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    posted a message on [1.7.10 - 1.16.3]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.281 released! (September 19, 2020)

    Hey Sildur, don't mean to bug (I might have missed something about this), but is there a way to fix dimensional modded skies that flicker (I think it's called z-fighting?) with the Enhanced Default shaders?


    Or exclude the shaders from acting on certain dimensions?

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Does this support Thaumcraft 6 (1.12.2) currently? Normally Thaumcraft adds a couple biomes of its own (Magical Forest and Eerie/Taint).


    And some of the biomes in BoP have changed recently (additions and removals).


    Not sure if we can edit configs ourselves to have these reflected or not, can anyone confirm please?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Isn't that desirable in a sense though? It adds to the structures being "ruins" after all, some of them would have let nature take over...

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hmm I get the feeling this isn't intended


    Using Beta 13? If so, please report the issue with that screenshot. Proooobably not intended, no.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Numbers626»

    Looking for some advice.


    I have been waiting to play the new tc in order to not 'ruin' the experience with unfinished content and/or bugs. Does the mod seem mostly finished at this point (aside from end game eldritch), or should I keep waiting for a release?


    Here's my perspective:

    - I personally haven't seen any TC structures (obelisks etc.) generated in the world, but that may just be me, or a bug, or the content not being there. I'm not sure at all.

    - Some Eldritch (end-mod) stuff is still missing as you said... I'm at the point where I'm waiting for that content to arrive so I can continue, but it's not necessary for that to wander around feeling OP and having fun IMO.

    - The later stages of magic you can perform are still somewhat buggy (infusion and golemancy), if you've played previous versions of Thaumcraft that won't get in your way as you'll know how to prevent issues from arising in the first place... if you're learning Thaumcraft though? It might be hard to figure out if things are bugging out, or working as intended.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    So yeah, I managed to get a few Jengus to spawn with a big lake (not the kind I can make manually so yay MCEdit).


    Still no mobs in rain though, but an older open issue on Corosus's Github shows his mod is changing a few things with vanilla rain mechanics, I didn't gather all of it (?) and I'm not sure if this is the culprit.


    The thread mentioned a setting (globalOvercast) which I changed on my end, but even after many play sessions I haven't seen any rain-based mobs at all.


    Other thing I want to be sure of is, do you have a height limit at which your rain mobs stop spawning? The biome I'm in is entirely above Y=100. It's the Highlands biome from BoP, I'm not aware of it clearing out any mob lists.... and I guess you have one of your special spawners to trigger on rain, right?


    Anyways, I have (still.... :( lots of time to mess around with this so if you want me to help test stuff I don't mind...

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    You have an extensive modlist, something in there could be causing incompatibilities with TC. One thing you can do is to remove all mods except for TC, restart the game, make sure you don't need to reinstall Minecraft and Forge first.


    Then add your mods back in in groups, and when it starts crashing again you'll know it's something in the latest group that causes a conflict.


    Otherwise you might have to wait for someone with the same problem to come along.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I'm having trouble getting Essentia mirrors to work... is anyone successful with them, or is this a bug report candidate?


    2 linked mirrors, only one is showing coordinates for the other although they both show the "linked" texture, which I assume is normal. One is on the ceiling next to my jar walls, within 4 blocks of both. Another is 6 blocks away from my Infusion Altar.


    No essentia travels through them, evidenced by the Altar going crazy and dumping flux goo all over the place.


    Am I forgetting how these work, by what's in the Thaumonomicon I don't see anything I should be doing any differently than I did with TC5....

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hey, in previous versions of TC, how far up vertically did Barrier stone extend its protective effect?


    I have an altar on top of a mountain with plenty of nasty air mobs around, not sure if I need to make a cage or just a rectangle is enough.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    The Thaumonomicon doesn't have the recipe. Check it for yourself, the search function (bottom left) doesn't list Arcane stone.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AJAJP_Juan»

    The one you want empty is not labelled right? Only the one you want to fill must be labelled. I used that method of connecting the jars and place the label only on the one I want filled and worked fine, even when it was an full void jar, but that was back in 1.10.2, maybe it's bugged



    The one I want to empty is not labelled, and the target Void jar is. I'm seeing 32 suction on both the labeled full Void jar, and the unlabeled Warded jar I want to empty.


    Edit: I think I need to experiment more because this is a case of "you're remembering how things worked wrong, you old fart".


    Edit 2: Suction on a labeled not full Void jar = 48. Suction on a labeled full void jar = 32. Shouldn't Void jars always suck more even when they're full, that's what they're for right?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    My explanation of how it works? Simple: you really want to operate a brewery IRL, but the hops are bad where you live, so this is the second-best thing. It has high resistance to clogging because there is never any beer in the system due to it being drunk from the tap. Your resistance level is "Andre the Giant".


    Seriously though, this is pretty nifty. Once I get my Ordo farm in order (!) I'll probably try to duplicate it.


    No Void jars though?

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from lays24mc»

    One Question:


    Can you tell me, when you load a new version on curse? I have Modpack on Twitch and need a released version :)


    You can Follow a project in order to be notified of File Updates for new releases.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MokahTGS»

    Is there a good way to taint an area in creative? I'm trying to make a floating island that is completely tainted for an experiment. If the island gets tainted, will it stay tainted or will it eventually even out?



    Oh yeah. Easiest way?

    Find a desert or dead-type biome in which to make your island (they have low aura). Make a crucible there. Even better, make 2-3 crucibles. Fill them up. Dump 20 stacks of 64 cobblestone in there. Everything will be tainted for decades.

    Please report your duration findings. :)

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Starfang42»

    Jars with labels have more suction than ones without labels. Stick a label on the target jar and it should draw from the other jars. Might also need to make the target jar a void jar.


    Directional tubes might also work, but the above is how I do it.


    I have the target set as a Void jar, labeled, too, which happens to be full (I wonder if this is why it's not working, as I currently can't empty an alembic with a full Void jar either). Connecting the 2 jars together with simple pipes doesn't work. I tried a directional pipe but it's fiddly, doesn't always show me the blue band, not sure if this is a bug... when I connect the dir. pipe to a jar, then I get the blue band. If I connect it onto another pipe? No band.

    Are you also using full Void jars sometimes?
    Quote from AnrDaemon»


    Connect them via buffer, and redband the direction where you want the essentia go. Then attach enough bellows to empty the jar.
    I can show you my complete distillation setup, but it's quite complex and hard to digest without explanation.


    You know what, if you want to just screenshot your setup and post it, I'll just grab a beer and figure out the puzzle. At the moment I'm just confused and I don't know if I'm headbutting with bugs or just expecting things to behave a certain way when they aren't meant to work like that... Lemme see something that does work. :)
    Posted in: Minecraft Mods
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