• 0

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


    either way, the system as a whole sounds really nice. a way to upgrade the smelting of items and especially the speed at which essentia is condensating (other than alumentum), will be really nice.


    Now I want a a part of the alchemical distillation process to include a glass multiblock called a condensation chamber...

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

    It will mess with any generated biomes. There will be obvious issues where new terrain is generated, and existing terrain will have the wrong biome for the stuff that is there.


    I do not understand why a texture pack will require biomes to be renumbered, especially as your existing config leaves all the biomes at their default ids.

    Posted in: Mod Packs
  • 0

    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod
    So, how does the ungenerate option actually work? I installed WGM and CraftingManager for 1.7.10 I have a mod, in my pack, that I wish to remove. "EndPlus". It has added a lot of "Cavern Stone" underground, that I want to ungenerate before removing the mod.
    So far I have run /CraftingManager on the resulting dialog I disabled all mods except EndPlus, that I set to Ungenerate, and toggled "Regeneration" to enabled.
    generationmanager.cfg was saved like this.
    # Configuration file general {
    B:active=true
    } regeneration {
    I:DLDungeonsJBG=0
    I:FloatingRuins=0
    I:Roguelike=0
    I:Thaumcraft=0
    I:arcticmobs=0
    I:arsmagica2=0
    I:dungeonpack=0
    I:endplus=2
    I:infernomobs=0
    }

    I have exited and re-entered Minecraft. I have flown 200m away from my base and back again (should be far enough for the chunks to unload) but the EndPlus CavernStone is still there.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from vgcatsfan»

    possably a stupid question but how hard would it be to make a [email protected] game/ character based off of thuamcraft? i had the idea from reading an story about [email protected] while playing with the thaumcraft mod. also where did azanor get the idea for the mod in the first place?


    Apparently Ars Magica. The PnP role playing system. Not the other mod. Which is also, in fact, inspired by the pencil and paper roleplaying system of the same same - Allthough it seems that ironically @Mithion made up the name of his as yet incubating mod before learning of the system.


    Who knows the truth really.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from tehFoxx0rz»


    Thaumcraft does indeed add its own iron nuggets, however Minecraft itself doesn't.

    For me though, Thaumcraft iron nuggets have only one metallum aspect on them.


    Today I learned that Iron nuggets were not a vanilla feature...

    Posted in: Minecraft Mods
  • 0

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

    It is a bit of an iffy mod to pull out the pack. It does a *lot* of worldgen in the overworld with "cavern stone". Which is interesting as mining it has a chance to pop spiders, or ingots ore gems - the spiders are interesting, but dropping "processed" ingots makes the whole thing a bit lame. Oh - and its added an ore that can be used to make monster spawners - which I havn't taken advantage of yet so I don't know how I feel about it wrt balance.


    EndPlus weirdness aside, my friends and I have moved to this pack and so far it is proving to be an absolute fantastic. Well, we did add Ars Magica to give ourselves a choice of magical pathways (ironically it, too, causes server crashes so we are LAN sharing SSP games for now). Something - probably BWG4 - is causing a lot of villages to spawn in ocean biomes.


    I don't know how you are deciding which mods are too heavy to add. But, if the pack has headroom... have you looked at either Growthcraft or Natura? Growthcraft adds some crops and processing options to create alcoholic beverages that are really potions with effects. And Natura adds berry bushes to worldgen that can be scavenged for berries as a quick source of food while travelling - and it creates really REALLY big giant redwoods. So big you can build a house inside them.

    Posted in: Mod Packs
  • 0

    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    EndPlus does not seem to be SMP compatible. I get this error if I try and run a server :/
    [21:58:18] [Server thread/ERROR] [FML]: Caught exception from endplus
    java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP
    at com.kpabr.EndPlus.BlockPlacer.<clinit>(BlockPlacer.java:35) ~[BlockPlacer.class:?]
    at com.kpabr.EndPlus.EndBlocks.setupBlocks(EndBlocks.java:218) ~[EndBlocks.class:?]
    at com.kpabr.EndPlus.EndPlus.preInit(EndPlus.java:99) ~[EndPlus.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_79]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_79]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_79]
    at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_79]
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513) ~[FMLModContainer.class:?]
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) ~[?:?]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_79]
    at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_79]
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[minecraft_server.1.7.10.jar:?]
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208) ~[LoadController.class:?]
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187) ~[LoadController.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_79]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_79]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_79]
    at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_79]
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[minecraft_server.1.7.10.jar:?]
    at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[minecraft_server.1.7.10.jar:?]
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118) [LoadController.class:?]
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513) [Loader.class:?]
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88) [FMLServerHandler.class:?]
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314) [FMLCommonHandler.class:?]
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117) [lt.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityClientPlayerMP
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) ~[launchwrapper-1.11.jar:?]
    at java.lang.ClassLoader.loadClass(ClassLoader.java:425) ~[?:1.7.0_79]
    at java.lang.ClassLoader.loadClass(ClassLoader.java:358) ~[?:1.7.0_79]
    ... 34 more
    Posted in: Mod Packs
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from 0x00000539»

    What distance should be between two nodes to not to drain each other?


    4 or more blocks of separation on each axis.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from EinhornLasagne»

    Still have the same problem since no one is answering me... i can't see these mosquitos in the swamp. i am playing with a friend on a LAN world and he can see these mosquitos and the custom colours of the biomes.


    Biome coloring was, iirc, a function of your graphics settings: Fancy vs Fast.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from ChocoParrot»

    I've added TF to a Minecraft server with a map that I originally had in Singleplayer and the generation went haywire. The magic map keeps on glitching and from far the snow queen logo looks like the lich... When I go closer the lich logo swaps over to the snow queen logo for a second before changing back to the lich. Is this an error? I even tried adding the seed of my world into the config and it failed.. Now the yeti caves are spawning witches like crazy and the Alpha yetis don't exist... Plus the tree of transformation I planted changed the biome around it into Plains biome and not Enchanted Forest. I didn't install any other mods in the server except for TF...


    It seems that the config has generated differently on the server and your client. Grab the twilightforest.cfg from the servers /config folder and copy it to your clients.


    If that doesn't work, then it would seem that your TF config has somehow chosen biome id's that conflict with vanilla. Which should be fixable by deleting the config and allowing it to regenerate. Did you perhaps have a config folder from a very old install that had a twilightforest.cfg from a much earlier version? Any already generated terrain however will still have the old/wrong biome id's so your existing game might be a mess if you don't have backups.

    Posted in: Minecraft Mods
  • 0

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

    I just tested your username and got the exact same aspects (YAY! My hypothesis was correct!), but yeah I would also imagine a being with those aspects to be angelic or divine :) With Forbidden Magic you'll be something quite different as your aspects would be humanus, invidia (envy), perfodio and vacuos - better not play with that addon then :P


    I found your magnificent collection of structures in your .sig

    Question - have you looked at Recurrent Complex as an alternative to Ruins? It looks like it be way more capable...

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

    The TC 2 portal effect used a similar mechanic to the Portal mod portal effect and was a terrible FPS hog. XComp's version seems to be similar in many respects, but from the look of things is a lot more optimized. Having multiples of them onscreen will probably still murder your fps since 5 portals means stuff is rending 6 times (your own world + 5 portals worth of worlds). I look forward to playing with this once it gets updated to 1.8. Heck, maybe I will fork it for 1.8 myself :P


    Wait - what?

    I never saw anything but a silver sheen in portal gun. What version(s) were meant to render the other side? I wish iChun had actually implemented the lasers and other bits that are in, but have had the "not implemented" flavor text.

    Posted in: Minecraft Mods
  • 0

    posted a message on CraftGuide v1.7.1.1

    Ive been playing various FTB packs and so I must admit that ive been using NEI rather than craftguide :/


    I would far prefer to use CraftGuide however, as such:

    * is there any possibility to simply implement the NEI api to inherit all the existing NEI integration support?

    * It would really be nice to see items for which there are no recipes when browsing items.

    * Likewise, forge dictionary equivalent items are difficult to find in Craftguide.

    * Thaumcrafts shift-to-show-aspects feature doesn't work in Craftguide either.

    Posted in: Minecraft Mods
  • 0

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

    Hey... XCompWiz is about to release his. Among other things, this would allow for scrying mirrors in Thaumcraft!


    Good grief. I didn't know XCompWiz was like 5.

    Posted in: Minecraft Mods
  • 0

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

    * EndPlus is not in the pack, or in the list of things to add, but is in your mod list.

    * Minepainter is not in the list but is in the pack. Also okutils, playerapi,dynamic lights

    * You have included the 1.7.2 version of TreeCapitator?

    * All the other mods seem up to date, but BattleGear2 is many versions behind.

    * What is the intention with the inclusion of BWG4?

    * DynamicLights can be a FPS hog. Optifine might not be so necessary if it was dropped.

    * The only mods you provide config for are DLDungeons and luncanitesmobs?

    Posted in: Mod Packs
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