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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from WolfGirl7777

    Anyone have any idea why I just removed the snow from my island after a snowing and there was MOSSY COBBLESTONE under one of them? Is that part of the mod?

    Did you happen to have, say, a wooden barrel of water there?
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from AHWilliamPenn

    I have an idea for the end portal frame, I want it to be expensive.


    Honestly, I'd reverse the emerald and ender pearl (2 pearls, 1 emerald.) The reason is quite simple - This isn't a build one and done thing, and requiring that many emeralds seems a bit excessive: Switching it to the ender pearls gives you more options - making dolls (villager trades for emerald, sifting for emerald/diamond, etc...) or random endergriefer spawns.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from prodotes

    ore cna technically give you up to 3... so you would need to adjust again... then diamonds would be too rare ofc...

    see people... that's why math is fun... and balance is always gonna be weird with more then 1 mod ;P


    Of course if you're adjusting balance based on vanilla ratios to account for mod ore multipliers (macerator, etc...) then you're actually diminishing the mod, since those mods are typically incredibly metal hungry. So metal hungry, in fact, that they added ore multipliers rather than changing all the stone into ores.

    Ex Nihilo might let you get iron from ordinary stone, but it doesn't get you a form that's usable in the mod ore multipliers (aside from the Infernal Furnace - Since it seems to look at the output rather than the input to see if it should give nuggets), so your output from stone is less than what you'd get from the ores proper. Of course, if you have those ores (standard worldgen) then anything from stone processing becomes extra.

    One main benefit I see to Ex Nihilo in a game would be to acquire resources added by mods that were added after the world was created, without having to use MCEdit, restart, or enlarge the world save size to get to new chunks. It can also save your world from looking like somebody decided to turn it into quarry-sized Swiss cheese.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from The_Reaverblade

    Vanilla:
    glass pane (102)


    This is because there is no way to solve (glass aspects * 6)/16 and come up with any results greater than or equal to 1. Likewise for the cobblestone slab.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Zandorum

    I understand its for skyblock I already mentioned that. I'm saying it would be nice if I could just turn off Ores from the Sifter that is all, Nothing that big it would be a very simple addition. I don't know why people are getting worked up about this. Please can we drop this before its considered a flame war, I still however do hope I get a reply.

    Let me be clear, I wasn't getting worked up, nor flaming. If that's how it came across, I apologise.

    I was just trying to make clear that the purpose of the mod (resources for skyblock) is already at odds with expecting it to not unbalance things - Especially in a mod like GregTech.

    I do agree, being able to at least control whether certain things can be sifted would be useful - Even better would be to adjust the rate that they can (as mentioned above). Perhaps this could be part of the "bridge" effort towards GregTech, though to be honest I can't imagine trying to run GregTech in skyblock - That truly would be torment to build "from nothing".
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    What would you suggest be added to the configs to allow you to make it balanced? User/server admin configurable "drop rates" for the various resources (including, perhaps, a "don't drop this ever" level)?
    IIRC, configuration options for such have been mentioned before, but are on a lower priority than certain other features and compatibility options. This was, after all, intended as a bridge for being able to make use of other mods in skyblock.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Zandorum

    This would allow you to Automate getting all of the Ores that Tech mods need most:
    Iron, Gold, Lapis and Emerald (Diamonds aren't used all that much but its still a thing, diamonds...).

    So having this on a Tech mod server makes the sieve one of the best things you can have.
    As a note I do understand this was not ment for non-skyblock but having it beable to be out of skyblock makes it universally good and not just for skyblock anymore.

    Just to be clear, you're trying to claim that this mod is unbalanced when used in standard survival with a slew of other mods - all of which change the balance of the game in various ways and are already "unbalanced" when taken in combination.

    To this I have to say, ever so eloquently: "Duh."

    If we're going to talk about it being unbalanced, you might as well use some form of autocrafting to combine all the ore drops into the next block stage, send it back through to be broken until it's in dust form. Then throw it into a (fully upgraded) Infernal Furnace to get all the extra nuggets.

    But let's be honest here - Does it matter if you have that much more of resources that, by the time you're in a position to perform this trickery, you likely already have more than enough of? If it's being used this way in single player it doesn't matter because there's nobody to compare this size of your iron supply with directly. If it's being used this way in multiplayer odds are good that everyone else is doing it too, which means it doesn't matter again, because your iron supply isn't bigger than anyone else's.

    This mod doesn't give you game-breaking tools, instant-kill weapons or invulnerable armor. What it does do is give you the means to generate resources that are otherwise unavailable or difficult to acquire in skyblock. It's also useful for generating resources that you might not be in a good position to acquire yourself in survival, or to get resources that are otherwise only available in an area that you detest (like, say, the nether - Which I detest.)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from EchoingZen

    Ok, thank you. I was afraid it was going to take a while. I suppose there is nothing wrong with firing up 1.6.4.

    The beauty of the 1.6+ launcher is that you can do both. Sure, you won't keep your TC progress, but you can still get a feel for the concepts within it. As for a 1.7 world being generated, and given Azanor's retro worldgen track record, you should be able to (theoretically, and with some savescumming for safety) add TC in after the fact.

    Thus you can get the MC Survival primary resources in place and have a stable state to immediately begin working in TC in relative safety.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    woooow, if its such a big deal over such a small thing, its the definition of ocd :)

    if you HAVE to have the lables on your jars straight, or you cant play, even though it doesnt actually interfere with the ability to read them.^^

    just really. think about what youre complaining over there for a second.

    I would appreciate you not trying to trivialize OCD, whether or not you personally suffer from it.

    Quote from IStoneI

    just really. think about what youre complaining over there for a second.


    As for the Thaumostatic harness and jars of potentia, I would think that balancing "how much fuel you bring with you" against "how much space you keep for carrying things" is part of the idea.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Drow

    Unless you have SS or have a large MFR spawner system you probably aren't going to be getting glowstone that way. Anyhow Golden Apples have Sano.

    There are ways of setting up spawning systems entirely in vanilla, including witch spawners. For an extreme example (of pretty much any construction project, including witches) you should check out Dataless' channel (Dataless822) on Youtube.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Erasmus_Crowley

    Maybe you can make one out of porcelain?

    000
    _0_ Like this in a crafting table, and then fired in a furnace?
    000

    It would require seven bonemeal, which cancels out any possible feedback loops with macerators or pulverizers.


    It sounds viable to me.

    Other vanilla drops I can think of that are unavailable(?) in peaceful currently:
    Zombies - Rotten Flesh - (unavailable) - Thaumcraft flesh golems use it
    Skeletons - Bones - (above) - various uses
    Spiders - Spider eyes - (unavailable) - Vanilla brewing, Thaumcraft, some others
    Wither skeletons - Skulls - (Unavailable) - Summoning the wither (does this even work on peaceful?)

    I think that's the vanilla resources, anyway.

    Side thought - Why is it that peaceful disables hunger and massively boosts regeneration as well? It seems contradictory to have a "survival" mode that makes survival completely trivial.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    I had a thought while I was playing, and switched to peaceful to check - I don't think there's a method to obtain bones themselves in peaceful. A few mods make use of them directly - Thaumcraft and Witchery, off the top of my head - and given your efforts to make mob drops available to peaceful players, I thought I'd mention it.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Mossy cobble and mossy bricks would certainly be nice to have. I do think it should be restricted to wooden barrels causing it - that way we don't end up with moss growing everywhere.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Do as thou wilt shall be the whole of the law.
    For some reason, I feel like cackling madly. It might just be my new swimming pool though.

    Thanks, Crowley.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TPB

    Now, even if Nitor was burning at around.. dunno a couple of degrees more than normal bodily temperature would it make a difference?
    Even in thaumcraft 3 Nitor did boil the water if placed under the crucible.
    To wrap up a discussion that spanned i don't know about 8 pages? It's the crucible that "boils" the water, not Nitor itself.

    And Nitor is unable to cook smelt and burn hands

    And again, a metal bucket containing 1000L of LAVA etc etc.


    I take the crucible "boiling" the water less as nitor producing enough heat, and more as nitor producing sufficient energy for the crucible to break things down into their Essentia.
    The crucible itself is a thaumaturgical construct, not simply a container to melt things in. If that's all it was, then simply cooking something in the furnace should produce flux (you're burning the fuel, after all... Where's that Essentia going?)
    Posted in: Minecraft Mods
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