• 0

    posted a message on [WIP][0.2.1]Technomancy

    HOORAH! Another Thaumcraft addon (kinda).


    Technomancy, as much as you can guess from the name, is based around combing magic and technology in a (hopefully) fun way. A lot of blocks will be added based around the RF power system and using it to perform advanced magical shenanigins. There will be Ars Magica support as well (as soon as I can devise what I'm going to add) but that will be at a later date. Witchery and Blood Magic support are also on the list. There is definitely going to be a plethora of dynamos to power your base in unique strange different ways.



    You'll see this list expand in the future.


    Dynamos:
    • Essentia Dynamo: Powered by any type of essentia. Each type gives a different fuel value by "category" (Primals have the same fuel value, Human-like aspects have the same values, plants are the same, etc). Essentia can be pumped in to any side and will be drawn from any type of jar regardless of label.
    • Thaumic Dynamo: Uses magical fuel! Inteded to give double fuel values on things like alumentum and different types of wood.
    • Golem Dynamo: A hamster wheel powered by golems! Faster the golem, the more power is produced. May incorporate strength in there somewhere.
    • Node Dynamo: Pulls aura from a node (without breaking it). Nothing but bright nodes will be able to keep up with the aura draw rate.

    Machines:
    • Ecologic Transmuter: Buy supplying a very large amount of power, the Transmuter will terraform a maximum area of 300 blocks to either Tainted Land, Magical Forest, or Eerie biomes. Right Click to toggle the output biome.
    • Essentia Reconstructer/Deconstructer: Deconstructor is similar to the Alembic furnace, but will use power and be much faster. The reconstructor will be able to create blocks/items out of essentia based on the block/items aspects.
    • Quantum Jar: Stores 640 essentia. It will suck any essentia out of jars nearby as long as it has some essentia in it.
    • Golem Cloner: Eventually, you're going to figure out how to make a golem safely, might as well make it easier. Golem goes in one side, clone comes out the other. Will definitely require as much essentia (maybe more) in the process.
    • Thaumium Beacon: A beacon that changes effects based on the crystal clusters attatched to it. Multiple clusters of the same type will have better effects.
    • Thaumic Computer: Just add power, paper, ink, and some time to create completed research notes. You'll still have to take them out and right click them.
    • Aura Node Generator: Creates aura nodes using massive amounts of power, Aurum, and taint.
    • Orderly Lamp: Reduces instability in infusion altars by pumping all the flux to another location.
    • Ender Jar: Like an ender chest but with essentia.
    • Eldritch Consumer: Requires massive amounts of power to absorb surround blocks and turn them into essentia.
    • Binding Mannequin: Applies the effects of the armour on the mannequin to the player. Only one mannequin can be bound per player.
    • Anti-Mannequin: Similar to the mannequin but applies debuffs.
    • Essentia Coil: Transmits essentia wirelessly.



    That goes double for this one.


    Items:
    • Destabilizer Wand Cap: Mines like excavation blocks turning them into clumps of essentia instead of the mined block.
    • Fusion Wand Cap: Absorbs the base vis from nodes until their is nothing left destroying the node. A node can be created from the vis in the wand based off of how many nodes were destroyed and how much vis is in the wand.
    • Essentia Cannon: Picks up jars of Essentia and gains different effects based on the type of essentia.
    • Phase Saber: A sword that can toggle through wand caps changing its effect/strength depending on the cap.
      • Excavation: Increased block ability.
      • Fire: Damage increase and fire aspect for an extended period.
      • Lightning: Massive damage incease and large knockback.
      • Equal trade: Health Aborbtion.
      • Frost: Weakness and slowness.
      • Destabilizer: Drains hunger.
    • Technoturges armor: Powered armor that gives a high vis discount and gives some good buffs. Exactly what it will do is a mystery.
    • Gloves of Purging: Destorys blocks with right hand, turning them into essentia, then fires them out the left in a manner similar to the Essentia Cannon.
    • Anti-Matter Bucket: Able to pick up/place flux goo. No, I don't care how OP it is. It will probably end up taking up a massive amount of space. So calm your tits balance-nazis.
    • Quantum Robes: When placed on a mannequin, the robes will provide buffs by drawing essentia (paid in advance).
    • Pen: Scribing tools that last longer.
    • Coil Coupler: Links essentia coils.




    If you see a version here that can't be downloaded, it's because I write the changelog before release so I don't forget what's been changed.
    • Fix: Node Dynamos output to any side.
    • Fix: Tesla coils dont' crash when trying to remove the aspect filter.

    0.2.1:
    • Fix: There is now a proper description on how to use the Node Fabricator.
    • Fix: Blocks now have a proper hardness.
    • Fix: Quantum jars now render essentia properly
    • Change: Coils are cheaper. Like ur mum.
    • Change: Coils store less in their buffer.

    0.2.0:
    • Added: Essentia Coils.
    • Added: Orderly Lamp.
    • Fix: Pen Core recipe not being registered in the oredictionary.
    • Change: Beefed up the recipe for the Node Fabricator.
    • Change: Moved Pen research to a different location.
    • Change: Dynamos can be turned off via redstone signal.
    • Change: Ecological Transmuter only runs when a redstone signal is applied.

    0.1.0:
    • Updated to Thaumcraft 4.1(letter of the alphabet)
    • Added: Ecological Transmuter.
    • Added: Node Fabricator.
    • Added: Research for all the things.
    • Fixed: Essentia Dynamos not facing the right way.
    • Changed: Quantum Jars are now more intelligent than your average jar.
    • Changed: I don't actually know if I changed anything else. I think I did, so I'm just going to fill up this space.
    • Bonus additon: Satyrical pen.
    • Still ToDo: Fix quantum jar rendering.

    0.0.2
    • Fix: All tile entities now render their icons properly
    • Fix: Node dynamos now work.
    • Add: Essentia dynamos (I know they don't render their rotations. They do actually work though.)
    • ToDo: Fix the essentia jar/Essentia dynamo renderer. (At least they work)

    0.0.1
    • Release




    Technomancy 0.2.1.zip

    Technomancy 0.2.0.zip

    Technomancy 0.1.0.zip


    Thaumcraft 4.0.5b

    Technomancy 0.0.2b.zip

    Technomancy 0.0.1.zip




    Modpacks:

    I can't, nor will I try, to prevent you from using your mod in any modpack, however, I do no condone this behavior either. If you are going to use my mod in your modpack, at least recognize me as the mod author and provide a link of some sort to the original mod thread (on either the Minecraft or FTB forums).


    Legal Whatnots:

    This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms ofhttp://minecraft.net/terms are sole property of the Mod author (Democretes, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net by the Owner. They may only be mirrored or reposted with advance written permission of the Owner. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission.
    This mod isn't open source.

    Long version:

    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.

    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.




    TL;DR-I'm making magic crafting and research easier with the use of a power system while adding endgame items.


    This requires Thaumcraft 4.1(whatever letter of the alphabet) and Thermal Expansion 2.0.0 or greater to work do things.

    Post crashes and bugs on the forum but make sure that you include a crash log and it's spoilered (for convenience)


    Don't expect a public release anytime soon. I'm rather new to modding so it's going to take me some time especially on the more complicated stuff. Don't expect a full working release any time soon. Any kind of feedback or help is much appreciated as long as it's positive.

    Posted in: WIP Mods
  • 0

    posted a message on [WIP][0.2.1]Technomancy

    HOORAH! Another Thaumcraft addon (kinda).


    Technomancy, as much as you can guess from the name, is based around combing magic and technology in a (hopefully) fun way. A lot of blocks will be added based around the RF power system and using it to perform advanced magical shenanigins. There will be Ars Magica support as well (as soon as I can devise what I'm going to add) but that will be at a later date. Witchery and Blood Magic support are also on the list. There is definitely going to be a plethora of dynamos to power your base in unique strange different ways.



    You'll see this list expand in the future.


    Dynamos:
    • Essentia Dynamo: Powered by any type of essentia. Each type gives a different fuel value by "category" (Primals have the same fuel value, Human-like aspects have the same values, plants are the same, etc). Essentia can be pumped in to any side and will be drawn from any type of jar regardless of label.
    • Thaumic Dynamo: Uses magical fuel! Inteded to give double fuel values on things like alumentum and different types of wood.
    • Golem Dynamo: A hamster wheel powered by golems! Faster the golem, the more power is produced. May incorporate strength in there somewhere.
    • Node Dynamo: Pulls aura from a node (without breaking it). Nothing but bright nodes will be able to keep up with the aura draw rate.

    Machines:
    • Ecologic Transmuter: Buy supplying a very large amount of power, the Transmuter will terraform a maximum area of 300 blocks to either Tainted Land, Magical Forest, or Eerie biomes. Right Click to toggle the output biome.
    • Essentia Reconstructer/Deconstructer: Deconstructor is similar to the Alembic furnace, but will use power and be much faster. The reconstructor will be able to create blocks/items out of essentia based on the block/items aspects.
    • Quantum Jar: Stores 640 essentia. It will suck any essentia out of jars nearby as long as it has some essentia in it.
    • Golem Cloner: Eventually, you're going to figure out how to make a golem safely, might as well make it easier. Golem goes in one side, clone comes out the other. Will definitely require as much essentia (maybe more) in the process.
    • Thaumium Beacon: A beacon that changes effects based on the crystal clusters attatched to it. Multiple clusters of the same type will have better effects.
    • Thaumic Computer: Just add power, paper, ink, and some time to create completed research notes. You'll still have to take them out and right click them.
    • Aura Node Generator: Creates aura nodes using massive amounts of power, Aurum, and taint.
    • Orderly Lamp: Reduces instability in infusion altars by pumping all the flux to another location.
    • Ender Jar: Like an ender chest but with essentia.
    • Eldritch Consumer: Requires massive amounts of power to absorb surround blocks and turn them into essentia.
    • Binding Mannequin: Applies the effects of the armour on the mannequin to the player. Only one mannequin can be bound per player.
    • Anti-Mannequin: Similar to the mannequin but applies debuffs.
    • Essentia Coil: Transmits essentia wirelessly.



    That goes double for this one.


    Items:
    • Destabilizer Wand Cap: Mines like excavation blocks turning them into clumps of essentia instead of the mined block.
    • Fusion Wand Cap: Absorbs the base vis from nodes until their is nothing left destroying the node. A node can be created from the vis in the wand based off of how many nodes were destroyed and how much vis is in the wand.
    • Essentia Cannon: Picks up jars of Essentia and gains different effects based on the type of essentia.
    • Phase Saber: A sword that can toggle through wand caps changing its effect/strength depending on the cap.
      • Excavation: Increased block ability.
      • Fire: Damage increase and fire aspect for an extended period.
      • Lightning: Massive damage incease and large knockback.
      • Equal trade: Health Aborbtion.
      • Frost: Weakness and slowness.
      • Destabilizer: Drains hunger.
    • Technoturges armor: Powered armor that gives a high vis discount and gives some good buffs. Exactly what it will do is a mystery.
    • Gloves of Purging: Destorys blocks with right hand, turning them into essentia, then fires them out the left in a manner similar to the Essentia Cannon.
    • Anti-Matter Bucket: Able to pick up/place flux goo. No, I don't care how OP it is. It will probably end up taking up a massive amount of space. So calm your tits balance-nazis.
    • Quantum Robes: When placed on a mannequin, the robes will provide buffs by drawing essentia (paid in advance).
    • Pen: Scribing tools that last longer.
    • Coil Coupler: Links essentia coils.




    If you see a version here that can't be downloaded, it's because I write the changelog before release so I don't forget what's been changed.
    • Fix: Node Dynamos output to any side.
    • Fix: Tesla coils dont' crash when trying to remove the aspect filter.

    0.2.1:
    • Fix: There is now a proper description on how to use the Node Fabricator.
    • Fix: Blocks now have a proper hardness.
    • Fix: Quantum jars now render essentia properly
    • Change: Coils are cheaper. Like ur mum.
    • Change: Coils store less in their buffer.

    0.2.0:
    • Added: Essentia Coils.
    • Added: Orderly Lamp.
    • Fix: Pen Core recipe not being registered in the oredictionary.
    • Change: Beefed up the recipe for the Node Fabricator.
    • Change: Moved Pen research to a different location.
    • Change: Dynamos can be turned off via redstone signal.
    • Change: Ecological Transmuter only runs when a redstone signal is applied.

    0.1.0:
    • Updated to Thaumcraft 4.1(letter of the alphabet)
    • Added: Ecological Transmuter.
    • Added: Node Fabricator.
    • Added: Research for all the things.
    • Fixed: Essentia Dynamos not facing the right way.
    • Changed: Quantum Jars are now more intelligent than your average jar.
    • Changed: I don't actually know if I changed anything else. I think I did, so I'm just going to fill up this space.
    • Bonus additon: Satyrical pen.
    • Still ToDo: Fix quantum jar rendering.

    0.0.2
    • Fix: All tile entities now render their icons properly
    • Fix: Node dynamos now work.
    • Add: Essentia dynamos (I know they don't render their rotations. They do actually work though.)
    • ToDo: Fix the essentia jar/Essentia dynamo renderer. (At least they work)

    0.0.1
    • Release




    Technomancy 0.2.1.zip

    Technomancy 0.2.0.zip

    Technomancy 0.1.0.zip


    Thaumcraft 4.0.5b

    Technomancy 0.0.2b.zip

    Technomancy 0.0.1.zip




    Modpacks:

    I can't, nor will I try, to prevent you from using your mod in any modpack, however, I do no condone this behavior either. If you are going to use my mod in your modpack, at least recognize me as the mod author and provide a link of some sort to the original mod thread (on either the Minecraft or FTB forums).


    Legal Whatnots:

    This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms ofhttp://minecraft.net/terms are sole property of the Mod author (Democretes, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net by the Owner. They may only be mirrored or reposted with advance written permission of the Owner. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission.
    This mod isn't open source.

    Long version:

    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.

    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.




    TL;DR-I'm making magic crafting and research easier with the use of a power system while adding endgame items.


    This requires Thaumcraft 4.1(whatever letter of the alphabet) and Thermal Expansion 2.0.0 or greater to work do things.

    Post crashes and bugs on the forum but make sure that you include a crash log and it's spoilered (for convenience)


    Don't expect a public release anytime soon. I'm rather new to modding so it's going to take me some time especially on the more complicated stuff. Don't expect a full working release any time soon. Any kind of feedback or help is much appreciated as long as it's positive.

    Posted in: WIP Mods
  • 0

    posted a message on [0.2.1]Technomancy
    Quick update. Just a few fixes/changes.
    Posted in: Minecraft Mods
  • 0

    posted a message on [0.2.1]Technomancy
    Fixed the download links, no idea what the heck happened there but you should be able to download any version now.
    Posted in: Minecraft Mods
  • 4

    posted a message on [0.2.1]Technomancy
    HOORAH! Another Thaumcraft addon (kinda).

    Technomancy, as much as you can guess from the name, is based around combing magic and technology in a (hopefully) fun way. A lot of blocks will be added based around the RF power system and using it to perform advanced magical shenanigins. There will be Ars Magica support as well (as soon as I can devise what I'm going to add) but that will be at a later date. Witchery and Blood Magic support are also on the list. There is definitely going to be a plethora of dynamos to power your base in unique strange different ways.


    You'll see this list expand in the future.

    Dynamos:
    • Essentia Dynamo: Powered by any type of essentia. Each type gives a different fuel value by "category" (Primals have the same fuel value, Human-like aspects have the same values, plants are the same, etc). Essentia can be pumped in to any side and will be drawn from any type of jar regardless of label.
    • Thaumic Dynamo: Uses magical fuel! Inteded to give double fuel values on things like alumentum and different types of wood.
    • Golem Dynamo: A hamster wheel powered by golems! Faster the golem, the more power is produced. May incorporate strength in there somewhere.
    • Node Dynamo: Pulls aura from a node (without breaking it). Nothing but bright nodes will be able to keep up with the aura draw rate.
    Machines:
    • Ecologic Transmuter: Buy supplying a very large amount of power, the Transmuter will terraform a maximum area of 300 blocks to either Tainted Land, Magical Forest, or Eerie biomes. Right Click to toggle the output biome.
    • Essentia Reconstructer/Deconstructer: Deconstructor is similar to the Alembic furnace, but will use power and be much faster. The reconstructor will be able to create blocks/items out of essentia based on the block/items aspects.
    • Quantum Jar: Stores 640 essentia. It will suck any essentia out of jars nearby as long as it has some essentia in it.
    • Golem Cloner: Eventually, you're going to figure out how to make a golem safely, might as well make it easier. Golem goes in one side, clone comes out the other. Will definitely require as much essentia (maybe more) in the process.
    • Thaumium Beacon: A beacon that changes effects based on the crystal clusters attatched to it. Multiple clusters of the same type will have better effects.
    • Thaumic Computer: Just add power, paper, ink, and some time to create completed research notes. You'll still have to take them out and right click them.
    • Aura Node Generator: Creates aura nodes using massive amounts of power, Aurum, and taint.
    • Orderly Lamp: Reduces instability in infusion altars by pumping all the flux to another location.
    • Ender Jar: Like an ender chest but with essentia.
    • Eldritch Consumer: Requires massive amounts of power to absorb surround blocks and turn them into essentia.
    • Binding Mannequin: Applies the effects of the armour on the mannequin to the player. Only one mannequin can be bound per player.
    • Anti-Mannequin: Similar to the mannequin but applies debuffs.
    • Essentia Coil: Transmits essentia wirelessly.

    That goes double for this one.

    Items:
    • Destabilizer Wand Cap: Mines like excavation blocks turning them into clumps of essentia instead of the mined block.
    • Fusion Wand Cap: Absorbs the base vis from nodes until their is nothing left destroying the node. A node can be created from the vis in the wand based off of how many nodes were destroyed and how much vis is in the wand.
    • Essentia Cannon: Picks up jars of Essentia and gains different effects based on the type of essentia.
    • Phase Saber: A sword that can toggle through wand caps changing its effect/strength depending on the cap.
      • Excavation: Increased block ability.
      • Fire: Damage increase and fire aspect for an extended period.
      • Lightning: Massive damage incease and large knockback.
      • Equal trade: Health Aborbtion.
      • Frost: Weakness and slowness.
      • Destabilizer: Drains hunger.
    • Technoturges armor: Powered armor that gives a high vis discount and gives some good buffs. Exactly what it will do is a mystery.
    • Gloves of Purging: Destorys blocks with right hand, turning them into essentia, then fires them out the left in a manner similar to the Essentia Cannon.
    • Anti-Matter Bucket: Able to pick up/place flux goo. No, I don't care how OP it is. It will probably end up taking up a massive amount of space. So calm your tits balance-nazis.
    • Quantum Robes: When placed on a mannequin, the robes will provide buffs by drawing essentia (paid in advance).
    • Pen: Scribing tools that last longer.
    • Coil Coupler: Links essentia coils.


    If you see a version here that can't be downloaded, it's because I write the changelog before release so I don't forget what's been changed.
    0.2.1:
    • Fix: There is now a proper description on how to use the Node Fabricator.
    • Fix: Blocks now have a proper hardness.
    • Fix: Quantum jars now render essentia properly
    • Change: Coils are cheaper. Like ur mum.
    • Change: Coils store less in their buffer.
    0.2.0:
    • Added: Essentia Coils.
    • Added: Orderly Lamp.
    • Fix: Pen Core recipe not being registered in the oredictionary.
    • Change: Beefed up the recipe for the Node Fabricator.
    • Change: Moved Pen research to a different location.
    • Change: Dynamos can be turned off via redstone signal.
    • Change: Ecological Transmuter only runs when a redstone signal is applied.
    0.1.0:
    • Updated to Thaumcraft 4.1(letter of the alphabet)
    • Added: Ecological Transmuter.
    • Added: Node Fabricator.
    • Added: Research for all the things.
    • Fixed: Essentia Dynamos not facing the right way.
    • Changed: Quantum Jars are now more intelligent than your average jar.
    • Changed: I don't actually know if I changed anything else. I think I did, so I'm just going to fill up this space.
    • Bonus additon: Satyrical pen.
    • Still ToDo: Fix quantum jar rendering.
    0.0.2
    • Fix: All tile entities now render their icons properly
    • Fix: Node dynamos now work.
    • Add: Essentia dynamos (I know they don't render their rotations. They do actually work though.)
    • ToDo: Fix the essentia jar/Essentia dynamo renderer. (At least they work)
    0.0.1
    • Release



    Modpacks:

    I can't, nor will I try, to prevent you from using your mod in any modpack, however, I do no condone this behavior either. If you are going to use my mod in your modpack, at least recognize me as the mod author and provide a link of some sort to the original mod thread (on either the Minecraft or FTB forums).


    Legal Whatnots:

    This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms ofhttp://minecraft.net/terms are sole property of the Mod author (Democretes, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net by the Owner. They may only be mirrored or reposted with advance written permission of the Owner. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission.
    This mod isn't open source.

    Long version:

    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.

    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.




    TL;DR-I'm making magic crafting and research easier with the use of a power system while adding endgame items.

    This requires Thaumcraft 4.1(whatever letter of the alphabet) and Thermal Expansion 2.0.0 or greater to work do things.
    Post crashes and bugs on the forum but make sure that you include a crash log and it's spoilered (for convenience)

    Don't expect a public release anytime soon. I'm rather new to modding so it's going to take me some time especially on the more complicated stuff. Don't expect a full working release any time soon. Any kind of feedback or help is much appreciated as long as it's positive.
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumic Garden [WIP]
    Quote from pinkiepiestyle

    please help this become i thing
    i need a coder a modeler and i would like a better texure artist let me know if you interested this is not just an idea this mod will happen

    So... You need someone to do all the work for you while you throw ideas at them.

    I bet there's a line of people willing to do that.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika
    I have tested, and I am not seeing it. This is in a FTB+my mods pack.
    This is my current mods list.
    Engineers Toolbox
    EmasherCore
    Backpacks
    Immibis Core
    Dimmensional Anchors
    Liquid XP
    Immibis Microblocks
    ObsidiPlates
    Rei's Minimap
    Bibliocraft
    Bibliocraft BoP Addon
    Bibliocraft Forestry Addon
    Extra Utilities
    Omnitools
    ThermalExpansion
    CoFH Core
    Gravity Gun
    Portal Gun
    iChun Util
    Mystcraft
    Dimensional Doors
    Biomes O' Plenty
    Nether Ores
    Flat Bedrock
    Tinker's Construct
    Natura
    Dartcraft
    Not Enough Items
    NEI Pluggins
    Iron Chests
    Applied Energistics
    Factorization
    PowerCrystalsCore
    Minefactory Reloaded
    Equivalent Exchange 3
    Steve's Carts 2
    Railcraft
    Thaumcraft
    Thaumic Tinkerer
    ComputerCraft
    Misc Peripherals
    Forestry
    Magic Bees
    Extra Bees
    Extra Trees
    BuildCraft
    IndustrialCraft 2
    Gravi Suite
    Advanced Solar Panels
    Nuclear Control
    Advanced Reactors
    Universal Electricity
    Assembly Line
    Atomic Science
    MFFS
    Mekanism
    ModularPowerSuits
    Ars Magica
    Minecraft Forge
    Soul Shards
    Reliquary
    ModularPowerSuitAddons
    RotaryCraft
    Is there anything that you don't have in yours that would conflict?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    1.6 probably broke some container code. I will look into this.

    It's not just 1.6. I'm running the RotaryCraft Gamma on 1.5.2 and I have the same glitch occuring.
    Posted in: Minecraft Mods
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