I did a lot of exploring my world lately, mapping out areas I had not been to yet.
While exploring I came upon two biomes I have not discovered yet, one vanilla, the other Biome O Plenty.
Here is the vanilla biome I found:
This is far to the south of my base, and west of the 1st Woodland Mansion I found. There's also an Ancient Shrine with a Collector Crystal in it. While I cannot harvest that crystal, there are loot chests to be found in the room with the crystal. I didn't bother getting any of it as I have plenty of resources.
Then on the far west side of the world I encountered this:
This is perhaps the spookiest of all the BoP biomes. You find Umbran trees here as well as Brambles (the red plants in the center) and Deathblooms. Those are the small white flowers in the screenshot. They give you Wither I when stepped on or touched, but they are perfectly safe when picked up. There is an advancement in the mod called Yin and Yang, where you plant a Deathbloom in the Mystic Grove biome and a Glowflower (found in Mystic Groves) in the Ominous Woods.
I beat the hardmode version of the Botania Gaia Guardian last night.
Before I began the fight, I had waited until there was a new moon so I could create more Stardew potions with Absorption V & Regeneration V. And one of the potions also got Phoenix Fire on it. Once those were made, I took one of them and then made a Gaia Spirit ingot to summon the boss.
Overall, the fight is similar to that of the 1st Gaia Guardian, only he has faster attacks, and an additional one that the easier boss doesn't have. He also spawns Witches at a higher % chance.
The hardmode Gaia Guardian drops a lot of endgame items. I got 16 Gaia Spirits, 20 Manasteel ingots, 8 Mana Pearls, a Scathed Music Disc with "Fight for Quiescense" (this is the boss music that plays during the fight), a Will of Karil (when applied to a Terrasteel helmet, it gives you the ability to inflict withering on a critical hit), and Dice of Fate. This, when clicked, gives you one of 6 Relics. The I got is called the Key of the King's Law. This can be used to fire explosive projectiles with the same power as a creeper. Only these do not destroy blocks. I tested it on some mobs at night and it isn't that useful as it tends to obliterate drops and XP orbs in the area of the explosion. What I would really like is the Ring of Odin. This is obtained by rolling a 5 on the Dice of Fate. It gives you 20 extra hearts of health.
MC Day 14914: Having decided I would use purpur blocks as a main block in the build of my Nether Castle, and realising I would need a large amount, I decided to build a large semi-auto Chorus Plant farm adjacent to the castle. Because water couldn’t be used for the collection system, I figured out a rail system with 5 hopper minecarts each collecting a particular area of the farm – I did originally have a design with one cart doing the whole farm, but I realised too late that the hopper would be full probably less than 50% of the way thru its journey, and could not unload then return before the other drops despawned. The farm works by me first climbing up to some walkways and hacking off some flowers for the next crop (The farm has 60 planting spots) then pressing a button to break the plants (the endstone they grow on is on a piston), then a few secs later the carts are activated and collect the drops. Will be adding a sorting system and auto-furnace set-up as work progresses
Oh, and the Ghast count is now 2063 …
The 5 collection carts. They each do a single run everytime the farm is activated, and each has alternate start/unloading positions
I got the Ring of Odin on the 5th try fighting the hardmode Gaia Guardian. This one also dropped the Pinkinator, which can be used on the Wither to make it a passive mob. It is base on the Minecraft 2.0 April Fool's joke.
The Ring brought my health up to 55.5 hearts. My health bar, which before was green and yellow, shows purple and blue. I think this is the most health I have ever had in Minecraft, even 1.7.10, where I had 30 hearts.
I'm also going to be expanding my base again to make room for Immersive Engineering machines. I have so far made the Engineer's Workbench, Wire Cutters and all of the Blueprints that are craftable. I already have the Engineer's Hammer, having obtained it from a villager's house (every Engineer's house will have one of these in an Item Frame above the front door). There are also some useful components that can be found here.
I am going to be setting up the Metal Press pretty soon, but unlike most of the other machines, it is small enough to go indoors in my base. There will also be a Garden Cloche or two in here if I need to make them. I made those in Stone Block to speed up getting Draconium and some other resources; here I do not really need them, so I might not make any.
This is the area I have cleared out so far:
I made the Destruction Gadget from the Direwolf20 Building Gadgets mod. This will void any blocks it targets, so you want to be careful about where it is used. It makes clearing out the area a lot easier, plus I do not have to deal with item drops. Those can get out of hand when you have your Item Dislocator active, in particular when you are trying to clear the garden plants from Pam's Harvestcraft.
Lastly, I traded with some Immersive Engineering villagers, getting a lot of the wire (LV, MV & HV), some other items, and the Faraday Suit. This is armor that will protect you against the Tesla Coil (IE, not IC's one), but only in LV mode. I was hoping to get one of the non-craftable Blueprints, but I traded with 3 different engineers and none had either. The only one I needed was for the Advanced Projectile components. I already had found the Arc Furnace Electrodes blueprint in a dungeon chest.
I may try something else for the remaining blueprint. I can make a flower called a Loonium, which can generate dungeon loot. It uses a lot of mana. I last used this flower in 1.7.10; it now spawns mobs when it generates items.
Extended my transit systam near the nether ceiling to 3 more portals. Now have 8 including my frontier bases at 1K to 1.7K blocks from overworld base, the connections to my local archipelago outposts, and now a portal in my closest stronghold right outside the portal room door. Am starting to install the rail tracks for the more distant locations to speed travel even more.
I completed extending the base in the NE corner, and replaced the grass with Chisel Factory Block floors, kind of like what Direwolf20 did in 1.7.10. The 1.12.2 version of Chisel has fewer block types that can be carved vs. its earlier counterpart. I initially chose Blue Wireframe and another bluish block of the same type, decided I didn't like them, re-chiseled them to Sturdy and Wireframe, then decided I didn't like the visual effect of so many wireframe blocks in my FOV. I ended up with Grinder on the inside portion and Sturdy on the outside:
There is another block I chose to use on the inside of this floor area (and then changed to what it currently is) I did not mention, and that is what I am holding in this screenshot. The block type is Metal Column.
I also used The Piinkinator after building a 2nd Wither proof room adjacent to the 1st one:
He is passive, regenerates, emits smoke particles and hearts, and makes the same sounds that the regular Wither does. The walls of the room are made out of Reinforced Obsidian from Tiny Progressions. This mod was not originally in the Direwolf20 1.12.2 modpack; I added it.
Over the past few weeks, I've been playing in a hardcore world. It was going well- I had a nether fortress by my main portal and nearly full diamond armor. I was giving myself stuff to do by remodeling a nearby village. I'm attacked by a few zombies coming out of a cave. I swing at one. Mid-swing, the village's iron golem drops down and is hit by sweeping. I turn and face it only to be smacked in the face and die...
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
7 Days to Die
Just Cause series
Come to think of it, I mainly play fighting-based games.
Starting up my Imnersive Engineering machines area. I made the Metal Press, which I located indoors next to the Engineering Workbench. Outside in the new area, I built these:
The machine on the left is a Crusher, and the one on the right is the Improved Blast Furnace. The two tower-like structures are Blast Furnace Preheaters, which provide hot air to the furnace and speeds up its operation.
I was thinking of using IE's own wiring system, and linking it to my Draconic power network through an HV Capacitor, which would receive power from the network. Initially I tried powering the Metal Press from the Wireless crystal, but it would not accept power this way, so I had to use an IO crystal instead. I chose to go all Draconic outside as well.
The next machine I need to build is the Squeezer. This produces HOP (Highly Ordered Pyrolytic) Graphite as an output, which is used in the making of the Arc Furnace Electrodes. I'm also going to build the Arc Furnace as well.
Edit: I built the Industrial Squeezer and Arc Furnace:
Both machines I'm leaving constantly running, but if I wanted to stop them, I can put a lever on either of the Redstone Engineering Blocks. Those I always orient to the right side of each machine.
The back side, with Draconic IO Crystals on all 3 power ports. These will appear as electrical sockets on the back of the machine:
I completed a Challenge called The Hottest Topic by making this. This is perhaps the most complex of all of the machines in the mod; I found a step by step Youtube tutorial on Mischief of Mice's channel.
Edit #2: I built the IE Excavator. This machine is a 2 part multiblock - one part is the Excavator itself, the other is a Mining Wheel that gets placed in the center of the gap between blocks formed by the structure:
This machine uses 4096 RF/t to run, making it the most expensive to run machine in the mod. Again I chose a similar power setup as to what I did in the Mining Dimension with the Environmental Tech Void Miners. Instead of a Tier 3 Core, I chose a Tier 2, which can store 273M RF. I also chose a smaller power flower than in the Mining Dimension. Each of the Petrified Fule Generators produces 5120 RF/t.
I currently have it turned off to allow the Core to completely fill up.
You cannot just place this machine anywhere; you first need to use a Core Sample Drill. You have about a 1 in 10 chance of drilling up an ore sample in any one chunk; the rest of the time, you will get samples indicating "no mineral found". This chunk has Coal in it, but also produces Diamond and Emerald Ore. This is another feature of IE's mineral veins - they will have multiple ores in them. For example, copper veins will also yield gold ore, and iron will yield nickel.
Haven't played Minecraft in about a month. Experienced some bad crashes. Updated drivers, Java, and re-installed. I think it's fine now.
Anyway, I'm re-designing part of my five-year-old 1.12.2 world's main base. Most of its lighting is based around piston-based floor lighting, which 1.14 breaks. If I'm ever to update my original world, I have to redesign most of the castle's lighting.
I only took one "before" picture, but I began with the landing at the end of a long (and temporary, in these pictures) bridge. I lowered it a block, then slabbed the floor. It ended up not looking much different.
The zombie farm chamber is far from complete. It's about 25% done, maybe? If that? However, I plan to design its lava-level floor with bridges over stained glass. The stained glass will get darker in layers, producing a nice "water" effect. At least, that's what I hope.
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My short story-like journals; quick-and-easy reads:
I made the Mixer from Immersive Engineering. Its primary purpose is for making Liquid Concrete, but it can also be used for brewing potions. Not that I would ever use it for that as the Stellar Refaction Table from Astral Sorcery can make much better potions.
Then I stopped playing for a while as I was starting to get bored with the pack and was looking at maybe playing FTB Sky Odyssey, which is quest and EMC based.
Tonight I decided to play some more, and got started with Thaumcraft 6:
On the left I have a Drawer Controller with all of the Primal Vis Crystals (Aer, Aqua, Ignis, Ordo, Perditio and Terra), Amber and Zombie Brains. I'm thinking about adding Quartz Slivers, Quicksilver and Salis Mundis to the drawer system.
On the right next to the Gold Chest is the Arcane Workbench. To the right is the Research Table and at the right corner is the Crucible, connected to a Sink which keeps it filled with water. The yellow glow in the upper right corner of the room is Yellow Nitor. That is one of the first things you'll want to make in the Crucible. The Quartz Slivers are used (2 per use) to drain excess Aspects out of the Crucible. Shift-clicking on it instead will empty its contents, releasing Flux. If enough of this is generated (75% or more of the total vis in the chunk), it will cause a Flux Rift to open. This is the only way to get a Primordial Pearl, but it can also drop a Taint Seed, which will spread Taint in a given area.
Getting a Pearl might be easier in the Nether, but I was also considering making a custom RF Tools dimension for this. I got a basic setup of all the machines in RF Tools needed to create dimensions. I was able to infuse all of them to 100% (infusing machines makes them run more efficiently:
From left to right: Metal Press, Faraday Suit, Engineer's Workbench, Dialling Device, Matter Transmitter (directly below the Dialling Device), Matter Receiver, Dimlet Workbench, Dimension Enscriber, Dimension Builder, Dimension Editor and Machine Infuser.
The last time I did anything with RF Tools dimensions was in Stoneblock. One of the dimensions (Digit Dimlets 314) in that pack gave me a city dimension that looks a lot like the Lost Cities Dimension (which is another McJty mod).
I did not have to go to another dimension to get Dimensional Shards. I have gotten its ore from the Nether and from my Void Ore Miner. I seem to recall also getting it from the IFG Laser Drill. Dimensional Shards have EMC, so I was able to get what I needed to upgrade my machines.
Also, make sure to scan the machines with your Thaumometer; they have a lot of aspects through which you can gain Observation points.
Edit: I have run into a roadblock with my Thaumcraft progression. I need to make a fire focus using the Focal Manipulator to start the Auromancy tab, but it does not appear to work. I can put any blank Focus into it, but no Aspects appear and clicking the Start Crafting button does nothing. I have posted about it in the forum in case it is something that can be resolved through additional research.
Edit #2: I have figured out what I needed to do thanks to a video on Mischief of Mice's Youtube channel. The Thaumonomicon said to "examine fire really closely". I had to remove all my Draconic Armor and my Baubles, then get out of range of my Beacons and wait for their buffs to wear off, and set myself on fire. Once you come into contact with fire and take damage, you will complete the entry.
I have since moved on past that point, and am coming close to being able to do infusion. There is a greater chance for instability than there was in Thaumcraft 126.96.36.199 for Minecraft 1.7.10, but there are now new ways of reducing it.
I have gotten an Alchemical Furnace with 4 Arcane Alembics on it. Essentia can be stored in Phials at 10 units each. It was 8 in TC4. The process of burning items now incurs a cost in items, which get released into the chunk where the furnace is located as Flux. If enough of this forms in an area (75% or more of an area's total Vis capacity) a Flux Rift will open:
When one of these forms, it will drop a Taint Seed in a given area. But there is also something much more important that can drop from a Flux Rift, and that is a Primordial Pearl. You need this item along with the Crimson Rites book to unlock Eldritch entries. These are not like those in 1.7.10, as there is no Outer Lands dimension nor Eldritch Portals. The book is gotten from a random encounter, usually in desolate biomes far away from one's base, with a Lesser Crimson Portal, which spawns Crimson Knights when you approach it.
Also, just using the Crucible puts Flux into the area; this can be reduced using Quartz Slivers to recover unused Aspects at a cost of 2 slivers per point of each.
Finally got a mending villager in our "Raid" village. Turns out that my partner was killing off villagers prematurely, so it's entirely possible that we've had one, or several, long before now. (sigh)
Our fence system around the village and letting at least 10 golems spawn before starting a raid makes it super easy for two players and only slightly challenging for one. The real trick seems to be not firing at the golems. We are toying with the idea of putting a magma block perimeter around the outside of the fence. We have also discovered that dogs during a two player raid is a very bad idea. It's too easy to fire arrows at your friend's dogs.
My next to do is to finish the starter base I started earlier this summer.
I did some testing using the Crucible to see when it puts Flux into the area. It only does this when crafting items, not if you are making Essentia Crystals using Quartz Slivers.
And what I called Alchemical Furnaces are in fact called Essentia Smelteries. I upgraded my basic one to a Thaumium Essentia Smeltery, and added a 2nd one along with 4 Alembics. Those have EMC, so I only needed to craft one.
I also built the Infusion Altar:
I do not have any arcane items such as candles or skulls/heads placed to increase stability, and also need to set up Warded Jars with Essentia in them. Because of the low Vis in this chunk (only around 120 or so), I decided to move most of my Thaumcraft lab to the Magical Forest biome just north of the base. There's a chunk there I marked which has 362 Vis and another I marked with 378 Vis. Both have Mega Torches in the center of each chunk to stop mobs from spawning.
I also added a Powered Spawner for Pech Foragers. 1 in 10 of these spawns as a Mage, and they drop items that can give you research points.
From left to I have completed the new Thaumcraft lab and relocated the infusion Altar:
For the walls I chose Arcane Stone Bricks. For the roof, I used a combination of Arcane Brick Slabs, Gold Sheetmetal Slabs, and Fancy Framed (Chisel) Purple Stained Glass. The chunks inside the building have pretty high Vis levels, all over 300:
It is kind of hard to see in the thumbnail, but the Thaumometer reads 376.1 Vis and 31 Flux. The latter has likely gone up a bit as I was smelting some obsidian into its Essentia and saw the Smeltery release some Flux. Note - I did this back in my main base, not here. Flux slowly spreads to surrounding chunks and decreases over time if none is being released into the aura.
The next step is to relocate everything from my main base to here. I had a bunch of misc Thaumcraft items in a Gold Chest. I used an EnderIO Item Conduit to move them to a Diamond Shulker Box. All my crystals are in a Large Storage Crate - I put a Crate Keeper in there so I could move it. The only other storage to move is the Drawers, and for those I will need Packing Tape, which has EMC and has been taught to the Transmutation Tablet.
I ran cable over from my main base to here so I could have access to my Refined Storage system. I used around 3 stacks. I also did away with the entire idea of storing my largest quantity items in Drawers, with an External Storage on the Controller. The would cause items in the Drawers to not be accessible until I clicked on the External Storage itself.
The pack has Reborn Storage in it; I built the Multiblock Crafter from that mod a while back. To make room for all the items and to allow for as much expansion as I could ever need, I upgraded my disks to 8 x 256k. I can now store 2M items in the one drive:
I had all of my 64K disks with my items on them that I needed to dump back into the system after upgrading the disks to 256K. The block above the drive is a Disk Manipulator. It currently has 2 64K disks with items on them being emptied back into the network.
Edit: I completed the new Thaumcraft building, moving everything I had in the old room here. I then ran Draconic Energy Relay Crystals here from the Immersive Engineering area where my nearest one was. I placed them on top of Wooden Posts like I did there and have done at the Excavator sites I have set up.
From left to right is a Sink, Crucible, Arcane Workbench, Research Table, Red Matter Furnace, Large Storage Crate, Purple Diamond Shulker Box, Focal Manipulator and Drawers.
On the right wall are my Thaumium Essentia Smelteries, with 4 Arcane Alembics on top of each, and an Arcane Bellows on the outer sides of each Smeltery. There are two more of these on the back of each.
The next thing to set up are the Warded Jars. Creating all the Essentia I am going to need here will generate a fair amount of Flux; I may consider doing this somewhere where I do not care if Flux gets into the area.
Pictures just don't do justice for what I believe is the largest cavern I've ever found, save for perhaps one other in 1.6.4. Though I play in current release (1.9.4), this was generated in 1.7.10 as it's near Castle Midgard, the first and main base of my SSP world started July 2, 2014. IIRC, it's floor is around Y=25.
These are all different angles of the same large cave:
Tonight, I suffered from a bout of insomnia and decided to play a little Minecraft.
With a burst of thrust from my hand-held rocket engine, I blasted off from Castle Midgard and circled the surrounding Bleach Bone Forest, mingling with the clouds high above. As this is a large-biome world, the birch forest biome stretches past the 32-chunk render distance far on the horizon. Like any forest biome, it has many rocky peaks jutting above its canopy. I spied one such flat-topped bluff and decided to land. Castle Midgard's height-limit central tower was just visible through the mist at the edge of render distance.
I found that the plateau actually had a deep hollow in its center. I looked down and saw a tiny hole in the ground. I didn't know it, but I was about to find that I had randomly dug the hole more than three years ago. It led to a short but steep decent that ended in a ledge over blackness. I stepped to the edge and saw a huge ravine system below me. My lighting is kept at the default, "moody," but the ravines' floors were lava, allowing me to see through the darkness.
Though I have a terrible memory, for some reason, I'm able to recall the events and places of my Minecraft world quite well, and a vague recollection swept over my mind; years ago, I came to this precipice and decided to "save" its exploration for later. Looking back through my records to write this post, I know why. I wasn't interested in what was below the ground; a day earlier, I crafted and first began using a Punch II, Mending, Infinity bow I called "Flight Risk" to propel me through the air. Of course, this was in version 1.9.4, long before firework rockets would perform that duty in 1.11.1. As my play style is—or at least was—centered on distant exploration and cartography, I rarely hung around the area near the castle.
Knowing it was unlikely I would ever stumble upon a completely random hole in the ground well hidden in a ring of mountains, I took a picture of it to remind me to come back later, then flew off toward far-away lands.
I forgot about it and never returned.
No pictures are really necessary, but it was a great ravine system. Had a lot of fun exploring and lighting it. Nothing really out of the ordinary, just good caving. It was a nice break from working on Castle Midgard.
I work from the top down, lighting the ledges (so creepers, etc., don't drop on me) while exploring the intersecting caves as I make my way to the bottom. I bridge each layer here and there as it pleases me, mining exposed resources as I do—though I'll never need any mined resources ever again due to having a gold farm, villager trading center, vast reserves of iron, Mending debasing diamonds, and the ridiculous lapis-to-enchantment ratio. I could play in this world for another five years and never need to swing a pick. But, I enjoy doing it and there's certainly no lack of storage space in the castle. It was fun and leisurely and I'm glad all those years ago, I decided to save this ravine system for later. Much later, as it turned out!
Anyway, I was on my way back to my point of entry when I encountered something strange. A torch on the ground. I figured I had placed it there when I found the ravine system, but it really seemed out of place. I shrugged and kept going. Then, I reached a cave that I hadn't noticed before. Of course, I made my way down it. Then, I encountered another torch, this one on the wall. It was "directional." When placing torches on walls, I always put them on my right-hand side. That way, when I'm ready to return, I simply keep the torches to the left. I can find my way back through complex tunnels easily. When the paths start to overlap, I have a system in place for that, too, but I digress.
I entered a well-lit round chamber with a waterfall concealing its opening on one end. I passed through the water and emerged in a huge cave.
I recognized it almost immediately, but to be sure, I logged on here to search through my post history in this thread.
Sure enough, it was the cave I discovered May 31, 2016!
Surprisingly, I didn't put a sign dating the discovery like I normally do. I fixed that tonight!
At last, drowsiness befalls me. Off to bed!
Thanks for reading!
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My short story-like journals; quick-and-easy reads:
I completed the new Thaumcraft building, adding a balcony at 5 blocks above the floor to place Warded Jars with Essentia in them on. This I centered around the Altar itself, placing jars of all 38 Aspects on the platform, with some having more than one jar:
I also put a single line of jars on the bottom of the platform - these can be placed on the underside of blocks much like with Shulker Boxes. Essentia Smelteries release Flux, though with the addition of a Auxiliary Venting Port, that can be reduced a bit. I have unlocked the first step of Flux research; to complete it I need to "Let the Flux build". I'm thinking this means I need to get the Flux to build to a point that a Rift forms. Since I would rather not do that here, it may be safer in another dimension as a lot of bad things can happen from Flux Rifts. The most common effect is for a Wisp to spawn. It has a 20% chance of being a Vitium (Taint) Wisp.
The completed Infusion Altar, surrounded by red, orange, yellow, green, blue and purple Tallow Candles. I used a lot of Ignis crystals to make them, so much so that I am nearly out. In the area around the Arcane Pedestals are normal and Wither skulls. The result of all this is that the Altar is very stable when running (and stayed stable the entire time):
I made my first item using the Infusion Altar - the Boots of the Traveller. Overall, the process is slower and uses more Essentia than the same item did in 1.7.10. There are also around 10-11 fewer Aspects in Thaumcraft 6 than in 4. The crafting process can be sped up at increased Essentia cost, or cost can be reduced slowing the crafting down.
Edit: I went to the Nether to try and intentionally cause a Flux Rift to open so I could complete that research. I placed a Crucible and a Sink with a fluid conduit to keep it filled not far from the portal. I then started dropping Compressed Cobblestone into it. This has a lot of Terra and some Perditio in it, and about 1/4 stack is enough to overflow the Crucible. I must have put about 10 stacks worth into it and got the Flux level to over 6000, but no Rift. I put a Chunk Loader there and plan to come back later. I may set up some automation to keep overflowing the Crucible. Sooner or later, a Rift is going to open there.
Edit 2: I ended up moving the Crucible to the Overworld about 800m west of the base. I started filling the Crucible with Aeteranlis Fuel, which has a lot of Ignis and Potentia (270 of each Aspect per item), and it immediately began to overflow, and as soon as I emptied the Crucible, I got a message saying there was too much Flux in the area, and a rift appeared. I can now reduce Flux in my lab and also close the rift and others like it. It appears that these will not form in the Nether.