i think taint spread is still disabled from the last biome modI find taint on my front steps
why do u chunkload ur base that early on ? what could u possibly have that early that would warrent chunkloading it
i think taint spread is still disabled from the last biome modI find taint on my front steps
You...have weird bad luck with Taint.Filled out a survey. Just want to reiterate what I said on the last page: TAINT IS *PURE* EVIL. EVERY good spot I find to settle has a taint biome or one of those eldrich altar thingies within sight if you fly up to ~200 height.... I ended up going back to....think it's 0.0.6?....to get to a version where taint wasn't EVERYWHERE.
Taint biome spreading was turned off this update, so that is no longer possible.The thing that pisses me off most is: I find a spot that LOOKS like it doesn't have any nearby Thaum stuff, and then I get all set up and go on my usual Botania flower hunt. I always leave a chunkloader at my base, and 99.999% of the time I find taint on my front steps when I come back. I used to LIKE thaumcraft, too, back when all you had to worry about was wisps from too much flux.
Try the seed Kirito on 1.2. It has a sizeable taint biome near spawn, but it it by no means everywhere.Tell me about it, Caigan. My luck in GENERAL is horrible. I might just set up a second profile with .12 to try it out, since you turned off taint spread.
Everlasting, I had a world where I used an ender quarry to make a new base. (I prefer underground with a small aboveground hut-like protrusion) The E-Quarry chunkloads itself, but only after it is loaded initally, so I put a loader there for when I quit and reloaded the world. I also use a smeltry to make most of my ore early game, and I automate it with a timer and a hopper, so there's that too.
Ah, this. It's been 'fixed in dev' but the dev version with the fix hasn't been released yet.
To fix it, you'll need to break/delete the blocks in the world. Your choices : Roll the Thermal Expansion mods back to the July 13ish non-beta releases from last year. This would be CofHCore, Thermal Expansion, Thermal Foundation, and MineFactory Reloaded. Only blocks you'll lose are, I believe, the new TE Workbench tiers, but it will leave only the Thermalexpansion:device blocks left, which can you go and break.
...
Either way, you'll want to avoid using the Workbenches afterward, it isn't clear if its just a world where the Workbench existed before the Tier's were added, or if its all workbenches, period (I've placed them down trying to find the issue and left them there with no crashes, so...)
EDIT : I need to update the log-in messages anyways, I'll add one to warn people not to use the Workbenches for now.
According to the changelog, "Fish were spawning in large amounts, beyond spawn limits. They are now disabled."Pre-update we had fish swimming in the ocean. . . Post update none. What mod were they from? Thought Project Zulu. Binnie's?
Try adding just a few fish: http://www.curse.com/mc-mods/minecraft/235261-just-a-few-fishGuess I should have read the changelog
On a sad note. . . I guess I will need to explain to my son where his pet fish went when it. . . disappear
It, and any other aquatic mob adding mod have the same problem as with the project zulu fish, inherited from the squids, where in 1.7.10 they spawn in obscene amounts. JAFF is very nice though.Try adding just a few fish: http://www.curse.com/mc-mods/minecraft/235261-just-a-few-fish
It adds just a few fish, plus a fish tank thing that stops fish inside from despawning. It's a pretty good replacement for project zulu's fish.