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

    Hello I've been wondering if you could add an option to the config to turn off the chromaticraft snow effect during the christmas time ? I've only been able to find the option to turn off april fools related changes. The snow effect is really nice but after a few hours it got a bit annoying.

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

    Hey Reika.

    Since the Caves and Cliffs update doesn't seem too far off into the future I would love to hear your personal opinion on the update, not from a mod update perspective, but just from your own. I'm personally more excited about the extended world height and new cave and mountain generator instead of all the new blocks.

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

    Hello.

    I'm currently in the progress of implementing Rotarycraft and Reactorcraft in my private pack that I will not release, it's just for myself and I've stumbled across S:"Core Recipe Editing"=X in the Rotarycraft config. I've looked through github to find what to put there and determined RotaryCraft_RecipeModify@v28a should be the right string suggested by:

    //s.equals("RotaryCraft_RecipeModify@"+RotaryCraft.instance.getModVersion().toString());

    but since that line is commented out, isValidRecipeModString() always returns false. So in order to use this I need to change that line and recompile Rotarycraft ? Which is not a problem but I wanted to ask beforehand in order to know if this is really what I'm looking for, but since most hardcoded recipes have RecipeLevel.CORE, I guess it is to modify/remove existing recipes. Now I'm wondering if I got that right and how to use the RotaryCraft_RecipeModding.cfg because I could not find out what to put in there based on the source code.

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

    It's sad to see Thaumcraft no longer being developed but I respect your decision and I wish you good luck.

    I will remember all the fun I had with the various iterations of Thaumcraft from Arcanacraft to Thaumcraft 6.

    Thaumcraft always was and always will be my favourite mod that aditionally got me into modding. A sad farewell

    to one of the most influencial mods Minecraft had. I will always remember it and keep it in my heart.

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

    So I've been struggling with a bit of a decision and I thought I might post it here to get a second opinion. Not sure I want to do it as a poll though.


    The research table with it's minigame will still be around in TC6, however it will basically be a crafting mechanic to make "Theories". Theories is one of the new currencies you require to unlock research. For example, unlocking Infusion crafting might cost 5x "Observations: Magic" and 3x "Theories: Magic". Observations you get by scanning stuff (for the most part).


    The problem I have is as follows. Where to get the pool of aspects required to finish the old aspect puzzle. In earlier incarnations of TC it was gained by scanning and in TC5 you just had a pool when you crafted the research note.


    Now I'm thinking of making require breaking down items. In other words you need to sacrifice something with AER to be able to get AER points to complete the puzzle. Combinations are no longer possible. One of the reasons I'm considering this system is that in the great scheme of things you will be spending a lot less time at the table thus I want to give things there a greater cost.


    The alternative is the TC5 way - in other words you start with a pool of primals and you need to combine them to finish the puzzle.


    What do you guys think?


    So you are basicly combining the TC5 research with some parts of TC2 and 3 sounds good to me. I wouldn't mind spending items or blocks to get research points.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I just had the idea that it would be cool if you could switch the crystal model with the old Tc2 one with a config option. I'm not the biggest fan of the new ones. I guess that's because I played so much with Thaumcraft 2.

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

    Thanks for the update Azanor :D Keep up the awesome work

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

    Have recently got back into the whole modeling scene, this time with thuamcraft related models


    It should be noted that these are only concepts at this point as I cant code ...... script maybe but java no


    [imgur]{http://imgur.com/a/GyA73/all}[/imgur]


    Edit: well this sucks ...... I couldn't embed the imgur album with BB code ... odd it works on alot of other sites


    Anyways enjoy peoples :3


    All those models are godly, especially those with the jars.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    Quote from Nividica»

    Think I have about figured out how to do full P2P with vis.


    This is awesome.

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

    Here is an initial draft of the new thaumonomicon window. It fills the entire MC window instead of a small portion and has a scrollable category list for addons on the right. I just added mockup categories for testing so pardon the icons.


    I still need to redo the lines connecting research icons and, if possible, add search functionality.


    Not pictured: fancy new parallax scrolling background.




    I really like the gui. Can you maybe add a little star(Or something else) to the tab, when you researched everything in it ? As a small sugestion

    Posted in: Minecraft Mods
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    posted a message on Intermediary - Run Minecraft 1.2.5 mods in 1.7.10!

    You are concentrating on RedPower right ?. Would it be possible to focus on Thaumcraft 2 after you fixed everything in RedPower ?

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

    I too loved the TC3 node mechanics. Sadly the poll indicates we seem to be in the minority.

    TC3 node mechanic is basicly like the TC2 ones. The only big difference is that there is taint in the TC2 aura and flux in the TC3 one. Also you could move the aura instead of only having two bars.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from BakuMinerGuy»

    Speaking of research and progression, I threw this into the pile earlier and it got buried in the thread.

    WARNING! INSANELY CRAZY IDEA INCOMING!

    Here's an idea...

    It would take a while, but what if the mechanics from Thaumcraft 2, 3, and 4 were combined?

    When you start with Thaumcraft, you start at the basics. All you get is a TC2 crucible (lowest tier). At this point all you know about Thaumaturgy is that when you throw stuff into the crucible, you get this mysterious purple gunk, and soon you learn through research about how to seperate the impure gunk (Flux Goo) from the pure gunk (Primal Essentia), and how to use them. Eventually, you reach your first major milestone - you discover that Primal Essentia can be broken down even further. This is where aspects come into play and it's also where TC3 kicks in.

    Over the course of the TC3 part of the progression, you learn more about vis. You get the impression that vis is actually an ambient thing, and so you craft your first wand - a Thaumic Wand that draws and stores Ambient Vis.

    Your next major milestone is when you figure out (via research) that while vis is more or less ambient, it coalesces more strongly in certain areas, and so leads to the discovery of Aura Nodes. This is where TC4 comes into play.

    You upgrade from your Thaumic Wand to a new prototype design (the Iron Capped Wooden Wand) capable of utilising the vis from nodes.

    Your final(?) major milestone occurs when you become afflicted with Warp. You've become fascinated by the strange obelisks you've found dotted around the landscape, and so begins the Eldritch tab from TC4.

    In a nutshell, this creates progression AND immersion as you climb through the previous three Thaumcraft versions, discovering more about the world around you.

    Early-game = Thaumcraft 2
    Mid-game = Thaumcraft 3
    Late-game = Thaumcraft 4
    End-game = The Eldritch

    What do you think?

    I love this idea but I don't think that Azanor will basicly port tc2 and 3 to 1.7
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    :steve_tearful:

    That's it, I'm giving up modding forever!

    :P

    To be honest, I'm not 100% happy with some of the textures myself - I had to use quite a few 32x32 textures which I generally try and avoid.

    But those gray stones in the boss room look really awesome and would really look good in buildings.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Why TooManyItems ? NEI is better and you can find it there too, but it has no inventory render.
    Posted in: Minecraft Mods
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