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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Found a bug of sorts. The material books think Thaumcraft-Quicksilver is the same as Metallurgy-Quicksilver, so if you drop some TC4-quicksilver on the ground then pick it up, the books think you have access to an Alien-level mining material.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    End Stone spawns under Sinister nodes. Meutoite is fairly rare, but don't give up! It probably only spawns in the deeper end stone deposits.

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

    Yeah, if void jars produce pollution in exchange for conveniently disposing of unneeded essentia I will probably just toss extra phials into a trash bin or whatever rather than use void jars. Making a convenience item inconvenient somewhat negates its purpose, doesn't it?


    The other changes seem okay. The capacity of alembics never really mattered much, IMO. You almost always wanted to just hook up a golem or all the jars that were needed for the items you planned to burn, so the capacity never really came up unless things overfilled somehow when using the jars solution. Having a slower, wasteful essentia smelter in the beginning is okay so long as it can be upgraded to a decent speed with 100% efficiency in the end.


    That said... I just hope the starting smelter isn't too slow. When you first build one you're going to immediately melt down a lot of stuff, which means a lot of waiting if it's super slow.

    Posted in: Minecraft Mods
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Talonos»

    I've got a bunch of new content to release. I'm going to go back through this forum thread and try and fix as many bugs as I can before that happens. Expect a new version to be rolled out tomorrow!


    Until then, have a teaser image of Captain Shiitake, the winner of my mini contest to see who could first find vanilla hostile mobs naturally spawning!


    Wow! I didn't expect to be captain!

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Ohhh, I see what's going on. Natura has its own mushroom stew item (it stacks, unlike vanilla stew), and that's what you get if you try to make vanilla mushroom stew via manual crafting. If you just give yourself mushroom stew via NEI it's vanilla stew, which works properly. The natura stew does not.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    You can find a sinister node and approach it while it's dark. Furious zombies will spawn from it, which drop loads and loads of rotten flesh. Or, you can find a zombie spawner. The main issue is that all the tainted passive mobs (and swarm spawners) hog the hostile mob cap, along with thaumslimes spawning from bats underground. Killing off the tainted sheep or whatever in the overworld will eventually allow vanilla mobs to spawn in cleaned zones. It also helps if you clean a large area so that thaumslimes don't spawn so much, but I don't think that's completely necessary.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    The Hardened Satchel quest wouldn't detect the one I crafted. I had to cheat a fresh one in. Probably some MBT issue or something.
    Posted in: Mod Packs
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    I found a bug. If you get killed by the extra "base damage" half heart of armor piercing damage, there is no death message. I'm not sure exactly why, but this also prevents a gravestone from spawning if the Grave Stone mod is installed- this means you lose everything because you don't drop your items either!

    You can easily see this by fighting a Centaur without armor. You die in exactly two hits from full health, and there is no death message nor gravestone.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    If you want to get rid of a hungry node, just jar it.

    If you think that's impossible, you haven't thought hard enough.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from LordEric»

    It's more like Peaceful mode, which unlike turning off diamonds carries actual benefits. By the same token, though, if you play a Peaceful world you don't get to complain about not having any bonemeal or blaze rods.

    It is very similar to Peaceful where you're locked out of certain things, yes. However, unlike peaceful, if you turn warp back on, you're screwed out of the warp points you could've gotten from research or crafting while it was off. Also unlike hostile mobs, you cannot avoid warp effects while standing around in your base. If there was a machine you could build that kept warp from affecting you while you were near it, that would be an acceptable tradeoff. Right now, if you want eldritch stuff, you have to deal with warp effects ALL THE TIME. It'd be like not using torches. Sure, you can wall off the mobs, but they're still going to spawn inside your base so every time you come home you have to clear it out. Similarly, warp is ever-present.

    Warp being permanent, irreversible, and unable to be completely suppressed are the issues here. If any of those three things were not the case, it would not be a problem.

    OH RIGHT. Also, Azanor doesn't advertise the fact that turning off warp locks you out of eldritch research. If I KNEW this was going to happen, I would've tried to play with warp on first, instead of just going "permanent debuffs are stupid" and turning it off. Hiding absolutely crucial information like this is UNFORGIVABLE.
    Posted in: Minecraft Mods
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