• 3

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

    What I also find remarkable is how the thread for a mod that is no longer under development is still receiving more traffic than the threads of most mods that are still being developed.

    Posted in: Minecraft Mods
  • 0

    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)

    TabbyChat works on servers, where the server has "channels". i.e. the server prefixes all chat messages with tagged names (in []'s).


    Things like [Server], [Whisper] etc.


    TabbyChat - as far as I know at least - detects chat text prefixed like this and creates a tabbed chat interface out of it. I don't think (open to correction) that TabbyChat has any way to create additional channels that the server does not already support.

    Posted in: Minecraft Mods
  • 0

    posted a message on MyWorldGen 1.4

    Just a technical question if you don't mind:


    How do minecraft schematics and mods like this deal with the forge block Id registry? It was my understanding that schematics are a very vanilla construct and store block ids as integers, but outside of vanilla blocks the integer ids can change from world to world. Even save games in the same mod pack might, for various reasons, have a different map.


    Ive certainly noticed amongst several schematics that I tried to use with the Schematica mod that mod blocks were all wonky.


    --

    Oh - I see the advanced section in the OP somewhat addresses this with a custom MWGIDMap tag. This does (somewhat) imply that other mods that deal with schematics either their own tags or do not address this issue at all.

    i.e. it would be dangerous to use schematics made by (for example) Schematica with this mod if they contain mod blocks...

    --


    I don't see anything addressing which dimensions are enabled for automatic generation: I presume only the overworld? Generally bad things happen if structures generate in other dimensions. But is it possible to whitelist other dimensions?

    Posted in: Minecraft Mods
  • 0

    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]

    * What is the specific Incompatibility with "MyWorldGen" and "Roguelike"? I am a definate fan of mods that use McEdit compatible schematics.

    * On that front, have you looked at the utterly amazing "Schematica" mod that lets you load schematics into the world as ghosted images and build them?

    * I don't know if it uses schematics but there is an alternative to Ruins called "Recurrent Complex" that might work better.


    In the conflict between Roguelike and any mod that provides isolated structures, Roguelike provides hours and hours of content - the isolated structures quickly become quite meh by contrast.

    Posted in: Mod Packs
  • 2

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

    Azanor, thanks so much for all of your hard work into making Thaumcraft such an incredible mod. It's sad to see it go on hiatus, but it's also important that you take care of yourself, your family, and the things you need to do. We can still play the existing versions and have a lot of great memories of playing Thaumcraft waaaay past our bedtimes. :P Good luck with all of your future endeavors!


    A Creative Commons license may be the way to go if you decide to open up development to other modders. They have a lot of different options available for content creators to manage permissions and sharing of content.


    Azanor seems to be looking for a license, but retain copyright over the assets so he can use them for his own future projects. There is also an aspect that if he returns to modding, he might want to return to full control over thaumcraft.

    I don't know enough about the various licenses but I would suggest that:
    * License the assets separately, retaining full control, but allowing their inclusion in "authorized" branches of Thaumcraft.
    * OSS Thaumcraft itself under CC, but retain the name "Thaumcraft" himself. McJnty (or someone) would branch that and create "Thaumcraft 6 Continued" or something and new development would happen on that branch.

    Then Azanor can use his own assets in other game projects, and perhaps revoke their future use in the OSS Thaumcraft project - but if its vibrant should that come to pass it will have its own modeling talent to replace that.
    If he does return to modding, he can restart it under the Thaumcraft name, and merge any changes in he wants from any legitimate branches. He is not compelled to accept pull requests or pull in any content that doesn't fit with his own vision so he retains full creative control, but as its CC at that point, other people "could" create their own branches and perhaps cause a bit of confusion.
    Posted in: Minecraft Mods
  • 1

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

    @Azanor: Thanks for Thaumcraft. While it lasted it brought joy to my Minecraft worlds. I will miss it.

    Posted in: Minecraft Mods
  • 0

    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)

    Every time I open TabbyChat for the first time (i.e. by pressing ENTER to start talking) TabbyChat replaces the vanilla chat and deletes all my existing chat history.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from shadowdragon25»

    Found a new crimson obelisk. I'm better prepared now: I know the mechanics, have a glass wall around the clerics, have name tags, invisibility potions, and a gravity gun to move the knights around without aggroing them (tested it on a test world, it works). The clerics are still beaming and there are multiple...


    Anyways, are pech common? How useful are they? I also found a magical forest biome (same expedition) and I want to know if getting one to spawn is worth it at my point in the game.


    In addition to their focus, On servers, and skyblock games, Pech can be used to get a renewable supply of silverwood and greatwood saplings, as well as all the beans.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    IIRC, the problem was that occasional corruption in the Thaumcraft data was making some players' game permanently unloadable; Azanor moved it out to a separate file so that afflicted users could at least recover the world by deleting just the TC-specific data (losing their research, but not their inventory, location, etc).

    And that corruption was a bug that was fixed before the switch to UUIDs even and yet we are still inflicted with its after effects.
    Posted in: Minecraft Mods
  • 0

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

    I wish it went back to storing it in the player.dat like it used to. All these external files are just vectors for errors.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from shadowdragon25»

    Ok, this makes sense. So there is an importance to them beaming after all. I have a mod that lets me craft nametags (not sure which) and my portal system puts me close enough (about 40 blocks) to the cleric to make sure he doesn't despawn if I go fast. I just need an invisibility potion now.

    What can aggro clerics though or cause them to stop chanelling? If I get far enough away from them do they go back? If I go to another dimension the Overworld time still moves so the cleric can get back, right?


    (you know, if this really is correct, I should just safari net the cleric and auto-spawn him to oblivion)


    Ah, I should have added this as point #4:
    4. Once interrupted, Clerics never start channeling again. Only clerics that are spawned as part of the structure generation are channeling.
    5. Depending on the version, Clerics (and Knights) might be added to the safari net blacklist.

    But, when playing on a server, when I do find an active portal, I do 'capture' a Knight and a Cleric to spawn later as the rites is a very rare drop and I've never managed to keep everything working long enough to get it to drop - plus I want the armor for base decoration.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from shadowdragon25»

    So if the cleric is walking around and not beaming and there are no other clerics and knights are still spawning, something is wrong?
    As I said before a furious zombie appeared there at one point and the number of knights sharply decreased but then they started spawning again.

    The way it appears to work is this:
    1. Clerics never respawn. Once they are dead, they are dead.
    2. For as long as there is one cleric near the obelisk, crimson knights will keep on spawning.
    3. For as long as a cleric is channeling, it is not subject to the normal hostile mob despawn rules - i.e. mobs that are in loaded chunks, but >~100 blocks from the player will despawn.

    So, in theory (I've never tested this) you could make a obelisk spawn knights by placing a cultist in a box, with a nametag. Or otherwise teleporting to the obelisk rather than moving towards / away from it, so that the chunk with the priest in it is never 100 blocks away from the player while it is still loaded.
    Posted in: Minecraft Mods
  • 3

    posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?

    Heres an idea to extend the in world nature of this kind of storage:


    Make a "ticket" crafted from paper. that can be crafted with an item (stack) to return the item and an item ticket. Then, if a controller has an item ticket inserted into it, it destroys the ticket, and ejects the corresponding item like a dropper.


    Then, with the immersive engineering example, a player could create tickets at a central place, put them on conveyor belts, and then receive the items that will be carried back.

    Posted in: Minecraft Mods
  • 2

    posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?

    This is the most amazing mass storage mod ever.


    Two thoughts:

    1. When are liquids planned?


    2. Would it be possible to require the construction of a multiblock frame of some sort, principally to define the storage area (and capacity). Either almost-any-solid-block (so chisel blocks and bricks etc could all be used), or some kind of buildcraft-quarry-esq frame, which would give an implied mechanisim to the storage and retrieval of blocks. (no need to animate moving parts but that would be cool).


    3. Any possibility of an upgrade (requiring RF per operation) that could automatically "pack" blocks and items that have (reversible) 2x2 or 3x3 recipes


    Although I do really like the look of a pile of stuff...

    Posted in: Minecraft Mods
  • 0

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

    I played it extensively before, but you very quickly feel very small, since I think this is designed for use on servers.

    There are only 8 drop pods... and each one is tied to a difficulty level from what I can see.

    Way too small for the server I play on.
    Posted in: Minecraft Mods
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