So I was watching the server LP, and in episode 6 Direwolf20 is talking about lighting up areas larger than a 9x9. He said you pretty much have to put lights in the floors in order to keep mobs from spawning in your base, though when you get more advanced into the game, you can use glowstone blocks or Lumar lamps (if you're using Redpower2).
Jack-O-Lanterns make good floor lighting earlier on if you can find pumpkins or their seeds. The latter you may have to go into a mineshaft to find if you cannot find pumpkins on the surface.
In all my bases, I have put torches on the ground in the outdoor areas, while indoors I use glowstone blocks or jack-o-lanterns. The latter of course have more restrictions on where they can be placed, but are cheaper resource/EMC wise and less dangerous to obtain.
I recently replaced all the torches and marble blocks on the floor of my tree farm with green Lumar lamps. I think I might also want to place the around the walls where there are torches now, as well as in my cactus farm, which is off to one side of the tree farm.
I might do the same with the outdoor area, as I often have torches get washed out when I accidentally use the Evertide Amulet there, or when using the Portable Hole. Once or twice I have had mobs spawn inside my walls where torches were missing.
I haven't decided which color I would go with, perhaps green again.
@jeffrey
hmm there some green torches in this mods too (forget name of them) they have a biger light radius and distract mobs .. (place it near a mob and it gets pushed away .. ^^)
They're part of EE2, and are called Interdiction Torches. They're quite costly resource wise, even more so than glowstone. The Lumar lamps are likely going to be the way to go, at least for me.
Oh, and those torches do not work on Thaumic Slimes. But the Arcane Seals with the Air, Fire and Magic Runic Essences do work, even though they are quite noisy when they zap something. Most of the time its a Wisp. The few times where a Slime escaped them, I would simply get it to come within range of one ot the seals. The biggest ones do on occasion drop something, either an artifact or a Vis crystal. The medium and small ones usually don't drop anything.
Better advice is for him to read install instructions carefully, watch the videos, and learn to install the mods himself. I'm somewhat technically challenged, but have managed to successfully install 37 mods together to date. I'm adding 7 more today, one at a time. It really isn't that hard.
Direwolf, my growing collection of mods is all your fault. They look so fun when you show them. I've had PortalGun for awhile, but only installed Railcraft today. I can hardly wait to have minecarts zipping through portals all over the place. Wheeee!!!!
hey is any one else having issues with logistic pipes not having a texture along with the doggy talent items? please help
yeah when i updated my mods, they were there just not visualy. I haven't found a solution to that as of yet. :/oh and P.S. it's a damn shame that steve's carts isn't SMP so everyone please bug Vswe to have them SMP comp. soon
Direwolf20 - I love you. The last few episodes of your let's play were amazing. It taught me so much in so little time. the 50min ep felt like a standard length episode, and it made me sad to see it end. I understand stacking, and ioxaddr. If possible, could you go into variables in your lets play? I don't fully understand them, and it'd be cool to learn it from you, because you're an amazing teacher.
It's pretty clear that with all the extra EMC in that Klein star, the Age of Alchemy is going to quickly get at least one collector flower established. I predict that after that comes several more, making red matter, and then a Tome of Alchemy (not that Direwolf really needs one).
The 10x10 laser display actually made me reconsider not installing the laser mod, but I'd really prefer to reduce the number of mods I'm not taking advantage of until I can get a more powerful computer. If only we could use lasers in multiplayer!
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
If I were to restart with a new instance and add Mystcraft, I would probably leave off Laser Mod, Doggy Talents, and perhaps even Steve's Carts.
On the recent comment about adding Forestry last, there is also a known conflict between it's API and other mods which use it, notably EE2 and ExtraBiomesXL. Per Sengir's comment on the wikl:
If you are using mods incorporating the Forestry API (like ExtraBiomesXL and EE2): Remove the forestry/-Folder from their jars/zips to fix API clashes ("java.lang.NoSuchFieldError: stump")
not once and not twice, so it keeps on goin'
I had to fix this and re-run wire for the light switch in the MOB room.
I also had to fix the wiring in the Nexus room.... the main button that makes the "elevator" go up and down to take the ride to the computer room.
Anyone else have any weird things happen ?
Vis Bees was just released
http://www.minecraftforum.net/topic/1332992-125sspforestry-visbees-10-7412/
Cue absolute win...
Jack-O-Lanterns make good floor lighting earlier on if you can find pumpkins or their seeds. The latter you may have to go into a mineshaft to find if you cannot find pumpkins on the surface.
In all my bases, I have put torches on the ground in the outdoor areas, while indoors I use glowstone blocks or jack-o-lanterns. The latter of course have more restrictions on where they can be placed, but are cheaper resource/EMC wise and less dangerous to obtain.
I recently replaced all the torches and marble blocks on the floor of my tree farm with green Lumar lamps. I think I might also want to place the around the walls where there are torches now, as well as in my cactus farm, which is off to one side of the tree farm.
I might do the same with the outdoor area, as I often have torches get washed out when I accidentally use the Evertide Amulet there, or when using the Portable Hole. Once or twice I have had mobs spawn inside my walls where torches were missing.
I haven't decided which color I would go with, perhaps green again.
They're part of EE2, and are called Interdiction Torches. They're quite costly resource wise, even more so than glowstone. The Lumar lamps are likely going to be the way to go, at least for me.
Oh, and those torches do not work on Thaumic Slimes. But the Arcane Seals with the Air, Fire and Magic Runic Essences do work, even though they are quite noisy when they zap something. Most of the time its a Wisp. The few times where a Slime escaped them, I would simply get it to come within range of one ot the seals. The biggest ones do on occasion drop something, either an artifact or a Vis crystal. The medium and small ones usually don't drop anything.
Direwolf, my growing collection of mods is all your fault. They look so fun when you show them. I've had PortalGun for awhile, but only installed Railcraft today. I can hardly wait to have minecarts zipping through portals all over the place. Wheeee!!!!
yeah when i updated my mods, they were there just not visualy. I haven't found a solution to that as of yet. :/oh and P.S. it's a damn shame that steve's carts isn't SMP so everyone please bug Vswe to have them SMP comp. soon
lol. sir. malware checker? you serious? ok. i mean, it's not like minecraft is malware or that...
happen after 1.3 is released ,probably be a while after to make sure it works right (ie at least a month)
EDIT: A wild Episode 84 appeared! win.
The 10x10 laser display actually made me reconsider not installing the laser mod, but I'd really prefer to reduce the number of mods I'm not taking advantage of until I can get a more powerful computer. If only we could use lasers in multiplayer!
"Well then, let's get awesome!"
On the recent comment about adding Forestry last, there is also a known conflict between it's API and other mods which use it, notably EE2 and ExtraBiomesXL. Per Sengir's comment on the wikl: