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    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?
    Quote from 6210classick»

    yep you need to specify a mob by putting it's soul vial in it , it also needs power


    yep, I have it powered. I have way more monster types that spawn then there are spaces in the obelisk or even 10 obelisks I bet, kinda bummed to hear that I need to specifically state which monsters I want blocked. I want ALL spawning blocked.

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

    is there some trick to getting the aversion obelisk to work? Does it NEED souls or do they act as some kind of filter? There is no entry in the wiki and I can't get the bloody thing to stop any spawning whatsoever. I know it's on, and I can see its area of effect, but it doesn't do anything. Even ran a flat test world, set it to night time and killed everything that spawned, but waves of things continued to spawn anyway. Very frustrated.

    Posted in: Minecraft Mods
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    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    EDIT: Moved this bug report to github
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    so what's the deal with the "altered fabric"? is it just white reality fabric? Is there a reason why some rifts have one and some have the other?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Well I've captured one that killed me a couple weeks ago, I had him marked so I wouldn't stumble into him by accident again. Seems like justice having the node work for me. Been feeding it unwanted items and other nodes, but it grows pretty slow. Noticed that a hungry node will take compound aspects from other nodes, but not from items you throw in. Also maybe 1/10 items actually leads to an increase in a stat, and cobblestone doesn't seem to ever do anything. This is going to be a long process.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from justicesays2»

    With obsidian, a wand of equal trade and a great deal of patience. It's also pretty risky. A thaumastatic harness with haste , and the girdle, is an absolute necessity, unless you like being stuck to the side of things like a fly on flypaper. Surround the node with obsidian, starting from the bottom. You should be able to make a path with obsidian across the destroyed terrain, using sneak to prevent being pulled forward. It's important here that your path is raised compared to other blocks. Then place obsidian around the node, in the same formation you would glass for a node in a jar. Then put the planks on top.
    Then equal trade the obsidian for glass and hope that you can jar it before it sucks in any of the glass. Also be careful not to wand it twice if you do jar it, thus releasing it again. If it does suck in the glass , quickly equal trade the remaining glass back to obsidian. Having two wands with equal trade helps here. If you get sucked in, you can be in trouble. If you are wearing a fully hasted harness and girdle, you should be able to fly upwards and escape the node before it kills you. If you got sucked in from the bottom and the roof is still on, try to mine away the roof before you die, then fly away as before. It's possible you might be able to throw an ender pearl away from the node and get away that way...

    Try to avoid going near holes in the bottom of the structure if the top is still on. If necessary, remove the top again before trying the fill the bottom.
    Be prepared to lose whatever you are carrying, so I suggest cheapy wands and foci. And a spare harness and girdle with just haste.
    Armour and runic shielding won't help against the node, so you can leave your baubles at home.

    As for taint, taint is basically the opposite of a hungry node. A hungry node sucks all into it, tearing it down to fill itself.
    A tainted node gives of itself, flooding the area around it with it's tainted essence. If you can taint a hungry node you reverse it's polarity, turning it into a tainted node. Tainted nodes don't eat node stabilizers and transducers, and once transduced, the taint effect is suppressed as the node's energies are channelled out into centivis

    well, that's awesome. I'm running twilight forest too, better see if I can find that wood.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from justicesays2»
    Ah Hahahaha!

    My new power supply is online!

    I found another hungry node to replace the one I have been growing these last few months, so I applied a combination of bottled taint and some curious wood I found in the twilight forest that has the effect of accelerating time itself.
    My new purplish node has more than three times the raw power of my previous power core.

    I only just now realize why someone would want to capture a hungry node. How is it done? what does the taint do in this scenario?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster»
    A heads up for the wise:

    If you use Divisor's Smart Moving mod, you really want to go and read his post here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1283669-1-8-api-render-player-api?comment=434

    Look CAREFULLY at the downloads and download both the Render Player API Core mod AND the Render Player API Enhancer. (It's easy to overlook the second download. I did, on my first try.) Drop both .jars into your mods folder. Client-side only, not needed on the server.

    Shazam! Your Thaumium Fortress and Crimson armors will now work properly with Smart Moving.

    Use at your own risk. Divisor is hooking and remapping API calls here. If this makes your game crash, it wasn't Azanor's fault.

    Like I mentioned earlier in this thread, the hover harness is still broken :(, hopefully some fix can be reached.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AngelCry»
    so, what are tubes for? after some experiments in creative, i cant find any other use than fill jar with single essentia from some source (Arcane Alembic as example) or in reverse, feed something (Thaumatorium as example) with single essentia. ok. but i read about some "essentia piping system" and see different types of tubes so i guess there will be some more advanced setups, is why i done experiments. but in the end i fail to find any working setup for more than single essentia. i mean automated setup, because if i open/close valves or connect/disconnect tubes by hand, is work but i dont see why is better than just swap jars. all that filtered tubes, labels etc dont help or i cant find how use them in right way. for a moment i think if redstone can help there, but then i remembered redstone have just 16 levels of signal, which not fit number of essentia. so, may be mod will provide its own signal system, capable transfer enough levels. then (as example) we can take signal from Thaumatorium (which essentia needed right now) and use to open needed valve. same with Arcane Alembic, which can provide signal depend on stored essentia and so on.

    Congratulations, you've stumbled across the reason why no one uses tubes. Decanting golems, the thaumic pipes addon, or my favourite Thaumic Energistics are all options if you want to completely automate your essentia.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Hey Azanor, it looks like the fellow who makes smart moving is starting to take steps to make his code compatible with mods that add 3d armors and such, which is something I know a lot of people have been hoping for for a long time, especially to make it compatible with your thaumostatic harness. Problem is, the way he fixes it is by making code for 3d armors extend his ModelPlayer class from PlayerAPI instead of ModelBiped. Obviously no warranty, ymmv type scenario but for most things it works pretty well. Your harness however seems to handle its own rendering completely and doesn't make calls to ModelPlayer, so it still doesn't work, although stuff like your fortress armor now does. Is there any way you can help make these things compatible at all? I know my players would love to be able to crawl, swim and climb again while still using thaumcraft
    Posted in: Minecraft Mods
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    posted a message on Compact Machines v1.21
    This is absolutely beautiful and exactly what my users have been asking for. Will you be adding a way to "lock" the machines so only certain users can enter them?
    Posted in: WIP Mods
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    posted a message on Applied Energistics 2 - Open Source
    Gotta say, I really miss the bee support from AE1
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Tubes! (2.0.5) 9-Nov-2014
    Wow, nobody every posts here eh? alright.



    Well, bug report: If a Tubes filter is set to filter items that no longer exist (ie when a mod is removed), launching the world crashes the server every time.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    Are essentia pipes supposed to be able to connect to the import and export bus? I can't seem to make it work

    EDIT: I see the essentia provider works that way, I guess I was just thrown off by the fact the buses look like they have pipe fittings on them
    Posted in: WIP Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    So I'm using mo'creatures with galacticraft, and it's totally killed off the spawning of the "evolved" variants of spiders, creepers et al on the moon and other planets. Doesn't seem to matter what I do or change in the config files, I cannot get them to spawn. Has anyone else had this issue?
    Posted in: Minecraft Mods
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