1.1.2 is the recommended version - you should use \gamerule MobGriefing false and set HQM as per instructions in the ship. This version needed a map restart but some youtubers moved their bases with mcedit so they could continue their LP's,
Laser Drill will pull up nether quartz. There is a work-around for the dye recipe---agrarian skies had same issue---I'm trying to remember what it was.Recipe conflict report: White Ceramic Dye for dyed MFR glass has the same recipe as Porcelain Clay.
Sludge Boiler has been rather unreliable for me in terms of getting Soul Sand and putting Sand into Witch Water is far too slow even if automated. For now, I just pray the Laser Drill I've set up pulls up Nether Quartz.
The good news is I finally found a Power Plant.
The bad news is that all that is set up towards powering the Laser Drill.
The slightly reassuring news is that my base is being sufficiently powered by the mob grinder anyway so I don't quite need a reactor to power my base just yet.
tower_rule=0,100,0 needs to be changed to tower_rule=0,100,300 300 is a preserve block rule it will keeep whatever block was there befor spawningHi,
Little offtopic but maybe some one know Walled City Generator mod and can help. If so please read spoiler.
Im trying to generate cities without towers but whenever i set:
they do not spawn but there are holes in the ground where they should be.
Is there way to spawn them higher so that they do not fill ground with air blocks?
If you put 1x1x3 pits at the corners/ends of your trench they'll collect the mobs and you'll be able to kill them safely regardless of how OP they are. You will need a couple short walls just outside your door to allow you to deal with spiders easily first.If one of the OP mobs hasn't fallen into the trench, and I go outside, that's it, I'm dead, one shotted, no matter if I wear early game armor or not. I'd accept the hardcoreness if it's atleast fair, if I made a mistake and learn something each time I die(Better than Wolves does this pretty well).
hes already planing on expanding on the Easy Hard routeI also have something to say:
To all those asking not to review and optimize the difficulty gradient, do not give in. From a game design perspective, there are terrible blips in the difficulty graph which negatively impact the progression experience.
But you guys already know this so I'm mostly just tweaking nexest's nose a bit
From the sounds of it, the algorithm is spawning mobs "in mid air".I may be talking out of my posterior, but is it possible that special mobs or something is making some mobs more tolerant to higher light levels? I've had a few random spawns inside my perimeter but always attributed them to either ghast delivery or possibly spawning on top of my trees since I don't keep my eyes glued to the radar.
Sent from my obsolete Nokia via Tapatalk