I mostly play survival, focusing on making my house and buildings as secure, comfortable and convenient as I can, as well as making unusual houses, like a four-room treehouse, an underwater base and a home set into a cliff face. I like to automate or de-hazard-ify many tasks (people compliment me on the sophistication of my mob grinders), and focus on basing my buildings and tactics around renewable resources as much as possible (I don't even like collecting dirt, except from underground deposits). I try to give everything I make life; I don't just furnish the houses in villages I build, I give the homeowners hobbies. My brother once commented that my buildings have a sort of elven feel, as opposed to his which look more dwarven. Once I've made myself at home, I start building extra stuff just for giggles, like radio towers, moored airships or cryogenic preservation bunkers.
As for mods, I employ two world-gen mods (Highlands and Algaecraft) which spice up the world a little with new and interesting settings, scenery, blocks and plants, and about five or six others that add small background functions, like Archimedes' Ships and Enchanting Plus. I also have or plan to have a couple worlds each for several total-conversion mods like Thaumcraft or Bio-Spheres, which alter the play experience so much that they're more like separate games than Minecraft mods, and a couple of creative worlds for testing out new buildings or devices, or building grand structures.
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Okay...had to find NEI for 1.7 via Google because searching for it here turns up pages and pages of threads complaining that NEI crashes the authors' game. Not a good sign.
Edit: It does work, though.
No, the component recipes I'm after are not "implicitly told", they're just plain not told. And watching through fifty ~10 minute tutorials is not an optimal solution.
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So... the documentation for this mod is NEI-dependent?
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I'm trying to get started with Rotarycraft, but I've been through the whole handbook and I can't find recipes for any of the machine components besides shafts and gears. That means impellers, combustors, circuit boards and even base panels are off-limits to me. Same for Electricraft and Reactorcraft. Help!
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Hmm, if you found a way to edit Highlands, could you release a version that fixes the terrain noise issue?
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So skipping 1.8 entirely?
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I'm already on 1558, which is the recommended version. What version do I need?
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Okay. I have DragonAPI, Legacycraft and Cave Control, all for 1.7.10. I just updated all three from v9b to the latest versions (v17c, v17a and v17b respectively), and now the game crashes during initialization. My launcher is refusing to show me the crash log, but if I click "More Details" it says:
I didn't change anything other than those three mods. Any idea what's going on?
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For Cave Control, is it possible to differentiate between different cave formations (as opposed to between caves and ravines)? I have very little use for the standard "worm burrow" caves, but I like the round rooms and positively adore the big ballroom caves. I would love it if you gave Cave Control a way to adjust the rates of those components individually.
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I've been testing treated wood, and you remember when you made it technically transparent so it wouldn't drip? It doesn't, but now it won't support trapdoors. And treated wood slabs are still opaque and do drip.
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What is the block id of sediment? I need to blacklist it in another mod.
Also, Thaumcraft compatibility bug: guard golems do not recognize lobsters as hostile mobs and won't attack them.
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I think the loot in big ships is too generous, given the sheer number of chests it comes in. Six chests just in the cabins, more in the cargo hold, and the five shot lockers also have loot. One big ship I explored had 68 iron ingots and 11 diamonds, and enough books and obsidian to make an entire library complete with enchanting table.
Also, is it intended that flasks do not stack? I'd never really noticed before because I only made one or two flasks before, but they feature prominently in your loot tables, and that big ship I mentioned wound up entirely filling a single chest with non-stacking flasks.
On a happier note, I decided to celebrate the update by finding a big shipwreck next to a coast and making it the basis for my house, and it's working really well. Bedroom, library, storage room, spare room, good spot for a mine entrance, and I haven't even done any cutting yet (although it is a bit cramped).
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If you decided to do coral gen then I guess the first one's fine, but the second one is half embedded in the cliff face. Also, both of them have solid stone inside them.
It's not so much that it's hard to refloat them even (although that would be a fun project) as that a ship that sank gently to the seabed and sat there for no more than the underwater lifespan of wood shouldn't be fused to the rock like a fossil.
And yes, I did find a couple of floating ships.
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Are these screenshots supposed to happen?
Also, if possible, could you give the outside of ship hulls a coating of gravel, so that they won't be in contact with stone if you decide to refloat them with Archimedes' Ships?
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It's the mystery symbol in the lake again. I hit that too.
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Can you add a config option to disable lobster spawning? Now that I have them, I find that my base totally can't handle them, especially with their habit of clipping into the ground and becoming unhittable.