So, with the Thaumcraft API being version 4.0.....
I assume we've thus decided to redub this as Thaumcraft 4?
Seems fitting enough honestly, it really is a gigantic change..
With that API released, does that mean that the beta testers have the prerelease version for testing now? This is encouraging to me, as it means we are that much closer... Nice work Azanor, keep it up!
Will there be any way to have a summon mine for you? I would love to make an automated line of summoned miners and possibly transporters from a mining location to my mage/necromancer tower would be great. If not I guess I can still get some ghast and blaze guards.
This is an interesting idea... However, I don't know that there is any way of changing a summon's behavior, so things like mining or carrying a load for you does not seem like its possible.. Perhaps Mithion can add something in for that later? It is an intriguing idea, thats for certain...
Mith, did you ever think about an spray type of spell? It can be a little OP, but it can only be used with base spells, like combined with water will make some sort of fire extinguisher. And the area affected shouldn't be that large, maybe in an area of 2x2 blocks and can be expanded with modifiers.
Beam/Channel + AoE will do what you're looking for Macro.
That makes me wonder then...
As a Fire spell can light blocks on fire when struck.. (either naturally, or via the ignite modifier) will Water spells have the ability to douse flames, like rain does? Will that be inherent, or another modifier (douse)?
This is a very valid line of thinking.. I'm interested in seeing how it plays out, because having a ranged 'put out fires' spell would be OUTSTANDING!
That gives me some fun ideas for unique audiovisual effects for each of the affinities.
Air affinity - Some "whooshing" wind sound effects, and you get lifted up into the air a bit, then hover back down.
Earth affinity - Some rumbling, earthquake sound effects, followed by a rocky explosion and some blocks around you get launched into the air, then fall back down.
Lightning affinity - A bunch of lightning strikes in your area (obvious, I know, but super cool) and it starts to rain
Arcane affinity - Purple particle effects swirl at your feet, getting brighter and swirling faster until they surround your body, then suddenly disperse with a quiet, low-pitched "shoom"
Fire affinity - Fiery particle effects gradually start to rise from your feet and fly up past your face, into the air. You burst into flame, but the flames don't damage you (also a good way to introduce players to their new power)
That's all the ideas that came to my head, but I'm sure you could come up with some awesome effects for each affinity. =) I imagine these effects would only last a second or two, but they would be a sweet non-cutscene way to notify the player that they have achieved awesomeness.
Alternately, perhaps these particles are not temporary at all? But are a visual indicator of a 'master' of a certain affinity, all the time (well, it would be some effect you'd want to be scaled down so its not too heavy a load.. but still) this could be very very interesting from a multiplayer standpoint, especially with the 'locked trees' configuration turned on... A party of affinity mastered mages would be very intimidating indeed...
would that even be possible with the modular spell system?
Of course. See, his talent locking system is a config, and if you disable it (its disabled by default, I assume) theres nothing stopping you from getting every point in every tree, nothing but time of course XD
But thats much the same as it is now, getting to level 50 and getting every spell takes a very, very, very long time
Just posted a new version! Not many changes in regular BiblioCraft, but now we have woods! With Biomes O' Plenty and Forestry addon, that is another 296 varieties of blocks! (24 woods in Forestry, 13 woods in Biome O' Plenty, and 8 BiblioCraft blocks). See the downloads section to download.
V1.3.3 - *Made a bunch of changes to accommodate having wood addons. Wood addons require at least v1.3.3 to function. *Redstone now propagates through the block behind the bookcase and display case. Also both blocks no longer emit a redstone signal from the front side. *Changed placement methods for lamps and lanterns. Now uses the face of the block the player clicks to determine if its a table/floor style, wall style, or ceiling style.
You sir, are a boss.
May I oh so humbly request natura wood types for the next addon?
The tavern looks great.. I for one fully support the idea of more village buildings.. And I saw your post in bibliocraft.. And I hope you get those hooks to use, that would be awesome!
We have an active community but are looking for more!
We have no whitelist, 8GB ram, 200 slots, many interesting mods!
One of the staples of our modpack: You start with 3 hearts instead of 10! As you play and level and explore, you will gain more hearts, up to a maximum of 30! But don't think 30 hearts means your invincible! With Mo'Creatures, Primitive Mobs, Legendary Bosses, Infernal Mobs, and more, there are monsters that can challenge even the mightiest warrior or mage!
Now you must by now be wondering what mods we're using? Well, check it out...
WOW! Too many mods, how can I download them all?? Your wondering now.
No problem! We have a private members only modpack and instructions for you to make this easy!
All you need to do is go to our official Enjin-powered website, roanoke.enjin.com and follow the instructions on the front page! If you have an enjin account, log right in, if not, make one! Its free! Once logged in, there's a link to the modpack download, follow the step-by-step guide with the download and you'll be in the world in no time!
Having the STRANGEST issue... mo creatures are rendering the wrong mob! Horses are BigCats, Ostriches are Elephants, Turkeys are bears... This is ugly. And nothing seems to fix it... Anyone at all have some kind of idea HOW this is possible?
I should note that we're up to date.. and when playing the clients in SSP there is no issue. Some kind of entity ID mismatching... How? We uploaded clean versions to the server, identical configs... everything we can think of. What could even cause this?
SGCraft Version .5.2 isn't loading in server, it says the file is invalid... It loads fine on the client, but the server does not see it. What gives ?
Here...
2013-06-28 16:29:58 [FINE] [ForgeModLoader] Examining file SGCraft-0.5.2-mc1.5.1.jar for potential mods
2013-06-28 16:29:58 [WARNING] [ForgeModLoader] Zip file SGCraft-0.5.2-mc1.5.1.jar failed to read properly, it will be ignored
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:41)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:115)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:348)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:480)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:430)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
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I assume we've thus decided to redub this as Thaumcraft 4?
Seems fitting enough honestly, it really is a gigantic change..
With that API released, does that mean that the beta testers have the prerelease version for testing now? This is encouraging to me, as it means we are that much closer... Nice work Azanor, keep it up!
0
This is an interesting idea... However, I don't know that there is any way of changing a summon's behavior, so things like mining or carrying a load for you does not seem like its possible.. Perhaps Mithion can add something in for that later? It is an intriguing idea, thats for certain...
0
That makes me wonder then...
As a Fire spell can light blocks on fire when struck.. (either naturally, or via the ignite modifier) will Water spells have the ability to douse flames, like rain does? Will that be inherent, or another modifier (douse)?
This is a very valid line of thinking.. I'm interested in seeing how it plays out, because having a ranged 'put out fires' spell would be OUTSTANDING!
Oh how I could manipulate forces with this...
Alternately, perhaps these particles are not temporary at all? But are a visual indicator of a 'master' of a certain affinity, all the time (well, it would be some effect you'd want to be scaled down so its not too heavy a load.. but still) this could be very very interesting from a multiplayer standpoint, especially with the 'locked trees' configuration turned on... A party of affinity mastered mages would be very intimidating indeed...
0
Of course. See, his talent locking system is a config, and if you disable it (its disabled by default, I assume) theres nothing stopping you from getting every point in every tree, nothing but time of course XD
But thats much the same as it is now, getting to level 50 and getting every spell takes a very, very, very long time
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No.
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What about a command to post a tweet and upload a screenshot at once? Not sure if that's even possible I guess but it could be badass..
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We've updated to add Forestry and the two new Bibliowoods addons.. They are awesome !
In game mail systems!
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You sir, are a boss.
May I oh so humbly request natura wood types for the next addon?
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0
0
We have an active community but are looking for more!
We have no whitelist, 8GB ram, 200 slots, many interesting mods!
One of the staples of our modpack: You start with 3 hearts instead of 10! As you play and level and explore, you will gain more hearts, up to a maximum of 30! But don't think 30 hearts means your invincible! With Mo'Creatures, Primitive Mobs, Legendary Bosses, Infernal Mobs, and more, there are monsters that can challenge even the mightiest warrior or mage!
Now you must by now be wondering what mods we're using? Well, check it out...
WOW! Too many mods, how can I download them all?? Your wondering now.
No problem! We have a private members only modpack and instructions for you to make this easy!
All you need to do is go to our official Enjin-powered website, roanoke.enjin.com and follow the instructions on the front page! If you have an enjin account, log right in, if not, make one! Its free! Once logged in, there's a link to the modpack download, follow the step-by-step guide with the download and you'll be in the world in no time!
Here's some teaser screenshots...
Hope to see you all there!
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I should note that we're up to date.. and when playing the clients in SSP there is no issue. Some kind of entity ID mismatching... How? We uploaded clean versions to the server, identical configs... everything we can think of. What could even cause this?
0
Here...
2013-06-28 16:29:58 [FINE] [ForgeModLoader] Examining file SGCraft-0.5.2-mc1.5.1.jar for potential mods
2013-06-28 16:29:58 [WARNING] [ForgeModLoader] Zip file SGCraft-0.5.2-mc1.5.1.jar failed to read properly, it will be ignored
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:41)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:115)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:348)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:480)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:430)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
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Also Confirmed