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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Shirololl»

    But the pack is about Thaumcraft...

    And a cheat is a cheat.

    Well, it's not exclusively about Thaumcraft...Also, Talonos himself has gone on record saying he's a-okay with people using the cheat, if they've grown tired of Thaumcraft researching.
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Swat_Raptor»

    I don't know all the spawning changes that happened but I can tell you there were big and subtle changes to spawning rules. However farm mobs should still spawn and vannila mobs should still spawn in cleaned areas. is nothing spawn at all?


    I've just started a 2.1.5 map and spawning seems to be working like it did in the previous updates.


    ...pardon?

    I was just commenting on a couple of spawning anomalies, in case it had something to do with the issue where monsters don't spawn in de-Tainted areas...
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Swat_Raptor»

    you mean the one in the south parts of the desert, the kind that has chest of goodies and dynamite at the bottom. dynamite which can let you mine materials of epic hardness.


    Add to that the fact that you can find an entropinyum for free within the world. Free entropinyum+free dynamite=quite a lot of free mana. :P

    Also, I need to say three quick things. First: No, seriously, does this pack have some anti-modding thing installed? 'cause I could swear I heard somebody mention adding mods to their installs of Blightfall, but any time I try to add any-even a tiny, purely-aesthetic mod-it breaks world loading. The pack itself loads up just fine, it even gets all the way to the title screen. All the menu buttons work as intended...but if I try to make a new world, or load up one made previously, it gets all the way to the point it's meant to briefly re-show the title screen, then hop into the world itself...and, instead, gets stuck showing the title screen. I know it hasn't simply booted me back to the title screen, because if I try again, it gets stuck trying to shut down the world I was trying to load previously...and if I close out of Minecraft from either stuck state, the Technic Launcher refuses to load back up until I go into the "processes" tab of my computer's task manager and forcefully terminate the "javaw.exe" process. Is this a deliberate anti-modding measure on the devs' part, or is it something on my end?

    Second and third points are anomalies I've discovered in mob spawning that may or may not have something to do with the "no monsters bug"...I really don't know enough about Minecraft's spawning mechanics to know if this is connected or not, nor whether or not it'll be any help if it is...

    So, second: I recently spent about a week and a half with no internet. Did I let this stop me playing Blightfall? Heck no! I just started over in an offline world. :P But I noticed something...the "no monsters bug" either doesn't occur while playing offline, or is greatly reduced, because I had monsters showing up all the time in places they normally wouldn't in this pack.

    Third: Whether you're offline or not, any portion of the mushroom island that you purify, but don't properly light up, spawns monsters during the night time. Even though mushroom islands aren't meant to be able to do that. o.o The caves, too, spawn monsters unless lit, day and night. No, the purification process didn't change the island to something else: I used F3 to check the biome, and it still reads as mushroom island.
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    That's...very strange. It appears to be some sort of bug with rendering apostrophes, as you said, but why it's doing that, I can't even begin to guess...

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    I have a similar, but even worse, problem with the swamp islands...the scanner doesn't even register they've been cleaned at all...o.o

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Quote from ioeViatos >>

    Also, Tainted nodes underground will constantly reinfect the land above them, no matter how far down they are (some of them are far). I have one with four blooms parked in a little "no u" arrangement until I feel like making the expedition down and jarring it.



    Sorry for the double-post, folks, but I just remembered this line...^_^; Anyway! There ARE other ways of dealing with Tainted nodes...Sure, you can either break it or jar it, but there's more: You can put a node stabilizer under it and a...Um...that one thingy, whose name I forget, above it, in order to transform it into an energized node. As long as it's providing centivis, it won't engage its Tainted behavior. Additionally, you can get a wand focus of purity and use it on the node. It's not guaranteed to work, so it may take a few tries, but eventually, it'll change back to a normal node. Finally, you can always just put a bigger, purer node next to it, so it'll get eaten. XD
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from ioeViatos»


    That actually reminds me of something I wanted to direct straight at Talonos, if he's still reading this thread...Talonos! I saw you mention how you used to use another mod to give players a device they can choose their own placement of-for completing the scouting quest-that lets them teleport to it afterward, and how you wish the mod would update so you could start using that again...Have you considered using the "waypoints" mod, instead? It only adds three new things to Minecraft: A "waypoint block" which is crafted by surrounding an ender pearl with stone, by default, but can have its crafting recipe adjusted in the config file; as well as two different multi-block structures crafted from these blocks. There's a three-by-three structure, and a two-by-two structure. Neither functions any differently from the other, the only reason for using the three-by-three is if it fits your build better...But once built, what these structures do is...basically the same as your Custom NPCs beacons. Only, since they're blocks instead of entities, they can be mined back up, moved somewhere more convenient, and placed back down again to resume function.

    Also, do you have some form of anti-modding thing in your pack? 'cause any time I try to add any new mods, no matter how small, the pack stops working...o.o

    Quote from Shirololl»

    Actually the taint you get on your island is meaningless, because it can no longer grow fibres...



    I'm...not quite sure whether this is true or not. From my testing in Hubris and Atonement: Sins of the Past, I've come to learn that any island-even one with no caves underneath-that you clear of fibrous Taint, but leave a Tainted Land biome, will eventually spontaneously generate new fibrous Taint atop itself, unless you switch out the grass blocks for other things. The grass itself generates the stuff. But in Blightfall, it doesn't seem to do that...unless I'm just not leaving the patches where Taint crept back in alone for long enough. XD


    Edit: Phe. For some reason, the bit of ioe's post that I left in didn't display...o.o Silly message board. In case you couldn't guess, it was just the bit about how there's no teleport beacon in the undersea lab. XD

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    It wasn't the water. The island has caves under it that the Taint can spread back through, from the caves that're under the water. Leave an ethereal bloom on each spot that the purple first starts to reappear at, and it'll stay clean.

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Shirololl»
    Does it protect them from Taint? Nope, the lab is full of it.

    The only reason the lab is full of it is because Talonos uses a world-Tainting item on the map before uploading it with the rest of the files for the modpack. Said item puts Taint EVERYWHERE that it can be placed, regardless of whether nor not it should be able to spread to there. Not sure how he manages to keep the bio-domes clear, but never mind...Anyway, the point is that once you clear the Taint that's already in the lab, none will spread back into it. Because Taint doesn't spread through water, as ioeViatos pointed out.

    As for "getting that far in Botania," what do you mean "that far," exactly? All it calls for to make a hydroangea is mystical petals and mana petals. Even if you'd said "getting that far exploring the map," instead, it'd still be a little silly. It only needs some cyan petals, some blue petals, and some pink ones, of which the hardest to get is the cyan ones, which just requires scaling your way a short distance down a mountain, into a "hidden" cavelet. The blue ones require you to go down a waterfall and pull a lever. The pink requires...nothing, beyond making your way to the village they're in.
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Tsk. I was trying to be subtle about it, so people could discover it for themselves and wonder at Talonos's cleverness...Fine, then. What I'm trying to point out is the fact there's a mana-delivery array underneath the undersea base. It takes mana produced by flowers on each of those dirt blocks I mentioned, and delivers it to a bubbell underneath the infusion setup. For those not familiar with post-elven portal flowers, a bubbell produces a pocket of air underwater, when provided mana. In other words, placing a hydroangea on each of those dirt blocks will generate a continuous air bubble to keep you from drowning, while doing infusions.

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    No, no. That's all needlessly over-complicating things. You know those glass boxes at the corners of the undersea lab? You noticed how each box's own corners has a block of dirt in it? Put a hydroangea on each of those dirt blocks and just wait. :P

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Right, so there are a lot of pages I couldn't be bothered to read my way through, so I don't know...has anyone else figured out, yet, that you don't actually need a separate infusion altar from the one in the undersea lab, in order to do infusions without drowning?

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    ...Well, now I feel kinda' dumb for not noticing that before...o.o

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Right, so I've been all over "the south end of swamp bay" and managed to find...absolutely jack diddly. Could somebody tell me where the black flowers are? Or, at the very least, give me a more useful hint than the quest book does?

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from pondfisher»

    Have you been to the Waterfall Lake scout location? The lever to open the room is under the waterfall.

    Unrelated topic: How do you get past all the tainted magicians in the Iceberg?



    Dunno' if anyone's pointed this out, yet, or not...but that's completely unhelpful to Keyedrin's question. The secret lab behind the waterfall has the blue flowers, not light gray. And, to Keyedrin: I haven't found them, either. I've found a small clean patch on the western side of the mountain, which I assume is in place to keep the flowers from being corrupted by Taint...but I can't find the cave entrance. The clean patch is north-west from bio-dome Alpha...Sorry I can't be any more help than that. ^_^;


    Edit: Keyedrin, if you still need to find these...and I suppose I might as well say it for anyone else who finds this topic, looking for this answer...Try going to the Swamp Delta waypoint and boating your way over to the river that starts just up from the next island east of there. Follow the river until it reaches the mountains, then follow the mountain chain just a short distance north.

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