a ceiling for the center area yet.
For the food area, I couldn't leave well enough alone. I realized i was mistaken about the Factorization barrels--you can input through the back as well the top. So i had to fiddle around some more to get the transport pipes in a way that would allow me to feed the middle barrels from the back, so i could turn them all right side up. It took a bit of time but I got the sorting system working smoothly again. And I added an overflow room behind the main storage room, for lesser used/collected food items and misc stuff, which of course required excessive amounts of glowstone to make it purdy:
And a curious thing happened today--while I tinkering around in my Tinkers workshop,it was thundering outside and there was a very loud lightening strike. I think it hit one of my dogs outside, because right after the lightening he started yelping and when I went out to see what was going on, he was very low health and whimpering. The lightening was the only thing that could've done that. I never heard of a dog getting hit by lightening, but he's inside with the other dogs now and back to full health. Poor Poncho.
I explored part of this this colossal cave system today, the largest natural cave system I've ever seen or explored, and very likely the largest cave system ever found by anybody:
It may be hard to believe, but that is vanilla cave generation, as you can only get in 1.6.4 or earlier, before Mojang ruined cave systems (here is the same area in 1.7.10); I discovered it by writing some code to find very large cave system clusters (larger cave systems are actually several smaller cave systems generated in nearby chunks) and print out the locations of chunks with more than a certain number of caves in the surrounding chunks; this cave system is centered near 10775, 9850 in the seed -123775873255737467 in 1.6.4 or earlier (the same seed for my first main world, which also has the previously largest known cave system, which I found through normal exploration, being only some 1000 blocks from spawn).
Of course, I just had to explore it, so I made a world just for the purpose of exploring it, not so much as a survival world. To be specific, I used Creative to give myself the supplies I normally use when caving and a basic shelter for dropping off what I mined; the world itself was also generated around a spawn point set to 10775, 9850, resulting in a 400x400 block area being generated, and the generator was then changed to a Superflat preset similar to the Overworld preset for a border around the area to explore, with the gametype changed to Survival for the actual exploration (I used NBTExplorer to change the spawn point, deleting the region files before running it again, and gametype/turn cheats off).
Here is a look at the progress I've made so far; on the map you can see where the normally generated world ends, I've already reached one edge (caves dead-end at the border, which is then just solid stone with dirt/grass on top) and found 4 ravines and two abandoned mineshafts/dirt rooms (partly explored; I usually explore them separately but in this case they are so intertwined I just explore sections as I come across them in caves):
I've gotten enough Silk Mesh from my Tropical bees that I can make one piece of the Apiarist's Suit. Though I don't seem to be needing it when I am around them as I haven't been poisoned. I may in fact need it later should I go to the End and get bees from there, or breed the end line of the Modest branch, the Austere bee (its effect is marked "Creeper"), or any of the Demonic branch, which have to be bred in the Nether.
I currently have 3 Apiaries with Cultivated, 2 Common ones (one of these produces a lot of honeycombs per life cycle of the Queen), and have gotten Diligent and Unweary bees.
I've also been doing some more exploring far south of my main base, using waypoints in Single Player Commands to get there and back to my base. I'm mapping out an 18,000 block square area, and have so far gotten about 90,000 blocks covered. Having both Swiftwolf's Rending Gale and Evertide Amulets on my hotbar had made this easy, though I do have to return home every now and then to recharge my Klein Star (though 3,200,000 EMC lasts a very long time).
Much of the current path I am mapping out has been newly generated chunks, and this has caused a fair amount of framerate lag, though not nearly as much as my 1.2.5 world with Thaumcraft2 in it. Along the way, I have enoucntered a lot of pirate ships, as most of where I am at is ocean. The largest ones have a boss in them, the Pirate King. He can become invisible when he reaches half health and teleports to attack you from behind. Some of the largest ships also contain TNT cannons, and I have been using the SPC Cannon command to see how mucj of the ship I can destroy by attempting to hit the TNT on it and cause a chain reaction. The last one I fired TNT at had not much left but the obsidian barrels used to fire the TNT from. Since these ships have been too far from any of my bases to take on, it is a small loss not taking them on and getting all the drops and looting the chests on board.
I am getting a good amount of Propolis from the Silky Combs and other items I have processed, enough that I decided it was worthwhile adding the Apiarist's Pipe to my autocrafting setup. In addition, I made 3 Ender Chests with black - yellow - black (bee colors of course) to send any excess drones I did not want straight to my Recyclers upstairs. A cobblestone structure pipe with an iron AND gate on the one at my ground floor is set up to turn on a filter to pull anything out of the Ender Chest if there are items in it. This also uses Wireless Redstone, with the structure pipe and gate connected to the transmitter, and the filter connected to the receiver. Oh and since I plan to be making a lot of these, I added filters and pneumatic tubes to my autocrafting.
1. After being ambushed by a creeper I had to rebuild my underground station at level 12. And I added some light and color to my safe water drop (removed water for better view). I think snow blocks + redstone lamps look very cool.
2. To prevent my station from mobs coming from the tunnels I made automatic gates. The gates open when a cart approaches and close after. The buttons are for manual control.
3. A piston elevator from the station up to my house on the surface. And a small stop station where I can choose to go farther or to go back home. In this case the iron bars do not move. You can pass through them only when riding a cart. Good against mobs.
I like the elevator.
Rollback Post to RevisionRollBack
I have a special ability to change colors, I can change into just about any Color.
I got this special ability from eating a Grand Star.
Main World Started: Alpha 1.2 Resource Pack: Painterly Synopsis: Home built inside a mountain.
I guess it had to happen sooner or later:
After transforming the chunk walls either side of the half-way house (Itself built in a large hole in a chunk wall) into extensions many,many months ago - I have finally got round to starting the kitchen. I've gone for a country style kitchen, again trying to do something different to my usual kitchen builds and will use spruce planks throughout. The only thing is, - now I've decided on this style the floor now has to be changed. It was going to be modern but birch won't go with the darker spruce planks so my original decision was Jungle planks, but they're a little plain. I think I might go Acacia, I've already brought a sapling over from the main home and am just waiting for it to grow.
Things are changing in the living room area as well:
Again I'm going for rustic, so very dark wood - Dark Oak will be used. Very nervous about that fireplace though, 10 minutes in the game and it hasn't caught fire so I guess it's safe enough. If the whole place burns down - I'll just cry. Might use snow blocks for the infill of the rest of the walls. In the corner I'm standing next to home-made shelving btw:
At least things are changing - at last!
It's all because of little temporary jobs I've been doing, side-lining to put off those bigger jobs. Last time I said I was removing all the oak stair pitched roofs on the exterior of the main home, put up in Beta and now sticking out like a sore thumb:
Here's the progress:
I guess I'll have to put a pitch roof over that exposed clay as well now.
Rear lounge:
Bedroom exterior rear:
Bedroom exterior front:
Yes, I did re-model the back entrance as well. I got fed-up of how much it jutted down and messed up the pattern of the path so re-configured it. Not sure if I like it yet - but it's different. I did extend those brick walls and stone borders on the sides out [On the back entrance], but both are going to be further extended 1 block out more but will be set back a block from the rest.
Here's a more close look at the new back entrance:
Also, following the extension of the exterior jungle plank/spruce log border walls of the kennels around what goes down to the portal/mob area, decided to get rid of this piston wall:
The original idea was just to move it back so I could have double width stairs as single ones annoy me like mad! However, with the entrance down to here being a secret via a switch, I decided I didn't really need a second interior one, and remodeled. Plus you can see the snow block walls from the library extension on these stairs down as well, which bugged me.
New look:
Double stairs all the way down now.
With my big lava boilers next to the generators, (Behind a wall in storage - really just to illuminate storage more), I had to move the cobblestone generator back - not that I use it anyway. It was clipping the edge of said lava boilers. Upon doing so I realized I had more mountain back there so decided to dig to see how much. Originally I was going to have a secret entrance via through the water of the cobblestone generator, but that wouldn't be good as you'd get wet. Instead I found there's a better way in - a wall right by the lava incinerator. (Don't worry it's safe!) A new room awaits!
It doesn't look much yet, but this will be a future new office! (The old one was by my home entrance but was crammed into a very small space. Eventually got gutted and turned into a coat hanger area to hang up your wet armor!).
StrongHolm Started: 1.0? Resource Pack: Modern HD Synopsis: Home built inside a stronghold.
No one was more surprised than me to pick this up again, but I got the urge. The goal was to make a home in a stronghold to eventually face the Ender dragon, something I still haven't done legit yet, believe it or not.
I thought the inventory bug had got me again despite how super careful I am using back-ups and the way I start up, but it was just a couple of empty chests at the front of storage. Nothing missing they were just empty. At the top of the stairs down to the stronghold there's a pool of water under a exposed hill where mobs can fall in. One being a skeleton who killed me because he couldn't get out the water. If that wasn't bad enough a creeper joined him when I returned and blew too early. Got most of my stuff because it was a) water and the distance between me and the creeper but lost my diamonds.
There are two villages near by but I failed to save the nearest one despite the walls, it remains desolate apart from friendly animal mobs and the farms. I am currently starting tree farms in there. The second one, across the desert, is still thriving however, though I spent the night fixing lumpy terrain and creeper holes to stop themselves from hurting themselves. On another day I went on an adventure to generate some new chunks and the first biome I got was a nice big savanna, brought back saplings for a farm, also pumpkins to grow As apparently I had none) also for snow golems as I had a corridor to decorate.
At first the newly created golems frequented the corridor until I dug up a room in the wall at the top of some small stairs in the stronghold, so now they have they're own room and the hall is decorated:
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I then automated the Forestry machines with a power switch pipe, a cobblestone structure pipe, some red pipe wire and 6 iron AND gates. One gate went on the power switch, with the others next to each machine set to emit a red pipe signal if the adjacent machine had work to do. The gate on the power switch pipe was set to emit a redstone signal turning on the power if it detected a red pipe signal.
I later went far to the east of my base to start gfenerating new chunks to find beehives and get Apatite. In the middle of an Ice Plains biome I found some caves just below the surface which were added by the Better Dungeons mod. I fought a boss called the Ice Bull. It drops bluish colored Ice Leather which can be made into the Ice Bull armor set. Like any other bull, he attacks by charging at you. This is similar to what the Minotaurs in the Twilight Forest Labyrinths do when they attack. I found no hives in the Ice Plains, but did find some Apatite. I later came upon a desert, forest and jungle, and found hives there. There were a few Meadows ones in the forest, a Tropical one in the jungle, and several Modest ones in the desert. One of the Modest hives had Valiant bees in them. I have since added 2 more Apiaries to my others, and put the Valiant bees in one of those. If I want to breed them up to Heroic, I am going to need to find a Steadfast Drone in a dungeon chest somewhere.
Wednesday 13th August, the waterfall was temporarily was stopped, so a number of improvements could be undertaken around the back of the mountain. There are a number of things wrong in the following picture:
The grass blocks that the waterfall comes from have been there years. So much so that I had even stopped noticing them, but that is about to change. I went into my creative copy of the world and tested a pitched roof over that window behind the waterfall, instead of the dirt blocks and loved it so much I chose to do it legit in my survival world. Also notice in the picture above how the snow wall (From an interior room) doesn't go all the way up? That bothered me too. So I stopped the water fall to correct these problems. I also removed a row of stone/dirt on the left (It's right) to reveal more, which also meant re-positioning the glowstone.
Result:
I know it's dark - and sorry for the night picture, but I think it looks much better. Keep in mind also, although I started in Alpha, all these current oak stair roofs were put in during beta and apart from a bit of redoing in corners (When stairs started to join better) they haven't changed since. Now I can't help but notice how much the Oak stair roofs stand-out - they have to go! Further down I've removed the dirt blocks above the back entrance pitched roof, which has also been changed, as well as an extra pitched roof on the elevator exterior walls. (Above to the right.). With the back entrance doors I will be extending the brick/stone walls out to the sides by 2 blocks - no more dirt so again it looks better.
After this picture I changed the roof to the right of the back entrance all to spruce stairs - all around the exterior of the living room extension. Next up, The roof above the first new spruce stairs roof will be changed over and I may well do the hut above it and the one on the observation deck (Upper far right) as well as the exterior bedroom one - not shown here. All Oak stair roofs may be eliminated. All in favor of nicer spruce stairs - and it's about time!
I've also extended the jungle planks and spruce log border from my kennels exterior around the corner covering the stairs inside down to the portal/mob area:
BEFORE:
AFTER:
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There's a barrel for almost every harvestable food items from all the mods, with a few exceptions of items I rarely collect and don't farm, like vanilla mushrooms. Those just go in the misc chest at them end. I've been fiddling with these Extra Utilities transfer pipes at my quarries and I think I finally got the hang of their quirks. One thing I dislike is you have to have one line of pipes--having different branches confuses the nodes and they end up dumping some items that have barrels already in the "misc" chest at the end of the line. So I had to wrap a pipe all around the top, then all the way back around on the bottom level (and behind the kitchen prep area) so it's just one continuous line. Also these barrels can only take input from the top so the middle row of barrels are all installed upside down. But despite those two compromises, so far this set-up is running smoothly--everything harvested/collected gets dumped in a double chest in the upstairs main kitchen/dining area by the front door, then is transferred to two holding lockers (Better Storage) via vanilla hoppers below and then from there, EU transfer nodes send them down the pipeline. I suppose I could I have omitted the lockers and hoppers but this seems to handle a large amount of items dumped at once very smoothly so I'm not going to change it. But at least I have my food prep and storage area done--I can pretty much make any food item in any of the mods here.
I mentioned earlier that i went with the Factorization barrels because I was having some issues with the JABBA barrels I had been using. Well, I still am using a few of those JABBA barrels, and while I did manage to sort out how to upgrade them properly, I now am having this "x-ray" texture issue with them--nothing I've tried (restarting, disconnecting the pipes, moving them, F3+A, changing graphics settings) has fixed this. I posted this in the JABBA mod thread, but since this thread gets a lot of eyes, if anyone has experience with this mod and knows a fix for this, please let me know. I would hate to simply discard the ones I've already crafted and upgraded.
Formerly known as ORabbit around these parts.
I plan to go west to around X=-9000 or so, then start going north and mapping out the area like I have done in the past in this world.
I also found a mushroom island while flying south using my Swiftwolf's Rending Gale.
Before that I added some more autocrafting to my Logistics Pipes, teaching the system how to make sugar canes into paper and paper into blank modules. I then made 2 blank modules and used them to make another Polymorphic Item Sink and Provider Module, and added my bees to the Logistics system. Also I had enough honeycomb to make the Apiarist's Chest, and got 4 Propolis, which I put into my Forestry chest. I can later use 2 of those to craft the Apiarist's Pipe to route drones into a diamond chest, reserving the Apiarist's Chest for princesses only.
Speaking of bees, I've gotten up to Cultivated, but haven't gotten any further. I have yet to get a princess with this species in it, so any drones I get have been going into the chest with other bees. I am currently running 8 Apiaries at my main base, but could use some more. And I have yet to set up some Tropical bees in the nearby jungle even though I cleared out some space for them there.
A few mods are used in this save, but nothing really to help speed building up.
UPDATE:
Small update, I've been adding more and more glass around the tower, slowly getting rid of those dirt walls - and, I've demolished the temporary cobble stairs up to the double doors. In it's place I've added a spiral staircase - it is using cobblestone slabs for now again as a temporary measure. I can "pretty it up" later. I also placed dirt blocks to grow grass down to the bottom which has almost completed.
So here's the current development:
I haven't decided what to change the cobblestone slabs to yet.
Today I added the voxel map, and it's a good job I did as I went on an adventure trying to find a desert, and died a few times. After doing some fishing I tried to tame a cute kitty but he wouldn't follow me. As I went to leave I saw a panda bear! Another thing from previous Mo' creatures in the past I loved, and this is when I kept dying. My home is just 500m away from the panda, but trying to get him home took a few nights as he kept sitting down! So now I have a pet panda! I had to push him all the way down the spiral staircase as well when he refused to go down it.
I have named him and out him in the temporary pen with my remaining goat. (When I loaded my save Gertrude the goat had died - can they butt heads to death?)
I need to sort a proper bedroom out as I have a bed inside a nook of a cave - just off the main tower. Not sure how tall the glass tower should be - maybe make it really tall like a battle tower? I also got a carrot from a zombie so planted that as well as some seeds on the water's edge right outside my home.
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All of the hives lately have been Meadows and Forest, but I have gotten two more pairs of Valiant bees. I added 4 more Apiaries to my current setup so I have a total of 12 now. 3 of those are the Valiant bees, with the rest various combinations of Meadows and Forest, trying to get both Common and Cultivated. My breeding hasn't gone too well lately, and while I had Cultivated recently, that bee reverted back to Meadows after a few generations. So I am trying again with another, which I am currently at Common.
The Cultivated species is a branching off point for some important bees, notably the Noble and Industrious branches. The end bee of the Noble, Imperial, makes Royal Jelly, while the Industrious makes Pollen. These bee products are not as important in 1.2.5 as Alvearies don't exist in this version of Forestry.
One issue I am getting with my bees is a large number of extra drones, which were on their way to clogging up my Apiarist's Chest, but I came up with a solution to auto recycle them. I set up 2 black-yellow-black (bee colors, of course) Ender Chests with a RedPower2 filter on the one next to my Recyclers and connecting to 4 of them with Pneumatic Tubes. The Filter is connected to a Timer, a NOT Gate and a Wireless Receiver. On the ground level of my base is another Ender Chest with the same colors as the one upstairs. It has a Cobblestone Structure Pipe with an Iron AND Gate on it set to turn on a redstone signal if it detects items in the chest. That signal turns on a Wireless Transmitter on the same frequency as the Receiver going to the Filter, so anything going in that Ender Chest will get pulled out and recycled.
I may be starting with a new world using the Direwolf20 modpack from his Season 6 LP. I am getting together some additional mods for that to add to it once I download and install the modpack from the FTB launcher. That pack is on MC 1.6.4, and I am currently sorting those added mods into where they need to go, whether the Minecraft jar, Core mods, or in the Mods folder. One thing holding me back from starting over is that this pack has the new experimental version of IC2, and I haven't been able to find a wiki for it anywhere, nor has Direwolf20 done a mod spotlight on it yet, unless he did and I missed it on his Youtube channel.
I'm getting a lot of resources from the bees now, such as Beeswax, Honey Drops, Propolis, Cocoa Beans and Sugar. Most of these are obtained by centrifuging the combs; the cocoa beans and sugar come from Cocoa Combs produced by the Valiant bees, while everything else comes from the Honey Combs produced by the other bees. The Honey Drops can be used in the Beealyzer, or squeezed into cans to go into the Analyzer, a stationary Beealyzer. It now has nearly a full tank of honey in it, almost 10 buckets worth. It takes about 9 honey drops to fill one can. The beeswax can be used in place of cactus green for making Waterproof Pipes, while the Propolis is a byproduct of the squeezer (has about a 5% chance of giving one for every honey drop put into it).
I died again in my MCPE game. This time in one of the gravel cave-ins that where added (intentionally or by accident, not sure) in the 0.9. Pray these don't show up in 1.8 for PC. They suck stinky toenails to the max. Usually I can shovel my way out but this time I keep shoveling and the gravel kept failing. Must have been a huge gravel patch. Again I lost several diamonds (12) and all my diamond tools. Kind of bummed, but I'll get over it.
In my modded game i went back to the Nether after saying i wouldn't. I needed to get more necrotic bones from Wither Skelies to make the Tinkers hearts canisters (alas no more wither skulls but I have 10 heart canisters now!) and I needed to fill up some drums with lava. While I was there I got more nether stuffz, especially glowstone because I've been using so much in my cellar, and that's not even half way done.
I got my Tinker's workshop finished today. I'm very happy with it and it's working out nicely. I made the basic stuff--stencils, casts, alloys, just to have on hand. I know you can get a lot of that from the villager tinker shops, but I wanted to do it myself at least once--the only thing I used from one the villager tinker shops was the uncraftable full guard stencil because I want to make a super awesome cutlass. Here i am snacking on fish lettuce wraps (the green things in my hotbar) and orange smoothies while some ardite smelts:
I used Underground Biomes black granite bricks for the walls, UB rhyolite bricks for the floor and smooth UB andesite for the ceiling. For lighting I used the Extra Utilities glowstone glass--those require 4 glowstone dust and one glass block, so they aren't that much more costly than just regular glowstone and they look much nicer.
This was the main thing I wanted the lava drums for--this is a basic set up, using a lever to control the flow from the drum to the smeltery furnace. Eventually I want to set up a ongoing pump with the Ender-thermic pump, but right not my demand for fuel isn't that huge.
The rest of my cellar isn't as impressive yet--it's a work in progress. I started on the floor for the center area--it's rhyolite brick, gray rockwool and glowstone glass. I will extend it further where this bare wall is but I'll need to produce more slag to make more rockwool. But that's where my TE, Ender IO and AE stuff will go.
The parts of the cellar that are done so far--the Dimensional Bridge Stabilizer room (Enhanced Portals mod), the food storage/prep room and the Tinkers workshop--are starting to look a bit like a mall :
And yeah, I know--the dirt ceiling needs to go. Haven't decided what I want for a ceiling for the center area yet.
For the food area, I couldn't leave well enough alone. I realized i was mistaken about the Factorization barrels--you can input through the back as well the top. So i had to fiddle around some more to get the transport pipes in a way that would allow me to feed the middle barrels from the back, so i could turn them all right side up. It took a bit of time but I got the sorting system working smoothly again. And I added an overflow room behind the main storage room, for lesser used/collected food items and misc stuff, which of course required excessive amounts of glowstone to make it purdy:
And a curious thing happened today--while I tinkering around in my Tinkers workshop,it was thundering outside and there was a very loud lightening strike. I think it hit one of my dogs outside, because right after the lightening he started yelping and when I went out to see what was going on, he was very low health and whimpering. The lightening was the only thing that could've done that. I never heard of a dog getting hit by lightening, but he's inside with the other dogs now and back to full health. Poor Poncho.
Formerly known as ORabbit around these parts.
"It's not enough you have the will to care. What are you going to do to show it?"
It may be hard to believe, but that is vanilla cave generation, as you can only get in 1.6.4 or earlier, before Mojang ruined cave systems (here is the same area in 1.7.10); I discovered it by writing some code to find very large cave system clusters (larger cave systems are actually several smaller cave systems generated in nearby chunks) and print out the locations of chunks with more than a certain number of caves in the surrounding chunks; this cave system is centered near 10775, 9850 in the seed -123775873255737467 in 1.6.4 or earlier (the same seed for my first main world, which also has the previously largest known cave system, which I found through normal exploration, being only some 1000 blocks from spawn).
Of course, I just had to explore it, so I made a world just for the purpose of exploring it, not so much as a survival world. To be specific, I used Creative to give myself the supplies I normally use when caving and a basic shelter for dropping off what I mined; the world itself was also generated around a spawn point set to 10775, 9850, resulting in a 400x400 block area being generated, and the generator was then changed to a Superflat preset similar to the Overworld preset for a border around the area to explore, with the gametype changed to Survival for the actual exploration (I used NBTExplorer to change the spawn point, deleting the region files before running it again, and gametype/turn cheats off).
Here is a look at the progress I've made so far; on the map you can see where the normally generated world ends, I've already reached one edge (caves dead-end at the border, which is then just solid stone with dirt/grass on top) and found 4 ravines and two abandoned mineshafts/dirt rooms (partly explored; I usually explore them separately but in this case they are so intertwined I just explore sections as I come across them in caves):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I currently have 3 Apiaries with Cultivated, 2 Common ones (one of these produces a lot of honeycombs per life cycle of the Queen), and have gotten Diligent and Unweary bees.
I've also been doing some more exploring far south of my main base, using waypoints in Single Player Commands to get there and back to my base. I'm mapping out an 18,000 block square area, and have so far gotten about 90,000 blocks covered. Having both Swiftwolf's Rending Gale and Evertide Amulets on my hotbar had made this easy, though I do have to return home every now and then to recharge my Klein Star (though 3,200,000 EMC lasts a very long time).
Much of the current path I am mapping out has been newly generated chunks, and this has caused a fair amount of framerate lag, though not nearly as much as my 1.2.5 world with Thaumcraft2 in it. Along the way, I have enoucntered a lot of pirate ships, as most of where I am at is ocean. The largest ones have a boss in them, the Pirate King. He can become invisible when he reaches half health and teleports to attack you from behind. Some of the largest ships also contain TNT cannons, and I have been using the SPC Cannon command to see how mucj of the ship I can destroy by attempting to hit the TNT on it and cause a chain reaction. The last one I fired TNT at had not much left but the obsidian barrels used to fire the TNT from. Since these ships have been too far from any of my bases to take on, it is a small loss not taking them on and getting all the drops and looting the chests on board.
I am getting a good amount of Propolis from the Silky Combs and other items I have processed, enough that I decided it was worthwhile adding the Apiarist's Pipe to my autocrafting setup. In addition, I made 3 Ender Chests with black - yellow - black (bee colors of course) to send any excess drones I did not want straight to my Recyclers upstairs. A cobblestone structure pipe with an iron AND gate on the one at my ground floor is set up to turn on a filter to pull anything out of the Ender Chest if there are items in it. This also uses Wireless Redstone, with the structure pipe and gate connected to the transmitter, and the filter connected to the receiver. Oh and since I plan to be making a lot of these, I added filters and pneumatic tubes to my autocrafting.
I like the elevator.
I have a special ability to change colors, I can change into just about any Color.
I got this special ability from eating a Grand Star.
I guess it had to happen sooner or later:
After transforming the chunk walls either side of the half-way house (Itself built in a large hole in a chunk wall) into extensions many,many months ago - I have finally got round to starting the kitchen. I've gone for a country style kitchen, again trying to do something different to my usual kitchen builds and will use spruce planks throughout. The only thing is, - now I've decided on this style the floor now has to be changed. It was going to be modern but birch won't go with the darker spruce planks so my original decision was Jungle planks, but they're a little plain. I think I might go Acacia, I've already brought a sapling over from the main home and am just waiting for it to grow.
Things are changing in the living room area as well:
Again I'm going for rustic, so very dark wood - Dark Oak will be used. Very nervous about that fireplace though, 10 minutes in the game and it hasn't caught fire so I guess it's safe enough. If the whole place burns down - I'll just cry. Might use snow blocks for the infill of the rest of the walls. In the corner I'm standing next to home-made shelving btw:
At least things are changing - at last!
It's all because of little temporary jobs I've been doing, side-lining to put off those bigger jobs. Last time I said I was removing all the oak stair pitched roofs on the exterior of the main home, put up in Beta and now sticking out like a sore thumb:
I guess I'll have to put a pitch roof over that exposed clay as well now.
Rear lounge:
Bedroom exterior rear:
Bedroom exterior front:
Here's a more close look at the new back entrance:
New look:
With my big lava boilers next to the generators, (Behind a wall in storage - really just to illuminate storage more), I had to move the cobblestone generator back - not that I use it anyway. It was clipping the edge of said lava boilers. Upon doing so I realized I had more mountain back there so decided to dig to see how much. Originally I was going to have a secret entrance via through the water of the cobblestone generator, but that wouldn't be good as you'd get wet. Instead I found there's a better way in - a wall right by the lava incinerator. (Don't worry it's safe!) A new room awaits!
It doesn't look much yet, but this will be a future new office! (The old one was by my home entrance but was crammed into a very small space. Eventually got gutted and turned into a coat hanger area to hang up your wet armor!).
No one was more surprised than me to pick this up again, but I got the urge. The goal was to make a home in a stronghold to eventually face the Ender dragon, something I still haven't done legit yet, believe it or not.
I thought the inventory bug had got me again despite how super careful I am using back-ups and the way I start up, but it was just a couple of empty chests at the front of storage. Nothing missing they were just empty. At the top of the stairs down to the stronghold there's a pool of water under a exposed hill where mobs can fall in. One being a skeleton who killed me because he couldn't get out the water. If that wasn't bad enough a creeper joined him when I returned and blew too early. Got most of my stuff because it was a) water and the distance between me and the creeper but lost my diamonds.
There are two villages near by but I failed to save the nearest one despite the walls, it remains desolate apart from friendly animal mobs and the farms. I am currently starting tree farms in there. The second one, across the desert, is still thriving however, though I spent the night fixing lumpy terrain and creeper holes to stop themselves from hurting themselves. On another day I went on an adventure to generate some new chunks and the first biome I got was a nice big savanna, brought back saplings for a farm, also pumpkins to grow As apparently I had none) also for snow golems as I had a corridor to decorate.
At first the newly created golems frequented the corridor until I dug up a room in the wall at the top of some small stairs in the stronghold, so now they have they're own room and the hall is decorated:
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16yrs+ only