the real beauty comes from the jewelry
but yeah some quests relating to that instead of only making the sifter would be nice
but yeah some quests relating to that instead of only making the sifter would be nice
Nearly no quests to help familiarize me with the mod, out of game documentation is out of date, in game documentation is not really sufficient.
I highlighted the important bit, if the mod documentation is out of date how is Jaded supposed to write quest lines for it?
Does anyone know how big of a border around an auto spawner you'll need to prevent enemies getting spawning outside of it ? I have a 5by5 inner room, surrounded with a two thick wall on three sides and a one thick wall on the fourth, and a total height of 6 blocks (spawner is at the 4th, leaving 3 blocks below it and 2 above), and mobs occasionally spawn outside it. Worst case was just now when I found a wisp flying around my world (spawned in the magical forest I guess? First one I've seen) and I captured it in the safari net and left it running for a while, and while the majority (I'd guess around 90%) or them stayed inside the room and got grinded up nicely, a bunch also spawned outside and started flying all around. Blazes don't, which is what makes me most curious. Blue slimes will (only small ones), and wisps will seemingly too. So it's a small gap I'd estimate.
Anyone have any ideas to prevent this ? Do I need to make the front one thicker ? Because it would be nice to not have to worry about a million wisps flying about sapping me :'D
Yeah. 'Tis a bit sad, really. From what I've been able to puzzle out, it is a rather nifty mod. But the mechanics are more than a little confusing in spots. I'm always looking for alternate ways of doing things, because, to me, that is what playing modded Minecraft is about.
The roof is two thick, so I guess that would explain why the blazes wont spawn outside of it. Alright, I'll try to add another layer on it and see if that does the trick. I designed it the way I did because the grinder only reaches 3 blocks up, so I wanted the entire room covered by itYour spawner is too high up. I think they can spawn up to 3 blocks above it. I think they have the same range as a grinder but 5x5 around, 1 down and 3 up.. I always make a 5x5x5 interior room with the spawner being at level 2 and never have any problems.
The roof is two thick, so I guess that would explain why the blazes wont spawn outside of it. Alright, I'll try to add another layer on it and see if that does the trick. I designed it the way I did because the grinder only reaches 3 blocks up, so I wanted the entire room covered by it
@malicious_bloke you could use Dark Glass from extra utilities. It blocks light and looks pretty neat.
Wanna second this. I know absolutely nothing about mariculture beyond the fact that I was excited to have an excuse to learn it; but the excuse never materializedYa know, I've watched a lot of AS on YouTube and livestream via TwitchTV. Out of all of that, there is one mod in AS that gets barely any mention, or any use: Mariculture. So, when playing my world I thought I'd tinker with it, see if it had any neat toys. And hey, fish breeding to go with bees, trees, and butterflies!
Yeah, this thing really is coming off as half-assed in AS. And this makes me sad. Nearly no quests to help familiarize me with the mod, out of game documentation is out of date, in game documentation is not really sufficient. Oh, and one of the resources critical for the more advanced stuff is simply unavailable in AS. You need hard plastic for something? Sorry, nope.
Which is a shame. It is probably the one mod the majority of players in AS aren't familiar with. It isn't really popular, I've done some poking and there aren't a lot of LPers out there who use it, so it doesn't get the wide exposure it really should.
I am hoping that Jaded ends up fleshing out some more quests for Mariculture. A few quests to help walk people through fish breeding, a run through of the vat mechanics. A few on the jewelry mechanic. Something.
As an edit, and an aside:
When just starting out it is much, much easier NOT to build a magmatic dynamo to power your automatic sieving system. You sieve gravel, you get coal. I've found it is possible to supply an autonomous activator with all the gravel it needs using one steam dynamo powered strictly by the coal found by sieving.
The dynamo won't run very often, but it will run enough to have a pulverizer spit out enough gravel to keep 1 activator busy all the time.
Done right, you can set it up in a corner using zero fluid dudcts and 2 or 3 item ducts plus a pneumatic servo.
The grinder also grinds 1 block below it. Putting the grinder on the same level as the spawner in the fashion that I describe works 100% of the time for me and does not require a 2 thick wall. You only need a larger room than 5x5x5 (interior) if you plan on spawning larger mobs, but I think most/all of those are blacklisted on the spawner in this pack.
I'll keep that in mind for future spawner rooms, I got this one working without leaks, by extending the front as well (so much for small and efficient huh). But your design sounds a lot more useful and less annoying to deal with, so I'll definitely use that in for any more I make. Didn't know about the one block below the grinder, thanks for that information.
That would very much explain it. Although, the confusing thing is why the blazes didn't spawn out the front too then, but only wisps and slimes.
Does anyone know if harvesting enderlilys with the harvester still gives a chance at extra seeds? Or do you have to manually break them for that?
I dont think the harvester even works on them, but should give chence if it does( btw you can create seeds using grass seeds and eyes of ender).
Just heard on Slow's stream (like 2 minutes ago, lol) that Mariculture has some potential bugs/dupes. She said she's reluctant to create any quests around it until she's decided whether or not she needs to pull it out of the pack. Assuming those issues are resolved, expect to see quests around it in future updates.Ya know, I've watched a lot of AS on YouTube and livestream via TwitchTV. Out of all of that, there is one mod in AS that gets barely any mention, or any use: Mariculture. So, when playing my world I thought I'd tinker with it, see if it had any neat toys. And hey, fish breeding to go with bees, trees, and butterflies!
Yeah, this thing really is coming off as half-assed in AS. And this makes me sad. Nearly no quests to help familiarize me with the mod, out of game documentation is out of date, in game documentation is not really sufficient. Oh, and one of the resources critical for the more advanced stuff is simply unavailable in AS. You need hard plastic for something? Sorry, nope.
Which is a shame. It is probably the one mod the majority of players in AS aren't familiar with. It isn't really popular, I've done some poking and there aren't a lot of LPers out there who use it, so it doesn't get the wide exposure it really should.
I am hoping that Jaded ends up fleshing out some more quests for Mariculture. A few quests to help walk people through fish breeding, a run through of the vat mechanics. A few on the jewelry mechanic. Something.
As an edit, and an aside:
When just starting out it is much, much easier NOT to build a magmatic dynamo to power your automatic sieving system. You sieve gravel, you get coal. I've found it is possible to supply an autonomous activator with all the gravel it needs using one steam dynamo powered strictly by the coal found by sieving.
The dynamo won't run very often, but it will run enough to have a pulverizer spit out enough gravel to keep 1 activator busy all the time.
Done right, you can set it up in a corner using zero fluid dudcts and 2 or 3 item ducts plus a pneumatic servo.