1. 3wide prepped stairs down to y=12.
2. cavemine all the caves encountered on the way down.
3. Dig out a long 3x3 tunnel at y=12
4. branch mine out of that with 2x1 tunnels with 3block separation.
5. switch to automated mining using the quarry options available in my modpack.
3
What I also find remarkable is how the thread for a mod that is no longer under development is still receiving more traffic than the threads of most mods that are still being developed.
0
TabbyChat works on servers, where the server has "channels". i.e. the server prefixes all chat messages with tagged names (in []'s).
Things like [Server], [Whisper] etc.
TabbyChat - as far as I know at least - detects chat text prefixed like this and creates a tabbed chat interface out of it. I don't think (open to correction) that TabbyChat has any way to create additional channels that the server does not already support.
0
Just a technical question if you don't mind:
How do minecraft schematics and mods like this deal with the forge block Id registry? It was my understanding that schematics are a very vanilla construct and store block ids as integers, but outside of vanilla blocks the integer ids can change from world to world. Even save games in the same mod pack might, for various reasons, have a different map.
Ive certainly noticed amongst several schematics that I tried to use with the Schematica mod that mod blocks were all wonky.
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Oh - I see the advanced section in the OP somewhat addresses this with a custom MWGIDMap tag. This does (somewhat) imply that other mods that deal with schematics either their own tags or do not address this issue at all.
i.e. it would be dangerous to use schematics made by (for example) Schematica with this mod if they contain mod blocks...
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I don't see anything addressing which dimensions are enabled for automatic generation: I presume only the overworld? Generally bad things happen if structures generate in other dimensions. But is it possible to whitelist other dimensions?
0
* What is the specific Incompatibility with "MyWorldGen" and "Roguelike"? I am a definate fan of mods that use McEdit compatible schematics.
* On that front, have you looked at the utterly amazing "Schematica" mod that lets you load schematics into the world as ghosted images and build them?
* I don't know if it uses schematics but there is an alternative to Ruins called "Recurrent Complex" that might work better.
In the conflict between Roguelike and any mod that provides isolated structures, Roguelike provides hours and hours of content - the isolated structures quickly become quite meh by contrast.
2
Azanor seems to be looking for a license, but retain copyright over the assets so he can use them for his own future projects. There is also an aspect that if he returns to modding, he might want to return to full control over thaumcraft.
I don't know enough about the various licenses but I would suggest that:
* License the assets separately, retaining full control, but allowing their inclusion in "authorized" branches of Thaumcraft.
* OSS Thaumcraft itself under CC, but retain the name "Thaumcraft" himself. McJnty (or someone) would branch that and create "Thaumcraft 6 Continued" or something and new development would happen on that branch.
Then Azanor can use his own assets in other game projects, and perhaps revoke their future use in the OSS Thaumcraft project - but if its vibrant should that come to pass it will have its own modeling talent to replace that.
If he does return to modding, he can restart it under the Thaumcraft name, and merge any changes in he wants from any legitimate branches. He is not compelled to accept pull requests or pull in any content that doesn't fit with his own vision so he retains full creative control, but as its CC at that point, other people "could" create their own branches and perhaps cause a bit of confusion.
1
@Azanor: Thanks for Thaumcraft. While it lasted it brought joy to my Minecraft worlds. I will miss it.
0
Every time I open TabbyChat for the first time (i.e. by pressing ENTER to start talking) TabbyChat replaces the vanilla chat and deletes all my existing chat history.
0
In addition to their focus, On servers, and skyblock games, Pech can be used to get a renewable supply of silverwood and greatwood saplings, as well as all the beans.
0
And that corruption was a bug that was fixed before the switch to UUIDs even and yet we are still inflicted with its after effects.
0
I wish it went back to storing it in the player.dat like it used to. All these external files are just vectors for errors.
1
Ah, I should have added this as point #4:
4. Once interrupted, Clerics never start channeling again. Only clerics that are spawned as part of the structure generation are channeling.
5. Depending on the version, Clerics (and Knights) might be added to the safari net blacklist.
But, when playing on a server, when I do find an active portal, I do 'capture' a Knight and a Cleric to spawn later as the rites is a very rare drop and I've never managed to keep everything working long enough to get it to drop - plus I want the armor for base decoration.
0
The way it appears to work is this:
1. Clerics never respawn. Once they are dead, they are dead.
2. For as long as there is one cleric near the obelisk, crimson knights will keep on spawning.
3. For as long as a cleric is channeling, it is not subject to the normal hostile mob despawn rules - i.e. mobs that are in loaded chunks, but >~100 blocks from the player will despawn.
So, in theory (I've never tested this) you could make a obelisk spawn knights by placing a cultist in a box, with a nametag. Or otherwise teleporting to the obelisk rather than moving towards / away from it, so that the chunk with the priest in it is never 100 blocks away from the player while it is still loaded.
3
Heres an idea to extend the in world nature of this kind of storage:
Make a "ticket" crafted from paper. that can be crafted with an item (stack) to return the item and an item ticket. Then, if a controller has an item ticket inserted into it, it destroys the ticket, and ejects the corresponding item like a dropper.
Then, with the immersive engineering example, a player could create tickets at a central place, put them on conveyor belts, and then receive the items that will be carried back.
2
This is the most amazing mass storage mod ever.
Two thoughts:
1. When are liquids planned?
2. Would it be possible to require the construction of a multiblock frame of some sort, principally to define the storage area (and capacity). Either almost-any-solid-block (so chisel blocks and bricks etc could all be used), or some kind of buildcraft-quarry-esq frame, which would give an implied mechanisim to the storage and retrieval of blocks. (no need to animate moving parts but that would be cool).
3. Any possibility of an upgrade (requiring RF per operation) that could automatically "pack" blocks and items that have (reversible) 2x2 or 3x3 recipes
Although I do really like the look of a pile of stuff...
0
There are only 8 drop pods... and each one is tied to a difficulty level from what I can see.
Way too small for the server I play on.