• 0

    posted a message on GamingHouse - Lost on Earth Modpack (with Skyblock Challenges)
    This is why Mithion needs to adopt Thaumcrafts essentia system. Thaumic Tinkerer adds an arcane fabricator that can clone items, but it requires specific essentia that can only be gotten from similar items. I am a bit concerned that his 3.1 update is going to land us back in the situation where a quarry producing cobblestone can be used to produce *anything*.
    Posted in: WIP Mods
  • 0

    posted a message on GamingHouse - Lost on Earth Modpack (with Skyblock Challenges)
    Quote from hohoukn

    All these mods add more features than just power generation and item distribution.

    Though I do wonder how he plans to make MFR not too OP :)
    Didn't it allow pulling stuff out of thin air and/or basic throwaway stuff similarly to EE? I admit I haven't really played with it so I might have misunderstood the spotlight videos I watched long ago.


    ... I havn't noticed a "synthesize anything at all" option in it. Of course its quite content heavy so perhaps its hiding someplace... It might be as simple as the fact that Ars Magica adds a lot of world gen that might appear in the skyblock map and thus provide easy access to resources otherwise hard to get.

    Another question: TickProfiler - a. why is it s default part of the pack - wouldn't it lower performance unnecessarily for ppl who don't know how to use it? and b. It looks useful for tracking down lag in my own games. How IS it used? '/dump' takes an x,y,z implying I already need to have identified an entity I think is causing @#$#.
    Posted in: WIP Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from SenseiKiwi

    To be clear, those aren't single rifts. They are multiple rifts near each other, the same rifts that you use for everything else. Yes, they grow over time. They don't move, they only spread out by creating child rifts. In theory, that growth should still be rather limited unless you have a lot of them near each other. Clusters of rifts spawn naturally very rarely. However, you can cause them to exist by using anything that creates rifts to... make lots of rifts near each other.


    So... how many doors can I put in a transportation hub before kicking this kind of thing off?
    Posted in: Minecraft Mods
  • 0

    posted a message on GamingHouse - Lost on Earth Modpack (with Skyblock Challenges)
    Why so many power and item distribution systems?
    Between Factorization, IC2, Buildcraft, MFR surely just one would be optimal for a HC experience?
    And whats OP about Ars Magica?
    Posted in: WIP Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from SkyTrix

    I think he didn't mean TE, it doesn't have saplings however I also do want to see at least Forestry support.
    Anyways, Azanor, how can I contact you other than IRC because I can't seem to find you there every time I try to.

    I am growing quite disallusioned with mods that add trees -

    Saplings from Twilight Forest, ExtraBiomesXL and Natura dont work with Thaumcraft's Hoe of growth or the Forestry Fermenter. (I'm quite happy with Thaumcrafts saplings not being recognized as biofuel candidates). Woods from *all* the mods can't be chopped into planks in the Forestry Carpenter or Thermal Expansion Sawmill - (Again, i'm rather happy that Silverwood and Greatwood exclude themselves). And now, just because I want extra bees, binnie has bloody bundled it with extra trees so I have even more sapling I can't grow with my hoe, and wood types I can't process properly :( )

    Actually I had 4x vanilla tropical saplings in a square and the hoe of growth couldn't grow those either, so its struggling even with vanilla tree species if they have a >1 radius trunk. Don't think theres *any* chance I can get a full sized Natura Redwood grown with a Hoe of Growth...
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    Quote from harley9699

    What's the Forge version? Know a couple of those caused that problem. Try 738---fixed my tilling problems.


    Was using 7.8.0.734. Upgrading to 7.8.1.738
    Forge is the ONE mod I keep forgetting to upgrade.
    ---
    Updated. Thought the problem went away. But its back today. It seems that grass blocks that are walked on cannot be tilled until a server reset. Dirt blocks are fine.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from FatBobTheSlob

    Azanor, can you please make the hoe of growth in 3.1 work for mod sapplings too? Like the ones from Forestry, Extra Trees, Natura, Thermal Expansion, etc.

    That's a huge list of sapplings the hoe does not work on :( .


    Thermal Expansion has saplings?
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    I have been running a modpack with these mods:

    GrowthCraft, Natura, Grimoire of Gaia
    MystCraft, Dimensinal Doors, Ruins
    Twilight Forest,
    Thaumcraft, Thaumic Tinkerer, Ars Magica,
    Buildcraft,
    Forestry, ExtraBees, MagicBees
    Thermal Expansion

    I recently added Railcraft, and start a new game, and found that I cannot till some dirt blocks using a wooden (or any) hoe. They are all the most recent versions I can find for 1.5.2 (BC 2.7.2, Forestry 2.2.8.4 etc)
    Posted in: Minecraft Mods
  • 0

    posted a message on Dirt Issues 1.5.2 - Untillable, walls react funny... etc.
    Railcraft is my vote.
    Happened to a brand new world with a stack of mods Ive used before, just with the addition of Railcraft.

    GrowthCraft, Natura, Grimoire of Gaia
    MystCraft, Dimensinal Doors, Ruins
    Twilight Forest,
    Thaumcraft, Thaumic Tinkerer, Ars Magica,
    Buildcraft,
    Forestry, ExtraBees, MagicBees
    Thermal Expansion
    without Railcraft were all fine. With Railcraft, ina brand new game, suddenly some blocks are untillable.
    Posted in: Mods Discussion
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Keybounce

    If they look at you, they teleport you to limbo.

    Think "weeping angels". Sort-of.


    hmmm. If Weeping angels detected DimDoors and teleported victims to the limbo instead of "nearby" (where "nearby" tends to mean "nearby into a glitched chunk to suffocate to death", or "nearby but under the bedrock" (As they tend to do in Mystcraft ages)) that might be ... interesting.

    PS. Those "unstable" rifts - that eat up the terrain and have the endermen all about - do they grow over time? Move? Do they only spawn naturally or can they occur when using a Rift Signature or door to open a pocket dungeon?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from Vazkii

    That won't work, there needs to actually be a player there.


    Which is why I dont find the wand of dislocation OP - wrt moving mob spawners around. The whole afk-to-get-xp mechanic is already soo cheezy that its not worth effecting the 'normal' balance of usage.
    I like to use the wand of dislocation while caving, or building. To move blocks around. Such "mundane" uses would be eliminated if the wand was balanced around the idea its only purpose was to move mob spawners.

    PS. Can we get a variant on the wand that moves mobs? There are a bunch of bunnies and birds in Twilight Forest that I want to move to an enclosed arboretum in my overworld. Don't have MFR and hence to safari net. (Liquid meat as an xp substitute? really?)
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Vazkii

    I hereby refrain from continuing thaumic tinkerer after this goes live, my humble mod is nowhere enough to contain the awesomeness.


    I do hope this is said in jest.
    Thaumic Tinkerer is awesome in its own right.
    And I am looking forward to your take on spell casting.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from MohawkyMagoo

    I have seen a couple of causes for this - one is MCDungeons tool - if you run that to generate dungeons in your world, it will kick start ruins spawning again - I've had multiple iterations of the same ruin build at almost the same location - each time I use it. The only way around this is remove the ruins mod from the mod folder before you generate dungeons with MCDungeon, and put it back afterwards.


    If Ruins used a seeded RNG for generation this problem would go away, in fact, "regenerating" the world would be an option to rebuild any ruins that were damaged.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from FatBobTheSlob

    Right now, I can enchant the wand with unbreaking 3 and repair 2, and pick up all the monster spawners and place them strategically and build grinders, making obtaining certain mats completely trivial. Since the wand doesn't break ever and repairs itself.


    Oh can you? My suggestion goes in entirely the other direction. I WANT charging and repair on my items. And hope that Vazkii adds recipes to the Lost Enchantments research so that we can research, and reliably get, these enchants.
    Posted in: Minecraft Mods
  • To post a comment, please .