I am by no means a minecraft newbie but one aspect of this pack is driving me nuts.
No matter what I do, mobs are always spawning in my home. I love the difficultly of the pack, but that is seriously a major gripe
As you can see from my screenshot I have torched a signifcant amount of surfaces, and more then doubled the quantity needed to remove the f7 spawning markers, but they just keep coming back!
Please someone, tell me what causes this and how to fix it!
* Changing the house from wood (kinda forced change as it burnt down one horrific night
* Torching everywhere to be above even 11 light level
You didn't indicate if you're on REV|1 or REV|2 -- I'm going to assume REV|2. Mobs should obey light levels and only spawn appropriately except during a blood moon event (the screen turns red, monsters spawn everywhere) when spawning is based on distance, not light level (24 blocks away).
There are a couple of reasons you can get mobs spawning at other times, such as having a spawner under your floor from a random dungeon, or from having a dark cave under your floor. Occasionally, a spawner-zombie spawns there, and he'll spawn additional mobs above him. Also, if there's one on the other side of a 1-thick wall, he can sometimes spawn mobs on the unhappy side of your wall.
One last tip, mobs can't spawn on certain blocks, such as glass and slabs, regardless of light level. I use Immersive Engineering concrete for my flooring, in case I miss any corners (smelt gravel in a furnace and then use a chisel on it, don't do the complex recipe with buckets and slag)
But I'm sure I've cleared out everywhere under my base of mobs, its very annoying. I've also lit up the tunnels below my base that I use for mining, and its a variety of mobs which spawn inside the house, so cant be a spawner mob.
I've been tempted to just elevate the whole base on stilts instead, but expansion would be a pain. Might try the concrete method. Currently mobs trample my crops each night too, despite it all being lit up and double fenced, so making my life miserable
Torches burn out over time... It doesn't look like they are in your screen shot, but, if you have many torches out and about, especially in places you seldom visit, that mechanic could be contributing.
Yeah I solved that earlier on by using carpenters torches. I feel bad doing so but otherwise I would spend my whole life just replanting torches and mining coal!
And I'm nowhere near getting lumium lamps lol
Railcraft stone lamps (made with two railcraft blocks and a torch) don't go out and aren't breakable by zombies. They're good early game, since carpenters block torches turn off when it rains.
Railcraft stone lamps (made with two railcraft blocks and a torch) don't go out and aren't breakable by zombies. They're good early game, since carpenters block torches turn off when it rains.
This is one mechanic that I find it stupid and pointless and I always disable on any pack that has it. And I do it for 2 reasons:
1 - It is pointless to add a mechanic to a pack that tries to bring some constraints to the way the player plays the game if its avoidable. If I needed to progress in the game to unlock better technology and stop having to be concerned with my torchs going out, it would make sense. But, from day one, you can craft torchs that dont go out. Carpenter ones (even if they go off when it rains but they only go off when exposed to the sky and even then they dont always go down) and railcraft are available from the start, so, there is no progression. Just an annoyance! If they didnt existed and I needed to progress to IE/Thaumcraft/ProjRed lights, then it might make sense.
2 - I said might make sense on point 1 because this mechanic is a poorly... not poorly, horrible implementation of TFC mechanic. Enviromine copied the idea and forgot to copy the rest of the mechanics and progression. TFC torchs run out after a couple hours or when in contact with rain but they also can be re-lighted with a light torch and that is huge, so you dont have to craft new ones. It also offers an alternative mechanic to this if you progress in the mod, with oil lamps that last a LOT longer. And you always have the ugly jack-o-lanterns.And the biggest difference is the fact that mod spawn in TFC is a lot different. After 20 something days living on the same chunks, the area(5 chunk radius) becomes 'safe'. You live there, so no more bad boys spawn. You have to light the area on the first couple days but after a couple weeks you light it so you can see, and not to make it safe, making an unlit torch not the end of the world. Normal MC, one unlit torch might be the end of the game with a creeper...
The non-alternative and lack of progression in Enviromine plus the broken mechanic of having to craft new torchs are a big no to me. If it doesnt offer a solution and relies on other mods to do it and other mods can do it from day 0, then... its a broken and pointless mechanic that I just disable, so I dont have one more pointless thing ticking on my server.
I have a problem starting my new Revolution 2 server: I copied my SSP world over, edited some settings and launched the server. It started to initialize, but then this message appeared:
"There are 1 missing blocks and items in this save.
If you continue the missing blocks/items will get removed.
A world backup will be automatically created in your saves directory.
Missing Blocks/Items:
thaumcraftneiplugin:Aspect
Run the command /fml confirm or or /fml cancel to proceed.
Alternatively start the server with -Dfml.queryResult=confirm or -Dfml.queryResult=cancel to preselect the answer."
I typed that command and nothing happened. I canceled the server launch and edited LaunchServer.bat to include the abovementioned option, but when I ran it again the error message appeared again, and I could not proceed. What can I do?
Also, why doesn't the server know that item? I don't have that problem in SSP...
After typing /fml confirm, there's a very long pause as minecraft zips your save folder as a backup. Depending on the size of your save and speed of your drive/computer, this can take a long time. Just be patient and wait.
As for the block, the mod identified is supposed to be client-side only; strange that it's adding a block to the world. You can either copy the mod to your server's mod folder, or let the /fml confirm command run.
I won't exempt them, but I'll probably set them up to something large like 6 months. Same with beets, etc.
That will give you all the non-food-related disadvantages (not stacking, awkward automation, impossible to store in AE2 or barrels etc..) without making it relevant for food production. I'd say it's better turned off completely.
That will give you all the non-food-related disadvantages (not stacking, awkward automation, impossible to store in AE2 or barrels etc..) without making it relevant for food production. I'd say it's better turned off completely.
True. I will remove rotting on these items AND remove their food value. This will let you stockpile them, but render them useless except for making further recipes.
True. I will remove rotting on these items AND remove their food value. This will let you stockpile them, but render them useless except for making further recipes.
That's fair. Who'd want to eat raw potato anyway....
May I suggest making the acquisition of meteoric iron on the moon less annoying? At the moment, it's a matter of waiting for the fallen meteors to spawn, which will take....probably about a real-time day to get the two stacks or so you'll need. Not interesting at all.
An easy solution would be to make the fallen meteors extractable (RoC extractor), increasing the yield by five.
REVOLUTION|3 is on the launcher! For those of you upgrading a save from REVOLUTION|2, be sure to select Biomes O' Plenty and Natura from the optional mods list. New players should not select these mods.
I can`t get tungsten flakes now that the pressure packager has been disabled. I have a silked pickaxe and all the iron ores that I have (all from Harder ores mod) can`t be used in the extractor to get the tungsten. The extractor just process minecraft iron ore and packaged iron ore flakes.
I can`t get tungsten flakes now that the pressure packager has been disabled. I have a silked pickaxe and all the iron ores that I have (all from Harder ores mod) can`t be used in the extractor to get the tungsten. The extractor just process minecraft iron ore and packaged iron ore flakes.
Did I miss something?
Unless something changed between R2 and R3, you can throw the silk-touched hard ores into the IE Crusher for a huge boost in yield (of raw ore), then toss the resulting raw ore into a Blast Furnace or Arc Furnace to turn them into "regular" ore.
Unless something changed between R2 and R3, you can throw the silk-touched hard ores into the IE Crusher for a huge boost in yield (of raw ore), then toss the resulting raw ore into a Blast Furnace or Arc Furnace to turn them into "regular" ore.
Yes, this is correct, and will yield a lot more ingots than the method you were using.
Launched a new world instead of converting. I must say, RTG + streams never looked better. I wish I realized the negative interaction Biomes-o-Plenty actually had earlier.
I also found an ocean temple and a rainbow forest within 40 chunks of spawn!! Went for a leisurely boat ride and what do I see off in the distance... a temple. Sweet, mark that. Continue to shore and I land on a coastal rainbow forest; double sweet, marking that too. Now to find a place to live.
As for Biomes O'Plenty, are there still drawbacks to using it? I like those biomes, and I always feel the world looks less interesting without it. In particular, if I install it and select an RTG world, will I still get patchwork biomes in moderate regions and great expanses of cold biomes? And will I be able to find Ocean Temple, void reeds and suchlike?
right click the map
You didn't indicate if you're on REV|1 or REV|2 -- I'm going to assume REV|2. Mobs should obey light levels and only spawn appropriately except during a blood moon event (the screen turns red, monsters spawn everywhere) when spawning is based on distance, not light level (24 blocks away).
There are a couple of reasons you can get mobs spawning at other times, such as having a spawner under your floor from a random dungeon, or from having a dark cave under your floor. Occasionally, a spawner-zombie spawns there, and he'll spawn additional mobs above him. Also, if there's one on the other side of a 1-thick wall, he can sometimes spawn mobs on the unhappy side of your wall.
One last tip, mobs can't spawn on certain blocks, such as glass and slabs, regardless of light level. I use Immersive Engineering concrete for my flooring, in case I miss any corners (smelt gravel in a furnace and then use a chisel on it, don't do the complex recipe with buckets and slag)
Torches burn out over time... It doesn't look like they are in your screen shot, but, if you have many torches out and about, especially in places you seldom visit, that mechanic could be contributing.
Railcraft stone lamps (made with two railcraft blocks and a torch) don't go out and aren't breakable by zombies. They're good early game, since carpenters block torches turn off when it rains.
This is one mechanic that I find it stupid and pointless and I always disable on any pack that has it. And I do it for 2 reasons:
1 - It is pointless to add a mechanic to a pack that tries to bring some constraints to the way the player plays the game if its avoidable. If I needed to progress in the game to unlock better technology and stop having to be concerned with my torchs going out, it would make sense. But, from day one, you can craft torchs that dont go out. Carpenter ones (even if they go off when it rains but they only go off when exposed to the sky and even then they dont always go down) and railcraft are available from the start, so, there is no progression. Just an annoyance! If they didnt existed and I needed to progress to IE/Thaumcraft/ProjRed lights, then it might make sense.
2 - I said might make sense on point 1 because this mechanic is a poorly... not poorly, horrible implementation of TFC mechanic. Enviromine copied the idea and forgot to copy the rest of the mechanics and progression. TFC torchs run out after a couple hours or when in contact with rain but they also can be re-lighted with a light torch and that is huge, so you dont have to craft new ones. It also offers an alternative mechanic to this if you progress in the mod, with oil lamps that last a LOT longer. And you always have the ugly jack-o-lanterns.And the biggest difference is the fact that mod spawn in TFC is a lot different. After 20 something days living on the same chunks, the area(5 chunk radius) becomes 'safe'. You live there, so no more bad boys spawn. You have to light the area on the first couple days but after a couple weeks you light it so you can see, and not to make it safe, making an unlit torch not the end of the world. Normal MC, one unlit torch might be the end of the game with a creeper...
The non-alternative and lack of progression in Enviromine plus the broken mechanic of having to craft new torchs are a big no to me. If it doesnt offer a solution and relies on other mods to do it and other mods can do it from day 0, then... its a broken and pointless mechanic that I just disable, so I dont have one more pointless thing ticking on my server.
May I suggest exempting potatoes from food rotting? IRL you can store them for months....
Never mind what I wrote before, the problem took care of itself.
Edit:
Oops, I left the edit window open for too long and the reply came. Thanks, Haggle.
After typing /fml confirm, there's a very long pause as minecraft zips your save folder as a backup. Depending on the size of your save and speed of your drive/computer, this can take a long time. Just be patient and wait.
As for the block, the mod identified is supposed to be client-side only; strange that it's adding a block to the world. You can either copy the mod to your server's mod folder, or let the /fml confirm command run.
I won't exempt them, but I'll probably set them up to something large like 6 months. Same with beets, etc.
That will give you all the non-food-related disadvantages (not stacking, awkward automation, impossible to store in AE2 or barrels etc..) without making it relevant for food production. I'd say it's better turned off completely.
True. I will remove rotting on these items AND remove their food value. This will let you stockpile them, but render them useless except for making further recipes.
That's fair. Who'd want to eat raw potato anyway....
May I suggest making the acquisition of meteoric iron on the moon less annoying? At the moment, it's a matter of waiting for the fallen meteors to spawn, which will take....probably about a real-time day to get the two stacks or so you'll need. Not interesting at all.
An easy solution would be to make the fallen meteors extractable (RoC extractor), increasing the yield by five.
REVOLUTION|3 is on the launcher! For those of you upgrading a save from REVOLUTION|2, be sure to select Biomes O' Plenty and Natura from the optional mods list. New players should not select these mods.
I think I'll take this opportunity to try the masterpiece that Haggle has created again.
Hello,
Great modpack, congrats!!
I can`t get tungsten flakes now that the pressure packager has been disabled. I have a silked pickaxe and all the iron ores that I have (all from Harder ores mod) can`t be used in the extractor to get the tungsten. The extractor just process minecraft iron ore and packaged iron ore flakes.
Did I miss something?
Unless something changed between R2 and R3, you can throw the silk-touched hard ores into the IE Crusher for a huge boost in yield (of raw ore), then toss the resulting raw ore into a Blast Furnace or Arc Furnace to turn them into "regular" ore.
Yes, this is correct, and will yield a lot more ingots than the method you were using.
Launched a new world instead of converting. I must say, RTG + streams never looked better. I wish I realized the negative interaction Biomes-o-Plenty actually had earlier.
I also found an ocean temple and a rainbow forest within 40 chunks of spawn!! Went for a leisurely boat ride and what do I see off in the distance... a temple. Sweet, mark that. Continue to shore and I land on a coastal rainbow forest; double sweet, marking that too. Now to find a place to live.
As for Biomes O'Plenty, are there still drawbacks to using it? I like those biomes, and I always feel the world looks less interesting without it. In particular, if I install it and select an RTG world, will I still get patchwork biomes in moderate regions and great expanses of cold biomes? And will I be able to find Ocean Temple, void reeds and suchlike?