• 2

    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    This may or may not have been mentioned already, but do you think you could add a UU-matter recipe for generating Quartz ore?
    A few examples are:

    (U = UU matter, _ = blank)

    Q for Quartz:
    UU_
    UU_
    __U

    Quartz-esque shape:
    _UU
    U_U
    UU_
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Right then. I think it's time for me to post some constructive critical analysis of this mod, now that I've spent the entire day yesterday going nuts over playing it!

    What I like so far:

    I found the new way of researching to be highly addicting, Azanor. You did a really good job at sucking me in and finding the proper items to research in order to figure out what was what. It gave a sense of mystical adventure in the want to build upon the knowledge more and more, to want to aimlessly throw things in to research table no matter how pricey they may be and see what I came up with.

    I haven't had a chance to explore all of the mechanisms as I've been mainly sucked into the researching, but to me, I figure getting the more tedious and time consuming process out of the way is what will make the crafting worth it along with base setup.

    The usage of the new goggles and the ability to form new nodes by planting down and growing silverwood trees, I will admit, is fascinating. I haven't gotten to figuring out all the details on what else we can do to reduce current flux or how to stop wisps form attacking, but I think that eventually something will come around as I experiment more...

    What I feel is lacking:

    I will admit, I was rather mildly disappointed when I realized that the golems were practically the last tier of the research area, especially when there's an unused tool called Wand of the Thaumaturge (or so I believe, at least I dont think it can be crafted yet?). One thing I really liked about TC2 was the ability to go hunting for artifacts and finding obelisks. They added a much needed sense of adventure, and while there is one in TC3, I feel like it's relatively smaller than it's predecessor.

    Ideas:

    Here's a few things that I suggest for potential expansion of TC3:
    • There should be more punishing effects happening for Flux levels. More rampant bad things happening, like Taint did. So here's an example of what I was thinking for those purposely attempting to sabotage their environment with flux...
    • Flux "LETHAL" measurement, and potentially fatal overflow of flux for nodes. This is where something huge or catastrophic, nature-wise, could occur. A node in particular that has lethal levels turns black and starts to blackhole all nearby blocks into itself, consuming them in order to attempt emergency purging of flux back down to Dangerous levels. However, if it cannot find any suitable blocks capable of cleansing it well enough, then it will self destruct in a massive explosion that inflicts deadly effects to anything in the area, such as wither poison that lasts for twenty seconds. Not only will this hurt everything in the area, but all nearby nodes are sent a split portion of the flux via a shockwave.
    • More artifact/eldritch hunting and researching
    • More uses for the Brain-in-a-jar, such as giving hints about some research items when near or placed on top of the research table

    Unfortunately I don't have enough time to finish some of the other ideas I had up along with more of what I liked/thought could use improvements so far, so I just put up the most outstanding of things that surfaced for right now. I'll be back later and I'll go into a bit more detail when I get the time.
    Posted in: Minecraft Mods
  • 1

    posted a message on BuildCraft NextGen 6.0.17 - (Builders, Blueprints, Pipes, Quarry, Auto Crafting, Engines)
    Okay, listen up guys. If you want Industrialcraft and Buildcraft to work, copy and paste this into your BuildCraft.cfg inside the .minecraft/config folder.

    This will change your IDs if you were previously using BuildCraft. It will most likely **** up your saved games if you don't take down your contraptions so YOU HAVE BEEN WARNED. Dismantle them before you upgrade!

    IDs 250 and below have been changed to 187-183.

    #BuildCraft Config
    #Tue May 17 20:12:04 CDT 2011
    goldenPipe.blockId=252
    woodenGearItem.id=3800
    diamondPipe.blockId=251
    frame.blockId=187
    woodenPipe.blockId=255
    quarry.blockId=186
    ironPipe.blockId=253
    goldGearItem.id=3803
    stonePipe.blockId=254
    autoWorkbench.blockId=185
    drill.blockId=184
    ironGearItem.id=3802
    stoneGearItem.id=3801
    miningWell.blockId=183
    diamondGearItem.id=3804
    Posted in: Minecraft Mods
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