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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Well, I kinda like the idea, though I do see one potential issue with it; it would mean that the only aspect of difficulty for getting any form of essentia would be how many stirring steps it takes, and how long/how difficult it is to get all of the essentia types in one place. This may or may not be a problem, depending on how easy all of the above is, though it also does mean you have much more control over the balance of the whole process. So everyone can blame you if it's too OP. :P

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Had an idea just recently, which I shall explain as a Thaumnomicon entry;


    Alumentum Mining Charge:


    While performing some... experiments with alumentum, a misthrow caused a chunk of the stuff to land on your head. Quite fortunately, not only did you survive (relatively) unscathed, but the explosive experience has given you an eureka moment! If one were to add some simple reflective enchantments to a concave surface and fill it with alumentum, the explosive potential of alumentum could be used in a much more productive (and safer) manner. To this end, you've found that mundane wooden bowls make perfect candidates for this, and you've refined the enchantments to not only direct all of the force out of the bowl, but also to make the explosion 'gentle' enough to guarantee nothing is destroyed, even loose items. This should prove quite useful for mining!


    To use, simply place the mining charge on a solid block, and give the back a firm tap. This will cause it to immediately explode, neatly detonating a three-by-three meter area two meters in front of it. Unfortunately, the bowl does not survive the process.


    An extension of the above idea, unlocked after the above plus infusion enchanting are unlocked;


    Mining Charge Enchanting:


    Your forays into applying enchantments to tools gave you an idea; perhaps these same enchantments could be applied to mining charges as well? Your research into this has finally born fruit, and the following enchantments can be applied more cheaply then on normal tools, and onto up a stack of charges at the same time, though with the obvious drawback that mining charges tend to last for a considerably shorter amount of time then a normal tool.


    Efficiency increases the depth at which the charge detonates by one block per level.


    Unbreaking causes the charge to sometimes drop as an item after use, with the chance increasing with the level.


    Fortune functions much like the enchantment, allowing for more yield from certain ores.


    Silk Touch enhances the 'gentleness' of the explosion, allowing the collection of much more intact loot.


    Repair strengthens the bowl with restorative magics, causing it to consume vis after use to replenish and repair itself. Note that if there is not enough vis in the local aura, the charge will simply be destroyed.


    Like normal enchantments, multiple enchantments can be applied to charges at an exponential cost, though all of them must have the same enchantments for this to work.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Yup, this was an intentional and much requested change. Sneaking was often associated with other actions on other mods or would cause issues with mods like smart moving.

    EDIT: Honestly though, I preferred it being sneak myself. If enough people moan I might change it back.

    Why not make the block have two states, up and down, toggled with a redstone signal? I feel that this would have much more potential then how it is currently, as for example it opens up the possibility of a player/entity-detecting block that detects when an elevator user has reached a certain height, and thus use a piston or bellows or such to push the user out of the stream, or use a piston to put a block beneath them and, if they're going up, toggle state to down.

    I'm sure there would be lots of other potential interesting elevators and contraptions one could make from such a togglable levitator, plus maybe a few more blocks.


    Also, a few things;

    Somewhat of a minor thing, but why does the excavation focus use terra vis, instead of perditio? Terra is supposedly supposed to be the aspect of stone, solidity, and immovability, yet shooting a beam of it breaks things... somehow?


    Will essentia dumped into the aura charge it with vis of the associated type(s)? Or will it only produce flux?

    Will your aura system account for how biomes are tied to the block, rather then the chunk? And will it ever update vis storage values, since biomes can be changed with mods?

    I also just had an idea from a person in the #thaumcraft IRC channel, where chunks with large vis storages immediately adjacent to chunks with significantly smaller storages will ignore the storage different, and constantly be overcharge their neightbors, leading to areas where shards will be naturally abundant or at least have the potential to be abundant. Will this be possible in the new system, and would it be possible to account for it during shard generation?

    Also, what would your thoughts on adding a kind of 'aura void', which would be a machine or natural node/generated feature that consumes vis (but not vitium) and convert it into vitium to be handled... However you plan on handling it, along with potentially some feature that uses the movement of vis in some way to incentivize making it?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Copy pasting some of my ideas from the Github issue tracker:

    it would be great to have a way to prevent mob spawns in an area without having to use light spam. (Sometimes, builds look better when they're dark, though you still don't want creepers blowing it up.)
    So, how about an upgrade to the Arcane Lamp which protects an area equal to the arcane lamp from mob spawns, similar to the Extra Utilities Magnum Torches and Chandeliers?



    Also, harvest golems should be able to harvest vines, and if they have an ordo upgrade they will not harvest a vine if it's attached to a solid block, or if the vine does not have another vine above it.
    Another option is to add a Shearing Animation Core, which can harvest vines, tall grass, and also shear shearable entities.

    Chopping golems should be able to harvest giant mushrooms, and the Axe of the Stream should also recconise them as trees.
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Suggestion for the next update: Variable world height, or a Better Default with doubled world height.

    Also, double-height nether, and maybe nether ruins.

    Also, is there an IRC for this mod?
    Posted in: Minecraft Mods
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    I would like to show support for this, but the button isn't in the OP...
    Posted in: Suggestions
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    posted a message on Greg's Lighting 1.11.2 for Minecraft 1.7.10
    So I keep getting this crash: http://pastebin.com/JtgPXFzi

    This has corrupted one of my worlds, which isn't fun at all...
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Please add a config option for reducing the amount of Spring Water that generates in the world. How it is now is REALLY ridiculous...
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Could you add a way to convert meat into energy somehow, Power Crystals? Maybe being able to put it in the bio-reactor, or adding a new block that produces methane from meat/mob drops?

    Also, what about adding a Mob Essence Generator, which produces energy from mob essence directly?
    Posted in: Minecraft Mods
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    posted a message on Home Block Mod
    An idea which just popped into my head, for what I think could be a very interesting new gameplay mode.

    When you start out the game, you basically do not exist. You can fly and have no clip, and are invisible to all. (including mobs) You cannot be hurt, nor do you get hungry, nor can you deal damage or break or place blocks. You cannot even pick up items or use GUI's.

    Whenever you enter this stage, however, you are given a single a single, very important block; A Home Block. Placing this block will 'claim' the chunk in which it is placed as yours, and will also remove all the advantages (and disadvantages) which you had when you began. This block will also keep all chunks you claim loaded for as long as you are online, and force-load them if you are far away when you log on.

    Inside of claimed chunks, you can do anything you can do in normal survival play, no restrictions. Outside of it, however, you can only break blocks and place a very specific set of 'natural' or 'worthless' blocks, such as cobblestone, stone, wood, etc. This list can be modified in a config.
    Also, If possible, changes you make to an unclaimed area could also be slowly eroded away, gradually turning it back into its original, natural state. This allows you to mine and gather resources outside of your claimed area, without being able to strip the world bare or leave unsightly cobblestone huts everywhere.

    Your home block, however, is vulnerable to attack, both from other players and from mobs which will attempt to invade your home on most (but not all) nights.
    Mobs will invade much like in the invasion mod, being able to break blocks to get at it and can avoid defenses. The strength of the invasions are based on the size of your claimed area and the 'level' of your home block; Having more chunks and especially giving your home block special abilities will increase the intensity of attacks, though invasions will only occur while you're online.

    As a player, all you need to do is attack another player's home block and it will take damage, just like a mob. Breaking a person's Home Block will revert them back to stage one, and unclaim their claimed chunks, making them slowly erode back to their natural state. (or, if possible, simply regenerates them upon the next server restart) It will also give you an upgrade totem, which you can apply to your own home block to unlock abilities or claim additional chunks. However, there should be some way to limit this, perhaps you can only attack another's home block when you're online? Also, you should be unable to break or place blocks in another's area, unless they are online.

    EDIT: Also, for those who don't wish to attack others, there would also be other ways to unlock upgrade totems or upgrades directly by sacrificing certain resources to your home block, or by exploring dungeons or new world gen areas. (Or the server you play on could also have their own ways of giving you upgrades or totems as well) The resources could be anything, from EU/MJ, to diamonds or iron or gold, or just a crapton of sugarcane. However, anytime you unlock an upgrade, getting the upgrade again in the same way will get progressively harder and harder, until eventually it will simply shut off and you will have to continue acquiring them a different way.

    Additionally, perhaps there could be a way to merge home blocks with others, allowing you to share resources and upgrades, but at the cost of stronger invasions and increased totem costs. (The totems would be cheaper then all parties having to acquire it themselves, however)
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.5] The Runic Dust Mod [Mar14]
    I can't craft it either, looks like the only dust you can use is an uncraftable purple dust.

    Also, Rune suggestion; A rail placement rune, which takes all rails sacrificed up to a certain amount based on the dust used, and places them in a straight line. Will also dig a 3x3 tunnel through blocks if applicable, but the blocks will be simply deleted rather then actually mined. Mining through blocks might also incur some kind of penalty to distance placed, to prevent it being used as a mining tool.

    Oh, and it would also be cool to have a shaft mining rune, which will gradually dig out a 2x1, 3x3, 5x5 or 7x7 hole in whatever direction specified, spitting the items out onto the block behind it. Obviously, this rune would require quite a bit of fuel, with fuel consumption increasing with the size of the rune and how far it has already mined.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Found a crash bug. Apparently, your liquid blocks don't play nice with Mystcraft portals...

    http://pastebin.com/ajqbdyjv

    No idea if this is your fault or his, though.
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct Suggestions
    Just an idea I had, for adding something to the IC2 electric modifier; Why not add some way for the tool to automatically generate EU?
    (Note: all these suggestions would be non-stackable modifiers. You can put more then one on the tool, even if they're the same type, but each will take up a modifier slot)
    For example, maybe you could add a generator with a circuit to add the Generator modifier. This would allow the tool to accept fuel (or just coal and charcoal) in a tool station, which the tool would then generate at a rate of, let's say 5 eu/t (it should be less then a generator placed as a block, possibly much less, maybe 2.5 or 3 eu/t?)
    A solar panel would be obvious, being simply a solar panel with a circuit, and the tool generates 0.5 eu/t in sunshine.
    A watermill (You should get the idea of recipes by now) would generate something like 0.25 eu/t while the player is partially immersed in water, and either .5 or 1 eu/t when completely immersed. (No, this doesn't make sense, but neither do a lot of things in minecraft)
    A windmill could generate some random amount of eu/t based on your height in the world. Also, if it's not too laggy or difficult to implement, it would also be cool if this factored in blocks nearby as well, with more blocks meaning less yield..
    And, for the highest tier generator, you could combine a tool with a nuclear reactor and advanced circuit for the nuclear upgrade. This would operate more or less the same as the generator, but generate more eu/t and run off of uranium cells, generating 5,000,000 eu total per cell.

    Also, once armor is implemented, there is of course also the option for kinetic generators on your feet.
    Posted in: Mods Discussion
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    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    What about camo glowstone?
    crafted like a ghost block, but with glowstone dust, or just a glowstone block with four camo pastes in the corners.
    Could be useful for thematic builds, or if you just want to light up a room without torches or glowstone everywhere.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    Would someone be willing to make a distribution for FTB for me? The code isn't really clicking for me, and all I really want is to add this one thing. Additionally, if Gregtech support is added, could something like this possibly be added to the default config settings?

    My idea is to add a kind of 'ancient asteroid' vein which is fairly rare, with sub-types that are even rarer. They are usually found near the surface as well.
    The basic template, from how I understand the wiki, would be to have a VERY dense cluster or very wide and short vein which would represent the asteroid. Surrounding that would be a guarenteed child distribution, which would be a very wide, dispersed, and preferably slanted and ellipsoid.
    The 'asteroid' distribution would be selected from several types of varying rarity. (though, if it's significently easier, then just having this one distribution is fine)
    The most common of these would be composed primarily (I would say at least 50%) of Thermal Expansion Ferrous ore, with iron following after that, (maybe 25%) then a mix of silver (5%), gold (4%), nikolite (4%) and redstone (2%). The rest would be a mix of various rare ores, such as tungsten (5%), diamonds (3%) Sheldonite (1.5%), and Iridium. (0.5%) Note that these are example numbers, and exact numbers should depend on exactly how rare and how big these things are.
    You can have some fun with other distributions if you'd like, but I do have some suggestions;
    A rare bauxite meteor which can be found in any biome, allowing the lucky player to find bauxite anywhere, in case a forest of plains biome is hard to come by.
    Large Mundane meteors with a wide variety of common ores, such as iron, copper, tin, silver, etc.
    Ultra-rare Bedrock meteors, which are a shell of bedrock, possibly with a good chance of single-block holes in it, encasing an interior of pure Iridium ore.

    As for the child distribution, these would always be the same. Primarily, they would be cobblestone, with some iron ore scattered throughout, and would ideally gradually increase in density as you approached the meteor itself. If possible, it would also be cool if they could be ellipsoid with its 'center' being focused on the meteor, making it appear as a large comet trail.
    Posted in: Minecraft Mods
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