• 0

    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?

    Hi, I just wanted to add a suggestion for future improvement if you'll hear me out.


    Redstone Conduits (not the insulated ones) link together regardless of whether you want them to or not. And even if they do, you're unable to split them into different sections.

    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release

    Yeah i've got the same issue with the Kettle interaction resulting in a fatal crash.. A shame too since this mod is beautifully rendered and will give my farm a LOT of character once it's fixed and running smoothly.


    Good Work so far, and good luck with the fixes. If you need a crash report i'll submit if you require it.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster»

    Is that a VonDoomCraft texture pack? Whatever it is, it looks great for Thaumcraft.

    Nah, its John Smith's
    A couple of the textures have been swapped out for other things, but I think the stuff you see in there should all belong to that Texture Pack.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I can see why Azanor wants to break down much of the research process into what he has propsed. There can be a degree of repetition that can be hard to break through when you need that repetition to further progression, in short you don't wanna grind your way to the top, you wanna have fun with it. I can see myself getting a little bored with scanning objects, and some of it can get a bit silly... Like how I can scan a potion three times. One for basic, one for extended and one for potency and just snatch up all those research points which I'm swimming in already.

    Don't get me wrong, I like Scanning, I like the research mini-game, but Its hard to keep it fresh after the 15th time you've gone through the same arc. What i'm pondering instead is replay value, keeping things fresh and mysterious and making research and scanning more interesting. Though this is something which will no doubt develop over time, with ideas, suggestions and player input.

    My suggestion to Azanor is to maybe produce some "Development" Build mods for the community to test out, check out how different ideas and mechanics pan out over the course of a playthrough and take into consideration what works and what peoples next "gripe of the week" is and adapt if necessary. It would be a good way of investigating some of the more gratuitous or even controversial changes to the mod and safely gather feedback from the community as well.



    As for the Aspects and their varieties? I'm no stranger to working with alchemical systems in games, so cataloging inventory and ingredients is something of second nature to me. And what I will say, is that Bibliocraft works wonders with the Essentia Jars, and looks pretty snazzy.





    Though I've never really been a fan of how the Alchemy Distilleries have looked and stacked. I'd be all for something a bit more compact rather than stacking "teapots" on top of one another with a mishmash of pipes jutting out everywhere...

    But that would be for something which would allow multiple Essentia to intermingle without blending together into something new or degenerating into flux goop....
    Posted in: Minecraft Mods
  • 0

    posted a message on Funny Death Messages
    Sundaysmile was killed by a Villager. How do you even?
    Posted in: Forum Games
  • 0

    posted a message on Spawn Mechanics for Passive Mobs
    I wanted to check something that's always bugged me but never really asked about it before til now.

    How does spawning of Sheep, Cows, Wolves and such work in Minecraft? Do they spawn only once when a new chunk has been initially generated, or do they gradually populate randomly over time? And if the latter, how often does this occur and does it occur for ALL species? I know squid are pretty common for repop'ing, but whatabout the rest? And would say Wolves or Ocelots do the same in their respective Biomes?



    Just something I want clarified by somebody that knows the code better than I
    Posted in: Discussion
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Boo112»
    People don't realize that necromancy is death magic. Not constructing a monstrosity. Azanor's mod is about working miracles, creating things, not assembling a beast that terrorizes the nearby village! I don't understand why people see necromancy in that way. Blood magic is more akin to what you are asking, seeing as necromancers normally sit within their temple, in a cult and attempt to be further away from the outside world. Don't bother responding with a comeback talking about the cultist members in thaumcraft, I don't see the point other than getting the book. That is one thing I wanted to ask azanor about. Could there be a different way to get the book; other than killing a bunch of cultist members?

    I didn't say I wanted to use Necromancy as in the magic itself, just the mechanic it had to construct a Golem. If you've used the mod you'd know you can use different types of heads, arms, legs to achieve a different cosmetic look. I'd enjoy a similar practice in creating a Golem but instead of using dead body parts i'm using different Golem parts to create something both unique and tailored to my needs.
    I'm well aware of the differences in lore between the magic types I just want more options to customize my servitors the way I need them and make the process fun while doing so. Rather than just dumping a bunch of ingredients into a crockpot and out spits a wooden man.
    Posted in: Minecraft Mods
  • 4

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I have no problems with the current research system, infact after using it only twice in two play through's I now know what I need to research in order off by heart. Its really not that difficult to amass plenty of research points while you go about your business of gathering materials and constructing your first house/base.

    The research minigame is less confusing than the last incarnation so it's definitely been improved upon, and creates a nice distraction with a pleasant GUI to tie it all in. If I would suggest anything is that you throw in perhaps optional "Research Nodes" Which when unlocked either grant bonus research points on a particular Primal and relating Aspects (So Fire would also give Lux, Gelum, etc) but also have more red herrings which lead to nothing but a brick wall. These "Nodes" are not a necessity to unlock any particular item or catalyst in the mod, just a means of gathering more research points for completing these "Challenges".

    I guess all i'm asking for are more mini-games :P They're a fun distraction when I get stumped building something



    As for Golems? This is just entirely my own preference, but i'd love to see something akin to the Necromancy mod, where you construct your Golem piece by piece, choosing what components and cores to use to build your monstrosity.

    From something simple as a small fetcher Golem (You link him to some chests, click on the Golem and it brings up a GUI of everything in those chests and request the items and quantitys, and he'll bring them to you.) To something larger and more complex, such as a bodyguard like the Iron Golems or even a duplicate of yourself which can be used to fool other players into thinking your home, or act as a lure for mobs.

    A kind of progression where you start off as a kind of Thaumaturgical "Doll Maker/Puppetmaster" (If you've seen that movie) where you start tinkering with simple designs and animating them for simple tasks. Working your way up until you're creating things which are more complex, perhaps even more lifelike. Maybe with even the ultimate goal of creating Life itself instead of just animating the inanimate.



    Again these are just my own opinions, and I do feel kind of awkward asking this stuff of you when I really have no right doing so. You've put a lot of work into this mod and its really fine the way it is. A few tweaks here and there and maybe a little bit of simplification (if you've seen my post on the alchemical pipes you'll get the gist of my woes with them)

    I guess what I'm saying is, you really don't need to revamp anything unless you really want to or have a better idea in mind that amounts to more fun on the player's part.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TPB»


    ... Restricted tube on the bottom? (a case of RTT?)

    Yes, I noticed the issue after I posted :P
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    After some brainstorming and much eye gouging frustration I've opted for more simpler set ups. Having to manually shunt essentia flow and divert to certain tubes is proving very tedious and taking up too much physical space to be viable for a more intricate set up.

    So instead I'm using smaller constructs dedicated to singular tasks. Still very inefficient and very much unable to yield mass production unless i'm willing to largely compromise the aesthetic look of an alchemical laboratory. But it works... So at least there is that.



    What i've been largely trying to avoid is just having lots of Jars stacked everywhere on the floor and a crazy web of pipes getting in the way of everything and making the entire place look just plain... well... ugly. I'd like to think i've achieved that a little bit, but the Logistics part of this mod definitely needs some TLC, its clearly its weakest link in this chain.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Is there a decent and recent tutorial video on how to use the Thaumcraft pipes effectively? I'm finding them to be the most frustrating and inflexible system i've ever encountered so far with pipe logistics in Minecraft.

    This may easily be because I'm unfamiliar with the particular valves, but the whole system seems awkward and uses a massive amount of space just to achieve basic organisation. So I'm asking again, are there any recently published tutorials which cover the piping system in greater detail? The Thaumonomicon just isn't cutting it in terms of explanation.
    Posted in: Minecraft Mods
  • 0

    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    EDIT: Nevermind fixed the issue.

    Apparently Nether Ores needs power crystals core but forge doesn't recognize it..


    Many thanks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Mr_TJP

    Fixed the first few bugs I saw..

    v4.4.1
    - FIX: Automatic ForgeMultipart downloads
    - FIX: Dependency on NEI
    - FIX: Dependency on other modules


    Oh yea, and lets get rid of those adfly links, shall we?
    http://www.patreon.com/MrTJP


    I just tried the new downloads... Game crashed. (I'm using John Smith texture pack, so I couldn't read the error message due to its Font problems)

    So I uninstalled your mods and now, I cant open my Forge Profile due to this error.

    In other words, I cant even play the damned game now.


    EDIT: Tried reinstalling the mods once more. Still the same bullcrap.

    EDIT #2: Had to reinstall everything. Forge included, so minecraft works. The mods however, I aint gonna risk touching em yet.



    ---- Minecraft Crash Report ----
    // Ooh. Shiny.

    Time: 21/06/14 18:07
    Description: Initializing game

    java.lang.NoSuchMethodError: net.minecraft.client.renderer.texture.IIconRegister.registerIcon(Ljava/lang/String;)Lnet/minecraft/util/IIcon;
    at codechicken.lib.render.TextureUtils.getBlankIcon(TextureUtils.java:109)
    at codechicken.multipart.BlockMultipart.func_149651_a(BlockMultipart.scala:214)
    at net.minecraft.client.renderer.texture.TextureMap.func_110573_f(TextureMap.java:314)
    at net.minecraft.client.renderer.texture.TextureMap.(TextureMap.java:56)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at codechicken.lib.render.TextureUtils.getBlankIcon(TextureUtils.java:109)
    at codechicken.multipart.BlockMultipart.func_149651_a(BlockMultipart.scala:214)
    at net.minecraft.client.renderer.texture.TextureMap.func_110573_f(TextureMap.java:314)
    at net.minecraft.client.renderer.texture.TextureMap.(TextureMap.java:56)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.2
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_11, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 3960029032 bytes (3776 MB) / 5145034752 bytes (4906 MB) up to 5145034752 bytes (4906 MB)
    JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx5120M -Xms5120M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.03 FML v7.2.211.1126 Minecraft Forge 10.12.2.1126 39 mods loaded, 39 mods active
    mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{7.2.211.1126} [Forge Mod Loader] (forge-1.7.2-10.12.2.1126.jar) Unloaded->Constructed->Pre-initialized
    Forge{10.12.2.1126} [Minecraft Forge] (forge-1.7.2-10.12.2.1126.jar) Unloaded->Constructed->Pre-initialized
    CodeChickenCore{1.0.0} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    ImmibisMicroblocks{58.1.1} [Immibis's Microblocks] (immibis-microblocks-58.1.1.jar) Unloaded->Constructed->Pre-initialized
    NotEnoughItems{1.0.1} [Not Enough Items] (NotEnoughItems-1.7.2-1.0.1-universal.jar) Unloaded->Constructed->Pre-initialized
    TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    grim3212core{V0.1 - 1.7.2} [Grim3212 Core] (Grim3212-Core-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    advancedgenetics{1.5.4} [Advanced Genetics] (advancedgenetics-1.5.4-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    Amnesia{1.0.0} [Amnesia Lights Mod] (Amnesia Light Mod-1.0.0.jar) Unloaded->Constructed->Pre-initialized
    Backpack{2.0.0-pre1} [Backpack] (backpack-2.0.0-pre1-1.7.x.jar) Unloaded->Constructed->Pre-initialized
    BiblioCraft{1.7.1} [BiblioCraft] (BiblioCraft[1.7.1][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized
    Mantle{1.7.2-132.45b0b50} [Mantle] (Mantle-1.7.2-0.2.8.jar) Unloaded->Constructed->Pre-initialized
    Natura{2.2.0} [Natura] (natura-1.7.2-2.2.0a3.jar) Unloaded->Constructed->Pre-initialized
    BiomesOPlenty{2.0.1} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.1.887-universal.jar) Unloaded->Constructed->Pre-initialized
    AWWayofTime{v1.0.1g} [Blood Magic: Alchemical Wizardry] (Blood Magic-v1.0.1g.jar) Unloaded->Constructed->Pre-initialized
    CarpentersBlocks{3.1.6} [Carpenter's Blocks] (Carpenter's Blocks v3.1.6 - MC 1.7+.zip) Unloaded->Constructed->Pre-initialized
    chisel{1.5.4g} [Chisel] (Chisel-1.7.2-1.5.4g.jar) Unloaded->Constructed->Pre-initialized
    DragonMounts{r38} [Dragon Mounts] (dragonmount_r38_mc1.7.x.zip) Unloaded->Constructed->Pre-initialized
    ImmibisCore{58.1.1} [Immibis Core] (immibis-core-58.1.1.jar) Unloaded->Constructed->Pre-initialized
    MapWriter{2.1.1} [MapWriter] (MapWriter-1.7.2-2.1.1.jar) Unloaded->Constructed->Pre-initialized
    mccapesextra{1.7.2a} [MCCapes Extra] (MCCapesExtra_1.7.2a.jar) Unloaded->Constructed->Pre-initialized
    cfm{3.3.2} [§6MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.3.2(1.7.2).jar) Unloaded->Constructed->Pre-initialized
    Mystcraft{0.10.15.00} [Mystcraft] (mystcraft-1.7.2-0.10.15.00.jar) Unloaded->Constructed->Pre-initialized
    plantmegapack{3.00.09} [Plant Mega Pack] (Plant Mega Pack-1.7.2-3.00.09.jar) Unloaded->Constructed->Pre-initialized
    packchevsky{b4} [Potion Packs] (PotionPacks_1.7.2_b4.zip) Unloaded->Constructed->Pre-initialized
    carystanley_soup{1.0} [Soup Mod] (soup_mod-1.7.2-v1.1.jar) Unloaded->Constructed->Pre-initialized
    Waila{1.5.2_1.7.2} [Waila] (Waila-1.5.2a_1.7.2.jar) Unloaded->Constructed->Pre-initialized
    ForgeMultipart{1.1.0.283} [Forge Multipart] (ForgeMultipart-1.7.2-1.1.0.283-universal.jar) Unloaded->Constructed->Pre-initialized
    TConstruct{1.7.2-1.6.0.jenkins478} [Tinkers' Construct] (TConstruct-1.7.2-1.6.0.a14.jar) Unloaded->Constructed->Pre-initialized
    Baubles{1.0.0.16} [Baubles] (Baubles-1.7.2-1.0.0.16.jar) Unloaded->Constructed->Pre-initialized
    Thaumcraft{4.1.1.14} [Thaumcraft] (Thaumcraft-1.7.2-4.1.1.14.jar) Unloaded->Constructed->Pre-initialized
    ThaumicTinkerer{2.4-147} [Thaumic Tinkerer] (ThaumicTinkerer-2.4-147.jar) Unloaded->Constructed->Pre-initialized
    AS_UpdateCheck{1.1.4} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    witchery{0.19.2} [Witchery] (witchery-1.7.2-0.19.2.jar) Unloaded->Constructed->Pre-initialized
    yegamolchattels{1.0.1} [Ye Gamol Chattels] (YeGamolChattels-1.0.1.jar) Unloaded->Constructed->Pre-initialized
    McMultipart{1.1.0.283} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.2-1.1.0.283-universal.jar) Unloaded->Constructed->Pre-initialized
    ForgeMicroblock{1.1.0.283} [Forge Microblocks] (ForgeMultipart-1.7.2-1.1.0.283-universal.jar) Unloaded->Constructed->Pre-initialized
    Mantle Environment: Environment healthy.
    TConstruct Environment: Environment healthy.
    Launched Version: 1.7.2-Forge10.12.2.1126
    LWJGL: 2.9.0
    OpenGL: GeForce GTX 680/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: [John Smith Legacy.zip]
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Anisotropic Filtering: Off (1)
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Zade_xSniper

    How do I get to the website?


    No idea, the prompt provides me a link to download manually though it's just a 404 dead link...
    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft News - 14w17a World Customization, & More
    Quote from Xaprios

    I like the world customization tool, but i still don't get the 'Biome' slider. Will the whole map have the same biome?


    As far as i've been able to tell.

    Yes, if you set a biome to say, forest. The entire world will generate nothing but forest.
    Rivers and hills can still generate within it, but will always be dominated by trees.
    Posted in: Minecraft News
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