I was thinking more of a laser powered BBQ system...Some sort of containment field/auto-breeder for mobs?
Curious as to why the yellow blocks and lasers are needed, though. I guess I'll find out soon enough.
I was thinking more of a laser powered BBQ system...Some sort of containment field/auto-breeder for mobs?
Curious as to why the yellow blocks and lasers are needed, though. I guess I'll find out soon enough.
Have you tried lakes or liquid orbs of gelid cryotheum rather than oceans? I know that terrain made of expensive materials costs much more than orbs, tendrils, etc. of those materials, so I would only imagine that smaller amounts of expensive liquids would cost less, too.@McJty
Ive been playing with your mod a lot lately learning it little by little but I have a question and to get some advice from you. Ive been making different worlds here and there just to learn but one of the worlds I made was a gelid cyrothem age for a reactor. I made it Single Biome Ocean with the gelid cyro. Liquid dimlet, no other effects,features etc. This made the world cost ~ 250K/T to keep it running which was quite hard but a few nether star generators did the trick, is this a normal amount for an age like this as I feel it’s a little excessive? Im all for balance so if that’s what you decided to do for balance that fine but is there any way to lower it other than an efficiency dimlet as ive yet to find one of those? I’ve tried other liquid ages and the cost were similar but then I’ve made a few flat cobble world with orbs with different ore such as nether iridium, glowstone etc and the cost was only a few thousand RF so im confused the huge difference in cost. Thanks for your time!
@McJty
Ive been playing with your mod a lot lately learning it little by little but I have a question and to get some advice from you. Ive been making different worlds here and there just to learn but one of the worlds I made was a gelid cyrothem age for a reactor. I made it Single Biome Ocean with the gelid cyro. Liquid dimlet, no other effects,features etc. This made the world cost ~ 250K/T to keep it running which was quite hard but a few nether star generators did the trick, is this a normal amount for an age like this as I feel it’s a little excessive? Im all for balance so if that’s what you decided to do for balance that fine but is there any way to lower it other than an efficiency dimlet as ive yet to find one of those? I’ve tried other liquid ages and the cost were similar but then I’ve made a few flat cobble world with orbs with different ore such as nether iridium, glowstone etc and the cost was only a few thousand RF so im confused the huge difference in cost. Thanks for your time!
Looks coolThe new RFTools spawner GUI hints at the mechanics. You need a correct syringe, RF, and some materials. The speed of spawning is limited by the amount of power + materials that you can send to it (the materials are sent with the lasers)
Looks cool
Will it only work for vanilla mobs? How much materials does it consume compared to what the mobs drop?
I hear I'm in Infinity nowOoo. *starts hoarding gold, skeleton skulls, and marble for a Headcrumbs Celebrity spawner*
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I hear I'm in Infinity now
As @Someone Else 37 already told you (funny to say it like this) you should indeed use lakes of liquid orbs for the material. Also if you are late enough in game you should be able to make your own efficienciy dimlets using the dimlet workbench. On the other hand 250K/T seems more then it should be. Have you been upgrading from earlier versions of rftools? Did you delete the rftools config files from time to time? You should because I sometimes change the balancing values. For the dimension you already made it will then be too late but I have the feeling you're using olddated config values.
Well, one would have to tweak the recipe to spawn specific Celebrities, but I'm not sure it would be worth the effort.Aha. A gideon spawner anyone?
One aspect of Minecraft that I've longed to toy with is making its sky spin at different rates. All the useful examples I've got:
If you're coding a dimension then coolness of adding this dimlet parameter seems obvious to me. I think adding these six dimlets would be good enough. I also suspect it is feasible because you're letting game time advance but holding the sky constant; (for slower) just let the sky slip every so many times and (for faster) slip the sky a few notches every time.
- even faster (as fast as sky bodies don't jump around)
- faster (cannot help with example here)
- normal; MC default day-night cycle.
- slower (like Skyrim); MC day-night cycle of 48 mins ~ 1 hour.
- even slower (like real life); MC day-night cycle of 24 hours.
- none (e.g. Evening)
I really hope I get to play with this in the future!