Stupid question, you do have the research completed right?
Other than what other people have told you to check, that's all I can think.of.
I could be wrong, but I think it's only a crafting component. You need to make a mirror in the infuser.
Yeah that. Dunno if it is intentional or not. I expect there is no way to farm mushrooms either.
So I know this works (cause I did it in another game not so long ago), but for the life of me can't remember how the hell do I get "Opening the eye" to unlock? Scanned a guardian, do you just need to wait for a warp event after that? Those last 3 Eldritch down that branch, primal pearl, and the Warp Thaumatorium are all the research I have left.
To the guy above, I'm sure Azanor will drop whatever he's doing and upgrade TC5 to 1.9.4 just for you and your friend. So everyone a big round of applause!
So I had an "interesting" experience today. 5.2.4 of course. Doing some infusion, forgot I had excavation focus equipped. Picked up the runic matrix. Pillars stayed as they were. Fortunately was able to just put it back and click it again with wand (sans focus this time) and go about my business. That probably shouldn't happen.
While I'm thinking about it. Crystal farmer says last shard shouldn't be taken, but it always does if you aren't careful. Focus or no focus.
Oh, and farmers not farming netherwart.
Yeah, exactly that. Maybe an "eldritch brain in a jar"
Because 3 levels at level 3 not equal to 3 levels at 30. Between the research, focus upgrades, and regular enchanting it's a PITA (but then 1.7.10 and before we had a lot of other mod options to deal with that). Like I said, I think it is a great mechanic Azanor added, especially with the research as it is now the tedium of 3/4 are gone but the "flavor" is there. I'm on a 2nd playthrough with 5 and it doesn't feel like a horrible chore doing the research all over again. Granted Botania and/or Blood Magic may have a solution as well for all I know(I'm playing with them too currently) but I'm such a novice with them I don't know (and BM seems really tedious as well)
Although honestly it's more an early-mid game care. Late game when you're rolling in XP it's less a concern. If you are into XP farms, then it's a non-issue altogether probably. So if it were made a "late game" item, it wouldn't really be THAT useful (but I'd take it anyway)
That and some kind of capture device. I dunno about the rest of you, but my number 3 most hated vanilla activity is getting animals/villagers where I need them (#1 is fishing, #2 is cutting down trees). So those 2 things are all I really feel the pain of not having playing a primarily TC5 focused game.
Be warned. You'll be stuck in 1.8.9 it's THAT good.
Loved TC 1 & 2...3 & 4 not so much. 5 is just so much fun, I even removed most of the techmods from my current pack to be more TC focused.
I know a lot of it is just little refinements to 4, but some of it is make or break.
Research is the same with 1 tiny change...you don't need to make yourself batshit crazy trying to scan everything.
Aspects are more or less the same, except there are far fewer (still too many for my taste, but it's a big improvement). Little tweak here, little tweak there.
I got a couple item suggestions : Like I said I removed MOST of my techmods my current play. Not that there are a ton of 1.8.9 options, I kept EnderIO for really 1 thing only (not saying EnderIO isn't awesome too, just that the techmods tend to overpower the magic mods when used together...trying to keep it magic man). The ability to store XP. Minecrafts crappy level system is what it is. With the current heavy use of XP in TC (and I think it is very well done btw) it does exacerbate the madness of "I need to spend X levels NOW!!!" (OpenBlocks where are you!!!)
A golden lasso replacement would be really handy too (****ing hate extrautils anymore...yeah...I need yet another ****ing power system like a ****ing hole in my head...).
Really other than that and the usual info/mapping/utility mods, I could play happily with pretty much only TC5.
Wow this mod has come a long way. From the early days of just 1 of the replacements for MightyPorks packs to something with the bells and whistles of Forestry packs without the irritation. This latest iteration is just fantastic. Thanks!
Nice mod. Good to have a techmod for 1.9 and it's nice to see a fresh take on it.
So how do you get steel to make a centrifuge without a centrifuge to clean up your dirty iron or am I missing something?
NM, figured it out. Put ron ingots in the crucible.
Also the pumps are not working for me. Tried various combos in creative. Pump 1/2 blocks above water/lava, various tanks attached directly and by interface pipes at various angles, solarpanels attached on top, creative RF storages attached wherever. Pipe drops like in the video, but nothing ever pumps. This is with latest (18.104.22.1683) forge.
The logger is nice, but if there are any issues it surrounds itself with trees. Would work better with frontal instead of centered area of operations (ala MFR). I hope farmer and livestock are planned; those are the 2 most annoying activities in vanilla MC.
Some thoughts on recipe balance: Too heavy iron use and not enough of the mods metals. Especially when you are spawning overly generous amounts of them. Even tripling your gains, it doesn't make a lot of sense when still ALL your iron and then some is going towards it. I know this isn't a TE copy, but don't hesitate to blatantly rip-off whatever they did right. The tiering and materials balance in TE went through a **** ton of testing and feedback, don't reinvent the wheel.
Quote from Zeno410
I also love Highlands and used it for my first journal. I'm really looking forward to it updating.
I considered having quartersize be the default. IMO the quartersize zones were too small but the halfsize were too large. I picked halfsize because with quartersize the zone smoothing - which occurs right after the quartersize step - often erases hot and snowy zones and it gets kind of touchy trying to adjust the climate frequencies. There's also a problem in that hot zones get erased first, so there's a bias to snowy zones. I tried 1/1/1/1 (hot/warm/cool/snowy) and was getting too few extremes; with 2/1/1/2 the snowy bias got pretty noticeable; and that's when I decided to go with quartersize. Maybe you could try 4/2/2/3. Let me know if there's a setting you think works well and I'll modify the recommendation on the OP.
I like oceans even in vanilla. Coastlines/land structures are fun to explore; actually once you've seen all the biomes it's about the only reason to explore in vanilla. Ocean exploring is also nice in that you can look around some while you move and you can stay out all night. The boats are fragile but a couple lily pads and some spare boats allow you to manage the occasional squid strike and there's nothing else to hit out there.
Quote from Zeno410
The approaches are complementary and I plan to write a new version in perhaps a few weeks that will allow combining in the extra biome mods, which I actually like.
I haven't tested it with any dimensional mods; however, it works by patching the default biome generator and I assume all the dimensional mods are using their own biome generators. So, it shouldn't affect any of the alternate dimensions. I would be reluctant to change any of the alternate dimensions because I don't know what they other dimensions *should* look like (I'd be happy to advise any other modder on how to get a particular effect, though.)
With vanilla, working on the code made me even more willing to change things. It's clear from looking at the code, particularly the RemoveTooMuchOcean layer, that Mojang was *trying* to get a particular result (reduced ocean crossings) and couldn't figure out how to do it. Basically, they made the existing continents bigger and more complex than they had been in 1.6. However, because the continents were still very large, the intercontinent crossings were still often quite long. So they just completely filled up the oceans with land. I'm pretty sure that I'm not stepping on a vision of theirs, not even an poor one. Likewise the climate zones look not-too-bad on a map and the *travel* distances are at least acceptable, but when you play them you find the *search* distances are frequently ridiculous.