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


    with the hybrid aura mechanic of thaumcraft 3 and 4, the capacitors would certainly make sense again.

    even if they dont come back in their original functionality, i just like how the block looked, and hope it will at least make a comeback as a decorative option :)


    It better be a stabilization item too. I'ma surround my infusion altar with them :P
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from JJBjotex»

    Meybe they will grow and grow and few days later they can have 50% chance to change in to one big crystal like in thaumcraft 2.

    We can get smaller crystals and put them in to capacitor like in thaumcraft 3 ?


    I miss these Vis capacitors so much.
    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

    Lots of mods do "pets that do tasks" like little maids. So, to give some purpose to friendly mobs:


    * Make the shop keeper mobs have config driven things to sell. This will make the mod popular in modpacks perhaps as the pack author can add other-mod-items from their pack to the sellers config.


    Otherwise give them 'passive' benefits. One could be a shepherd - would not wander far, and passive mobs like cows, pigs and chickens would try to wander not too far.

    Or they could occasionally heal nearby passive mobs.

    Or, if they were nearby passive mobs and a chest, they could slowly fill the chest with feathers, eggs, leather, wool.

    Or they could make crops grow faster nearby.

    Or they could just plant grass and flowers as they walk about.

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


    There's gameplay and technical reasons. There will be no compound aspects in the wild.


    Wasn't suggesting compound crystals. Merely that if "red" and "blue" crystals are growing adjacent they should be able to spread over each other so there are some blocks with a mix of red and blue crystals
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    My comment on the crystals is they are too delineated. Is there a lore reason that crystals would not mix if two different aspects were adjacent? I think it would be neat if crystals of different aspects could occupy the same block/tile space.

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

    As a developer who dabbles in OpenGL, I *wish* I was Azanor.

    Posted in: Minecraft Mods
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    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod
    Quote from CreativeMD»

    Are you talking about World Generation Manager for 1.6? It had a couple of problems, these should be fixed, it never regenerated all at once.

    Thermal Expansion's core mod was/is called COFH Core.

    It has the option of being configured via json to directly generate other mods ores in the world.

    http://forum.feed-the-beast.com/threads/cofh-world-generation-users-manual.48678/

    All of the ores added to the config had a "Retrogen=true/false" option that could be added, which would retroactively add the ore to existing chunks if a new ore was added and that setting set to true. Using this option did not require visiting all the chunks.

    COFHCore is an open source mod with its code on github (https://github.com/CoFH/CoFHCore).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]



    One last little thing, sanitizing soap needs to be buffed, and not a little bit. Azanor probably intended for people to start with bath salts, and later on make soap to deal with warp for good (more or less). However, the soap is so ineffective and so expensive, that people try some and say either, "That did nothing at all," or, "That did almost nothing, I'll stick with the salt." It needs to be buffed so that people actually use it.


    Soap is not a stronger version of salts and both should be used together.

    As a person who initially thought warp would be a super annoying way to ruin characters, and who is obsessive enough to make-all-the-things (and thus get all the warp)...

    I've never actually managed / bothered to take a bath with either soap or salts - despite building and farming up a stack of both... Temporary warp wears off way too fast, and the effects of warp are on a slow enough timer that I get at most 2 to 4 warp events before the "you arn't doing enough warpy things" decay makes my remaining warp a theoretical concern. My warp meter just sits at 2/3 full, 1/3 of which is still sticky warp.
    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
    Quote from Aurealyn»

    I put this mod into the forgecraft pack, and I'm noticing some odd tps problems. According to Opis, the Satyrs and Centaurs are often taking longer to update than other mobs. In many cases this is around 300 µs, and not a major problem. But sometimes they can get upwards to 900+ µs. Switching the game to peaceful fixes the tps as well. I've tried to get coordinates of the misbehaving mobs using opis to see if there's a pattern, but there isn't much consistency. Neither distance or terrain seem to matter. The only common thing is they're all idle.


    I haven't ruled out a conflict with another mod, but I haven't tested that yet.


    Edit: Just caught one of their worst spikes. Some of them were taking 1730 µs to update. The one consistent thing on this one was they were about 100m out, just before being despawned.


    So, if you don't mind me asking. Which FTB pack is it that I need, so desperately, to investigate? Anything with GoG is worth a look.
    Posted in: Minecraft Mods
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    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod
    Quote from CreativeMD»

    I'm sorry about this, but that is the way how the mechanic works. I couldn't find any way to get all generated chunks, therefore it is impossible to ungenerate all at once.

    I've used Thermal Expansions World module to regenerate chunks and insert ores that the original mods missed out. When I logged into the world it started a rather long running task that kept on reporting progress even while I did not move - and when it did complete, moving to new sites did not trigger more work, and they did contain the ores I had asked for. This was the 1.6.4 version.
    Posted in: Minecraft Mods
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    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod
    Quote from CreativeMD»

    If you select to ungenerate a mod, it will remove every block of this mod if a new chunk loads. I recommend to restart the server/ world and fly through all chunks.

    Thats unfortunate. On the server I am playing on, i'd guess the players have bases, and have explored an area that is literally about 400km² - there are bases between -7000,-5000 to 15000,18000. The admins have no way to know what of this area is explored / what has been regerated, and the time to do it would be prohibitive.
    Posted in: Minecraft Mods
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    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod

    I also wasn't too clear - when(if) the ungeneration works do you need to visit every chunk or does it use dark magics to enumerate them in the background?

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

    Wow, that would be awesome for quickly getting the Crimson Rites book. Just get a looting III sword and start owning dem clerics.

    Azanor has most of his mobs blacklisted in the MFR safari nets, so you can't use an MFR mob spawner. For good reason I think: I mean, farming them does have a rather high drop rate of nice items. Which I know because, much to my embarrassment, I used an Ender IO soul vial and powered spawner to spawn them instead. Which was, frankly, the only way I could get the Crimson Rites without going mad.

    I think that its a bit odd that thaumcraft mobs can't be spawned in a powered spawner... i would far prefer if mobs could be captured, and spawners would spawn either mundane mobs, or the sheer act of spawning a magical mob would generate some quantity of flux.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from prendolin»

    Just starting to move into essentia and a lack of gold is really hurting. Looking into alchemically duplicating it I found that Lucrum is really too rare to actually use with Gold Transmutation method (it feels like a net loss tbh) and purification is really the only one that is worth doing since nether stars are a good source of Ordo. Am I missing something? Do I just mine like a robot and take what little I get? Are there any better non-vanilla ways to increase my gold stock? I'm already branch mining but it's terribly slow finding it.


    I don't know that the intentions are to use a lot of the alchemical stuff in a balanced way. All the recipes are nett loss to prevent feedback loops being used to generate infinite gold. So for me, I just toss any gold armor I get into an alchemical furnace and the resulting lucrum, well, really I keep that for Fortune enchants so I can't say Ive actually ever used any of the metal transmutations. Which is a bit disappointing really.
    Posted in: Minecraft Mods
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    Quote from DarkMetaknight»

    Okay, fair points.
    Can you perhaps suggest another, more balanced mod that has 3x3 digging tools then?

    I know that you already have Thaumcraft in there, but the Primal Crusher is only available once you've cleared out an Outerlands dungeon so perhaps is harder than you want. I find it a worthwhile thing to strive for however. :)
    Posted in: Mod Packs
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