But.. you might have guessed it. The tower is not the only thing I have been working on:
Idea is that the tower is the nice polished and shiny headquarters. To support it all will be farms and various other complexes, including a mountain bunker complex close by. I plan this to house machines, power production etc.
And such a place needs and hanger/shuttle landing strip. And adjacent arrival centre:
At the opposite side of the bunker complex, down towards the ocean and closer to the tower:
This will be the staff and cargo entrance to the bunker. It will also be the main path leading from the tower to the bunker.
On the first picture you have the tower off to the left and the main bunker into the mountain ahead.
Built a "VIP" pathway from the arrival centre that eventually will lead to the tower:
The inside of the bunker is very much WiP, but this commons/hub room is one of the most developed:
I experimented a bit with the Sky Blocks to give a fake sky feel. Not sure if it is too realistic. Maybe I can fix that somehow(put a layer of glass covers under it or something).
So far the rest of the place is just empty rooms that I am digging out and mocking up to try and plan out what goes where
As for the nooby starter cave, I have been stuffing some more tech and stuff into it:
IC2 reactors(buffed a bit in this pack) for UU matter for Iridium(required in several tweaked recipes).
Mob farm:
Had set this up with MFR initially, but MFR Enchanter/disenchanter is tweaked a lot in terms of power usage(to be a endgame power sink I suppose). So ended up going with a Killer Joe for now.
Was lucky and got a Capitalist Enchant too, so made a new sword with it and now have a source of Emeralds
And needed more RF power(I am personally not a fan of converting RF<->EU), so made a simple BR for now:
Used the simple 7x7x7 with the 3x3 fuel rod cluster, and then 2 buckets of Ender(using the flowing mechanics to cover it all).