Experiment.How do i get Infused Dust? Do i get this from ores or from Plants? Or do i have to infuse some Dust like the Shards to get it? Because i want to craft a Relay source where i need infused Dust.
How do i get Infused Dust? Do i get this from ores or from Plants? Or do i have to infuse some Dust like the Shards to get it? Because i want to craft a Relay source where i need infused Dust.
As long as it is not a superflat, yes.I know this has been asked a dozen times before, but sandy burrows ARE supposed to spawn in Mystcraft ages, right? I've spent like 4 hours flying around a slightly-less-than-stable infinite desert age without a trace of any structures other than villages, Mystcraft libraries, and buried hollows visible through half-rendered chunks.
If I'm reading the world gen code right, and I'm a tad sleep deprived at the moment, it looks like the desert structure attempts to spawn in a random spot once per chunk, requires most likely a rather specifically shaped natural overhang, or a lot of luck and an especially tall cactus. Unless they're intended to spawn underneath desert pylons. Hmm...
I really like this idea, but reading the .dat is not viable. I need a codewise way to get an age's pages.Tangentially related, have you considered changing pylon generation in Mystcraft ages to be enabled through, instead of by global config, a page? I believe it should be as simple as adding a medium feature page via the Mystcraft API, however exactly that works, then when attempting to generate a pylon in a Mystcraft age, checking if the appropriate symbol is listed under the Symbols tree in the agedata_%dimensionID%.dat located in the world\data folder.
No, it would jam.If a RC boring machine dug through a buried hallows or other dungeon type spawns from ChC, would it collect the loot? Making it easier to progress?
First a standard desert world, then later amplified desert hills after I read the worldgen code. These things must make ocean temples look common by comparison. I certainly wouldn't expect to see one in natural overworld generation.As long as it is not a superflat, yes.
There's some basic and probably-a-year-out-of-date documentation on the wiki, if it helps any.I really like this idea, but reading the .dat is not viable. I need a codewise way to get an age's pages.
@keybounce ?
EDIT:
Looking at the API, I have no idea how to add pages, either.
They are supposed to be as common as burrows.First a standard desert world, then later amplified desert hills after I read the worldgen code. These things must make ocean temples look common by comparison. I certainly wouldn't expect to see one in natural overworld generation.
Some of that code appears to exist, but other parts very much do not. Worse, some of it that does exist, like IAgeSymbol, is internal code, not part of the API.There's some basic and probably-a-year-out-of-date documentation on the wiki, if it helps any.
http://binarymage.com/wiki/doku.php?id=mods:api:start
You might want to take a look at this line, then. They do seem to be about as common as burrows when spawn conditions are met for every block, but the way it works in v9b is (skipping to the point where tryGenerate() is called):They are supposed to be as common as burrows.
...Why did I add the extra sand check...You might want to take a look at this line, then. They do seem to be about as common as burrows when spawn conditions are met for every block, but the way it works in v9b is (skipping to the point where tryGenerate() is called):
Generation almost never continues past this point, however, because the block 8 blocks below the surface of a desert is almost always stone or sandstone.
- x/z coords are randomized inside the chunk coordinates passed to tryGenerate()
- the y coord for the top block at x/z is stored in the y variable
- y is decremented by 8
- the block object at x,y,z is stored in b
- for generation to continue, block b must be sand
I really like this idea, but reading the .dat is not viable. I need a codewise way to get an age's pages.
@keybounce ?
EDIT:
Looking at the API, I have no idea how to add pages, either.
This already exists in v10.I noticed that Chromaticraft permanently force loads a 3x3 chunk area around any pylon that has ever been interacted with. I know there's a config option for this, but pylons only benefit from being loaded while recharging, right? Would it be possible to get a config (or mechanic change) to un-force-load pylons after they've finished recharging? I noticed today I'd accidentally caused like 50 pylons to permanently force-load themselves, despite most of them having had long since recharged themselves, adding an extra ~500 force-loaded chunks, then 500+ more temporarily loaded chunks on the border of those chunk-loaded areas - not very good for memory usage and so on.
The World Rift works for several forms of power; however, I don't think they work with lumens.Could you add a way to transmit power across dimensions? I like to put my base in a void world and pylons do not generate in void worlds.
No, nor will it ever happen.Could you add a way to transmit power across dimensions? I like to put my base in a void world and pylons do not generate in void worlds.
No, that is not what the storage crystal is for.The World Rift works for several forms of power; however, I don't think they work with lumens.
Is there a way to get energy out of the storage crystals and into things like the the casting complex?