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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Re: Skyblock worldgen - have you considered talking to XCompWiz about how mystcraft void ages are generated?
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Erasmus_Crowley

    Very good point. Between the renewable sand, gravel and clay, you can already make the smeltery as big as you want. Thats the important part.

    If you can get the resources to make the first layer, you only need (cobble)stone to continue expanding it. Well, (cobble)stone and lava. it is certainly much faster to make it with grout though.

    In other news, the very first sand I beat through the sieve after that chest coughed up an ancient spore. As did the next one. I think your mod is trying to mock me.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    New month, and it's already starting off on a good note.

    As somebody who has used it in its previous incarnation, I was wondering if you had considered any Ars Magica 2 support - I know that there are a few worldgen elements that, in a skyblock setting, would be impossible to obtain.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Brona Pretolus

    I've gotta say I'm super impressed with this. All the blocks look great and it feels like everything has had a fair bit of thought behind it.
    Time to learn how to make the Magic launcher behave across the 152 gap!


    I agree, this mod is certainly a well thought out one.

    That said, as an aside, why use Magic Launcher these days? While I never did so, I could see the appeal of different profiles with their own custom mod arrangements and ease of installation. Post 1.6, however, the native launcher supports different profiles, each with its own directory and configurations.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Erasmus_Crowley

    Sounds like a bit of bad luck. The rarity of ancient spores is currently set to 1:128. Basically, for every stack of sand that you put through the sieve, you have a 50% chance of getting some spores. That may be a bit harsh, but I really wanted them to be something you aim at and work for. They can basically eliminate hunger and allow you to create an infinite supply of soul sand.


    I wasn't complaining about it being rare, I was just looking for clarification on how rare. It seems that the RNG hates me enough to refuse to roll a 1 in almost 3500 tries with that 128 sided die.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    So, I decided to add this to my setup (Ancient warfare, Thaumcraft 4, Bibliocraft) because I like the style and approach - Things mostly occur in-world in all of them, rather in GUIs, and none of them are high tech. So far, I'm quite enjoying it, even though many of its features aren't strictly necessary.

    Unfortunately, one of the biggest things I really wanted (ancient spores) has yet to reveal itself, despite sifting through a double chest of sand (byproduct of terraforming a desert into a small town/base). So my question is this: Just how rare are they supposed to be?

    Quote from prodotes

    TC crystals... I would, personally, go with the infuser idea... not sure about how to turn quartz into an "empty crystal"... it would be nice if it had a "magic feel" to it...and then maybe add a block that will slowly charge them into the 6 existing ones... it could even cost "nothing" but just be a very slow and very random process... that "siphons magic out of the auras"... or you could have it sit under or above a node to work... but you need crystals to properly see them... so that would be a no-go i guess...
    one idea would be to craft together quartz blocks (maybe) and then smash them with a hammer... maybe while they are on top of a redstone block or something? or if a quartz block sits on top of redstone it has a random chance (world tick, like seeds or trees) to turn into crystal... then you can then smash with a hammer... or make it sit on some new block that's "magic"... made of glowstone, quartz, redstone, slime and other "magicy" stuff... and eventually it becomes a random color crystal block that you can just smash?


    Perhaps you take quartz, glowstone and redstone, melt them together in a crucible, and pour the result into some witch water?

    Further thought: Also add in stone. When you pull the cooled result from the witch water, it's an infused stone block?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from DooManiC

    Nice idea with the new research system, but i encounter one problem... lets say, i discovered saxum by analyzing stone with the thaumometer. It gives me 4 Saxum research points. So i use those research points and will run out of saxum points sooner or later. So... what if i need saxum again sometime? i cant research stone twice, of course other blocks and items do have them too, but what if i analyzed all things and still need more saxum? is there another way to get research points? (And jea, saxum can be combined somehow, but what if i run out of terra instead, and have analyzed all terra blocks?)

    Read your thaumonomicon. You will find information on what primal aspects make the more complex aspects in there. Once you know, you can simply "mix" primals into their less pure forms for research.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from DoomX777

    My to do list when Ars Magica 2 is out:

    create uber heal spell and name it "cure cancer"
    create a field ( if exist ) + push and name it "THOU SHALL NOT PASS"
    create a projectile + push and name it "FUS RO DAH"

    I seriously can't wait for it :P

    If you are going to make a "You shall not pass", you might as well add in flame damage - Wielder of the Flame of Anor and all (and ring-bearer of Narya, but that's another matter)
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Keybounce

    Let me see if I can describe my concern a little differently.

    Twilight Forest adds a large amount of stuff to the game. It gives you a very different game experience.

    But the items you can get are either things like iron-level equipment with minor enchantments, or diamond-level with medium enchantments and very low lifespan; the mobs and environments you find them in are significantly different than normal.

    And then you have the new bosses; ranging from some designed to be fought with iron-level items, to some requiring enchanted diamond. Or learning their weaknesses because a straight-up fight won't work.

    But overpowered? The most powerful items in TF are probably either the uncrafting table, which lets you break items into parts, or repair items from parts (and levels if enchanted), or the "moonworm queen", which lets you throw light sources at a distance.

    Or, at the other end, is Tinkerer's Construct. This lets you make tools, with perfect reliability, that outperform almost anything you can get from an anvil+books, that never wear out. It effectively obsoletes the entire vanilla tool+enchantment system. And you have access to it and what it can do right around the point of having iron-quality items (heck, even stone-level tools are better than vanilla stone tools). And on top of that, it doubles your ore production.

    Two mods that change the game experience; one without being over powered, the other very OP.


    Twilight Forest is largely a "world content" mod. Its focus is on giving you a new world to explore and new challenges to overcome in this new world - The new items are simply a motivational system to get you to want to go there.

    Tinker's Construct is largely a "tech and tool" mod, with a goal of giving you less of a "massive jump forward" every material level, enchantment choice (at cost), and upgradeability - It's not meant to be used alongside vanilla tools, but as a replacement. The only reason vanilla tools remain is for compatibility. At their lowest base end, each TC tool is actually worse than its vanilla counterpart. At its mid to high end, I agree, it is overpowered in comparison to vanilla.

    The point here, however, is that these two mods aren't comparable - One is a world-focused mod, and the other is a tool-focused one.
    Thaumcraft, for the most part, falls into the tool-focused category. It is an augmentation on what the player is capable of. It is, however, far from free. Large workings in Thaumcraft consume commensurately large amounts of resources and effort (breaking things into Essentia, crafting, alchemy, etc.) There are also risks associated with various stages, from the risk of damaging a node on up to causing the highly dangerous taint to spread.

    On the one hand, you have the ability to throw lightning from a stick capped with iron - On the other, you also need to recharge the wand from world-gen sources to power the ability, you need to research this ability in the first place, and you need to craft the focus which allows it.

    While I do not feel that Thaumcraft unbalances the game, that is a personal opinion. What is clear, though, is that it is not a vanilla balance level - It has its own internal balance which isn't based on quite the same criteria as vanilla's balancing points.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from StigZG

    But what if you scanned EVERY SINGLE item in game (except for nodes) at the start (I don't know how) and wasted it all... AAAAAAALLLLLLL. Are aura nodes only way of getting more aspects? (I am asking this because I THINK I am close to that problem).

    There is a device which can, slowly and with a great deal of wasted components, pull the primal aspects from items for the research table.
    Furthermore, a research table will slowly gain points as appropriate from primal aspected things in proximity.

    At worst, your research can slow down, but not completely stall. Also, don't forget to analyze all the things you make.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from S.K. Ren

    Try playing Dwarf Fortress sometime. That game defines FUN.

    azanor looses a roaring laughter, fell and terrible!

    And thus is the origin story of Thaumcraft, clearly.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Keybounce

    As someone who is very concerned with balance issues, and regards TC3 as very unbalanced, how does the balance of TC4 fit -- in particular, how well does it fit the existing power level of vanilla? Consider the idea that diamond equipment should be available, but not so common that it can be tossed away for nothing; that enchanted equipment should be common, but the "perfect enchanted tool" rare. Consider a server that prohibits mob farms or other passive resource acquisition.

    Equally, consider that even in vanilla, when you "beat the game", you get beacons that let you do more.
    TC 3 gave you flight relatively early (or so I felt), and generally made you so overwhelming compared to all the normal mobs


    Honestly speaking, vanilla does not have much difficulty "depth". The depth to vanilla comes mostly from the various constructions, contraptions and such built in-world (primarily redstone related).

    Anything which adds to the player's capabilities will, by its very nature, diminish the vanilla threat. Anything which allows you to automate will diminish the amount of effort it takes to further your situation.

    As you advance in TC4, you will indeed end up "overwhelming" compared to all the normal mobs. This happens in vanilla as well - Nobody who has reached a stable iron stage would consider basic zombies a threat. Anyone who has killed the dragon and built a two-high space in the End would consider endermen an easily harvestable resource rather than a challenge. The wither is called up after preparation, not randomly encountered, and is thus only as difficult as you make it.

    What TC4 does, however, is add additional options, as well as resource management (vis, essentia and research aspects) and new threats (anything tainted). TC does not reduce the exploration requirement to gain resources. Indeed, it adds to it - Nodes must be sought out, aspects for research must still be acquired by encountering something new with that aspect. Greatwood trees, silverwood trees, and the various shards must still be located.

    Essentially, if you are trying to determine whether TC will change your vanilla experience, the answer is a resounding: Obviously.
    Posted in: Minecraft Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!
    Regarding 1.6.4 - This is actually supposed to be a pretty important update step, to keep compatibility with existing worlds and the upcoming 1.7 series (primarily with things like villages, strongholds and nether fortresses).
    If the mod doesn't hit this version, people will either have to start all-new worlds in 1.7, or drop Bleach to step through 1.6.4 before going to 1.7 to keep their worlds intact.
    Posted in: WIP Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from Keybounce

    What I mean is, how do you use UE to generate power? I checked the UE web site and could not figure out anything about how to make a power source.


    This question would, perhaps, be best directed to the UE forums themselves. That said, if all you've installed is Universal Electricity, and not one of the others (such as Mekanism), then you really don't have anything to produce power (or use it).
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from BookDevourer

    So just wondering will there be an update to 1.6 or will that be AM2

    From the patch notes in the first post for the most recent update to AM:
    • This is just a bugfixing update - AM1 will not be updating to 1.6. Look for Ars Magica 2!
    Posted in: Minecraft Mods
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