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    posted a message on [Request] Imitation Arcane Lamp from Thaumcraft

    There's no telling if or when we'll see an update to Thaumcraft for 1.12, but one of the things that I used very often from that mod was the arcane lamp. It was a light source that created non-intrusive and near-invisible light sources around it in areas dark enough to spawn mobs, including behind obstacles such as walls. I used the arcane lamp with great frequency due to its perfect coverage when building large structures. It was also great for illuminating my base without ugly torches lining the walls.

    I'm not asking for a carbon copy of the arcane lamp in respect to copyright rules, but it would be great to have a standalone imitation of it.

    Posted in: Requests / Ideas For Mods
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    posted a message on Friends updating private modpack, need recommendations

    Due to Thermal Expansion making a return in 1.12, my friends have decided now is a good time to update our modpack in order to include it. A lot of mods, unfortunately, will not be coming with us since they weren't updated. Some of them were very good or at least very convenient.

    I decided to come here asking for assistance. I'm hoping to draw some ideas from you guys on a couple mods that would make viable replacements. If any of these mods were updated for 1.12, please let me know.

    Need recommendations for the following replacements:
    - Ender IO
    The best thing about this mod were the pipes and cables, being able to compress multiple types into the same block so there's less mess. Any mod that imitates this mod or at least has compressed pipes and cables would be great.

    - Thaumcraft
    An expansive magic mod with creative ways to unlock new technologies that were both fun and innovative. An imitation would be greatly appreciated.

    - Nether Metals + End Metals
    Being able to mine vanilla and modded ores in the nether and the end made those dimensions more useful than simply traveling and collecting lava.

    Posted in: Mods Discussion
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    posted a message on Microsoft/Mojang Deal Confirmed.
    A moderator had shut my thread down for redundancy then linked me here to continue the discussion. For some reason, they believe that my topic is somehow related to this old news, but I'll post it here anyway.

    ----

    Source:
    http://www.gamespot.com/articles/microsoft-talks-minecraft-buyout-possibility-of-mi/1100-6423159/

    Before we continue, bear in mind nothing has been set in stone yet. I'm creating this discussion to raise awareness on the possibility of it happening, to see what you guys think about it, and maybe rally towards a way to convince Microsoft to not press the matter.

    Minecraft is a highly popular game, has been growing nonstop for a very long time. I myself got involved with the game back when it was in its alpha stages, and even then the game continued to give me hours of fun. So long as you have the creativity to make things, Minecraft will have infinite replayability. After discovering this article, I'm kind of concerned about the possibility of Minecraft 2 for several reasons:

    1. How would you make a sequel to a sandbox, for starters?
    Since the beginning, Minecraft has had no goals set out for you. You can explore the nether, visit the end, slay a dragon then later the wither, but thats as far as it ever went. The game's primary focus was to put you in the center of the world and tell you to go hog wild. What is the point of making a Minecraft 2, besides Microsoft attempting to rake in more cash for their ownership of the name?

    2. What would this mean for the modding community?
    A large portion of this game's immense popularity is due to the modding support it has. While no real official API exists, unofficial APIs were developed in its place thus allowing mod developers to make large numbers of various mods. Some mods like Thaumcraft and IndustriaCraft and Thermal Expansion are some of the most well known and well-developed to think of. What will happen to them when development of Minecraft slows to a halt to make way for a sequel? Will popular mod developers even bother transitioning over? If they do, what will happen to the already developed community in the first game? If they don't, what kind of impact will a reduced modding community have on the sequel? Honestly, Microsoft really needs to consider these things much more carefully.

    3. Why not just make expansions to the first game instead?
    I've already mentioned about the deep-seated modding community and the immense popularity the game itself has made, transitioning over to a sequel could very well split the community which might damage the future success of the game. Why not go the safe way and just bring out expansions to the game instead? The community won't need to split into fragments, modding won't be in any danger, and Microsoft can continue to make money by adding new features into the game via optional content.

    I am against the idea that there should be a Minecraft 2 for the concerns I have raised above. There really is no need to completely start over and send modding back to the stone age.
    Posted in: Discussion
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    posted a message on Gamespot: Microsoft Talks Minecraft Buyout, Possibility of Minecraft 2
    Source:
    http://www.gamespot.com/articles/microsoft-talks-minecraft-buyout-possibility-of-mi/1100-6423159/

    Before we continue, bear in mind nothing has been set in stone yet. I'm creating this discussion to raise awareness on the possibility of it happening, to see what you guys think about it, and maybe rally towards a way to convince Microsoft to not press the matter.

    Minecraft is a highly popular game, has been growing nonstop for a very long time. I myself got involved with the game back when it was in its alpha stages, and even then the game continued to give me hours of fun. So long as you have the creativity to make things, Minecraft will have infinite replayability. After discovering this article, I'm kind of concerned about the possibility of Minecraft 2 for several reasons:

    1. How would you make a sequel to a sandbox, for starters?
    Since the beginning, Minecraft has had no goals set out for you. You can explore the nether, visit the end, slay a dragon then later the wither, but thats as far as it ever went. The game's primary focus was to put you in the center of the world and tell you to go hog wild. What is the point of making a Minecraft 2, besides Microsoft attempting to rake in more cash for their ownership of the name?

    2. What would this mean for the modding community?
    A large portion of this game's immense popularity is due to the modding support it has. While no real official API exists, unofficial APIs were developed in its place thus allowing mod developers to make large numbers of various mods. Some mods like Thaumcraft and IndustriaCraft and Thermal Expansion are some of the most well known and well-developed to think of. What will happen to them when development of Minecraft slows to a halt to make way for a sequel? Will popular mod developers even bother transitioning over? If they do, what will happen to the already developed community in the first game? If they don't, what kind of impact will a reduced modding community have on the sequel? Honestly, Microsoft really needs to consider these things much more carefully.

    3. Why not just make expansions to the first game instead?
    I've already mentioned about the deep-seated modding community and the immense popularity the game itself has made, transitioning over to a sequel could very well split the community which might damage the future success of the game. Why not go the safe way and just bring out expansions to the game instead? The community won't need to split into fragments, modding won't be in any danger, and Microsoft can continue to make money by adding new features into the game via optional content.

    I am against the idea that there should be a Minecraft 2 for the concerns I have raised above. There really is no need to completely start over and send modding back to the stone age.
    Posted in: Discussion
  • 0

    posted a message on Can't log in
    Login servers appear to be down.
    Posted in: Discussion
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    posted a message on What Grinds Your Gears *Minecraft Edition*
    What grinds my gears? Having a heavily-modded game with a well-developed world. Enter another dimension, get a 'ticking tile entity' crash that removes the game's save from my list of worlds, fix the problem by moving my character back to previous dimension via MCEdit, only to find my cheats are no longer enabled and having no idea how to fix it.

    It's frustrating. >:c
    Posted in: Survival Mode
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from FnordMan

    Have a look at extra cells it kinda does that with AE.


    I already have that and it performs well. I was actually hoping for something similar to the quantum tank from GregTech with the immense volume it can hold, except without the -- you know -- implicit hardmode it forces on you for every IC2 component not even added by the addon. :P
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    When PowerCrystals returned to create MineFactory Reloaded, I had offered a suggestion he might consider implementing. Now that he's gone AWOL again, I feel it would be a good idea to suggest it to you now that you're working on it.

    Is it possible you can add a DSU equivalent for liquid? Perhaps make it expensive and require DSUs to craft?

    EDIT: I'd also like to ask: What's the purpose behind sacred rubber trees? These things are absolutely massive and are server/game-crashing capable especially if you have a treecapitating mod.
    Posted in: Minecraft Mods
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    posted a message on Memory Leak?
    Quote from bilde2910

    F3+A will force-reload everything. Try and see if it helps.


    I appreciate the suggestion, but it failed to fix anything. The issue seems to be cumulative, getting laggier the more I travel between dimensions.
    Posted in: Java Edition Support
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    posted a message on Memory Leak?
    I'm using a friend's private modpack and it has 147 mods installed, Twilight Forest and Mystcraft being amongst them. A common problem I keep coming across after loading into a couple dimensions are increasing steady lagspikes.

    I've no doubt this is caused by memory leaks due to chunks not being unloaded properly. Nothing I can do about that issue besides report to developers of mystcraft and twilight forest, but I'm sure they've been told this enough times that my reporting would be redundant.

    What I want to know, is if there's an alternative way for me to handle this on my own without needing to end java's processes and restart the game from time to time. I've been doing searching online and all I can keep finding is either disable wireless redstone and/or remove twilight forest and mystcraft. I'm removing wireless redstone as I type this, but I really don't want to remove the other two mods just to alleviate/eliminate this problem.

    So the question I have is simple: Is there a command/process I can use that lets me manually unload memory/chunks without needing to close my game? Would deleting the data of the twilight forest and myst ages I don't use help?

    EDIT: Forgot to add this, but my friend's busy life means he doesn't update his pack often so some mods are not up-to-date. Would updating forge help in any way? Or twilight forest and mystcraft?
    Versions:
    Forge 1.6.4-1.0.0.227
    Twilight Forest 1.20.2
    Mystcraft 1.6.4-0.10.11.00
    Posted in: Java Edition Support
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    I really love the potential of this 'utility mobs' mod because I seldom see turret/minion mods, but its limited usefulness is why I'm here about to ask a silly question:

    Do you have plans to make the golems/turrets compatible with mobs added by mods by default? If the question sounded weird, I'm talking about making turrets/golems target other mobs. Examples being mobs from Ars Magica, Thaumcraft, Twilight Forest, etc? Or can you use the books to add them in yourself?

    EDIT: Sorry, just learned to use the 'mob target list' book. Still, would be great for the aforementioned mods to be added by default. :D

    EDIT 2: Yeah, disregard the original message in this post. I'm actually finding this mod a much better alternative to having golem guards over thaumcraft, just because I have total control over what can be attacked. Great mod!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    Quote from ShadwDrgn

    I'll take a look at this during my testing this weekend. I've finished the upgrade features allowing players to upgrade their cages to be afk farmable while increasing their speed. Additionally they will work afk better than the soul shards 1 cages ever did due to mobs not immediately despawning if the player is too far or none are nearby at all.

    I have to do some play testing, but it's otherwise ready. I'll just test with enderman shards.


    Oh, very good. I'm glad that AFK spawner upgrades will be implemented. I haven't used the mod since SS1 because 'extra utilities' has cursed earth which can do the same thing as the old spawners, albeit not being able to control what spawns.

    Once the update comes out, I'm gonna have to bug my friend to add this mod back into his private modpack! :D
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    I had another neat idea for a module you can add! It's called an 'endothermic siphon'. It's a module that generates power by killing mobs that the siphon is attached to!

    Take the thermal generator you can already add to your MPS suit, compact it and weaponize it, and what do you get? A slow-trajectory needle-like projectile that sticks to an enemy and sets them on fire. For the sake of adding fluff, lets say the projectile electrically heats up the target's body internally until they combust, which the projectile uses that intense heat to generate power and then transfers it to you via wireless signal.

    The projectile costs energy when fired, but always gives more power back than it consumes if it hits something. You get more energy based on how close you are to the target, and how much HP the target has. Generally, the longer they live, the more power you can take from them before they die.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Here's an idea:

    A decoy emitter. It's a module you install on your powerfist. It fires a 3D robot ball that projects a hologram of you (or a default rendering of the player if the former is too difficult). The robot ball rolls around, and the hologram also appears to walk as it moves. The robot ball by itself isn't special, but allows the player to distract hostile mobs with it. As soon as the ball is deployed, mobs (and bosses?) are forced to target the ball. When damaged, the ball will behave like a passive mob and run away from whatever injured it. The robot ball can expire after a brief timeframe or if it takes too much damage.

    If the idea above was too complicated to create, you can just fire a flat unmoving projector that clings to the first object it touches and emits a basic player rendering decoy. It doesn't move or make special animations, but mobs are still forced to attack it. It will have no life, a single touch from a zombie or skeleton arrow (examples of course) will destroy the projector.

    EDIT:
    Decoy emitter module can also be crafted into an upgraded version that fires a weak damaging projectile when mobs are too close. Gives it more survivability while providing a distraction.
    Posted in: Minecraft Mods
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    posted a message on [Request] Creating Villages Without Needing Sunlight
    Has anyone ever wanted to make a village underground in a natural cave or underground network? Or in the nether, end, or some other dimension added via mods?

    I did, and I still do wish I could make villages elsewhere besides the surface of the default world or similar mystcraft ages. Being a user of the Minecraft Comes Alive mod, having and being around villages are also a lot more important to me than before because the villagers can actually do things as well as guard the village so golems aren't needed. Sometimes I also get nutty in creative mode where I look for a nice mountain biome and try and create massive villages along massive cliffs and a little inside tunnels. It's really fun, but there's limits.

    I've always had this desire to make mining colonies either underground or in other dimensions that lacks access to the sky such as the nether, or even the deep dark from the Extra Utilities mod. What is stopping me? The requirement villages have where doors need to be touched by sunlight in order for buildings to be recognized as hospitable.

    Is there a mod out there that would have what I'm looking for? If not, it would be totally awesome if a mod could be made to allow us to make villages without requiring access to sunlight.
    Posted in: Requests / Ideas For Mods
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