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

    I estimated it to be quite big.
    I think it was frontpaged on some launchers and I think it's not unlikely that developers sometimes go around and see what people do with their creations, the developers I know do that, at least.

    I am trying it. It looks awesome. Ive lived in taint biomes before just for fun. Now its serious!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    Wait he didn't know Blightfall?


    You say that as though we all should know what Blightfall is.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KingEdward9830»

    Brings up a few interesting questions though: Using a mod like Mystcraft or RFTools Dimensions, would it be possible to effectively combine two save files into one by turning one save file's Overworld into an alternate dimension in the other? If so and it was done with RFTools, would using a Seed Control(or whatever it's called) dimlet be able to lessen or remove terrain generation errors by setting the seed to still be the same? And would portals bug out if you had any active?


    This is, unfortunately, increasingly difficult to do. One of the features in Forge 1.7.x was a per-save registry of dynamically registered block ids. This block id registry is saved in the level.dat, and it is possible for different save games - in the same mod pack - to consequently have different mod block to block id mappings - especially if the mod pack has been updated.

    Prior to 1.7.x however, it was quite possible to copy the region data from a save game into the correct place in the corresponding dimension folder, and a set of mystcraft parameters that approximated the overworld (in terms of sun and sky colors etc) would do a good job of making it look ok.

    Nether portals however always link to the single nether dimension, and from the nether dimension, always return you to the overworld. And, Mystcraft has no way to preserve the overworlds generation, so any new chunks will generate using the mystcraft generator and the world will get hard edges.

    RF Tools sounds like it tries to solve this issue... but the lack of any guarantees that the block ids match means that the inserted overworlds might have some blocks swapped - which will make things rather crashy as mod tile entities generally don't tolerate finding no, or the wrong, data.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    I wonder:
    Does the copy of your old world in the Mystcraft Dimension still generate new Overworld-like chunks?

    I just realised that that is not what you did...
    But I still wonder what would happen if you did do that.

    No. Because Mystcraft ignores the level.dat and hence the seed and generator settings in it. I did post this as a feature request as, instead of using the mystcraft generator I wanted a dimension builder that would generate a dimensions using any valid overworld parameters. Sadly...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Chopter»

    Ah yeah i forgot about those, i never actually tested the retrogen myself, i was always, and still am when playing a pack with TC in it. obsessed with setting up my base in a magic forest cause the biome is just aesthetic af. and from modding a lot of other games i tend to keep the rule of thumb of "injecting new code or content into something? restart your game"

    I have never been too sure about Thaumcrafts generation phases: The config contains values that control what ratio of chunks will contain a node, and what ratio of those nodes will be special (hungry, sinister, etc).

    As obelisks, barrow dens, totems, and those extreme hills totem circles all feature a sinister node this implies that they might actually be generated as part of node generation.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    If I remember correctly (and please correct me if I am wrong), Thaumcraft 4 had retrogen for anything (including ores, trees and structures) except biomes.

    I never tested the retrogen extensively, but I believe that the retrogen covered ores and nodes, as ores replace stone and nodes replace air. Structures can't be retrogen'd as they cut into terrain, and its bad form for a retrogen feature to (potentially) destroy player structure.
    Villages, also, cannot have thaumcraft buildings added post generation.
    Posted in: Minecraft Mods
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    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)

    Is this the right place for Tabby Chat for 1.7.10? Because every time I connect to a server, tabby chat looses all the chat history that the server sends me before I first start entering a new chat.

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

    I do not know what curious path this thread has been travelling wrt creative mode features and how they might be balanced.


    So, in ignorance, I'll just add to the end of the thread my wishes for creative mode in survival mode tooling in Thaumcraft.


    1. Please for the Love of everything Eldritch make the flying harness cost free in my base. However it is done. I understand perfectly the need to balance the thing with regards to exploration and combat, but refilling the thing every 5 minutes because I want to work on the decorative elements of the underside of my sky fortress is a pain in the <expletive>.


    2. More foci like the builders focus. I want to be able to extrude and copy and paste structures. I want to be able to raise/fill all the land around a point up to a point, and lower all the land above the point.


    3. An extra dimensional storage item that can supply blocks (and store blocks) to/from building foci. Perhaps a mirror variant that can be linked to an inventory directly. When building anything bigger than a 9x9 managing the stacks and stacks and stacks of dirt and stone and stone bricks/decorative blocks becomes prohibitive.


    4. Removing water is one of my big annoyances. A focus that froze large volumes of water would be great as we could then mine out the ice blocks.


    5. A thaumic version of the Schematica mod - A (building) focus that can select a volume and save it to a named MC Schematic file, OR it can load a MC Schematic from disk and display it ghosted (and potentially also build it for the player should the player posses the correct blocks in their inventory, at a vis cost per block placed).

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

    Are we talking about balancing TC against creative mode players now?


    While on the surface if it that seems silly.

    On the other hand, some ■■■■■■■e has added apparently mundane mobs to a pack I'm playing but made them vulnerable to only void damage. It annoys me greatly that there is no wand focus that deals void damage as it renders me powerless to kill these things when they impinge upon my property.

    I would like to make a case that we should be able to develop foci that deliver *all* known minecraft damage types.

    Especially a focus that is linked to an extra dimensional space that can be filled with anvils, which will be dropped on the wands target.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    I am lately getting a huge amount of people complaining about endless errors and all they show are regular logs.

    Do you people even read?

    Though in this case, even though literally every modpack ever throws this every time, it DOES look like an error.

    Here I must differ. If there is something tagged as a warning - or a log - in the "regular log" then it SHOULD be fixed. In fact, most of what ends up in the log is meaningless noise that the developer should have tagged as debug level logging and excluded from their distribution build.

    If (HA!) I was in charge of a popular modpack launcher such as FTB I would put a policy in place that would automatically disqualify mods that have unfixed error or warning messages, and put strict limits on the amount of informational spam. we DON'T need to see every bloody item you create or potion you register. Informational logging should by default use no more than ~20 lines per mod on startup.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from two_creeper»

    I always wondered. How such a great gui is made? This rusted thing looks very cool and fitting the climate of MC. Do you get some textures from internet, model it in blender, apply textures and lighting, render, then pixelate?

    In the OP, @Azanor specifically credits http://opengameart.org/ amongst others.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Thermawrench»

    I thought it was that Crimson Cultist guy that did animations, models and textures?

    Are you referring to the excellent work of Damien Hazard - also largly responsible for the style of Immersive Engineering.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    I started thinking about alternatives to the special functios.
    IC2 for instance has completely redundant functions that are just a waste of space, such as power mode for tools, could have just shift-air-rclick.

    With Thaumcraft worn active tools and the wand are offenders, but both are pretty hard to fix.
    Jetpack syndrome.(No real way of interacting with worn equipment other than special hotkey) and the wand alread yutilizing everything from left-click to shift-rc-air.


    I don't understand why Thaumcraft needed to capture both 'F' and 'G' - as there is no tool / help item that responds to both.

    In fact, Forge should just add a central "Tool mode" keybind - that defaults to "F" and can be pressed (or held) to change the mode of the active tool. About 16 individual keybinds in most FTB packs would be rolled into a single, tool sensitive, keybind.


    If not forge, then @Azanor could use his status in the modding community to create another mod - like Baubles, that handles keybinds for slots.

    "F" - would toggle/cycle/select for the active held main hand item.

    "H" - would toggle any item worn in the chest slot. Etc.

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

    Everyone forgets NEI. Why does everyone always forget NEI?!

    NEI occupies the curious space of being an annoying mod that's absolutely critical to have.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from colejagdtiger»

    Well were all coming up with ideas on additions and changes to thaumcraft, it would be cool if thaumcraft were to have added to it in a future update some sort of a body augmentation system.


    This sounds a lot like the self infusion system from the sadly incomplete Thaumic Horizons Thaumcraft addon mod.
    Posted in: Minecraft Mods
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