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    posted a message on Magistics: Logistical magic!

    Sorta because it is.

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

    And it looks like he's got a bigger pack of them too:

    http://thecubicbros.deviantart.com/art/Thaumcraft-Model-Pack-v1-C4D-532228311

    Posted in: Minecraft Mods
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    posted a message on Magistics: Logistical magic!

    Herba Morass? Infused Planter? Terraponics?

    Posted in: WIP Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    Being someone from Australia with pretty much purely American internet friends and a terrible internet connection... Yeah, I don't server. But if I did, I'd love a nice small modded PvP server, espeically with Witchery. Witchery is awesome, but it's geared pretty much entirely for PvP...

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

    Does anyone know what the limit is for a single aspect in a node? I'm trying to create the perfect node but i'm wondering if there is a limit and if it's possible to reach.


    Well according to our experiementations using Rotarycraft EMPs over in the Horizons thread, if there is a limit it's definitely larger than 100k of an aspect. You likely won't be able to reach it just by regular node eugenics.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Maybe your "fake" stronghold room ended up being underneath the ghast tower and getting protected by it's progression effects?


    Try digging up from there and seeing if you hit the inside of the ghast tower or somethin'.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    Alright, I'll try that when I can figure out how to install a previous version of Radix Core over the Curse client =.=

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

    Looks like it's either tiers of progression (where each altar can create stuff the previous ones can't) or altars that augment how the crafting works (Stabalize the infusion in exchange for taking more essentia or vice-versa). Either way, that Ancient Arcane Stone altar looks pretty nifty.


    Actually, looking at it the Ancient Arcane and Obsidian ones might be nifty as worldgen constructs. Going through an Outer Realms and stumble into some eldritch approximation of an infusion setup full of hazards: tubes venting freely, hostile golems, jars ready to explode on the slightest provocation. Meanwhile on the overworld the Crimson Cult is doing the same with obsidian to try and make their own Eldritch Eyes.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    Spent the better part of 20 minutes holding down right click and bombing it with bottles of taint. Dunno whether it wasn't working or if I just needed to have a machine do it more.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    So there is a bit of a downside to EMPing if you're not careful. If you EMP a node that is Sinister or Tainted it turns Hungry and so far I have seen no way to stabalize a huge hungry node for the huge amount of time needed to energize it.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    This conversation is really tempting me to learn some Javascript and dig up my old "First Age Crafts" design doc.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from praecipitator»

    Sounds like Autochthonia to me :D

    I think that was mentioned in this thread already at some point



    The node thing reminds me of an idea I had for a GalactiCraft mod, which would basically involve planet-scale aura nodes


    Mhm, probably gonna put an infusion vat system in there and pretend I'm creating Alchemicals. :P

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    Well it's not just nether stars. It's nether stars, metal that can only be made by either using lots of iron or jet fuel along with setting up a system to power the damned thing. Best you can get for power generation requires fuel and blaze powder to consume as it works, liquid nitrogen for cooling (produced in low amounts from ice using a machine) and gearboxes and transmission supported by bedrock (1 dust per block when ground with a machine from the mod, 4 dusts per block of power transmission).

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    And you've then gotta provide rotational power to the EMP, which in survival likely requires a huge setup of engines and bedrock-reinforced gearboxes and shafts. And using it wrecks blocks that run off RF, EU and Buildcraft power as well as most Rotarycraft blocks that use electronic circuits in their crafting. So you're trading in a lot just to make a huge node.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    Okay, seems to be a Dropbox thing then. Well anyway the gist of it is that the EMP going off adds about 2000 Telum, 8000 Machina and 10000 Potentia to the node and turns it into a Pure Node (which breaks the nodes on eldritch altars and in turn makes the node Hungry instead). The render of the node extends about two chunks in radius and is unbearable at close range. You pop one of these under a "mass of nodes" wand charging room and you'll probably blind anyone wearing Goggles.


    On the upside though, I'm thinking these EMPed nodes might be exceedingly good when energized and used for centivis.

    Posted in: Minecraft Mods
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