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

    It's in the early stages. I don't want to give too much away. But yes, it will be a magic mod and it will likely include automation as a major component (but that won't be its only focus). I may reuse some concepts from Automagy but I'm not talking about just importing all my thaumic devices over. The theme is pretty different from Thaumcraft so I don't think building a bunch of magic steampunk "machines" like you do with TC and Automagy would make sense.


    Ooh, this is exciting! IMO, you're one of the better modders out there, so i'm excited to see what you've got in mind for an original mod idea. :D
    Posted in: WIP Mods
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    posted a message on Taking mod requests and updates

    Well, I discovered something lovely about the Nether Steel Block.

    It works as a Beacon Pyramid material; below I have attached a screenshot of a creative world with my super-penta-beacon pyramid made entirely of nether steel blocks, but the cost of making such a thing in survival got me wondering:

    Would it be possible to amplify the Beacon if it had a layer of Nether Steel, such that the potion effect(s) provided by it would be buffed by 1 level for each layer of Nether Steel on the pyramid?

    I have no idea how tough making the game check for a specific block arrangement beneath a beacon would be, alongside only adding the buff to the active beacon effects, but if you think you could do it, Alexiy, it would add a lot more depth to this mod than just "powerful endgame toolset for fun".

    P.S. I have also attached Nether Steel Armor textures (inventory only) too, if you want to make that a thing as well or instead of the beacon amp, that would also be greatly appreciated. :D

    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates
    Quote from Alexiy»

    Added next mod version to frontpage.

    Ok, two last things.

    One, can you add a Block of Nether Steel? Just as a recolored Iron Block would be just fine.
    and two, i messed up the position of the Nether Steel pickaxe in the texture, so I've attached the fixed version to this post.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates
    Quote from Alexiy»

    All right, can you make the textures? I'll put them instead of mine.

    Here you go!
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates
    Quote from Alexiy»

    I finished a first version of Nether Tools and put it on first page.


    All right! I'm loading up the mod into minecraft right now.


    EDIT: ...It's everything I had hoped, except for the color. See, Unity (the pack I based my textures on), makes the Nether Star orange-red color. That's how I colored the pickaxe, so for a Vanilla tool, it would be more like a bluish iron color. Almost like Ice.

    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates
    Quote from Alexiy»

    This seems like a well thought-out idea. For what minecraft version you want it? I will start working on it.

    I would love it if you'd develop it for 1.12, since this is fairly stand-alone and vanilla-oriented, I don't see why it shouldn't be in the most recent release.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates

    You might just be exactly the person I'm looking for. I recently had an idea for a mod that would add a material based on the Nether Star, (Nether Steel,) so I went and made a Nether Steel Pickaxe texture based on Unity's Iron Pickaxe just for fun. Then I thought, "Would this make a good endgame toolset?" So I figured I'd make a mod request thread here, but this seems like a much better thread to put this in.

    Moving on to the actual mod idea, then...

    As said, this would be the addition of a new material (Nether Steel), made with a Nether Star, and some Iron and Diamonds. I imagine the crafting recipe looking a bit like this in terms of layout, for the Nether Steel Ingot:

    D I D
    I N I
    D I D

    D = Diamond, I = Iron, N = Nether Star

    This would produce one (or maybe 2) Nether Steel Conglomerate/Blend/Powder/etc., which could then be smelted in a furnace, one Conglomerate for one Nether Steel Ingot. (This step is optional, if you want to simplify it, just make the crafting table recipe produce an Ingot directly)

    For the actual tool recipes, I was hoping that Wither Bones could be added as a semi-rare drop from, well, Wither Skeletons (the kind that spawn in a Nether Fortress), but if editing Mob drops is complicated, an alternative could be surrounding one Wither Skull with eight bones in a crafting table, to produce four Wither Bones. These Wither Bones would replace the Sticks in a normal tool recipe.


    Naturally, being such an expensive recipe, these tools (and maybe even armor, if you want to do that too) would be a lot stronger than mere Diamond tools. For my initial stats, I was thinking they could be almost 2 times better than diamond, giving the Sword +12 Attack Damage, the Pickaxe, Axe, and Shovel would all break their respective blocks almost twice as fast as their Diamond counterparts, and would likely have about 2,000 durability (if i'm remembering that Diamond tools have about 1,200 durabilty...).


    So, yeah. There's my idea. If you do feel like coding it, I can easily make the remaining Tools' textures for it. Heck, I'll even attach the Pickaxe texture I mentioned at the start of this text wall.

    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    Tell that to JDog. he's the one who came up with that idea.
    I just thought it was way too grindy if ore-yield was just limited without any possible progression towards more favourable ore-processing yields.
    And so a 20 step inter-mod ore processing line was born, in which both Thaumcraft's Ore Purification and Technomancy's Ignis Incinerator have a role.

    That sounds like something I can sink my OCD Minmaxing into quite nicely. :D Sign me up for that! I love adding little machines into one big 'production line' for material processing, it's part of why i love Immersive Petroleum for a technological pack.
    Posted in: Minecraft Mods
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    posted a message on Undeath [v2.0] - Is there life after death in minecraft? Only UnDeath..

    Oh, this is just the right amount of creepy and unsettling, while also (seemingly) being a good "gravestone" mod for lost items on death, preserved from the 5-minute item decay inside the undead's (or slime's) inventory. Glad to see this being revived for 1.11!

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

    I would like to buy an subscription to Thaumic Mechanics thanks.

    isn't that actually a TC 4/5 addon? :P
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from ProgFZ»

    Hi, fellow thaumaturges. I'm currently considering starting development of a mod dependant on Thaumcraft and have two questions for you:


    1. Is it ok to stick to current version or is it better to wait for a new version of Thaumcraft and start from there?

    2. Did you happen to find something similar to what I'm planning to do? (described in spoiler)



    I'm planning to make a thaumcraft-industrialcraft crossover mod, consisting from three main steps and one bonus for when I'll be too bored

    1. reshape industrialcraft progression into one similar to thaumcraft (guidebook, unlockable tech-nodes, kind of research mechanic)

    2. balance thaumcraft and industrialcraft against each other (mostly minor but noticeable tweaks)

    3. real crossover part - recipes, blocks and items on the edge between these two mods

    4. bonus: add computercraft/opencomputers into mix (with programmable golems as main target for now, with very low chances to be really implemented)




    1. I agree with cole, thaumcraft 6 seems very close to completion. Wait a little longer and see.
    2. Your idea reminds me of (text in spoiler)

    The electro-magical tools mod for thaumcraft 4 i believe.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KingEdward9830»

    if you look closely at Botania's Gaia Guardian it has your skin

    So... unlikely that Az would make a similar boss, then? Unless there was a good lore reason and Vazkii was ok with it :P
    Posted in: Minecraft Mods
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    posted a message on Igcandra / Lava Lamp (Probably not what you think)

    I actually like the idea of a nether-themed sea lantern which doesn't block mob spawning, i can see its uses in mob grinders, definitely, but there have been a few times where i've wanted to make a nether-base but didn't really like the look of glowstone or sea lanterns or redstone lamps. it would be a niche block, sure, but then, most of the vocal MC players seem to think the same of the new Teracotta blocks and concrete.

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

    The error displayed by the new launcher (The launcher will not let me open the crash log):

    The game crashed whilst initializing game
    Error: java.lang.IllegalArgumentException: Duplicate enchantment id! class witchinggadgets.common.magic.WGEnchantInvisibleGear and class fox.spiteful.forbidden.enchantments.EnchantmentCluster Enchantment ID:66


    ok: here's a quick TL;DR.

    - You have two mods that add the same enchantment ID to the game (the number that labels each enchantment)
    - You can fix this by opening the config files for one of the mods and changing that Enchantment ID (in this case, 66) to another number not used by any other enchantment.

    You're welcome. :)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Galoroth»

    there would also be a multi player aspect if you say spend most of your time researching aqua and your friend researched perdito they could put there "understandings" in place then pass the notes on to you and you complete the research with your level 7 understanding of aqua

    also i like the idea of being able to choose which experiment you want to do based on what materials you have i mean id rather blow up stone than break a diamond pick for my first point of perdito.

    I like the idea of having different "levels" of primal knowledge, it would give a nice feeling of a more magically-oriented progress instead of just a percentage of all reasearches done like in TC5. It would also help with the multiplayer aspect, I can see a group of 6 people joining up to master one of each of the primals in order to gain unlimited power :P

    IT would also give addon modders an easy way to quantify how advanced they want their own researches to be, by making a required primal knowledge level for each of their researches to make them early game, midgame, or late game, depending.
    Posted in: Minecraft Mods
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