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    posted a message on RemoteIO v2.1 - It's Time to Think Outside the Blocks
    Using 1.9.1-b16, when connecting an Applied Energistics block to an unlinked RemoteIO block, we get a crash that looks like this. This makes the chunk impossible to load and is sort of a "map killer" bug, requiring a rollback of the region file or MCEdit to fix.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Mithion
    1. Felled oak offers nothing in the way of re-planting trees or making them grow; it just cuts them down. I will check light and interdiction sigils and fix them not removing their barriers correctly.


    Well the trees grew up and were untouched after 24 hours.. If there is anything I can do to help you diagnose this, please let me know.

    Quote from Mithion
    1. Flight works just fine using just AM2. I have heard that AM2 + BoP can cause that strange behaviour, but I can't say for sure why. All I can say for certainty is that Flight simply enables the creative flight flag on the player. I don't add any velocity or anything like that. Pure boolean. So, unless you have Air Affinity and you're out in the rain, I am not entirely sure that this is me.


    It definitely behaves very oddly on our server. Without touching any keys, I begin to float awkwardly up in the air in sporadic fits with no options for control. Dartcraft, Thaumcraft and regular creative flight work fine, so clearly something is interfering with your mod.

    We may be able to help you diagnose this stuff, if you're interested. We have a pretty big and engaged testing team now for the modpack development and troubleshooting we'd be happy to run test builds or otherwise offer assistance. You can reach me on nearly any service by this moniker.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    So, bugreports.
    1. I am quite certain the Sigil of the Felled Oak is not working. 6 hours with nothing but vanilla saplings around it and it has done nothing. Most other sigils seem to work (although as noted previously, light and interdiction sigils can sometimes be fooled into leaving their effects behind even after being broken).
    2. Growth seems heinously nerfed, to the point of sounding like a bug. 1000 casts on sand in a desert resulted in 1 desert nova and fewer than 30 flowers. Interestingly, only white and grey BoP flowers spawned. If this is intentional, then the spell should simply be removed; it's so much more difficult and less useful than a vanilla system that can do almost exactly the same thing.
    3. Is Radius and Projectile supposed to stack? They appear to do nothing of the sort for any spell combination I can try.
    4. The flight spell is very, very broken. Upon casing a "self + flight" spell, all that happens is you begin to slowly and awkwardly twitch upwards in the air with no control. Upon completion, you fall (usually to your death) and contingency spells do not always save you.
    All this was tested on the most recent release of Ars, in the Resonant Rise modpack (of which I am a maintainer) v2.5.4.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I'm very excited about the new sigil system! So excited I raced to craft all of them! Most seem to do what they claim to do, but as far as I can tell the sigil of the felled oak simply does not do anything. One time I think I saw some particle effects, but that's it.

    Is this everyone else's experience?
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Hi, I just wanted to say that in principle, I think your mod is really cool. However, your decision to use native libraries makes it a pretty much total non start for modpacks. Just so you know. Even if we could get OSX compiled for you, it's unlikely 3rd party hosts will ever set that up and it complicates our distribution.

    I'd strongly suggest looking for another path to resumable lua instances. I'd also strongly suggest not looking at threads with a late 90's mindset, but that's another conversation.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Tubes! (2.0.5) 9-Nov-2014
    Quote from Schmoller

    Are you using Tubes 1.1.1, there is a bug in that version with crafting. Please upgrade to 1.1.2


    We've been using 1.1.2 for about as long as you've had it out.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 help
    Quote from sabshupe101

    Can someone tell me why my crystal wrench won't work? I'm pretty sure I've done everything right, but the energy won't drain from the nexus into the battery.


    The battery needs a strong redstone signal to charge from nearby nexuses.
    Posted in: Mods Discussion
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524


    Perhaps you are giving up too easily and caliming a research is impossibe even though it might be possible if you discover a missing aspect. That first one looks like it could be solvable and is missing an aspect, what is that one for?


    I used the cheatsheet on FTB for all of them. Most of them I've had confirmed as impossible by other people. Every single one in that chest I kept after having another more senior thaumcrafter look at them.

    My big frustration with TC4's research system is that it's SO RNG dependent. You need to get lucky with node spawns, research selection, research computability, etc. I wish I could pick the things I wanted to research, and I wish it was a little bit easier to farm the aspects you need.

    Quote from Auric245524

    Personally I haven't had any problems with research system once I fully understood it. I enjoy the minigame and was able to fully research everything in only a few days. In most cases I was able to pick what I wanted to research by thinking of an uncommon aspect that might be used for it.


    The minigame would be more fun if the researches were always completable. It is trivial for a computer to recognize when research is not completable (in terms of total aspect symbols, total target nodes, and the minimum and maximum distances between each). Why doesn't the minigame generator more tightly limit this? If you're unlucky I have been, do you think you'd find it "challenging" or say "I do not enjoy this."

    Quote from Auric245524

    Even if it wasn't what I wanted I'd end up doing it anyway so it was out of the way.


    Right but that's precisely what I don't feel like doing. I'm trying to do something specific I know Thaumcraft can do. Why can't I specialize in Golems?

    I am a beginner thaumaturgist myself, but i think i got some tips for you.

    1. As FarProc said, discard any reaserch that meets his description.


    Boring though. Boring boring boring. Why is impossible research even a thing when it's elementary discrete math and geometry to figure out if research is impossible?


    2. Also before researching, take a look in your book. Almost everything that you want to research has a description(when you mouse over it) that gives a nice pointer to some aspects it may be built of.


    The looming threat of impossible research wasting a ton of aspects means many people use the cheat sheets. The first thing I do is light up all the aspect nodes to check if the research is possible. This profoundly damages the experience, but I feel compelled to do so because I am so tired of Thaumcraft 4 metaphorically shouting "Psyche!" in my ear after 20 minutes of struggling with research only to learn it's impossible.


    3. Get the research mastery( 2 researches required, the descriptions give you pointers how to start), its nearly impossibleto do research without them.


    This doesn't change the problem at all. It just makes it cheaper to research


    I hope this helps


    Thanks for your time, but it's not helpful at all.
    Quote from FafnirTheDragon

    Throw away that research and start another one. Obviously you need to use another 9 knowledge fragments. There's no other way.


    While not a professor or full time academician, I've got a few published papers and know many, many researchers. I read at least one scientific or math paper a month. I've never heard anyone EVER say this.

    Negative research is valuable and is often published, although it is true that you seldom see it talked about or referenced. It's often on file to save subsequent researchers time.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524

    And those other things could include research :P .


    Actually I can't research all that much. I keep running out of aspects.

    See, this happens to me a lot. So, I started keeping all the research I get that's impossible. That's maybe 1/3 of the total research i get that's impossible. Across 3 servers, I've got maybe a 60% chance of research being completable.

    So I hardly ever have any aspects. Because I waste all my aspects on impossible research.

    (also I'd like to point out that you needed to research the hungry chest first anyway as that's the first step to golemancy. Much like nitor/allumentium are the first steps in alchemy.)


    Sure, but the point is that the current system is really frustrating. You don't get things you want. You can't make choices about what you want. And often times the RNG means you have to wait or go running around looking for nodes or just waiting for bookcases and clusters.

    It's very frustrating. Consider I am nearly maxed out in Ars Magica, casually pursuing that. But I'm barely anywhere in Thaumcraft despite trying pretty hard. Ars Magica is NOT an easy mod to advance in. Neither is Blood Magic. I'm way further in those because there are actionable steps I can take to improve my situation there. In Thaumcraft, I'm constantly at the mercy of RNG.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TPB

    Coff coff... for golems, you are researching the wrong aspect... coff.


    Motus?

    Quote from TPB
    Mind, i like thaumcraft so much that i do not really care if i get this or that first, i'm gonna do them all!


    I like Thaumcraft. But I like lots of mods. And I dislike how Thaumcraft seems to want to monopolize my time to get anywhere. At least while I'm pricking myself for blood magic I can do other things.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Am I the only person who utterly dreads doing more research with the minigame? Maybe I'm just unlucky, but I'd say upwise of a third of the research I get is impossible (I look at a cheat sheet for all the aspects, flip them on, and see it is not actually possible to complete). And if that wasn't discouraging enough, in many cases I get forced to research (and subsequently create and re-research) I am really not interested in.

    It's like this:

    Me: "I'd like to learn about golems, Table."
    Table: "Did you mean the hungry chest?"
    Me: "Oh I guess I need that sure... Okay. Done. How about those golems?"
    Table: "Did you mean the arcane bellows?"
    Me: "No. Golems."
    Table: "Did you mean this nifty door?"
    Me: "No. Golems."

    ... Repeat this 10 times ...

    Table: "Oh golems. Here you go, a golem core."
    Me: "... Wait, this research isn't possible even with all the aspects and max researching. There aren't enough runes to span that gap; it's 1 too far."
    Table: "You should throw that out. Care to try again?"
    Me: "I am tempted to dartcraft force transmute this to try again, but okay. I'll try it legitimately. Can I try a golem core again?"
    Table: "Did you mean the Arcane Bellows?"
    Me: "... I'm getting my force rod and I'm turning you into planks, table. Bright green planks."

    It'd be amazing if we could at least lock to a specific category of research, if not outright select what we want next. I'm really tired of being obligated to finish research I have 0 interest in completing because I need to reclaim research points sunk into the research.
    Posted in: Minecraft Mods
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    posted a message on Hardcore Ender Expansion v1.8.6 (700,000+ DL'S)
    Quote from chylex

    Sorry about that, I've updated the download file with a quick fix. Thanks for reporting, let me know if you experience any more crashes :) .


    Wow, fast turnaround! We'll get this into our distribution ASAP.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Azanor, would you please stop removing the last build distribution link when you update? I understand you want to clear out bugs, but when you do what you're doing you break servers really badly. For example, in this build you pushed and cleared the 4.0.4* builds away. In doing so, you forced every server to update to forge 953 from 918 or 93* which we were all using previously due to problems with Biblocraft (and to a lesser extend BoP) rendering in the 95* series of mods.

    New users for servers cannot download the old version, so they either cannot join old servers or old servers are forced to update when you do, introducing bugs that with just 24 hours delay would stop being a problem. By removing the old mod link, you make it impossible for us to wait until other mods have caught up with you.

    Please change your link removal policy so that SMP users can enjoy your work. We don't want you to slow down or change your development. We're not here asking for permission to distribute your mod. We're asking for you to follow the mod distribution policy of other mainstream mods including Ars Magica, Thermal Expansion 2 (and 3, modulo critical beta fixes), Railcraft, Buildcraft and others. Please give servers time to update. Even just one prior version in your current branch completely solves this problem.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    I understand that, but how then do I stop all the bootleg copies of the mod, some of which are being compiled from the source with the intention of replacing me as the distributor?


    You can do what Android developers do and obfuscate the interesting parts of your code throughly. However, I understand that this is not really as feasible in the MCF world.

    I suggest you let it lie. People can and will find ways to steal your work. It doesn't matter what your license is or how evil you make your code. Someone will open your bytecode, invert your conditionals, and then all your work is for naught. There are even tools that help automate that process. Be happy that you have a big player base, name recognition, good rankings on Google, and that your mod is successful. No reasonable person will end up with the wrong mod given how well you're doing.

    Because if you ship a bug in the code you've described, you'll lock out your user base. This doesn't have to happen very often before people label you as "that buggy mod." Even people with stirling reputations in the modding world have faced enormous pressure for doing things like you're describing. Not even the esteemed CovertJaguar got away without reprimand from the community.

    Best not to go down that path. It only hurts legitimate users.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Power Boxes 1.1.3 - Fixing bugs since 2014!
    Just a note that on our modpack we had to roll back your mod. Moving to such a recent forge breaks a fair number of mods including such mainstays as Bibliocraft. Not sure how long that will be the case, but I figured it'd be worth mentioning here.
    Posted in: Minecraft Mods
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