Hey, you know that the 1.2.5 "snapshot" is going to be exactly the same as the official release on thursday, right?
I'm only saying this because the wording in the OP makes me think that you are literally "waiting" for the update. If im herping a derp then just ignore this post.
Cheers.
I did already know most of that... Not the Book/Bookshelve/Lapis Block, but the rest I pretty much figured out already... And I do have acouple of theories, but I do want to collect more of them before risk them...
I don't recommend this as you are going to end up with repeating theories which is just a waste of knowledge fragments. There is a really low percent chance of actually losing a theory so I say just throw it int, with maybe a little secondary fodder to guarantee that first mark. Then just let it run.
I don't recommend this as you are going to end up with repeating theories which is just a waste of knowledge fragments. There is a really low percent chance of actually losing a theory so I say just throw it int, with maybe a little secondary fodder to guarantee that first mark. Then just let it run.
Lol, I meant fragments and not theories XD And I only have 2 Forbidden fragments and one Eldritch fragment.
I tink i have a probelm i was playing and i set up a portal and my minecraft close out of no where. start minecraft again and create the protol and minecraft close
using:IC2 BC2.0.1.3,EE,RP2,crossover mods,foresty,
MC1.2.3
Plese help
IM NOT BLUE XEPHOS I ACCIDENTLY NAMED MY SELF CLOSE... I DIDENT KNOW XEPHOS EXISTED UNTIL LATER IN MY ACCOUNT (i honestly dident know some one with 2 letters off from me existed when i started my account.).
if i add this mod to an existing world, will the new trees and crystals stuff be here? i found a wisp already which i think only occur in areas with high aura. could be crystals somewhere?
if i add this mod to an existing world, will the new trees and crystals stuff be here? i found a wisp already which i think only occur in areas with high aura. could be crystals somewhere?
For the important things like crystals, obelisks, and special trees, to spawn, you'll need, at the very least, to find new trunks. I think Wisps have a chance of spawning randomly independent of vis, but high vis makes them more common.
Rollback Post to RevisionRollBack
Sigma_Phi - home of the long-winded answers to questions nobody asked.
For the important things like crystals, obelisks, and special trees, to spawn, you'll need, at the very least, to find new trunks. I think Wisps have a chance of spawning randomly independent of vis, but high vis makes them more common.
if i add this mod to an existing world, will the new trees and crystals stuff be here? i found a wisp already which i think only occur in areas with high aura. could be crystals somewhere?
Wisp will generate much more frequently when the Aura of a chunk is high, or if there is Vis Crystals nearby. Exploring new chunks will be necessary if you are planning to add this to a existing world.
To use Optifine HD MT B with this and an NVidia card on windows:
1. With Minecraft running, Ctrl-Alt-Delete and Start Task Manager, look for java or javaw that's using quite a bit of ram in the process list
2. Right click this process and hit "Open File Location" Note the location of the java executable that's running
I include these steps as some people have multiple version of java installed and you need to ensure that you're going to setup the proper one
Even better - remove every Java version you have installed, and reinstall it anew, as suggested on java.com download page. (No matter if you choose 1.6 or 1.7.)
It would be nice if Thaumcraft payed attention to vanilla minecrafts particle setting. Especially since so many of the TC stuff have particles to go with them so it would be nice to be able to reduce some of the lag by disabling some of them.
This. I never understood mod authors reimplementing options for the same game setting in their own mods. Only excuse would be if that setting is not available for a mod, but this is not the case with Java.
suggestions (that sounded good at the time)
a wizards staff that can be enchanted with a single runic essence at a time and imbue it with the power of most runes. for example the lightning rune set would be identical to the staff of lighting but it could have more uses or the fact that its customizable could have it make the appropriate staff.
Two runes.
In essence, "staff" will be the "first rune", declaring usage pattern (smashing things with a stick).
First rune applied will declare behavior.
Fire - set target aflame.
Earth - hit harder.
Water - critical hit rating.
Vis(air) - electrify the target.
Taint - drain "life", slowing/disabling the target.
Second rune will modify behavior of the first rune. (Debatable effects.)
I've greatly enjoyed playing it, and I'm really looking forward to future updates.
I've been reading this thread for a while, and I'd like to add a few thoughts of my own. First off, some people were talking about nerfing the pick of the core. My thought was that maybe you should make summoning the wisp use some resources. Specifically, every time you summon it, it consumes a cracked wisp shell from your inventory. This would leave the awesome, (finding tons of diamonds and crystals) but also make it much more challenging; wisps are *hard* to kill, especially early on.
Also, I'd really like to see a taint biome, but I think it should show up as a relic of the past, like the obelisks; make it a contained biome, surrounded by some sort of ancient artifacts that inhibit it's spread. That way, it'll still be dangerous, but if you're willing to break the containment, you can still get at it, and all the treasures it might hold.
The only other thing I'd ask for is more variety in the obelisk and obelisk chambers. They're freaking awesome (I got chills when I FINALLY got into one) but they're all sorta the same.
stupid noob question : I threw a Cobalt ingot (from pams mods) into the crucible by mistake, my client crashed and i can't load the world anymore... is there any way to recover from this? i tried adding Cobalt_Ingot:6 to the config file but that didn't seem to solve the prob... but I never tried that customization so I don't even know if that would actually work ? (I also tried SMELTING.Cobalt_Ingot=6, not usre what the diff between the 2 methods is and which is right, is there a more detailed description of this somewhere?)
would appreciate recovering that world, I was just getting to the better thaumcraft parts in it.
If you can show me a crash report I might be able to help
It looks like it is MATmos causing the error, not my mod.
I would actually advise against using the 4096 mod. Some people are experiencing loss of items when using it with Thaumcraft and a couple of other mods.
Why not have some line of knowledge for Terraforming and maybe Terradeforming?
That's called "terramorphing"...
But I agree with that speaker - higher tier knowledge to deal with a whole environment. The Taint is already enough of a "sideeffect", no need to trample the game basics even further. If you want something for a default manifestation of high/low Aura (and... erm, ok, it's other subject...) - make certain plants only grow in such areas.
Too high vis in an area could make things too alive. Your chests could suddenly animate and become like the traveling trunk - except they aren't owned by you and you can't open them. You have to chase them down and kill them to get the contents of the chest back.
I support this idea :evilgrin:
And not only chests - vines springing to life, and other similar things happening would be just neat.
By clog I meant the vis was waiting to be consumed by the block so it builds up in nearby conduits.
I was actually planning on allowing the bellows to connect to conduits and effectively increase the pressure in that conduit. Obviously best placed next to a conduit that is adjacent to a machine you want to give higher priority. It will also have the side effect of extending the range of the pressure. The bellows will also be switchable with redstone.
Erm. Why not make it a bit more straightforward? Instead of decreasing pressure around consumption, increase it around production. Then it could behave much like redstone AND solve your "it flows way too fast" issue. As well as create some meaningful ways to force it's transportation. (Vent+Billows => Liquid pump, as well as making vent one-way block)
Why don't let us access a {bookshelf} to browse through them?
I mean, in the best of Occam's Razor terms, instead of inventing a yet another block for a purpowe, why not use an already existing block, that is perfectly suitable?
I'm thinking of adding the Taint as a biome. This will mean that it can spawn at world genereration and won't require you to taint up a zone by hand to get at the tainted research items.
Aww... just caled out for work. In short: try to hold it until you have more natural Vis/Taint interaction. For which, I have several ideas, and I want your input on them.
Erm. Why not make it a bit more straightforward? Instead of decreasing pressure around consumption, increase it around production. Then it could behave much like redstone AND solve your "it flows way too fast" issue. As well as create some meaningful ways to force it's transportation. (Vent+Billows => Liquid pump, as well as making vent one-way block)
Because that won't do anything? Forcing vis away from crucibles/condensers is all fine and dandy, but where are you sending it?
Why don't let us access a {bookshelf} to browse through them?
I mean, in the best of Occam's Razor terms, instead of inventing a yet another block for a purpowe, why not use an already existing block, that is perfectly suitable?
That would involve changing a base class, which will cause incompatibility with other mods and several other issues. So in short, not actually the simplest solution. Adding an item (not a block) you can right click is way simpler and about 50 lines of code and 30 minutes of work.
Well, maybe more than 30 minutes, but probably less than an hour
I'm only saying this because the wording in the OP makes me think that you are literally "waiting" for the update. If im herping a derp then just ignore this post.
Cheers.
I don't recommend this as you are going to end up with repeating theories which is just a waste of knowledge fragments. There is a really low percent chance of actually losing a theory so I say just throw it int, with maybe a little secondary fodder to guarantee that first mark. Then just let it run.
Lol, I meant fragments and not theories XD And I only have 2 Forbidden fragments and one Eldritch fragment.
using:IC2 BC2.0.1.3,EE,RP2,crossover mods,foresty,
MC1.2.3
Plese help
1) New Crystal Ball GUI (Works in Game and Has Transparency):
2) New Researcher GUI... Take The Hint:
looks fun!
For the important things like crystals, obelisks, and special trees, to spawn, you'll need, at the very least, to find new trunks. I think Wisps have a chance of spawning randomly independent of vis, but high vis makes them more common.
Sigma_Phi - home of the long-winded answers to questions nobody asked.
by trunks do u mean chunks?
Wisp will generate much more frequently when the Aura of a chunk is high, or if there is Vis Crystals nearby. Exploring new chunks will be necessary if you are planning to add this to a existing world.
And yes he did.
Even better - remove every Java version you have installed, and reinstall it anew, as suggested on java.com download page. (No matter if you choose 1.6 or 1.7.)
This. I never understood mod authors reimplementing options for the same game setting in their own mods. Only excuse would be if that setting is not available for a mod, but this is not the case with Java.
Understatement of the year.
Two runes.
In essence, "staff" will be the "first rune", declaring usage pattern (smashing things with a stick).
First rune applied will declare behavior.
Fire - set target aflame.
Earth - hit harder.
Water - critical hit rating.
Vis(air) - electrify the target.
Taint - drain "life", slowing/disabling the target.
Second rune will modify behavior of the first rune. (Debatable effects.)
All-in-all, similar to current seals.
Thank You Very Much, Azanor! Your Mod Is Awesome!
I've greatly enjoyed playing it, and I'm really looking forward to future updates.
I've been reading this thread for a while, and I'd like to add a few thoughts of my own. First off, some people were talking about nerfing the pick of the core. My thought was that maybe you should make summoning the wisp use some resources. Specifically, every time you summon it, it consumes a cracked wisp shell from your inventory. This would leave the awesome, (finding tons of diamonds and crystals) but also make it much more challenging; wisps are *hard* to kill, especially early on.
Also, I'd really like to see a taint biome, but I think it should show up as a relic of the past, like the obelisks; make it a contained biome, surrounded by some sort of ancient artifacts that inhibit it's spread. That way, it'll still be dangerous, but if you're willing to break the containment, you can still get at it, and all the treasures it might hold.
The only other thing I'd ask for is more variety in the obelisk and obelisk chambers. They're freaking awesome (I got chills when I FINALLY got into one) but they're all sorta the same.
Looks like your tring to run my 1.2.3 mod in MC 1.2.4
If you can show me a crash report I might be able to help
I would actually advise against using the 4096 mod. Some people are experiencing loss of items when using it with Thaumcraft and a couple of other mods.
That's where you're doing it wrong.
HDFix MUST be applied after all mods.
Which is bad ju-ju...
It gets annoying after 3 times for real.
It's bordering that decision.
That's called "terramorphing"...
But I agree with that speaker - higher tier knowledge to deal with a whole environment. The Taint is already enough of a "sideeffect", no need to trample the game basics even further. If you want something for a default manifestation of high/low Aura (and... erm, ok, it's other subject...) - make certain plants only grow in such areas.
I support this idea :evilgrin:
And not only chests - vines springing to life, and other similar things happening would be just neat.
Erm. Why not make it a bit more straightforward? Instead of decreasing pressure around consumption, increase it around production. Then it could behave much like redstone AND solve your "it flows way too fast" issue. As well as create some meaningful ways to force it's transportation. (Vent+Billows => Liquid pump, as well as making vent one-way block)
Why don't let us access a {bookshelf} to browse through them?
I mean, in the best of Occam's Razor terms, instead of inventing a yet another block for a purpowe, why not use an already existing block, that is perfectly suitable?
Aww... just caled out for work. In short: try to hold it until you have more natural Vis/Taint interaction. For which, I have several ideas, and I want your input on them.
Because that won't do anything? Forcing vis away from crucibles/condensers is all fine and dandy, but where are you sending it?
That would involve changing a base class, which will cause incompatibility with other mods and several other issues. So in short, not actually the simplest solution. Adding an item (not a block) you can right click is way simpler and about 50 lines of code and 30 minutes of work.
Well, maybe more than 30 minutes, but probably less than an hour