• 1

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
    Quote from eleazzaar»

    Mod support is mostly added by volunteers. I'm too busy with Java and Bedrock to work on it myself. I always like the idea of more mod support, but I can't make it happen by myself right now.


    I figured I would ask since it is basically just CTM without Optifine (which is also a mod... just a really hack based one). Maybe someone will volunteer to convert the current CTM stuff to also work with it since the connected textures already exist in the pack. Anyway, thanks for the response and all your work on this awesome texture pack.

    Posted in: Resource Packs
  • 0

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!

    Have you considered support for the Connected Textures Mod? Optifine doesn't always play well with other mods and it would be nice to get CTM without it.

    Posted in: Resource Packs
  • 0

    posted a message on [1.12.2] Dyamic Dungeon Loot including Mods loaded for Forge

    I understand that some of this is potentially not possible to implement. However, it never hurts to ask.


    Would love to see a mod that dynamically generated dungeon loot based on loaded mods with features like blacklist/whitelist (per item and by mod), setting up item type group configs (so you could force add something like a hammer to the list of pickaxes for example), and a weight system for rarity of drops per group including chances to generate nothing in each group and an overall chance of nothing per inventory slot in the chest.


    Basically, some way to create procedural dungeon loot without having to type up loot lists manually and still retain some control over what shows up in them. The whitelist/blacklist is mainly to help control progression breakers and redefine items that are improperly grouped because you can't always be right in a detection scenario like this (though a few mods should probably be blacklisted by default... like Chisel except for the chisels themselves). Loot groups would be various vanilla item types (sword, shield, dirt, stone, log, plank, ore, etc.) followed by the most common generic modded types that don't fit into a vanilla type (mainly things like metal dusts for grinders...) and then each loaded mod would have it's remaining items that don't fit in any previous group added to a group named after it.


    When any dungeon chest is generated in the world, this mod would dynamically fill it with loot based on the configured values.


    I know some mods add their own loot to the default dungeon loot lists, so this mod should replace vanilla dungeon loot generation. Another advantage to this is having all the loot configuration in one place rather than having to adjust any similar configs in multiple mods. I realize this may take some initialization on world load... but the advantages to pack makers are numerous and once a pack is configured there should be little impact on performance. (Though, the main point should remain a reduction in tedium and an increase in interesting exploration.)

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AnrDaemon»

    /tc research @P reset

    Or look for /tc help

    @Dragnier, look up here: http://project.rootdir.org/minecraft/Thaumcraft/6.1/FixedThaumcraft-beta-11.zip
    Download, unpack, shutdown your game.
    Open the Thaumcraft JAR in your mods/ directory with any capable ZIP archiver and inject the assets directory from my ZIP.
    It contains fixed research keys for five problem research objectives. (Cheat the advanced focus to get past the auromancy infusion craft.)


    I did this and while it fixed the display in the book, it did not let me actually complete the research.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Swordself22»

    What does "a normal projectile" mean? It appears in the basic auromancy tab and it is needed to complete a stage.

    I already scanned arrows, fire charge, allumentum, but none of them seems to be the answer.


    I had to get hit by lots of different projectiles for this to finally check off. Not sure which one did it... Blaze fire, Ghast fireball, Arrow, Splash Potion...
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from ITOFAL»

    I am completely stuck in Essentia Smelting

    I just can’t figure out what “..... by subjecting these crystals to “destructive testing”....” means.

    Could some kind soul point me in the right direction?


    I have the same issue. I tried tossing them into a crucible while wearing Goggles, but nothing happened.
    Posted in: Minecraft Mods
  • 0

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!

    Once again, I absolutely love your work. Your pack makes Minecraft much more playable for me; especially when modded.


    However, in the 1.11.2+ versions of the core pack, Thermal Foundation Ores are not textured. I believe this is because they broke the mod up into pieces for it's updated release which made any previous textures for their ores no longer recognize properly. They really stick out and break the flow of the pack.

    Posted in: Resource Packs
  • 0

    posted a message on Avatar The Last Airbender: Out Of The Iceberg | Avatar Mod 2

    Earthbending Basic level 1 Dig has been giving me blocks without breaking them in the world. Effectively, it is a dupe spell. For example, look at Coal and use Dig = infinite coal so long as your chi holds out or you're willing to wait for it to regen.

    Posted in: WIP Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    What I would love to see: Thaumcraft progressing from minecraft mod to it's own stand-alone game!

    Posted in: Minecraft Mods
  • 0

    posted a message on Water Strainer - Filter water for resources

    Could you also add the ability to specify loot tables by the ore dictionary rather than modid:item?


    As for resources gathered, you could set up a "cooldown" period based on the rarity of what the last item caught was. For instance, catching a stick might not give much of a cooldown to that strainer, but catching a diamond would. Something like: rarity * coolDownMultiplier? Perhaps even with config options for the cooldown multiplier and the ability to give different multipliers to individual categories.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    So I've been struggling with a bit of a decision and I thought I might post it here to get a second opinion. Not sure I want to do it as a poll though.


    The research table with it's minigame will still be around in TC6, however it will basically be a crafting mechanic to make "Theories". Theories is one of the new currencies you require to unlock research. For example, unlocking Infusion crafting might cost 5x "Observations: Magic" and 3x "Theories: Magic". Observations you get by scanning stuff (for the most part).


    The problem I have is as follows. Where to get the pool of aspects required to finish the old aspect puzzle. In earlier incarnations of TC it was gained by scanning and in TC5 you just had a pool when you crafted the research note.


    Now I'm thinking of making require breaking down items. In other words you need to sacrifice something with AER to be able to get AER points to complete the puzzle. Combinations are no longer possible. One of the reasons I'm considering this system is that in the great scheme of things you will be spending a lot less time at the table thus I want to give things there a greater cost.


    The alternative is the TC5 way - in other words you start with a pool of primals and you need to combine them to finish the puzzle.


    What do you guys think?


    Perhaps a mix of the two? Simple combinations of basic aspects done at the table, but more complex aspects which already use compound intermediaries have to be obtained by breaking down objects and are therefore no longer combinations.
    Posted in: Minecraft Mods
  • 0

    posted a message on Progressive Automation - Upgradeable Machines



    If EnderIO is on 1.9.4, it should work with 1.9 mods.




    By the way, just a suggestion for this mod: if the Redstone Flux API isn't being updated to later Minecraft versions, why don't you make Progressive Automation compatible with the TESLA API?


    I personally think all the RF mods should switch. TESLA is maintained, up to date, and more flexible than RF due to usage of the capabilities system.
    Posted in: Minecraft Mods
  • 0

    posted a message on Progressive Automation - Upgradeable Machines
    Quote from 700TnegaTerces»

    I'm running 1.9, and I'm really liking this mod! There's just one small issue. None of your automated machines have an off switch. Because, after all, I can only use, or more importantly, store, so many lob blocks at a time, so it would be totally awesome if there was some easy, possibly automatable (perish the thought), method to turn off a machine. Just the ability to turn them on and off by supplying a redstone signal would be amazing. It would be REALLY nice if you added an option for a second mode where a redstone pulse toggles the machine between three states: On, Finish the current buffer (harvest all plants/trees, kill all mobs, ect.) and immediate shutdown.


    There are work-arounds for this if you are using certain other mods. For example, if you use Ender IO you can set the power input or fuel input for the machine to be only active with redstone and then have that turn off when your storage gets full.

    Though, I agree it would be nice to have the machines directly respond to redstone signals if they do not. Perhaps they do in higher versions?
    Posted in: Minecraft Mods
  • 0

    posted a message on Progressive Automation - Upgradeable Machines
    Quote from tetkris»

    not good mod, this miner is inbalance, expensive recipe , expensive to work , and low efficiency, 4 iron pickaxe 1 iron shovel and mined 6 iron ore XD and tons adensite and dirt :D upgrades need too much iron/diamond . My stone pickaxe and my hand is faster and cheaper for mining than this miner.


    I agree that upgrades are kind of costly, but you can change the config file to make them increase the area of machines more per upgrade to balance that however you want. I usually change that setting so that each upgrade adds 8 to the range instead of 1.

    As for only getting a small amount of iron, did you have a filler upgrade on the machine? If not, it stops when it hits caves, water, lava, etc. and doesn't dig below them. If you are having trouble getting cobble to keep it runing, consider making a cobble gen upgrade. Also, world generation is a factor. If there is no iron in the area you mine, you won't get any which is not a fault of this mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from EightBlade»

    Do the old methods still work?


    And what about ore berries?


    Why remove the ores and alloys, anyway?


    You can make Brass with Copper + Zinc for making molds as well, provided you have another mod that adds those ores. Alloys weren't removed, they just only show up if you have another mod that adds the ores they require; such as Base Metals, Substratum, etc.

    As for ore berries, they were removed during the rewrite like a lot of things. They may or may not be re-added down the road.
    Posted in: Minecraft Mods
  • To post a comment, please .