• 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    777, super magical (and lucky) number. Considering that there's no chance ever for the mod (or any mod) reaching 7,777 pages, I just want to get in a post on the most magical page of the most magical mod for Minecraft ever.

    Also, is there a way to make it so that the Taint on the map is purple, instead of the brown it is now? There's a fairly large Tainted area outside my house (contained) and whenever I pull out my map there's a moment of confusion what the big brown blob in the middle of a desert is. If it actually requires base class edits to do so, forget I asked.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.5] Explosives+ [PR V3.9!][Pre Release 5 1.4.5 December 2nd!]
    So people say that this mod is completely unproductive and has no real use other than random acts of destruction. Wrong. I used the new Missle Launcher to perform precision strikes against Thaumcraft Tainted areas in my LP world to contain them and prevent spread, and I used the Inverter Bomb to float a set of IC2 windmills and cables up to the Y 250's for my power array. People can go suck it :)

    Also, is the no-more-MLMP-and-Forge thing going to make the updating of the SMP version a living hell? I'd hate to see it pop up once and then disappear forever. I was going to code a Bukkit block protection plugin that gave limited resistance to Explosives+ bombs so that they could still be used for chaos but not be as OP as usual, but if the SMP version is still a 1.2.3 version I'll just wait.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] QuidCraft Quidditch Mod [Discontinued]
    This **** be epic, enough said. Could you maybe consider adding some sort of scoreboard that is always on the player's GUI or is an actual block that the ref can edit? It'd be helpful for keeping track of the score, especially during longer matches.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Now that you have EBXL compatibility, do you think that maybe, just maybe, you add that Taint biome you thought about? I remember a while back you said how you had to use just the "random single chunks" thing because if you didn't and tried to do an actual biome, it ended up being an endless plain of purple because there is no way to control the biome size normally. Could you make it so that people with EBXL can actually get real biomes of Taint?
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Are we ever going to get the Crystallized Thaum blocks back? I suppose it would be Crystallized Vis now, but I miss those blocks! I really wish we could get them back for decoration.

    Also, the jury is in on Azanor's age. Just went snooping through his content, and found this:

    Any specific configuration that caused this? I used way larger conduit systems in my test worlds on my crappy work laptop and never experienced significant slowdown.

    work laptop

    He works, thus he must be on the old side of the "You'd be surprised at my age" timeline. I vote 35-40.
    Posted in: WIP Mods
  • 2

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    I just used a Nostalgia mod to turn of nerfed fire and accidentally burned down a whole fir forest. That was fun :D
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5][FORGE]More Music Discs: v1.2 (July 11: Albums, and Portable Disc Player!)
    I love all the little details that have gone into this mod, like the Ore Dictionary support and the accurate EMC values :D I do run a separate .jar with BTW, and I saw something in the PDP expansion text about BTW incompatibility, but are the other disc expansions BTW compatible? Either way, I'm installing it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Pelirow

    -epic snip-

    Peilrow used wall of text! It's super effective!


    Quote from Pelirow

    As for using magic, it would be cool, if possible, to have a spell system where we actually have to know button combinations. I'm guessing this would require some API, but it would be cool if, instead of the fire wand, we had to push W,W, A, D, W to shoot off a fireball. The spell would draw its power directly from the Aura, so spamming spells in a given area could deplete the Aura. Likewise, there could be some very complicated crystals to craft that can function as "portable Aura." Again, this goes back to my belief that the use of magic requires the use of that mushy stuff between our ears- we'll have to practice and memorize our spells. The more powerful the spell, the tougher the button combinations should be- trying to repeatedly hit the W,S,A,D buttons in a specific manner, while avoiding an enemy and also trying to keep the crosshair aim at the enemy sounds pretty fun and challenging.

    Down+DownRight+Right+P... All I can say.

    Also, my tidbit of suggestions. I think you should change the Infuser block itself to be changed to be more like its TC1 counterpart, where you can only put in two items at once to make one item. Considering Azanor is thinking of a system of certain reagents/tags/whatevers you want to call them like Fire, Metal, Stone, etc, it would make sense to have a machine that allows you to combine two items to gain a new item with shared reagents of the two ingredients. Then, the Infuser as it is in TC2, with many slots, could be moved to a machine you actually have to build in the world, like a summoning circle. While in the early stages, your circle would be fairly simple, with few input slots and limited capacity for accessing and channeling the Aura, as you proceed with your Thaumaturgic career you gain access to new items, blocks, circle-building techniques, and other upgrades that let you increase all kinds of parts of your circle and customize it for the types of magic you want to perform. A practitioner of Forbidden knowledge, for example, would want to put resources into protection from hostile creatures summoned from the Ether, while someone who studies the Eldritch would want to build pillars of Void metal to tap into the curious black lightning the Eldritch utilized to study and use it. By the time you are a master Thaumaturgist, you could have a circle that requires dozens of ingredients for each working of magic and many small tweaks to the tiny machines and enhancements built into it.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from 4Orzeszek

    Please help my with the Crash:

    :(

    <br>Mods loaded: 27<br>ModLoader 1.2.5<br>mod_MinecraftForge 3.1.3.107<br>mod_BuildCraftCore 3.1.5<br>mod_BuildCraftBuilders 3.1.5<br>mod_BuildCraftEnergy 3.1.5<br>mod_BuildCraftFactory 3.1.5<br>mod_BuildCraftTransport 3.1.5<br>mod_LogisticsPipes 0.2.5B (built with Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.1.2.90)<br>mod_AdditionalPipes 3.1.0 (Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.1.3.103)<br>mod_BuildCraftSilicon 3.1.5<br>mod_ReiMinimap v3.0_06 [1.2.5]<br>mod_CraftGuide 1.4.3 for Minecraft 1.2.3<br>mod_EE 1.4.4.1<br>mod_Forestry 1.4.4.4<br>mod_BuildCraftZFP (Forestry Package)<br>mod_IC2 v1.95<br>mod_IC2AdvancedMachines v4.0<br>mod_InvTweaks 1.41b (1.2.4)<br>mod_CompactSolars 2.2<br>mod_RedPowerControl 2.0pr5b1<br>mod_RedPowerCore 2.0pr5b1<br>mod_RedPowerLighting 2.0pr5b1<br>mod_RedPowerLogic 2.0pr5b1<br>mod_RedPowerMachine 2.0pr5b1<br>mod_RedPowerWiring 2.0pr5b1<br>mod_RedPowerWorld 2.0pr5b1<br>mod_ThaumCraft 2.1.5a<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Minecraft has crashed!&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;----------------------&nbsp;&nbsp;&nbsp;&nbsp;<br>Minecraft has stopped running because it encountered a problem.<br><br><br>--- BEGIN ERROR REPORT b69114cf --------<br>Generated 17.05.12 14:28<br>Minecraft: Minecraft 1.2.5<br>OS: Windows 7 (amd64) version 6.1<br>Java: 1.7.0_03, Oracle Corporation<br>VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation<br>LWJGL: 2.4.2<br>OpenGL: ATI Radeon HD 5670 version 4.2.11554 Compatibility Profile Context, ATI Technologies Inc.<br>java.lang.IllegalArgumentException: Slot 249 is already occupied by thaumcraft.world.BlockCustomPlants@3301bdce when adding ic2.common.BlockTex@3754398b<br>at pb.&lt;init&gt;(Block.java:249)<br>at pb.&lt;init&gt;(Block.java:281)<br>at ic2.platform.BlockCommon.&lt;init&gt;(BlockCommon.java:12)<br>at ic2.common.BlockTex.&lt;init&gt;(BlockTex.java:30)<br>at mod_IC2.load(mod_IC2.java:154)<br>at ModLoader.init(ModLoader.java:891)<br>at ModLoader.addAllRenderers(ModLoader.java:189)<br>at ahu.&lt;init&gt;(RenderManager.java:86)<br>at ahu.&lt;clinit&gt;(RenderManager.java:14)<br>at net.minecraft.client.Minecraft.a(Minecraft.java:394)<br>at net.minecraft.client.Minecraft.run(Minecraft.java:732)<br>at java.lang.Thread.run(Unknown Source)<br>--- END ERROR REPORT 424edb1c ----------<br><br>

    First of all, put that error report in spoilers for you. Second of all, you have a block ID conflict between TC2 and Industrialcraft 2. You need to go into .minecraft/config/Thaumcraft2.cfg and change the block IDs so they don't conflict anymore.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Calcifire3691

    so, from the arcanacraft thread:


    here's a silly suggestion that would take all of 5 minutes to add :P

    Enchantment: Melon Aspect
    Infused with the power of a Melon Elemental, all enemies slain with a weapon with this enchantment will instantly become melons, dropping melon slices instead of their respective loot.
    IA IA M'LON FTAGHN!

    (basically, it's relic hunter with melon slices)

    (it can only be researched from melons, melon seeds, and melon slices)

    And can only be put on a weapon if the enchanting table (be it vMC, Thaumic, or Occult) has a melon block under it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    I almost just starved to death wandering around a jungle looking for a cat, when I realized I had some random crap in my inventory I hadn't stuck in a chest before I went exploring. Namely hellfire dust, tallow, sawdust, and reeds. Guess what I did :)
    Made some dynamite and chucked it in a pond. Yeeha!
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from darkthought

    With shame and ridicule.

    What'd he say? I want to point digital fingers at him and laugh.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from MAZD1X1E

    That's a bit like saying 'cut off some of your fingers and you'll be able to do everything just as well as before right????'

    No, it's like saying "Cut some of your brain out and you'll be able to do everything just as well before!"
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    The pickaxe does seek out iron ore, but as crystals are of a higher Vis level than iron ingots are, the sprite paths towards the crystals in the area. I kinda want to know the formula that is used to choose what the sprite goes towards, as the Vis value/distance ratio is taken into consideration among other things.

    Also, I'm trying to build a Frames-based Arcane Bore-powered self running mining rig and there are a couple things I want taken into consideration:
    First of all, I want the Bore to dig down a whole passage and mine its full range before the mining rig moves, I want to make it run only for the periods of time that I send Singularities to it and I want it to be able to detect when the Arcane Focus breaks so I can ship a new one. I'm thinking having 2 Bores on the rig, one to mine a tunnel for block collection and another 90 degrees perpendicular to the first  bore that makes a shaft for the rig to move sideways along. I'm thinking of using a Magic focus in the main collector and an Earth one in the shaft-digger. Now, I need LOTS of help to figure out how to make it run for only the time after I give it Singularities. I'm thinking of using an Item Detector/Filter to sense when I put Singularities into the Void Chest that will be used for both shipping products out and shipping Singularities and Foci in. Then, the Item Detector will pulse when Singularities go through, sending a signal to a Toggle Latch attached to a Sequencer. The Sequencer will then apply redstone power to the Bore and the movement systems for as long as the Singularities will last, however long that is. For the Foci replacement, is there even a way to auto-place a Foci into a Bore using pipes or tubes? Any help, suggestions, tutorials, etc are appreciated.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    I love the new idea you have about how the Aura is the pipes in a way and ditching pipes entirely to prevent the mod feeling like just another tech mod, but I think that liquid Vis and its manipulation should still hold a part in the tech tree. Perhaps mastering pulling Aura out of the air and concentrating it into tangible matter should be moved into the Eldritch tree to increase the "magic techies" feel that the Eldritch have. Also, will the new reworked research system you've been contemplating perhaps be tied into the new system of using the Aura straight as opposed to through pipes?
    Posted in: Minecraft Mods
  • To post a comment, please .