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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from PengoPenguin

    I'm not entirely sure, all i know is that the after building the light nexus pillars the nexus rune doesn't show. I figured I missing a step.
    The rune is made with chalk. In the case of the light nexus, you need to make white chalk, and place it in the very center of the nexus. It's not something that automatically appears when you've got the structure right.

    Chalk should always be able to place a pattern, in a 3x3 square centered on the block surface you click on. If you can't, the terrain may be unsuitable. You can place chalk before or after the rest of the nexus structure.

    If you have chalk on the ground, the sign that your nexus is complete is that the chalk pattern will start turning in place. At that point, a light nexus will accumulate energy naturally and the other two will be ready to do so when their respective resources get close.

    If you have the pattern down and the structure in place, and it's NOT turning, it's possible that you have the wrong chalk. White for a light nexus, blue for essence, red for dark. IIRC from the Compendium purple chalk is used for something completely different.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from druha

    Well now that you know about it,and don't like it, you could turn it off in the config:

    # Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
    B:hard_mode_nodes=false
    But the behavior of the other nodes doesn't seem bad enough to justify this. Creates a bunch of monsters at night? Those can be dealt with - or if they're overwhelming, it's still something that leaves the player agency. Generates taint? It's possible to contain that - and, again, even if it proves lethal, it's still something that gives the player a chance to try to survive it. Still-nastier effects that I haven't seen? So long as they give me a chance to respond, that's fine. I don't mind the nodes being dangerous - what I do mind is a guaranteed death trap.

    One point of information that I was not aware of, and which could stand to be added to the Thaumonomicon, is that aura nodes are fragile things and can be disrupted by the direct application of force - which is to say, that they can be broken by hand. Knowing this, my biggest gripes with hungry nodes are reduced to a combination of two things, each of which seems to be buggy behavior:

    First, when I was grabbed by the node, my view kept getting yanked back to a particular direction. I would not have been able to aim at the node.

    Second, the force of the node kept me very rapidly oscillating over it, so even if I'd been able to look around, it would never have stayed in my crosshairs long enough to do anything with. (I suspect this is related to why I got flung upwards - the motion built up in a manner like resonance, and eventually exceeded the limit of the node's own pull.)

    If I'd been able to look around, and if the node had pulled me to its location horizontally but kept me under it, I would have been able to recognize the problem and break the node. Bam - player agency restored. If breaking a node has negative consequences, so be it - it still leaves the player with agency. The lack of agency is the core of the problem here. Restore agency, and I'm willing to put up with the node being dangerous - indeed, I would rather have the nodes be hazardous than turn off all those hazards because one of them is seemingly broken.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    dont go too close to hungry nodes then. they are very well visible, by the flying blocks and the destruction they cause around them.


    If you think the broken terrain around such a node is unique to them, I have to wonder what game you've been playing. I didn't even see the node the first time I got flung around by one - thought it was an Ars Magica air elemental or something. Even the second, by the time I was anywhere near close enough to the node to actually see the damaged ground under it, it had grabbed me.

    As for items flying around, I saw none such. When actually grabbed, I could hear blocks being broken, but they didn't seem to be generating loose items - certainly not enough to be visible in terrain with any kind of brush. Of course, the fact that even my vision was trapped and kept getting pulled back to the same angle didn't help matters on that count.

    lava pools are surface gen too, and you dont jump into one of those.


    Lava pools are obvious and utterly unmistakeable (unless the lighting bugs out around them, at which point they can suddenly become much more threatening for not being as obvious). To anyone with full-color vision, they look like pools of fiery nastiness. Even without that, they have smoky sizzly particles around them. You couldn't really have a more obvious "don't go here" sign this side of actually writing it out, if that. Irregular terrain could just be irregular terrain, or it could be a sign that there's a tunnel. Far from the obvious danger, here you have something that could actually draw people in.

    as for being flung into the air, the harness should help. but i was under the impression, that these nodes actually eat you. been drawn in by one of them, when i got too close and took damage until i died, instead of being thrown into the air.


    The question of damage was odd. If I happened to be morphed at the time, say to a bat, I took damage until I got flung. My SO was not taking damage without being morphed, though - nor getting flung. I thought, thus, that the problem might lie with morph, unmorphed, and got killed for it.

    Now, Morph makes flight accessible - too much so, it can be argued not unreasonably. But the thaumostatic harness is not only late-game research, it's not something I'd be just wearing around the wilderness; I would have it on when I expected to need it (for construction in high places, for prospecting a canyon wall, for boss fights that warrant it).

    Your statements reflect ideal conditions: you are alert to the danger, you are prepared for exactly the consequences it can inflict upon you, and most of all, you know in advance what it is. Try muddying the waters somewhat: you're on a fairly new world/character (no harness, no goggles), it's getting dark, and you're trying to avoid getting murdered by machine-gun skeletons. And you don't know these nodes exist.

    Making the nodes exert force on the player would be one thing. It'd make them a hazard if there are hostiles nearby or if they pulled you towards dangerous terrain. Even having them harm you while you're nearby would not in itself be intolerable - but only if you have a way to get free. As it stands, they are an inexorable death-trap which it is far too easy to stumble into unawares. Some people think that's great (see also: the Tomb of Horrors), but it's not something I want in my games and is a major tonal shift from how TC was before.

    I dislike the nodes as they stand (or at least, as they worked when I encountered one) for much the same reasons I despise EBXL's version of quicksand: they're both trial-and-error gameplay that rewards new players exploring in an exploration-heavy game not only with the already-painful consequences of Minecraft death (which they get to sit and watch happen, to boot, utterly void of agency), but then slaps them in the face by destroying everything they own without even the usual chance of recovery.

    All for the terrible error of not being prescient.

    That might be fine for people who favor Hardcore mode, but Minecraft isn't only made for those people.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    It's been answered before, but to recap, you need a force flask. Hit a Creeper with a weapon a few times to weaken it, but don't kill it. Then hit it with the flask to bottle it while it's weak.

    It will blow up in the bottle. This will treat you to a point-blank explosion, so be healthy and ready for it; but it will also give you glass powder.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from zentag

    um mydio did read that thread. He may not have used some suggestions but he read it.
    It's not merely a lack of acknowledgement that leads people to think he didn't:

    Quote from mDiyo

    Guys, please keep suggestions on the suggestions thread. Posting them here clutters the thread and is likely to make me angry.

    ..and no, I don't read the suggestions thread.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from notfood

    That's a huge lie. It just requires a couple of lines changed in Metalurgy code. No idea why they are choosing not to do it. It IS a bug when Metalurgy isn't using the proper Forge calls to register ores in the dictionary. I can point which line in the decompiled code needs to change.



    I know how you feel, I did the same.

    I wrote my own forge mod and called registerOre in TConstruct manually for each Metalurgy ore.

    // for copper assuming Metalurgy copper id 26507
    TConstruct.events.registerOre(new OreDictionary.OreRegisterEvent("ingotCopper", new ItemStack(26507, 1, 0)));


    And so on for each metal I want in the smeltery. I guess I could make it read those ids from Metalurgy config file but eh, it was just a quick fix.
    Not that I know even enough Forge modding to accomplish that myself, but... does that need to be done manually for each ingot, dust, AND ore? Yeouch.

    But yeah. There's a major difference between full support for all the Metallurgy metals and alloys in TConstruct (which only needs unique sprites for each combination of metal and part if you insist on making it so, so the 5000 number is probably a misleading, drastic overstatement when most can be recolored) and making the ones that already overlap compatible.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    There's a recipe conflict with the newer versions of Tinkers' Construct; one log atop another is suddenly yielding TConstruct barricades (oak, if it doesn't find a more specific match). TC has moved to 1.6 full-time (says the changelog). If Dartcraft sees any final updates for 1.5.2, is there any chance of allowing some alternate recipe for force sticks? Maybe side-by-side/shapeless? I know it's not as intuitive given the vanilla stick recipe, but it would get around this conflict and allow the mods to coexist.

    If not for 1.5, it might still be useful going forward.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    "Other part casts must be created by pouring metal [alumi brass or gold] around existing parts, like a pickaxe head, or on the wooden pattern."


    Am I the only one who couldn't get the latter to work? I can make casts just fine by casting around the part(although I almost wish it destroyed a nonmetal part in the process), but putting the wooden pattern on the casting table, then trying to pour gold/brass over it, did nothing. Only when I gave up and made the part could I get it to actually work, which was a bit of a pain for the T2 parts.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X]Natura
    I love the look of the Nether stuff (complete with new crafting tables/bookcases!), but I'm running into a problem of note: it seems that Natura's Nether worldgen is no longer quite recognized as Nether. There is no bedrock ceiling (just a mostly-flat expanse of netherrack except where I had already been in the Nether with the prior version of Natura), and things which normally spawn only in the overworld (like Ars Magica towers) can suddenly appear in the Nether, complete with dirt base and/or overworld wood, and on one such spot I even got an overworld hive from Extra Bees. There are no such collisions in the old worldgen.

    Also, I'm not sure if it's related because I don't go there often, but ever since updating to the new Natura, I've been unable to go to the End. It sits on "Downloading terrain..." forever, with the only message in the log being that it's loading dimension 1. No crash, no console output of any kind; it just... sits there. Using MultiMC to generate a crash log doesn't reveal anything different than that unhelpful console log. I've had difficulty pinning it down as definitely Natura, but the mention I saw above about clouds in the End makes me wonder if in some configurations (e.g. with Ars Magica?) it's putting worldgen into an endless loop. Is there any way I could try to force Minecraft to cough up more information on what it's doing, so I can be sure I'm directing this problem to the right place?
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from Kazekai

    Do you think it could be possible to dye force bricks with vanilla recipes, or something added by the mod itself? I'm not too big on IC2...
    This would be nice. Just as force bricks can now be crafted, it'd be nice to do the same with dyes - say, eight force bricks of any colour around the dye of choice. (I think this is most readily accomplished by way of the ore dictionary, making all force bricks a "class" of item, but not sure of that or of the proper wording. At any rate, having a single recipe for each dye, rather than needing one recipe per colour of ingredient per product, would be a LOT simpler all around, and allow for odd bricks to be used.) Yes, it's less efficient for dye than the painter (8 bricks coloured vs 32), but it's convenient and doesn't require IC2.
    Posted in: Minecraft Mods
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