• 1

    posted a message on Tinkers' Construct 2
    Quote from Manan6619»

    I'm not so sure all of these features are disappearing like people think they are. Some things, such as extra modifiers(besides paper) and overworld ores are going away, but there's not any specific support for the removal of all the ranged weapons that people are worried about. Wait for a full release before you panic, folks.


    im actually fine with the writable modifier going away, aswell as the repair modifier. it makes the mod a lot more balanced overall.

    paper was always iffy since it was technically the best binding/crossguard material to go with upon making a tool. even if you later decided you wanted obsidians reinforced mod on it, you would still be able to add it via the extra mod. there was not really a decision to make in most cases if you should use a paper part. especially sicne it was so incredibly cheap.

    the same goes for repair. you could always use the strongest and rarest materials for your tools. if you just put a bit of moss on it, youd never really run out of durability on your sword or pick to even find the need to repair them.

    right now, it makes the decision really difficult with what tool material you want to go with, since better tools are also more difficult to repair.

    though green and teal slime are a bit op right now. ive made a lumber axe and an excavator, and theyre pretty fast even with a lot of durability while being dirt cheap. tools made of slime should probably be extremely slow like in previous versions.


    if anything, im really curious if tinker shields will eventually be a thing and how they will turn out. there is a ton of potential there.


    and it would be cool if tool xp, and a tool level system like iguana tweaks added would return at some point.

    Posted in: Minecraft Mods
  • 2

    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released

    after getting into stardew valley a little bit, a lot of the game reminded me of this mod. i think there are some cool gameplay elements in that game that would fit with this mod aswell.


    mainly things like large wooden barrels to turn fruits into wine, and large jars to turn them into jam and other products. it would also be cool if you could make contracts with villages you come across and make a shipping crate to ship your products to these villages and get paid in emerald nuggets, gold nuggets, diamond nuggets or other valuables depending on how many crafting steps were involved.


    up until now there isnt really a greater use for having more than 1 single type of food in minecraft actually, unless youre running some mod with a culinary generator. even then, after a while you just make the best food to generate power.


    if you would be able to sell your harvest and food to villages with diminishng returns on the same food items and the amount of items shipped to the same village, there would be a greater use in making contact with multiple villages and growing and making many different types of food.


    it would basically work like regular villager trading. only that youre trading with the villages as a whole and can remotely sell your wares. after a while, one village would stop buying the same type of item and youd have to sell something different. the same village would also only buy a limited amount of items per day in general, so its worthwile to trade with multiple villages.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    Well, if Mojang/Microsoft keeps trying to break modding compatibility, then the modding community will eventually settle down on a single version. We'd begin the golden age of modding. Mod authors would no longer have to worry about porting their content to the next version or fixing things the update broke. Instead they could just work on pumping out new content. Even mods that have been abandoned could still be used easily because they won't die out because of a new Minecraft version.

    if they really wanted to kill modding, then they could probably lawyer around, change the terms and conditions and might try to sue the forge guys directly to shut the program down, or theyd change the client to force updates and not provide older versions.

    my hope right now is, that theyre not actually trying to directly sabotage modders but make the changes for their own reasons and simply dont pay attention to what it does to mods.

    though they could be a bit more considerate, and appreciate the modding community more, since its keeping a large part of their community and the game as a whole alive.


    i doubt vanilla minecraft is interesting enough on its own to stay alive without modders.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    from what ive read over the last couple of pages, it looks like theyre really trying to put a dent into the modding community, if not destroy it.


    i dont really understand. mods are what attracted me to this game in the first place. if it was just vanilla minecraft, id probably never have bought this game. actually the first mod ive seen and that really brought me into minecraft was thaumcraft.


    its the endless possibilities with contineously new developed mods, and hundreds of different game experiences that keeps me playing. a couple of friends got the game for themselves after theyve seen me play with mods.


    ive only ever seen mods make a game more popular, and long lived. this includes games like the elder scrolls series and fallout.


    i dont see how the pc modding community not existing would make the game more popular on consoles either.

    Posted in: Minecraft Mods
  • 0

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

    What topic?

    looks like someone was prepared for this day.
    Posted in: Minecraft Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    liking the shear seal. this remains one of my two favourite thaumcraft addons along with thaumic horizons. very nice.

    Posted in: WIP Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    well, seems like blood magic already updated to 1.9. considering the scale of the mod, this is great news and means that mods actually dont take as much efford as previous versions to update.


    so a lot of mods are actually going to skip an entire version.


    since 1.7 was so unusually long lived, we have seen such a crazy variety in different mods developing for that version, that i hope future minecraft updates will go as smoothly as the 1.8 to 1.9 transition, so we might see this diversity and level of integration of mods again one day.

    Posted in: Minecraft Mods
  • 0

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

    First change:

    No more guesswork as to what you are getting when you select a research. When you click on something in the thaumonomicon that you do not know yet you actually go to a page giving a description of what you want to get - for example nitor might say something about you trying to find a cheap, efficient energy/light source. The rest of the page will give the requirements for you to go about discovering something like that. (see change 3)


    the first thought that comes to mind is, it still shouldnt be the full item description as now, but remain mostly vague and descriptive to reflect the thought process of the thaumaturge as the item/block etc. not being a fleshed out concept yet, but a general idea as what he wants to create.


    i have to think about the other stuff. but the best way to go about it imo, is to have quests like you describe. you have ideas for an infernal furnace upon visiting the nether or seing a blaze. so you get a quest to go out for some field research to study the creature or a blaze spawner up close.


    in other cases the quest simply means theoretical research, aka solving the current minigame.

    Posted in: Minecraft Mods
  • 1

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

    I feel like the new rings need some balancing.


    imo the Verdant Heart Band could use a small cooldown between cancelling bad effects. As it is it flatout makes you immune to poison/wither until vis runs out.


    With Sustainer let's you stay under water for a looooong time with very little vis cost. Slap on a helmet with respiration 3 and you could probably stay under water for an hour without recharging the ring. I feel like recharging the air bar should take more something like 10-25% than 0.5% of the rings charge. And eliminating the need for food is something I have an issue with and I'm not sure heightening the vis cost (atm it could refresh the hunger bar completely 10 times on a single charge) would solve that. I'd rather it fed you automatically than eliminate the need for food items completely.


    With Lifegiver it could probably be slower. It's about regen 2 speed, but regen 1 would be plenty. Cost feels fine.


    And with that I am finally done playing the devils advocate and pooping on the new stuff.



    being able to stay an hour under water in combination with a helmet enchant is not a big deal though. i dont see how it creates a lot of balance problems, especially since water breathing potions exist and are not any more difficult to make.


    the removal of negative status effects without cooldown is be more problematic.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    this sounds all very exciting. im really curious what youre going to do with the next updates. thaumium/void metal shields, offhand spellcasting etc.


    not to mention there are new effects, like marking enemies to make them visible through blocks.


    i also hope the little things will return. the wand weaving animation, the wobbling jars, and the thaumcraft 4 model for the thaumometer with the scanning animation in particular.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    those taint crawlers that spawn out of the champion mobs make mob grinders really difficult. not only can you not have a grinder running passive anymore, as one of them would eventually spawn and infect everything with taint, but theyre also really hard to kill.


    problem is, theyre instantly spawning taint tendrils on the block theyre touching, and then have their hitbox obscured by the tendrils. you cant attack them with a sword before you remove the taint. but as soon as you do, they tend to instantly spawn new tendrils, not giving you time to kill them.


    i guess it can be fixed by putting ethereal blooms nearby that eventually clean up the taint. but until you get there, those things are nasty.


    i think for balance and automation purposes, it might be a good idea to not have the special thaumcraft mobs drop loot bags or do thinks like spawn taint crawlers, unless its a player hat finishes them off.

    Posted in: Minecraft Mods
  • 0

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

    I admit a mod like thaumcraft minus thaumcraft seems very legitament to someone like me who tends to make new worlds regularly for varies reasons and has done EVERY single research at least 10 times and around 50 times for the basic stuff.

    also if where suggeting research mechanics then how about...


    Suggestion: maybe research could get easier the more you do. the idea is that you could say pick up your brandnew thauminomicom and get the research for say thaumium fortress armor without any other research but it could be to difficult to complete because you lack the prerequisit knowledge. for example you would start with three of every primal then every research grants you more starting aspects.


    and before ya start whingin remember in MY opinion "logic > balance = fun"


    you could go with easy mode research. allows you to buy every research with xp instead of doing the minigame.

    if you get some sort of xp farm going, its just a matter of unlocking everything directly.
    Posted in: Minecraft Mods
  • 0

    posted a message on Just a Few Fish

    this is pretty nice. been looking for a simple mod that adds more life to minecraft. and it allows fish breeding, so really neat.


    id have a really small suggestion. it would be cool if the fish tank also came with different textures for the different vanilla wood types, so it looks better when you want to build a fish pond into the ground instead of an aquarium.


    maybe it would even possible to combine any standart minecraft block with the fish tank to give it that texture. (for example dirt or sand, so it really would just look like a pond in the ground).



    something more crazy: it would be cool if special fish would spawn in the nether. they could only be caught with fishing rods that have been crafted out of blaze rods.


    a fish tank for those guys would be filled with lava.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    You really think the Wither wouldn't require extra health? Especially some mods OP mobs would require extra health


    the wither doesnt require extra health. but with heart canisters you can just facetank him and whack him down with a sword, without the need for apples or potions.


    runic shielding already counters the withering effect pretty well. but with 10 hearts you still have to look out.

    Posted in: Minecraft Mods
  • 2

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

    The 5th bauble slot needs to hold heart canisters, so I can drop TiC.



    meh. i dont like the heart canisters. 60 health is really pretty op. ive seen nothing in minecraft yet, that would need me to ahve that much health.


    the only instance i was glad i had it was blood magics early game.

    Posted in: Minecraft Mods
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