I'll check this out. It crashes when dumping dimension information but that only happens right after creation. Do you know if you can enter the dimension later?
Don't think you can. When you load back into the game, the tab warns you that dimension information is missing. I was able to extract my dimlets from the tab though at least.I'll check this out. It crashes when dumping dimension information but that only happens right after creation. Do you know if you can enter the dimension later?
Don't think you can. When you load back into the game, the tab warns you that dimension information is missing. I was able to extract my dimlets from the tab though at least.
Replacing Material None with Material Endstone works fine.
No rush on my part, endstone orbs did what I wanted.
Next: I created myself a flat world made purely out of Poor Gold Ore and started quarrying it. I noticed that squids kept spawning in the mined out areas. There's no water nearby. If I watch a mined out area squids will continually spawn (and shortly thereafter die to suffocation)
According to F3 the biome is a pine forest if it helps.
Yes I'm using pneumaticcraft drones to do my quarrying
You're right, it does. Weird that they spawn outta water though.Perhaps the world has squid dimlet as a random thing?
Effect NoneIt is not random but depends on the biome. It is still using biome height but reduced / elevated. So you can make it lower by using a plains biome or something.
Hrm, you mean like an ocean biome but with no water?For flat, depending how it was done, you might try swampland, river, or ocean -- all of which have lower base heights. If you are already down to 40, and not flooded with water, these should also be dry.
You're right, it does. Weird that they spawn outta water though.
I see that. Weird, like I saidWell mob dimlets don't follow normal spawning rules
Lol, found a bug. If you fill all slots in workbench with parts and click on last slot you'll get an achievement even if you didn't actually make a dimlet. By the way, what parts I need for my redstone ore dimlet?
Ah. Need to check that.
Anyway: https://github.com/McJty/RFTools/wiki/RFTools-Blocks
The last part of that page contains a section on dimlet construction. You basically need to look at the rarity of the redstone ore dimlet and then sacrifice 128 dimlet ore blocks for the material absorber.
Just a couple of fyis for when you look into this./rftdim recover with the dimension tab in hand would probably have restored the dimension.
In any case after I finish with the storage system I'll check this out
Just a couple of fyis for when you look into this.
* Also happens with regular orb dimlet, not just huge.
* Does NOT happen with Tendrils.
* /rftdim recover fails to recover (even when manually specifying a dimension ID#)
Awesome. May I ask what was causing the issue programmatically? I'm curious (and I'm a programmer)Next beta will have this fixed. Thanks for reporting.
Awesome. May I ask what was causing the issue programmatically? I'm curious (and I'm a programmer)
So, incidentally, I think tendrils works almost as well or better than orbs for my purpose. My entire plan was simply to be able to find ores more easily. When you're talking about giant GT ore veins, they stand out really nicely in tendrils, so as long as you have decent flight means (thaum. harness for instance) its almost like having x-ray. Big bonus if you have a magnet-item, since you'll be dropping a lot of stuff into the void otherwise.
Yes the ore veins get truncated by the world design, but they're so much easier to find that it doesn't matter
Also: way, way easier to find piles of dimensional shards, which I learned yesterday benefit from fortune picks.
I always thought your None mapping was a bit unintuitive myself. After a while I decided it generally means "whatever the default generation is", but I have to admit I looked around for "Stone" dimlets for quite a while before I figured it out.Well the problem is that Material None dimlet is mapped to null. In retrospect I probably shouldn't have done that. I have tests here and there to check for null and in that case replace it with stone but apparently there was a place where I forgot this and that's when manually specifying material none with features like orbs and so on.