wondered why you linked tiny spectacles lolI know that! I copied it from the wiki. lol
wondered why you linked tiny spectacles lolI know that! I copied it from the wiki. lol
The harvest core gives the golem the ability to harvest crops in a 9x9x9 area centered around the golem. It is possible to upgrade the range of the golem with the use of a Water upgrade and the Tiny Spectacles accessory. Without the Order upgrade, Golems will not replant the crops that they harvest.
got the same problem on my server, happened after the last update 0.7.2The blood altar from Blood Magic is invisible to me after being placed. This is a fresh install of the pack and there are no resource packs. I can see it for about 1 second when I place it but then it becomes invisible. This is on a server. Any ideas?
Is the block directly below it, or two blocks below?
The version of Botania in .72 had this change:
- Floating Rannuncarpus flowers will now use the block directly below them rather than the block 2 blocks below.
On the fish part, I've seen this behavior pretty consistently since o.65. I don't fill the feeder, just put in what is enough for one run of the current pair. If you're short, it just stops and you can add more. I usually have too much fish meal anyway.
Because that's a lot of cool areas to make simultaneously. Why do you think everyone just makes a bunch of square farm plots surrounded with randomly placed things they need? Too many of them are required before it's convenient to make them, or at the same time with something else that is also very complicated. Instead of being able to focus your attention on something, you have to deal with everything at once, leading to craptastic everything.
By comparison, Botania shows you the principles in its book. Thaumcraft also has such a book, but to even see what I'm going to need for it and how it's going to be working, I need to make a cool area for mana production, agglomeration plate, Alfheim portal, all the witchery.
I don't want to build a nice base after I finish the mod. I want to be able to do it while I'm playing as well.
Hummm. Seems rather silly that it does that, wonder if it's intended... Anyway, how do you tell how much you need per fish if I may ask?
You're right, you shouldn't be building your base after finishing a mod. That's also not what I said. If you took the time to read with a clear mind, you'd know I was advocating pre-planning of your base and making a nice area before starting even a little on it. When I was making my Witchery area, I had planks down where I wanted my altar simply because I hadn't made the altar yet. I had the resources, but I was more focused on building the area for it first. Because I spent that little bit of time on Witchery, my altar is only just shy of 7000 power and I haven't added anything to the area since the initial build.I don't want to build a nice base after I finish the mod. I want to be able to do it while I'm playing as well.
You're right, you shouldn't be building your base after finishing a mod. That's also not what I said. If you took the time to read with a clear mind, you'd know I was advocating pre-planning of your base and making a nice area before starting even a little on it. When I was making my Witchery area, I had planks down where I wanted my altar simply because I hadn't made the altar yet. I had the resources, but I was more focused on building the area for it first. Because I spent that little bit of time on Witchery, my altar is only just shy of 7000 power and I haven't added anything to the area since the initial build.
And I'm probably doing a lot more pre-planning that most, since I'm making an actual city with roads, sidewalks, lamposts, stop lights and signs, etc.
You're right, you shouldn't be building your base after finishing a mod. That's also not what I said. If you took the time to read with a clear mind, you'd know I was advocating pre-planning of your base and making a nice area before starting even a little on it. When I was making my Witchery area, I had planks down where I wanted my altar simply because I hadn't made the altar yet. I had the resources, but I was more focused on building the area for it first. Because I spent that little bit of time on Witchery, my altar is only just shy of 7000 power and I haven't added anything to the area since the initial build.
And I'm probably doing a lot more pre-planning that most, since I'm making an actual city with roads, sidewalks, lamposts, stop lights and signs, etc.
Pre-plan what exactly? I don't know how I am going to do my layout for Witchery stuff yet. I had no intention of building an Alfheim portal yet. I have no idea where any of that is going to be placed. I got an iron-capped wand, made a Thaumonomicon. Now to see what researching even looks like, I have to have pre-planned an Alfheim portal all of a sudden, and all the Witchery? That makes no sense.
perhaps you are stuck in a comfort zone that you need kicked out of in order to expand your mind. beating the same problem the same way as you have before is boring.Pre-plan what exactly? I don't know how I am going to do my layout for Witchery stuff yet. I had no intention of building an Alfheim portal yet. I have no idea where any of that is going to be placed. I got an iron-capped wand, made a Thaumonomicon. Now to see what researching even looks like, I have to have pre-planned an Alfheim portal all of a sudden, and all the Witchery? That makes no sense.
I never implied that any of it requires a dedicated area, I'm saying that the setup we have discourages creative play. Yes, you can put the witchery stuff in some dusty corner in your base. But what if you want to explore witchery as it really deserves? Build a nice themed altar and circles? Nope, plop them down wherever, to potentially (that is, probably never) expand or build the themed stuff for it later. Or, pre-plan an entire base for three different mods? Nobody can do that in detail.I believe he meant that you're supposed to pre-plan your Thaumcraft area so you don't keep adding onto it. Besides, you seem to think that having dedicated Witchery and Botania areas are required for this modpack, and I can tell you it's not. I've got a nook next to my stairs for what Witchery stuff I've got, and my Botania setup is the top of my tiny island, and I can tell you that both of those areas are going to be expanded again and again.
I never implied that any of it requires a dedicated area, I'm saying that the setup we have discourages creative play. Yes, you can put the witchery stuff in some dusty corner in your base. But what if you want to explore witchery as it really deserves? Build a nice themed altar and circles? Nope, plop them down wherever, to potentially (that is, probably never) expand or build the themed stuff for it later. Or, pre-plan an entire base for three different mods? Nobody can do that in detail.
What I'm asking is to give us room to enjoy each mod if we want to, without requiring ridiculous stuff like that. If Thaumcraft really has to come after you beat Botania and Witchery, then disable it until we do beat them. Don't give us false options that won't actually work for hours (like wand and thaumonomicon while we are nowhere near building the Alfheim portal). If I had no reason to do end-game of one mod so far, why is it suddenly needed to make a start in another? First Botania, finish most of it and new quests show up. Now we do witchery, if we like we can build the crap out of it. If we don't like, we just plop the basic ovens somewhere and move on. Now we do Thaumcraft, and if we like we can also build a bunch of stuff. Simple, gives us freedom to play how we like.
If all you can do is complain about how somebody created a an awesome mopdpack..... then build your own and play like you want too.I never implied that any of it requires a dedicated area, I'm saying that the setup we have discourages creative play. Yes, you can put the witchery stuff in some dusty corner in your base. But what if you want to explore witchery as it really deserves? Build a nice themed altar and circles? Nope, plop them down wherever, to potentially (that is, probably never) expand or build the themed stuff for it later. Or, pre-plan an entire base for three different mods? Nobody can do that in detail.
What I'm asking is to give us room to enjoy each mod if we want to, without requiring ridiculous stuff like that. If Thaumcraft really has to come after you beat Botania and Witchery, then disable it until we do beat them. Don't give us false options that won't actually work for hours (like wand and thaumonomicon while we are nowhere near building the Alfheim portal). If I had no reason to do end-game of one mod so far, why is it suddenly needed to make a start in another? First Botania, finish most of it and new quests show up. Now we do witchery, if we like we can build the crap out of it. If we don't like, we just plop the basic ovens somewhere and move on. Now we do Thaumcraft, and if we like we can also build a bunch of stuff. Simple, gives us freedom to play how we like.
true enough in vanilla or normal mpdded mc ;p but when your playing a hqm modpack its little different as the creator has created a progression path for you to followHey guys can we cool it.... Minecraft is a game that we can play as we want too... if you are creative well and good, if your not... well and good. Its up to you how you play/
The problem lies in the fact that 1. You seem to just want to rush TC for the sake of automation (I may be a little wrong about this, this debate has been a little heated and occurred over the course of a couple days) and 2. You seem set on the idea/insistent that each mod should be available from the start and 3. You're the only one finding issue with the structure of the pack, which suggests you might find it more enjoyable to play something else.This is a WIP modpack, and I give feedback. If any of you don't feel like discussing the modpack, don't let the door hit you.
I just finished making the last regular essence seed and about to make a strong infusion stone. Do regular essence seed's essence makings unlock any of those quests?Along with what was said above, make sure you're actually crafting all the resources from essence that you have available.