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    posted a message on Creepers can't explode in the rain
    Fair enough.
    Posted in: Suggestions
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    posted a message on Larger Terrain Generation (Not Biomes)
    Excellent suggestion. I think that that your screenshots really prove your point. This option would appeal to people like me who want to build in a more realistic scale against a more dramatic backdrop. But is this covered by the terrain generation options coming in 1.8?
    Posted in: Suggestions
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    posted a message on Creepers can't explode in the rain
    I'm sure this must have been suggested before. I did a search but did not find this suggestion.

    What better way to celebrate the otherwise often annoying rain than be realizing, "Hey! It's time to seek some revenge against those tall green jerks!" When raining creepers try but fail to explode. Difficulty level might make this a variable chance for explosion to fail.
    Posted in: Suggestions
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    posted a message on What to Build: The List
    One idea I am trying out in my latest survival game is to build a covered staircase at the top of an open ravine. The staircase brings you to the bottom of the ravine. Somewhere else at the bottom of the ravine I dig a semi-circular cave into the sidewall that leads to the mineshaft proper. Starting my usual 9x9 mineshaft at the bottom of the ravine saves me some pickaxes.

    Then I decided to do a treasury much as this list suggests. However, my treasury is at the bottom of the same ravine with a facade carved out of the ravine's side in the style of the city of Petra. I am still working on this. I plan to store my ores in blocks stacked in an expansive, expandable underground room that just goes on and on...
    Posted in: Survival Mode
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    posted a message on House vs Cave
    In my last new survival game I decided to try to build a hut first thing instead of the usual cave. Came up with what I now call an emergency shelter. Even in the biome I spawned in (Biomes O' Plenty Shrubland) I was able to gather enough wood before nightfall to build a 5x5x3 with the first layer partially dug out of the ground on top of a bare hill. I created a ladder on the outside and the inside to reach the roof where I could watch my surroundings in 360 throughout the night. Even took on some helpless mobs on the ground from the rooftop. The whole thing could be broken down and re-setup somewhere like a tent.

    Sometime soon I hope to set up a private server so I can do some cross-country adventuring with friends...I may use this simple emergency shelter as a portable base.
    Posted in: Survival Mode
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    posted a message on You like Ravines?
    I found this thread as i was searching for how people have made use of ravines. I've started a new game in a plains type of biome (Shrubland from Biomes O Plenty) which has a number of surface ravines that seem only moderately deep. As my game this time is to emphasize use of the terrain, I want to develop my first mining operation using the ravines quick access to a lower Y level.

    From my own observations and from the comments here I have the following thoughts:

    1. Build a 3x3 gallery at regular depth intervals (at y is divisible by 5) all around the edge of the ravine. This will produce ample cobblestone and create a "circular" hallway open to the ravine as a kind of view/courtyard. Into the walls of the ravine I could dig out various rooms with a mind to import villagers at a later point if this is feasible. This is one of my goals in this game, to create ample architecture such that villagers can be sustained there.

    2. Use the floor of the ravine as a mob trap. Keeping the floor dark with the upper gallery lit might make for some fun. Or implementing a waterfall system that pushes mobs into pits that can be switched on or off.

    3. Decorate the ravine with waterfalls (not to excess). Perhaps, these could be part of the mob trap system. I find that the naturally spawned springs and falls sometimes need a little adjustment as well so that they run through a channel and not look like someone left the hose on.
    Posted in: MCX360: Discussion
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    posted a message on Outline for Playing Minecraft
    I have been playing minecraft single player now for over a year. I continue to be awestruck at the possibilities that this game provides for creativity and fun. The mods only multiply this factor. But I still feel like a nube because I can't just jump in and spend hours building until I have built everything I could desire. I have too many ideas, too many directions. I've watched Direwolf20's let's plays and Paul Soares Jr.s as well. The "experience designer" in me wants to create a way in which I can absorb all of these possibilities and come up with a simple list of tasks that I can accomplish one by one until one day I can stand tall amidst my supercharged magical kingdom with great works of architecture and automation and even landscaping arrayed all around me.

    To this end I have been working out a system that combines flexibiility, practicality and completeness that would allow someone to make for themselves a step-by-step to do list that gets them started easy and gradually builds in such a way that they can play Minecraft and any arrangement of mods as a potentially organic whole. I have posted once or twice regarding this but with little or no feedback. Now I have something to show for my work although I am not sure of the best venue for posting what I have created (basically a MS Word document). So I will describe what it is here and ask for feedback about how I can share what it is I have done.

    The biggest question I wanted to answer for myself is "given all that one can do in minecraft, is there any way I can figure out what order I should do things in that makes sense?" Understanding that this is a sandbox game, I knew that there was no one single, optimal answer, but there is one guiding principle, namely, that some items/goals must be crafted/completed before others. But even focusing on just vanilla Minecraft it was obvious that this method was too restrictive. However, I knew that it would still be helpful to arrange tasks in some kind of linear progressive way. So I came up with a very basic notion of accomplishing tasks in phases or levels. These levels roughly group tasks based on whether they are easy or difficult, require common or rare resources and are more meaningful in the early, middle or late stage of the game (assuming the game to have an "end"). The levels are as follows:

    Wood - early game; wood/stone based crafting and building

    Iron - requires iron or other more common ores for crafting or construction

    Diamond - requires gold, redstone or diamond for crafting

    Glowstone - requires access to the Nether

    Ender Pearl - requires use of Ender Pearl (although obtaining Ender Pearl is more a Wood or Iron level activity) and is seen as end game material

    Gunpowder - post-End game actions where you might choose to blow up some of what you have built up

    With these six basic levels I can look at any game activity and objectively, or often times subjectively, order them into six distinct groups based on the groups distinct characteristics. This takes the whole range of possibility and brings it down to six. A good start, but not enough.

    Looking at just vanilla Minecraft I decided that it would be useful to break up the game into aspects that focus on different dimensions of the game. I came up with the following:

    Adventure - Combat, Dungeon and Dimension (Overworld, Nether, etc) exploration, Journalling, Hunting, Boss conquering

    Architecture - Acquiring materials for building, landscaping, interior decorating, coloring, lighting

    Automation - Crafting tools, Ore processing, simple and complex mechanical devices, engines, circuitry, machines and other tools

    Building Projects - Farms, Towers, Underground structures, Houses, Castles, Factories, etc

    Farming - Animal and plant reproduction, mob farming, quarrying, pets

    Magic - Potions, enchantment, working with materials of an abstract, supernatural nature

    Transportation - Boating, storage, animal riding, minecarts

    Villaging - Interacting with villagers, protecting, augmenting, improving village defenses and functionality and aesthetics

    This creates a sort of horizontal division as opposed to the vertical division that the levels provide. Beyond the vanilla game I was able to start analyzing specific mods using the same level and aspect system.

    Combining the levels with the aspects I was able to create a series of what I call road-maps. The roadmap is simply a text file outline of all the tasks for a specific aspect of Minecraft or one of its mods grouped by levels.

    For instance, for the Vanilla Minecraft in its aspect as an Adventuring game I have the following:

    V-ADV Adventuring

    Wood
    1. Combat
    2. [alphalist=a]
    3. Weapons
    4. [romanlist=i]
    5. Bow
    6. Sword
    7. [/romanlist]
      [/alphalist]
    8. Dungeon
    9. [alphalist=a]
    10. Cavern
    11. [/alphalist]
    12. Exploration
    13. [alphalist=a]
    14. Overworld
    15. [romanlist=i]
    16. Primary
      1. Desert
      2. Extreme Hills
      3. Forest
      4. Ice Plains
      5. Jungle
      6. Mushroom Island
      7. Ocean
      8. Plains
      9. Swampland
      10. Taiga
    17. Technical
      1. Beach
      2. Extreme Hills Edge
      3. Frozen Ocean
      4. Frozen River
      5. Hills
      6. Mushroom Island Shore
      7. River
      [/romanlist]
      [/alphalist]
    18. Hunting
    19. [alphalist=a]
    20. Fish
    21. Squid
    22. [/alphalist]
    23. Mining
    24. [alphalist=a]
    25. Mineshaft
    26. [/alphalist]
    Iron
    1. Book and Quill
    2. Combat
    3. [alphalist=a]
    4. Armor
    5. [romanlist=i]
    6. Boots
    7. Chestplate
    8. Helmet
    9. Leggings
    10. [/romanlist]
      [/alphalist]
    11. Hunting
    12. [alphalist=a]
    13. Creepers
    14. Cave Spider
    15. Endermen
    16. Skeletons
    17. Slime
    18. Spider
    19. Spider Jockey
    20. Zombie Villager
    21. Zombies
    22. [/alphalist]
    23. Mapping
    24. Mining
    25. [alphalist=a]
    26. Branch Mining
    27. [/alphalist]
    Diamond
    1. Dungeon
    2. [alphalist=a]
    3. Abandoned Mine Shaft
    4. Deep Cavern Monster Nest
    5. Ravine
    6. Temple
    7. [/alphalist]
    Glowstone
    1. Dungeon
    2. [alphalist=a]
    3. Nether Fortress
    4. [/alphalist]
    5. Exploration
    6. [alphalist=a]
    7. Nether
    8. [/alphalist]
    9. Hunting
    10. [alphalist=a]
    11. Blazes
    12. Ghasts
    13. Magma Cube
    14. Witches
    15. Wither
    16. Wither Skeletons
    17. [/alphalist]
    Eye of Ender
    1. Boss
    2. [alphalist=a]
    3. Ender Dragon
    4. [/alphalist]
    5. Dungeon
    6. [alphalist=a]
    7. Stronghold
    8. [/alphalist]
    9. Exploration
    10. [alphalist=a]
    11. The End
    12. [/alphalist]
    13. Hunting
    14. [alphalist=a]
    15. Silver Fish
    16. [/alphalist]

    So how would one use this when playing Minecraft? You use this roadmap and the other relevant roadmaps (again broken out by mod and aspect) to design your next "round" of play as follows:

    1. Review each roadmap and select your goals (the tasks you want to achieve)
    2. Play the game working through those goals you selected
    3. Make notes regarding tasks you might want to complete during your next "round"
    4. Add some tasks that you discovered you wanted to complete while playing through the "round"
    5. Once you are finished check off the tasks/goals that you completed on the relevant roadmaps

    To play the next round you simply repeat the above process with your own written feedback regarding what you would like to do. Your roadmaps become your checklist of accomplishments and your measure of progress.

    Anyway this is the basic idea. Again I would like some recommendations as to where to post the roadmaps I have created. These roadmaps include the following mods:
    • Vanilla Minecraft
    • Extrabiomes XL
    • Buildcraft 3
    • RedPower 2
    • Thermal Expansion
    • Forestry
    • Thaumcraft 3
    • Railcraft

    Also, let me know what you think.
    Posted in: Discussion
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Zenth_

    That's because as far as item IDs are concerned, those are simply regular vanilla oaks. The team is working to make every single tree use its own type of wood, so those "oaks" will be replaced by a completely different tree altogether.


    Excellent, thanks!
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    I have a suggestion...I started off a game (Direwolf20 Feed the Beast Pack) in a Green Swampland biome and as I like to play with a mind towards conservation...and noticed right away that the swampland Oak tree sapling I planted to replace the tree I had harvested grew back up into a vanilla configuration rather than the unique configuration (tall trunk with thin but wide canopy) that most of the Oaks in that biome had at the time of spawn. Would it be a reasonable enhancement request to make it so that a nature loving logger such as myself can replant and preserve the character of the Green Swampland oak forest. And, of course, I would like this principle to apply in all biomes with unique trees. I figure you have some trees covered as unique saplings. If that is the way to go then I would like to request a unique sapling be developed for the Green Swampland "oak" tree.
    Posted in: Minecraft Mods
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    posted a message on Designing walk-throughs for Minecraft and it's mods
    In an effort to provide structure where some may need it, I have been working at designing a walk-through guide for Minecraft and it's mods. My main motivation is my own state of being overwhelmed by all that can be done in this game especially if you pick up a mod-pack or otherwise add mods manually to the vanilla game. I also find it enjoyable to take all the various goals one could set and attempt to find an optimal way to order them so that they come together in a more or less linear way that is, perhaps, greater than the sum of its parts.

    When I was a kid and played with Legos I would find it fun to first build the kit according to the directions. Eventually I would branch out and attempt to improve the design of the original object or even just strike out into some new idea and work it and rework it, etc... I find myself wanting to take the same approach here, but there are no simple instructions for how to play the game through. Now I know that this is one of the main virtues of this so-called "sandbox" game but I know that for me and I'm sure others out there, it would be a blessing to have a road map to follow for one's initial experiences. Especially if you consider how many hours one could spend in Minecraft worlds, it would be reassuring to know that one has a guide to help enhance the experience.

    As a relative noob, I claim no authority or expertise. I am simply hoping to fill a need for myself and maybe get some support or assistance from others. My initial attempt at this was to play the Technic Pack mod pack and design a walk-through with all the mods at once. I decided to organize the walk-through in phases with overall goals as follows:

    Phase I: Finding a home site: Learn to survive and explore the countryside until you find a really nice place to establish a protected environment to develop farms and other creeper-free projects.

    Phase II: Building the home site: Create a "crafting" tower which houses an inventory room and a mineshaft and is surrounded by farms and early factories

    Phase III: Go to the Nether and bring back glowstone. Start making things that you can make with glowstone back at the home site: sorting system, enchantment table, etc.

    There were to be more phases but I have been inspired to rethink this approach after the seeming death of the Technic Pack and my move over to Direwolf20's Feed The Beast modpack. I realized that I was taking very big bites at organizing my experience of the game doing all the mods all at once. This time I am breaking things down into more managable chunks. I wanted to share this scheme with others in the event that they knew of previous work done or would like to contribute.

    To breakout the process of designing a walk-through for Minecraft I first considered the vanilla game. Minecraft unmodded offers a wide assortment of activities as follows:

    Adventuring
    Automation
    Architecture
    Farming/Quarrying
    Magic
    Trade/Villages
    Transportation

    Most of the mods for Minecraft focus on one or a few of these aspects. Minecraft offers breadth whereas the mods offer depth. As such I found it useful to tackle creating a walk-through for Minecraft by breaking down the game into separate "roadmaps" along the lines of the above categories. I have created a first draft of an Adventuring roadmap that orders actions from hunting & gathering basic resources (like Wood) to going on an expedition to the Nether to venturing to The End and killing the Ender Dragon.

    A roadmap should explain a way in which a player can move from start to finish through a variety of activities to progress in ability in a way to prepare them for the next step until they can finally conquer the most difficult challenges. Some activities need only be performed once while others are performed repeatedly. A roadmap should help the player by guiding them in both ways. To organize the repeated activities along with the one time goals I came up with the following structure:

    1. Projects: one time goals that are accomplished in an order from less to more difficult
    2. Repeated Activities: goals that may be repeated on a regular basis or as needed depending on how the game is playing out

    To order the repeated activities I conceived of the following structure:

    1. Rounds: I renamed phases rounds because I did not want to assign a particular flavor to the group of goals, I just wanted to think of the player as choosing a number of goals for the next "round" and then completing them along with certain repeated activities as needed

    2. Projects (from Roadmaps): At the start of each round the player would review what the next projects are in each roadmap and decide if he or she wants to complete them.

    3. Repeated activities: At the end of each round the player would complete any repeated activities as "required" or needed or desired

    I will follow up with an example of the roadmap I made for the vanilla Minecraft Adventuring component to demonstrate how all this would work.
    Posted in: Discussion
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    posted a message on Designing Walkthroughs for Technic Pack
    Just as I was drawing near to completion of Phase III I really started to wonder about whether Technic Pack was going to get updated. I then saw that direwolf had a mod pack under Feed the Beast and I decided to make the switch as there were mods that I really wanted to play that are not available in Technic...then I see that Technic is dropped because there is no need to maintain a non-server version of Tekkit. But Tekkit is even more sparse.

    Having moved to Direwolf20's Feed The Beast modpack, I have taken a fresh look at my approach...I've decided that I could get more mileage out of this project if I took a more "modular" approach.

    Instead of trying to design a walk-through for the mod pack as a whole I decided to break up the walk-through into separate "roadmaps". Each mod or aspect of the vanilla game can be addressed in a roadmap which details the order of projects one can complete. While many mods are focused on augmenting one aspect of the vanilla game and can be covered by a single roadmap, I found that the vanilla game requires an array of roadmaps dedicated to each of its many facets.

    By breaking up the vanilla game and its mods into separate roadmaps this allows for someone to optionally adopt walkthroughs as they see fit or as they have modded their installation of minecraft. This also makes it easier for community participation with different people can contribute walk-throughs for each component. Putting the various roadmaps together I will explain in a new post on designing walk-throughs for minecraft and its mods.
    Posted in: Mods Discussion
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    posted a message on Designing Walkthroughs for Technic Pack
    Since it is taking so much time for me to complete the next phase, I thought I would add a note...I managed to get some glowstone from the Nether. Back at my home site, I've set up an underground animal pen and have found that so far I have not lost any animals. This was particularly easy to do after creating the Philosopher's Stone (which requires glowstone) as I can convert the floor from dirt or stone to grass easily.

    I also implemented a second simple step into Redpower2 by using a Not Gate to create a better mob trap. In phase III I have a task where I punched some holes in my home site's fence and used pressure plates and pistons to trap a mob that tries to wander through. I tried a pushing piston that knocks a mob back over a hole that appears when a sticky piston contracts at the same time--the Not Gate keeps the sticky piston extended to cover the hole until the mob triggers the redstone signal. I added a Redstone lamp to the top of the fence so that I could see if a mob has been captured from the top of my home site tower. This appears to work well and now I can distribute these mob traps all around the perimeter of my homesite and whenever night comes I can take a moment to ascend my homesite tower and scan the perimeter for trapped mobs!

    I have a few more tasks to complete before I will post my Phase III "Glowstone Revolution".
    Posted in: Mods Discussion
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    posted a message on Netherrack as fuel
    Just thought I would make this suggestion in the suggestion forum. I suspect that this is an easy thing to add and it just makes sense. It would give a good use for something a little too fragile and flammable to be used as building material. Since there is so much of it it might have a lower energy value.
    Posted in: Suggestions
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    posted a message on Designing Walkthroughs for Technic Pack
    Yes, I learned about the Mo-Creatures despawning early on. It was distressing to say the least. So I've got that configured...however, I still have found that I will loose some animals at random times. I suspect that this is due to aggressive mobs that prey on cows and chickens (and ?sheep) that can spawn nearby when I am not looking and catch animals near the fence. I believe that I have witnessed a cat killing a chicken through a fence (not absolutely sure, my memory is "creative"). I've definitely seen a wolf or two near my cow and sheep pens. I also believe I have just missed seeing a cow or sheep jump a fence off the back of another cow/sheep. Again I don't have video footage...

    I have created a mostly underground chicken coop recently. I place fence on the ground and at the 3rd block just below the ceiling (this is actually the case with my cow and sheep farm where escapism has been an occassional problem) and found that chickens can fly up and through fencing under certain circumstances. I saw this when I held some wheat and the chickens navigated their way around to a place where an external dirt stair met with the wooden fence and they flew up and out! I excuse all of this behavior as I know that farm animals are notorious for finding their way out of their pens. Just part of a healthy dose of chaos when farming.

    I'm currently playing through my phase III and enjoying it so far. I will avoid posting until I have more confidence that the current draft of phase III is fairly solid. I've already made some minor tweaks moving at least one step to an earlier phase (Pumpkin Farming to be started before the sand, gravel, clay mining which often involves going underwater (could wear a pumpkin helmet for breathing)). But that is what this walk-through is all about, adjusting steps so that they fit together into an organic whole so that each activity fits into a greater experience.

    Thanks for the comment!
    Posted in: Mods Discussion
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    posted a message on Designing Walkthroughs for Technic Pack
    I've had more time now to play the game and make improvements to my Phase I walk-through as well as bring my Phase II into a clearer focus. Phase I remains a time when game play emphasizes exploration over development, but Phase II begins the process of building a secure "homesite" where one can build without too much interference from creepers and other destructive mobs. Within the perimeter of the homesite farms and factories can begin to be raised. Phase III is slowly taking shape as the phase which incorporates the first move to another world, the Nether as well as starting the process of a mobile platform (Redpower frame based caterpillar drive) for even later phase BuildCraft pumps and quarries that can be moved rather than built and rebuilt.

    Here is a revision of my Phase I as well as the current form of my Phase II walk-through of Technic Pack:

    Phase I - Searching for a Place to Call Your Own

    1. Basic Tools: This is the basic axe, pickaxe, shovel and crafting table goal from Vanilla Minecraft

    2. Shelter/Outpost: This is my first bit of architecture, the underground shelter (designed to be cheap, quick and Mo' Creatures' ogre avoidant) which is the initial base of operations

    3. Basic Melee Weapons: Using just wood and stone craft certain of the Balkon's Weapon Mod weapons for use. Later you recraft those you prefer.

    4. Oak Tree Farm/Shelter Fence: To keep a ready supply of wood (and enable my conservationist gaming principles) I construct a dense oak tree farm around the entrance to my initial shelter. This is a Vanilla Minecraft tree farm dual purposed as a protective screen around the base camp.

    5. Basic Hunting & Gathering: Build up a supply of food while you explore your immediate surroundings to a roughly 100 block square radius around your base camp. Craft a tree tap and fishing pole. Kill as many creatures and conservatively harvest as many resources as you can. This is an all mods that supply new mobs/plants and blocks experience

    6. Basic Mineshaft: Building down from the underground shelter, dig in layers a mine shaft until you acquire "lots" of iron and coal. I have specified a particular architecture that uses ladders. Craft Equivalent Exchange's low covalence dust and Divining Rod

    7. Basic Armor: Using leather (vanilla cow), iron, sharks teeth (Mo' Creatures), Crocodile Skins (Mo' Creatures) and/or Furs (Mo' Creatures) craft a full suit of armor.

    8. Advanced Mineshaft + Branching: Continue the mineshaft started in 6. but now go for diamond after upgrading your mining tools to iron. Make Equivalent Exchange's medium covalence dust and Divining Rod and start checking the shaft walls for high value ores with the Divining Rod. Reach a lava lake or bedrock and/or obtain some diamonds

    9. Cavern Expedition: Find the nearest above ground cavern entrance, stock up on torches and exploit fully the resources of the cavern leaving no mob unharvested. Note coordinates of any spawners for a later time when you are ready to establish a mob farm.

    10. Outposting: Explore your world in 200x200 block sectors around your base shelter. Establish underground shelters/outposts in each and explore the sector noting the locations of oil springs (BuildCraft), obelisks (Thaumcraft) and other noteworthy resources. Appraise the aesthetic value of the various biomes and landscapes you encounter.

    11. Choose Home Site: Having thoroughly explored the immediate countryside and sampled its dangers and bounties, choose a place to commit to a lasting base of operations. Now you are ready for phase II


    Phase II - Home Sweet Home

    1. Basic Homesite Tower: Build a tower that will eventually reach into the sky but will first reach down into the depths of the earth. Every 5 blocks in elevation is a three block high room with a two block thick floor. Dig one floor into the earth for the supply chests and bedroom. Below this will be the site of a logistics network room filled with various machines and automated crafting tables and power generators. Surrounding the central tower will be a grid of 8 x 8 blocks with torches used to plot them. Each square will contain a farm or other project. Maximal use of vertical space helps to ensure that as much as possible is done in a small chunk space.

    2. Oak Tree Farm: In the first 8x8 area build an oak tree farm for manual harvesting.

    3. Homesite Mineshaft: Dig down to bedrock and manually obtain ores and other resources at the base of the Homesite Tower. Dig out a portion of the logistics network room.

    4. Mine Sand, Clay & Gravel: Spend some time accumulating these resources for use later in crafting or decorating.

    5. Cobblestone Fenceline: Build a protective fence around your homesite grid. The fence prevents mobs from entering and seeing you. Spiders can't climb over the cobblestone block, slab and wooden fence design. Dig pits to trap mobs in and shelters to back into in the case of Endermen attack (ala Paul Soares Jr's Let's Play series). Create secure gates and water ports in each of the four main directions.

    6. Wheat Farm: In another 8x8 area establish a wheat farm harvested manually. This will prepare for acquiring animals for their farms.

    7. Rubber Tree Farm: In another 8x8 area plant your own Industrial Craft rubber trees. Prune the leaf blocks away excepting those on top of the trunk for easy access to sticky resin sites.

    8. Alloy Furnace: Set up this Redpower furnace as the first easy installation in the underground logistics area to create wiring needed for a basic factory. The underground logistics area is attached to the homesite mineshaft at a level underground below the surrounding landscape. It is an area that will house a later logistics sorting, crafting and requesting system.

    9. Fence and Ladder Factory: In an 8x8 area build an efficient Fence and Ladder factory using BuildCraft pipes and automated crafting tables. Wire the redstone engines with Redpower red alloy wire and connect to switches for control of this dual crafting system ready to convert wood blocks to fencing and ladders which will be needed in the next steps in quantity. This factory is independent of the underground logistics area for now and will give the player an opportunity to become acquainted with basic BuildCraft automation.

    10. Avenues: Construct avenues which allow easy access in each of the four directions from the homesite tower to gates or ports around the perimeter of the homesite. Use a 3 wide ladder system to move vertically and create underground tunnels to preserve surface land availability.

    11. Cow, Pig, Chicken and Sheep Farm: Setup these farms in separate 8x8 areas. Note: After first implementing this step I've found that I am loosing animals to what I assume are both occasional predators and through escapes (I assume this occurs because one animal gets on top of another and jumps the fence) so I am comtemplating a more secure, perhaps, underground farming system in the future to prevent this.

    12. Infinite Water Source, Tall Grass and Flower Farm: I take one of my 8x8 areas and make an infinite water source. Then I use the rest of the "lawn" to use bonemeal on and collect any seeds (wheat and flax) or flowers that might spring up. This way I can leave the grass and flowers in the surrounding countryside alone. I get indigo flowers this way as well as the yellow and red ones.

    13. Sugar Cane Farm: With my local inifinite water source it is easy to setup a sugar cane farm.

    14. Ore Processing Room: This is basically an Industrial Craft effort but it has a specific design in an underground level (the aforementioned underground logistics area (probably below about 60)) directly below my homesite that places it in the chunk most often loaded and allows it to work while I farm and do most of my other crafting and such. I craft a basic Generator, Macerator and Extractor and connect them together with Copper wire to a Batbox for power storage. Also, I have an Electric Furnace nearby to speed up the smelting process.

    15. Advance Melee Weapons: Part two of Balkon's Weapons Mod, essentially just craft everything that is a melee weapon not included in Phase I. Try out these more difficult to produce weapons and see which one's you like.

    16. Talisman of Repair: With a sugar cane farm and a reliable source of paper, make a talisman to start to automate the repair of your tools. You have to watch out though because tools from other mods tend not to get repaired this way even if they are repaired when manually adding covalence dust on the crafting table.

    17. Cavern Expedition: Suit up for a long dungeon hack and accumulate all the resources you can. Find a decent cavern system that yields gold and lava pools where there may be diamonds. Reserve obsidian mining for Phase III and don't use your diamonds on a pickaxe just yet.


    In my slow and steady way I continue to make progress and I have now sketched out a Phase III which centers around the acquisition and use of glowstone. Will update when I have a good outline.
    Posted in: Mods Discussion
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