What happens if you add a mod that adds worldgen, to an already existing modpack world?
Drastic chunk boundaries like
What happens if you add a mod that adds worldgen, to an already existing modpack world?
Every quest has two pages. One with the task, and one with a text description, with all the extra information. There's arrows at the bottom of the panel with the task that switches between the two pages. Everyone seems to miss this and then complain the information isn't there, which frustrates me to no end.I did find that tab, but sadly, all it says is to kill those two things with no description of what they are.
I didn't even think of that, though, looking through lower y-levels. Seems like a good excuse to explore some caves.
Every quest has two pages. One with the task, and one with a text description, with all the extra information. There's arrows at the bottom of the panel with the task that switches between the two pages. Everyone seems to miss this and then complain the information isn't there, which frustrates me to no end.
You're welcome. Unfortunately, I believe that overlay is purely based on light level. I used chunk boarders to help me visualize the area, although it wasn't exact. I tend to err on the side of caution with things like that, so I'm pretty sure I have a decent buffer of spawn free zone outside my walls.So, thanks to @Inaeo in the Sprout thread, I now know to use powered Lanterns to stop letting all my guards die (my difficulty meter is like 7 blocks full). My question is, will the mob spawn overlay recognize the extra area that the lanterns prevent mob spawning, or does that work purely off of light level? I'm hoping to be able to visualize the radius.
Damn,I was hoping there was a way to see it if just to confirm the radius. The wiki is worded poorly in this part. It calls it a 32x32 radius, but that doesn't make any sense on two different levels. For one, a square isn't a radius. For another, 32 is an even number, so there's no middle point. It could be interpreted a number of ways.
Is it a square, or is is a circle? Is it a 32 radius, or did they mean that it covers (roughly) 32 blocks, which would mean a 15 or 16 radius?
I do like the idea of using the chunk borders, though. That makes it a little bit easier.
I think Lanterns only prevent hostile natural mob spawns like the Mega/Magnum Torch, but spawners and cursed earth ignore this.33 block radius gives me the freedom to put them where they look the best, so that would be awesome.
Last question on it (though no promises, lol) will it prevent mob spawners from spawning mobs? What about cursed earth? I would like to build a dungeon underground and I was going to put spawners in cells, then maybe one big curse earth room gauntlet room.
I'm guessing they will work because they ignore light levels?
That would sound so wrong in other circumstances...Oh, awesome! I'll look for that tonight.
If it helps counter your frustrations, know that I am having a blast with the pack. It feels much more alive than most packs I've tried before, and it keeps you a bit more grounded by not using OP technology from outer space to grow my food. I have slaves instead.
Ex1 or 2 depending on the version Liquid Transfer node with filters.Here's a fun one:
Is it possible to pipe selected fluids out of a TC smelter while leaving others? Specifically, I'd like to remove Resonant Ender from one drain and send it off one direction, Blood from another and send it off in another, and leave some amount of fluid still in the smelter (so I can acquire more Blood and Resonant Ender when things get conveyored into it.)
I've seen setups in 1.7 (and possibly 1.6) packs where all fluids were pumped into separately filtered tanks to be poured. Some have even used separate smaller smelters to avoid putting alloy-able (is that a word?) ores into the same smelter, using filters to control which ores went where.
Some drained off blood and some actually recycled the blood back into the smelter to assist with "smelting" emeralds
These were done using several packs so there may have been differing mods at work.
This is in Infinity Evolved, so I'm running the blood off to become Netherrack, and the Resonant Ender off to become Enderium (One Enderman gives you a full bucket of R.E., or enough for an Enderium gear - compare that to killing 20 or so for Ender Pearls? Yes, please!) Probably going to set up another floor below to automate those processes, maybe a second crusher line just for the Cobalt/Ardite/Mithril/Draconium. I'm currently pushing towards a Hopperhock or two to collect all the mob drops (Bones will probably become building material, rotten flesh can get cycled into the smelter via 'Blood Stained Blocks')
Routing solid blocks is something that's pretty easy, but I've never tried routing fluid before.
if you're not using it for metals, I would say that your best bet would be to set up a fluid pipe with a filter into a drum for the resonant ender, and use a redstone signal which will cause the smeltery to alternate between fluidsHere's a fun one:
Is it possible to pipe selected fluids out of a TC smelter while leaving others? Specifically, I'd like to remove Resonant Ender from one drain and send it off one direction, Blood from another and send it off in another, and leave some amount of fluid still in the smelter (so I can acquire more Blood and Resonant Ender when things get conveyored into it.)