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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Jars with labels have more suction than ones without labels. Stick a label on the target jar and it should draw from the other jars. Might also need to make the target jar a void jar.


    Directional tubes might also work, but the above is how I do it.

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

    Yeah, that's not the issue. The issue from my undorstanding is that both the rendering and presumably the mouse tracking are completely thaumcraft custom so as far as minecraft and vivecraft are concerned it's just a pretty animation.

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

    So, I've been playing this mod with Vivecraft (VR mod for minecraft) and it's been great except for one small annoyance: the "change focus" gui. It pops up in a non-interactable way on the HUD instead of appearing "in-world".


    I talked with the Vivecraft devs on their discord, and they said this suggests that the "change focus" gui is just rendering something on the hud and unlocking the mouse, and isn't actually creating a screen for them to detect. Having next to no modding experience myself, I can't say how much sense this makes, but could you look into it?


    Yeah, I realize as a VR player I'm probably in a vanishingly small minority here, but it sounds like it might be a relatively simple fix.

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

    Can we please get an indication of the required essentia for an infusion to show up before we start the infusion? With the way costs increase as you try to layer on more enchantments onto a tool, I'd say this is desperately needed. I've been surprised by the extra cost involved two for two times, the second one requiring nearly two full jars worth of essentia, and I had to scramble to run enough through my smelter.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from seebs2»

    Is there a way to build or replenish aura? I have a location that's otherwise excellent without a single chunk with over 170 or so aura, and I don't want to move, but I want to craft things some of which require 250+ vis...


    "There is, but it's a ways out" would be fine, I just want to know whether I need to look at moving.


    Also, is there a way to see how many theories or epiphanies you have? Knowledge shows me how I'm set for observations, but doesn't seem to cover theories or epiphanies, I can just tell whether I have enough for a specific thing.


    On the other hand: This is really fun. I like the new research system a lot, I like the much improved thaumometer scanning also.


    EDIT: Oh, also, is there a trick to studying the moon? I can get notes on "Solar" and on four stellar quadrants, but nothing from the moon.


    Don't know about replenishing or building, but there is a item you can research that expands the draw area of the table from one chunk to 9. It's under Auramancy, I think.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from sirevix»

    why no1 is talking about the research?
    you can waste 1 stack of papers and gain nothing
    is always asking for rare objects that i don't have (mostly crystals)
    couldn't be more like, you ask for 1 object now then don't ask again for a object for like 3 more steps, i always research research research, throw it away because i don't have the objects again res res res again trow it... or make it like only one options ask's for a object not the 2 of them...



    You can craft crystals as soon as you have access to a crucible. Cost, as far as I can tell, is 2 essentia of that type and one quartz shard (1 quartz in crafting table = 9 shards) per crystal.


    Maybe this should be part of the crucible introduction "quest"? I initially missed it as well.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Daihok75»

    I am playing on 1.10.2 to start with and I am trying to plan my area out to start Blood magic. What is the dimensions of the final tiered alter? Is it like 25x25 blocks? I just want to make sure to plan this out perfectly.


    I don't think the tier 6 altar is currently constructable outside of creative, but if you want to leave room for it, it's 23x23, extending five blocks below the altar, and three above it. The tier 5 altar is 15 x 15, extending 4 blocks below the altar and 2 blocks above. Also, there's an item called the Inspectoris Scandalum, crafted by putting a book into a tier 1 altar with 1000 lp. No texture for the item, but you can right click it to set an altar level, and then shift-right-click on an altar to create a visualization of that altar tier (and get a message about the next missing block for the next tier altar), which is great.

    Now, a question of my own. Is it possible in MC1.10.2 to give the ritual of the crusher fortune or silk touch? Also, I'm seeing several ritual names that I don't recognize. Is there anywhere that there's a list of new rituals with at least a basic description of what they do?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Is there an easy way to tell the harvest seal or a golem that a mod-added crop is replanted like carrots and potatoes are? I've got a farm that's half wheat, half beans from Random Things. Golem handles the wheat just fine, but isn't replanting the beans. I've tested with potatoes, and it handles those fine.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CMX2»

    I'm currently using PneumaticCraft-1.7.10-1.9.2-88-universal.jar, and that's the latest I've been able to find. Perhaps its just something on my end.


    I'm getting the same crash myself. Direwolf20 pack with DragonAPI V7b and Legacycraft V7a installed. First thing I tried after looking here was update to the latest Pneumaticraft I could find, still crashes.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Running V7 of Legacycraft, and I'm getting TConstruct drops like normal now. Thanks for the fix.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Would it be possible to fix Tinkers Construct compatibility with mods that override, for example, the skeleton mob? I'm sure there are other examples, but the one I'm seeing is that a mod that overrides the Skeleton makes Wither Skeletons not drop Necrotic Bones, apparently due to Tinkers Construct checking against the specific class, and not against it being a subclass.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    MDiyo's apparently retired from modding and the lead dev for TConstruct is now Boni. I'll mention it in that topic, see if they can figure out something on their end.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Poking through the TConstruct's issues page, this page suggests that yes, that is the issue (assuming it hasn't changed since then, this is from the 1.6 version).

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    So I don't know if this can be solved or not, but I figured I'd bring it up. Been playing FTB Direwolf20 1.7 with Legacycraft added in, and I noticed Wither Skeletons aren't dropping Necrotic Bones (A Tinker's Construct item). After finding out that a similar issue happened with a mod that overrode the skeleton (and by extension, its wither counterpart), I noticed Legacycraft overrides the skeleton mob for its changes. Sure enough, disabling the changes to the skeleton in the Legacycraft config made Wither Skeletons drop Necrotic Bones again.


    Like I said, don't know if this can be fixed, but I figured I'd mention it since one of the things I like legacycraft for is the reduced skeleton fire rate.

    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    I'm having an issue with the steam producer in the latest version of power converters. If I hook one up, it will continue to drain power at a massive rate even when nothing is connected to it. Is there any way to fix this? I was kinda hoping to use steam to remotely power my quarry.
    Posted in: Minecraft Mods
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