Pfft, that makes too much sense. I'll have a skywriter write the question in the sky above his neighbourhood and hope he sees it.Well you know you could ask Azanor. He's not that hard to get a hold of (sometimes)
Pfft, that makes too much sense. I'll have a skywriter write the question in the sky above his neighbourhood and hope he sees it.Well you know you could ask Azanor. He's not that hard to get a hold of (sometimes)
I think thaumcraft 3 is my favorite I know its when it starts to get complicated but I think it was kinda balanced until you got the op gearWhile I agree that Thaumcraft has gotten way too complicated, as of late, that...really wouldn't be the right way to go about it. I'd really rather not run the risk of pissing off Azanor.
Like a more complex version of Q craft basiclyA mod that adds in different blocks with special mechanics ie invis no hitbox combinations setable texture (ie machine frame) etc
Just use a crystal portal on the inside of the doorway.A door that holds a mystcraft book and when you use the door it teleports you to the location in the book.
This is so it can be bigger on the inside. ;-)
I guessJust use a crystal portal on the inside of the doorway.
That's not a bad idea, actually. So long as the server provided an introductory tesseract pair or something along those lines to new homeowners, I could see it actually being a really cool idea. It'd be like owning a Mordenkainen's Magnificent Mansion!The point of the mod is for large servers that have various towns. The towns could be unique but the buildings share the same internals. The builds could be located in a void age.
A configurable mod for hardcore packs that makes farming require actual dedication:
1. Fertile soil. If the soil is not fertile it will not grow any further. Plants will search for nearby nutrients and suck them out if possible. Nutrients can also be added by placing Bonemeal or compost on the blocks. Bonemeal is a configurable alternative to the instant growth feature while compost can be made by putting food into a Compost Box. Plants can also give nutrients to the soil when they are broken or wilt. You can check the nutrients of a chunk with the Nutrient-o-matication-meterater-thingamabob Machine. When a chunk is created, the base nutrients it has is randomized based on what biome it is are in.
This is possible by having an array that contains information on the location of chunks and the nutrients that are present within them.
Configurable options are the nutrients per block type, nutrient requirements per plant, the Bonemeal change, what the Compost Box accepts (All Food items are automatically added), how much it costs to analyze a block with the Nutrient-o-matication-meterater-thingamabob Machine, the range of randomization for nutrients in a biome and the base value of nutrients per biome.
2. Water. Plants will consume nearby water over time. As long as it has a water source block near it it will still grow, if a plant does not have water nearby to consume it will turn into a wilted plant. One can also water plants with a Watering Can for manual watering, an Irrigation Duct for constant watering (can be turned off by crafting the Duct with a piece of Redstone Sprinkler and then applying a Redstone Signal to said block) or a Sprinkler for RF style sprinkling that can also add nutrients.
This is possible by storing a variable in an array that keeps track of a block of water's location and the amount of usage allocated to it, when the allocation surpasses a configurable threshold, the water block is replaced with an air block. To further optimize the game, the plant will send to the array the amount of water it will use up throughout it's entire growth all at once when it is first planted, however it will first start checking for that water it allocated to only at a configurable stage in it's growth. If the water block ceases to exist and has an array referencing it, the array will make all of the plants that allocated to it reallocate themselves. Plants will always allocate to the water block with the lowest allocation and then the closest block to them if there's a tie. Meant to be used with Code Chicken Core's Finite Water
Configurable options are the water requirement per plant, amount of RF a Sprinkler uses, the max threshold of water blocks and the first stage at which blocks check for their allocated water block.
3. Weeds. Weeds will periodically pop up and you will have to right click a block with a hoe to pull it out. If a plant has a weed on it, it will grow at a slower pace. It will progressively slow more and more until it ends up wilting. Weeds will also use up nutrients and water and will spread themselves if they die from wilting. If you pluck a weed, there's a chance that it will just turn back into a baby instead of being destroyed. This chance is configurable and based on what hoe you are using. The wood hoe has a 0% chance of successfully uprooting by default and a diamond hoe 100%.
This is all possible as Weeds are tile entities instead of a separate block. Also due to the fact that growth packets are sent out by the game instead of by the plant IIRC.
Configurable options are the chance of a weed spawning, chance of successful uprooting of plants, base rate of slowdown, slowdown gradient and amount of nutrients and water each subtype of weed consumes.
The other aspect of this is even dungeons, etc. It's easier to build from the outside and pretend where it is at.That's not a bad idea, actually. So long as the server provided an introductory tesseract pair or something along those lines to new homeowners, I could see it actually being a really cool idea. It'd be like owning a Mordenkainen's Magnificent Mansion!
Terafirmacraft adds a farming mechanic like that
You're just making yourself sound like an idiot...