I typically strip/branch mine, with tunnels every 3 blocks and torches every 10 blocks in each tunnel, placed on the left. Then depending on how I am mining I will dig an intersecting tunnel at each end of each main tunnel, placing torches in those every 8 blocks. Sometimes I will run the intersecting tunnels at 20 block intervals, though most of the time I place them at each end of the mine.
I will do this at multiple levels all the way down to Y=12.62. This puts the floor level just above lava. Or I will mine at specific levels to get one type of ore found most commonly there.
Since i am playing modded Minecraft (the FTB Direwolf20 modpack for 1.6.4 is what I am currently playing), I will only branch mine to get basic resources, or to get a specific type of ore.
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The link at the top of this thread goes to the Buildcraft forums, and then to the official Forge forums, which only lists the major milestone and recommended versions. 3.1.3.105 is not listed there, but on the project page above.
Also, I have found an odd bug with the EE2 item Swiftwolf's Rending Gale. Normally, you can only use this item to generate lightning when it is raining. But I have encountered three instances where it should not be possible to do so. One of these was right after a rainstorm had ended. I was able to continue creating lightning while flying, but as soon as I landed, I tried again and it stopped. I was also able to call down lightning in clear air when there had no rain recently. Last, it should not be possible to get lightning in the Nether. Yet I went there during a rainstorm and could create it if I wasn't inside a structure like a Nether fortress.
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I then went to work setting up 3 scrubbers in the area, and put Teleport Tethers down next to each one. The Taint covers a roughly egg shaped 12 chunk area, so I am going to have to place additional scrubbers besides the 3 I put down, and seriously ramp up my production of Tainted crystals. I might actually harvest some of the regular ones from my farm and plant several Vis ores in the area, which should then become Tainted. My existing Taint crystal farm is producing crystals quite slowly.
Some more things learned about this Tainted area: crystal ores placed in a Tainted chunk will quickly become Tainted. I figured that would be obvious, though. Not so obvious is the fact that only vanilla Minecraft or Thaumcraft2 blocks can be tainted. Marble, Basalt, Copper, Tin, Silver, Nikolite and Uranium are unaffected. If there is a ravine or cave in a tainted area, it will spread there too.
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Well, Derp! I forgot to note the coordinates or set a waypoint in Single Player Commands, and spent several hours after returning to my base trying to find it again, which I never did. And I had 3 Taint scrubbers ready to go, along with Potions of Purity and a few Teleport Tethers, plus 21 Tainted crystals.
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Per the Portal Gun wiki:
I don't want to try this again, having lost all my inventory, including my Red Matter tools and armor, Sword of the Zephyr, the SWRG item I mentioned, my Philosopher's Stone and more. Fortunately I had some items in Alchemy Bags in chests, and was able to retrieve them. And others I was able to craft.
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It may be mutated strain; I will know for certain when I run it through the Beealyzer or Analyzer.
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Then I dismantled all the machines and disconnected the power from my solar arrays and nuclear reactor. I also moved the wireless receiver that controlled the reactor to another area I wasn't going to be modifying.
I then moved the floors down one layer by using WorldEdit, and changed them and the walls to marble brick (a block which is part of Redpower2).
I then used that mod's support frames and frame motors to move all my chests down one level, as well as a few Forestry blocks (the Analyzer - a stationary version of the Beealyzer used in the beekeeping part of the mod), and some EE2 blocks (my collector arrays). Some of the array components did not move, so I had to rebuild them manually,
Then I moved my MFS Unit (an IC2 block which store 10,000,000 EU) into my base, hooked up a medium voltage transformer to it, then all my machines to the transformer output. I set up a second MFS Unit I had in a chest, which I dedicated for use by my teleporter only. Of course that is not yet in operation as I do not have a destination teleporter set up. Those are also IC2 blocks.
I also did some work in my Thaumatorium, replacing all my torches with purple Lumar lights (another item in Redpower2), rearranged one of my Vis conduit - infuser setups, adding an extra 2 purifiers to control Taint, and then made a Tainted crystal farm. Taint is like negative energy in Thaumcraft2 - too much of it and it cam spread like Gray Goo. Zerg creep is another way of thinking of it. Taint infects every block it comes in contact with when it spreads, and most animals, plus villagers and creepers can become Tainted as well.
Lastly I found a place on the edge of a forest for some of my bees, as they don't like swampland any more since Forestry was updated. I made a building out of marble bricks again, using white Lumar lights inside it. The celing is glass, which is OK with the bees.
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Or a teleporter. Though you would have to locate it next to an energy storage device like an MFS Unit. And one of those is your best bet. To get the IC2 Far Far Away achievement, assuming you have a full inventory and all 4 pieces of armor, its going to cost you over 3,000,000 EU. There's a teleport calculator (an Excel spreadsheet) linked from the page on Teleporters in the IC2 wiki.
Oh, and you'll need a second teleporter at your destination. So your resource costs to make everything could be doubled.
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I went with purple lights in my Thaumatorium, which look exactly like pure Vis. I replaced all the glowstone blocks with them, and have started putting purple lights in the walls. Of course it is more costly resource-wise than Nitor, but I think it gives a nice effect.
The other place where I used Lumar lights was at a new building housing 2 of my apiaries. The building is made out of marble brick, is 11x11x4 on the inside, and has white Lumar lights set into the base of the walls. There are 3 in 3 of the walls, and 2 in the 4th wall, which has a door in the center. In addition there is a light in the ground at the center of the area. The ceiling is all glass.
Both apiaries are located on the edge of a forest biome, and contain purebred Cultivated bees. One of those also happens to be nocturnal. With the recent mod update, Swampland is no longer a compatible biome for Common branch bees. I plan to locate two more apiaries in that building, which will be purebred Common (if I have both bees of that type) and Forest.
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So it would appear that they can still grow even on normal ground.
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I'm using Glowstone blocks in my Thaumatorium. I think magenta or purple Lumar lights might make an interesting backdrop as well. Though I would probably remove the Glowstone if I did this. I have a Thaumium pickaxe with Silk Touch on it, so I would not lose any of them if did decide to use the Lumar ones.
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Also, the other day while exploring I encountered a big Thaumic Slime, which dropped a Vis crystal when I killed it.
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Coming pretty close to that was the time I came back after my first trip into the Nether (I played on Peaceful then, so I didn't get killed by a Ghast) only to find that a chunk error had erased half of my house. It wasn't until Beta 1.3 I believe that those stopped occurring.
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I started doing that the other day, taking a spare Vier one and charging it up in one of my arrays. It is in addition to my 2 fully charged Omegas, which I have stored away in a chest until I decide I want to use them for some of the power items that need both. The Vier, with it's EMC of 12.8 millon at full charge, hardly lost any of that after flying around with it for about half an hour.
I calculated that wrong - it should be 3.2 million EMC, not 12.8 million. That's what a KS Sphere should have. I used to have one, until I combined it with others to make my second Omega.
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As for my existing world with the mods (all but Mystcraft and Doggy Talents), I have found that having 3 Taint scrubbers running at the same time would eventually use up my Tainted crystals faster than I could replace them through mining or the Thaumic Crystallizer upgraded with Concentrated Evil.
So I found a Tainted area that had existed since the world's creation, which I had found fairly early on in the game, and set up a small building in which to grow Tainted crystals. The first thing I did was to place down 8 blocks of iron ore, which I could easily sacrifice to Taint as I had plenty of iron. I then let those blocks become tainted, and mined them, getting 2 Congealed Taint. With that I made a potion of Concentrated Taint, and took it and a lot of excess crystals I had gotten from my existing farm, and placed them in the building I had set up in the Tainted area. I then threw the potion at them, which tainted the crystals instantaneously. I also placed a Teleport Tether inside the building, so the crystals would grow wherever I was at in the Overworld.
The Tainted area where I am growing those crystals is sufficiently far enough from my base that there was no risk of tainting any ground within the normal chunk loading range. I felt that the only safe place to use the Concentrated Taint was in an area that was already tainted.
I am thinking of removing one of my Taint scrubbers, the one I located in an open monolith. The Taint level in that chunk is around 1500, with the surrounding chunks having Taint levels of 2700. This is much lower than the 4000-5000 levels that were in the chunks around the monolith as a result of having a wrongly placed crystal explode on me. I may still have to check up on the levels there from time to time in case they start increasing again. Incidentally, I noticed Direwolf20 making the very same mistake at a monolith he visited in one of the Mystcraft ages. The only thing that happened was the crystal exploding, and the Taint level did not increase at all. I'm thinking that could have been a bug in the Thaumcraft version I was using at the time, which was 2.1.3b.