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    posted a message on Thaumcraft 3.0.5i (Outdated)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

    ...
    My pack:


    Almost the ultimate medieval sword and sorcery pack =P

    ...


    An interesting pack - but I don't see Twilight Forest, Natura, Grimoire of Gaia or Thaumic Tinkerer.

    Ok - Grimoire gives it a more Anime than fantasy feel...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Workerdrone

    From the Thaumonomicon entry:


    Thats a once off depletion :- Each infused stone represents - say - 100 Viz. Once its given it back and gone to depleted it doesn't spontaneously recharge except by absorbing (presumably) that much Viz again from an overcharged local aura. So the infused stone acts like a precharged cyrstal capacitor.

    Crystal Clusters on the other hand seem to generate new Viz over time - that will, if left long enough - overcharge the local aura to the point that dull infused stone might be spontaneously regnerated (not that this process has been observed).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Bunkaz94

    infused stone creates vis like a crystal cluster AND stores vis like a crystal capacitor.

    PS: the only one I could think of is frames, turtles, and maybe the wand of dislocation, both by the player or the dynamism table.


    The gravity gun/portal gun can usually move things that the wand of dislocation cannot. Any block immune to the portal gun will surely resist the wand of dislocation? Interesting to see.

    wrt infused stone generating viz - prove it. Or, at least, in previous discussions about the possibility of all Thaumcraft worlds to tend to zero available viz, crystal clusters ability to generate viz has been the only way (short of the aura bees in magic bees) punted to keep an area ticking over. Without reverse engineering the code, how do we go about proving the hypothesis?

    Creative mode. Flat map (hence no infused stone). Spawn in a Arcane bore (the most effective way to deplete the local aura). See how long it can run (without moving) before the local aura is completely depleted. Spawn in some infused stone (Can creative do that?) and see if it starts to recover.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I recently installed Millenaire alongside Grimoire of Gaia - a mod that adds extra creatures to the world. Grimoire adds many creatures that are neutral to the player, but when I encountered my first Millenaire village it was largly empty as the GoG creates attack and kill Millenaire villagers on sight.
    They dont attack regular villagers, and the Author of GoG claims to have played Millenaire in the past with no problems so something has perhaps changed?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Auric245524

    That's a known bug. As far as I know there is currently no fix for it.


    Since 3.0.5e my Decanting Golems have started to only carry 12 essentia per trip - which makes them annoyingly slow at moving essentia from my crucible to nearby jars.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I meant to post this here as its not a 3.1 refinement, but just something I feel MC should have:

    Here is a device Thaumcraft could have, to supplement the Arcane Bore, with a device NOT dedicated to Viz / aura management.

    IC2 has this: http://wiki.industri...tle=Terraformer

    Enough talk of flux causing negative effects: I just want a Thaumcraft powered terraformer. Set it up - provide it with some form of template (perhaps charge it up with essentia - messis spawns plants, ignis raises the temprature, aqua produces water etc) and let it run for a bit. I don't know if its possible to alter the biome id of already spawned blocks, but if possible that would be super, so the effect is permanent. Alienis could transform the surrounding area into "End" biome and convert dirt and smooth stone into End stone.
    Praecantatio would 'unlock' a hidden thaumcraft 'magical forest' biome that would naturally spawn wisps of all kinds (only the non aggressive ones at low flux levels)...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Here is a device Thaumcraft could have, to supplement the Arcane Bore, with a device NOT dedicated to Viz / aura management.

    IC2 has this: http://wiki.industrial-craft.net/index.php?title=Terraformer

    Enough talk of flux causing negative effects: I just want a Thaumcraft powered terraformer. Set it up - provide it with some form of template (perhaps charge it up with essentia - messis spawns plants, ignis raises the temprature, aqua produces water etc) and let it run for a bit. I don't know if its possible to alter the biome id of already spawned blocks, but if possible that would be super, so the effect is permanent. Alienis could transform the surrounding area into "End" biome and convert dirt and smooth stone into End stone.
    Praecantatio would 'unlock' a hidden thaumcraft 'magical forest' biome that would naturally spawn wisps of all kinds (only the non aggressive ones at low flux levels)...
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from Rossmallo

    Hey, one other thing I'd love to suggest in this - a researchable Alembic which can hold more Essentia.

    Sorry, it's just, that's one of the most annoying parts of TC for me.


    The news of 3.1 concerns me - with no viz and a reduced set of essentia im not sure how relevant any current concerns will be after the next update.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    I don't know if this isa bug or a feature, but I tried the Millenaire mod - which adds new villages and new (named) villager NPCs that can be interacted with for quests.

    Problem: the Gaia creatures that are typically neutral to the player treated the villagers as hostiles and attacked and killed them.
    Posted in: Minecraft Mods
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    posted a message on Thebombzen's Mods
    EnchantViewServer-v.3.9.0a-mc1.5.2.jar contains
    EVCommandEnchantViewExists.class
    mod_EnchantViewServer.class
    Posted in: Minecraft Mods
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    posted a message on Thebombzen's Mods
    IS there any way to install these *without* putting them into the minecraft_server.jar file? Installing forge & enchantview_server is seriously error prone. 7zip keeps crashing because a file 'com.java' can't exist on M$ filesystems as 'com' is a magic/reserved name. So I can't install forge into minecraft_server. And if I install enchantview's server components (just two jar files?) they are not discovered.

    --

    I start my server by using the forge launch method:


    start javaw -Xmx1024M -Xms1024M -jar .\minecraftforge.jar


    But, unlike the client mod, I found that enchantview_server *does* actually work when dropped in mods folder.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I don't know why I was so terribly amused when I recognized the accent.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Three questions:
    1. Does the Grimoire of Gaia support the Minecraft difficulty setting? While I love the mod, the mobs are rather harder than the world mobs. The current GoG mob balance feels like it should apply more to Hard than Normal Difficulty.
    2. Assuming the answer to the above question is no, Can/Will GoG get a difficulty setting? I'd suggest a setting that can be "easy", "normal" "hard" and "auto". The default ("auto") would mean that GoG would use the Minecraft setting, "hard" or "extreme" or something would be the current health and damage values.
    3. When using Zans minimap - GoG mobs don't have icons. This is not the problem - allthough icons would be nice - the problem is ALL the mobs, even the neutral mobs, are detected as hostiles. By contrast - minecraft vanilla mobs - cows, chicken even zombie pigmen - are displayed as neutrals (ironically in the case of pigmen, even when theyre bloody hostile).
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] Weeping Angels [V1.5.10 - 22, MAY,13] FORGE [SP/MP]
    Weeping angles chase creative mode players. Cant do anything to them, but its still annoying.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Does Thermal Expansion have sounds?
    If not - are they planned at all?
    Posted in: Minecraft Mods
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