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

    Forgive me for asking such a question while Thaumcraft is so heavily under development, but lately I've been listening to some old rock music, and it has lead me to wonder: may Thaumcraft someday include a Crimson King?

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP][Thaumcraft][Immersive Engineering] Arcane Engineering Alpha 0.2.0

    Just a heads-up, it seems like the way textures are wrapped onto the Drill Head model have changed in an IE update, so your Thaumium and Void Metal Drill Heads now have mis-alligned textures. I noticed the issue after updating to IE 6.5.1, but it may have existed before then.


    This is a wonderful mod by the way, thanks for putting it together.

    Posted in: WIP Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    Has anyone else used this mod alongside Chromaticraft? I've been testing the two mods out together, and I'm not sure if I'm just incredibly unlucky, or if there are compatibility issues, as I can't seem to find anything other than trees and Pylons, with all other worldgen features such as biomes not being present.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Interesting...that icon was indeed added
    in v7, and is 1x1. Is it breaking it for everything? If so, I consider
    that a FastCraft bug.


    If by "breaking it for everything" you mean everything is not mipmapped, then yes. I haven't had time to test with removing mods, though, so I can't say which mod is breaking everything, though I'll certainly try Fastcraft first, on your suggestion.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Mipmapping or anisotropic filtering are off...


    This was my first thought, though no options had changed in Minecraft's default graphics configuration, or in Optifine's. A bit of testing showed that regardless of what I set AF and mipmapping to, it would refuse to work.


    However, digging around in the FTB launcher's console revealed this:

    [07:34:56] [Client thread/WARN] [FastCraft-core]: The sprite chromaticraft:icons/basicfade caused the mipmap level to drop from 4 to 0 because it's too small (1x1 px).

    This icon, on further inspection, was added sometime between Chromaticraft v6f and v7c, explaining why my mipmapping issue only appeared after updating.


    I suspect this is somehow my fault due to a mod incompatibility; though it at first seems to be Fastcraft, reading on its IC2 forum thread the author of the mod claims that this is something Minecraft does by default, and that Fastcraft just leaves a trace in the log where vanilla Minecraft normally wouldn't. [source] Because of this, I suppose I'll need to test with removing Fastcraft, Optifine, etc. to see which of them might be causing this.


    As of right now, I haven't tested with removing mods, but by stretching basicfade.png & basicfade_f.png to have a 4-pixel width, and then replacing the originals with the stretched versions, I was able to get mipmaps up to 2. I don't know what terrifying visual glitches I'll bring upon myself for changing those textures, but for the moment it seems to work.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I seem to be having an odd issue after updating DragonAPI and Chromaticraft from v6c to v7d and v7c, respectively. When updated, distant block textures stopped rendering properly, becoming grainy and looking specked with black pixels, instead of being smoothed.


    I am running Forge 10.13.4.1448, Fastcraft 1.21, Optifine 1.7.10 HD C1, as well as a variety of other mods that I can provide if requested, but many of which may not be at all relevant.


    However, two other mods I would mention, despite some reservations, Thaumcraft 4.2.3.5 and Immersive Engineering v0.4.0.

    The first, because it has had rendering issues with Chromaticraft in the past, resulting in black screens if a Chromaticraft block using a custom renderer was looked at after having had a Warp Event, and second, Immersive Engineering because it is in an early beta and thus likely has no support at all from other mods.


    There are no crash reports to provide, as this is not a game-breaking issue.


    Has anyone else experienced similar problems, and if so, did you find any fixes? I assume that either my problem is unique, or I am somehow ignoring an obvious fix, since I see no one else asking about this.


    Edit: I suppose it could be a graphics driver issue, I'm running an old but functional Radeon HD 7750, might as well check the drivers, though I could have sworn I'd updated them recently.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Thaumcraft Addon] Witching Gadgets

    I can't seem to find any change log, other than the unnumbered and unusually short one on this mod's Curse page. Am I being an idiot?


    Edit: Ah, they are posted throughout the thread.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge

    Where, exactly, can I find the latest version of this mod? I managed to find build ThaumicTinkerer-2.5-1.7.10-466 some time ago on a Jenkins site, but the "latest" version shown on the Curseforge page only goes up to ThaumicTinkerer-2.5-1.7.10-164, and the 2.0 changelog only goes to build #130.

    Posted in: Minecraft Mods
  • 0

    posted a message on Attempting to find a pre-1.7.10 mod from some years past

    That is what is confusing me as well, I know it was not Thaumcraft, because I have always used Thaumcraft ever since it was released and I recall desiring to run this mystery mod alongside it.


    Perhaps it was Blood Magic? I don't recall it ever being very tech-heavy.

    Posted in: Mods Discussion
  • 0

    posted a message on Attempting to find a pre-1.7.10 mod from some years past

    Hello,


    I just recalled seeing a video review for a WIP mod some years ago that included similar dark themes as Blood Magic and Soul Shards.

    It used some sort of cauldron-based system similar to that of Thaumcraft's to fuel its devices, and the "fuel" was something obtained from slaying mobs, but beyond that I have been unable to recall any of it. All I remember is that I thought it fascinating at the time, and now this damned urge to discover it again will not leave me. I searched these forums on which it was posted, and youtube mod reviews in vain, yet I have had no luck.


    Does this inadequate description bring anything to mind for anyone else, or have I imagined this completely?

    Posted in: Mods Discussion
  • 10

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    From TC1 I've been enjoying Thaumcraft. Though I've had my doubts about some mechanics ("Oh no, it's starting to turn purple...") I have always found that Thaumcraft has provided items with interesting mechanics, and even more interesting ways of getting a hold of them; no other mod I've found has such a large amount of unique crafting systems with such depth, that are actually enjoyable to use!

    Unlike many tech mods, where crafting items means making another power-sucking machine with a boring gray UI to change item x to item y, things like Infusion crafting and Alchemy feel more involved, requiring planning both when setting them up and using them; it's a small and pleasant learning curve.

    The TC4 research system, too, is wonderful. Instead of having a bothersome and rigid tech tree enforced by the need for prerequisite power or processing requirements, Thaumcraft's branching research allows for a degree of freedom that keeps it from feeling punishingly rigid, all while providing a nice amount of pacing that infrastructure-based restrictions couldn't give.

    As for the items themselves, never before have I seen such a large amount of unique things in a single mod. Golems are cute little minions that offer an interesting alternative to the pipes present in nearly every tech mod, Shard-infused tools all provide interesting utilities, Wand Foci can turn any Thaumaturge's wand into a dangerous and utility-oriented omnitool.

    For all these reasons and many more unsaid, Thaumcraft is my favorite Minecraft mod of all time.

    Thanks, Azanor.
    Posted in: Minecraft Mods
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