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    posted a message on (6/20/19) Minenautica

    ok so awesome mod but I'm wondering about 2 things First off the Big 3 Seamoth, Cyclops & Prawn Suit will these be added in?


    and compartmentalization. Will I have to have the whole mod ? or can I just get the part/parts I want?


    I mean I like all of Subnautica but I really only want the Big 3 Seamoth, Cyclops & Prawn Suit because they are basically the only thing missing from my future tech private mudpack and splitting the mod in half by all the mobs & Biome stuff being with the dimension then the crafting machines are their own mod with player armor & Tools being their own then the vehicles being on their own.


    I think compartmentalization would be a good thing to look into.

    Posted in: WIP Mods
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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    so heres a question WHERE THE BLOODY HELL is the NON LIGHTLOADER version built for FORGE cause I tried light loader combind with forge for my 1.7.10 mudpack and guess what Lightload Brakes every single mod in the pack so again where is the forge version?

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Thank you now I can make an announcement on the my server tonight and let them all know the sad truth.


    and yes do tell us the riddle and where to find it please at least we can get some hell cows to spawn lol if we can solve it.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    ok first off for the deep dark spawning dryads issue the deep dark is NOT an AM2 dimension so if you can just disable them spawning in that dimension or contact the mod author of the deep dark to report the issue to adding an AM2 compatibility patch.


    second has ANYONE managed to open the AM2 secret cow level in 1.7.10? I have ten player on a server all searching for how to open it and all we find is 1.6.4 information which obviously is way out dated.


    so here's what we've one we've built 4 Crystal Prisms upgraded 2 with 8 quartz blocks and 4 diamonds and chalk circles upgraded the other 2 with 8 quartz blocks and 4 diamond blocks with chalk circles.


    we have an obelisk with a hopper burning vintium non stop


    We have a Blak Aurem in a pitch black room with 4 spawners from the Gravestone mod constantly spawning mods for sacrificial power


    we even have an unnetworked portal with 250,000 of each power type waiting for activation but when we right click with the evil book no red portal just a blue portal


    so what are we doing wrong or what changed between 1.6.4 and 1.7.10 AM2 with this type of portal?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016

    I only had Tinkers weapons in my hotbar with no tinkers hp canisters of any kind not even a TC heart in my inventory my last round it happened with no TC items at all I removed Extra TiC Metallurgy & Metallurgy 4 and the problem stopped but seeing as how Metallurgy makes my modpack more Fantasy based with its alloy's and Dwarven metals I'd hate to lose it.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016

    ok tested this with the asked specs above and more life bars is true with More health enchanted no colored hearts BUT hearts still color with Tinker's Construct Heart canisters (calling them that for Identification reasons) also after adding in Metallurgy 4 to my modpack with more Health Enchanted Hardcore mode = False after dying with more HP Than starting amount (SHP=3 in the modpack) you respawn with the starting HP and not the HP you gain with the mod which is permanently lost this has been confirmed by all 14 of my testers in single player It causes no crashes so the only way to show this is to download the pack from Technic Launcher and see for yourself.


    if you request the modpack info noHero I will PM it to you so you may look at this new bug yourself and see what's going on cause Metallurgy should not interfere with your mod at all but it is.


    as of November 27th however my modpack will be exiting testing and entering its live server phase I doubt this will be done by then no rush or anything man you take your time and do a good job like you always do so if the bugs still persist by then I'll need to drop more health enchanted temporarily from the modpack until the repair have been made.


    Good luck sir and I'm hoping for your best work yet and for v 6.4 to be a 1.7.10 release :3

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016

    well its good to see he's looking at the issue cause this HP Desyncing is really hurting the Beta testing reviews of my modpack of witch more Health Enchanted is the main star. BUT I'd like to just point out the Desycning never started until the HP Enchantments were added to armor so that maybe a place to check but hope the analysys is going well and that we'll see the fix released for 1.7.10 before a 1.8.X release other wise I have to put the pack on hold for longer until the rest of the mod authors in the pack make 1.8.X updates.

    Posted in: Minecraft Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    have you EVER read the Thauminomicon entries for Thaumium and Void metal? they BOTH say point BLANK they are STRONGER than IRON now stop and think does it make sence that 1 a metal stronger than Iron is crafted like wood or bone? the answer is no that's my complaint and as for my saying glassmaker was now taking care of TC was a mistake I'll give you that he was the one who notified me and I never even checked the new owner until 4 hours after the posts made when I was finalizing the updates for my modpack.

    Posted in: WIP Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    Sailing 94 I get what your saying but what I'm saying is with glassmaker now in control of TC now is he going to revert that choice? because myself and 14 testers on my modpack all agree just because the metals been made into magic metal then why would its molten form lose that property by Mdiyo's logic and when ALL other metals are melted then cast why then is thaumium mangled into the part builder? + I find onaverage hundreds od mint condition Thaumium weapons how do I reclaim that Thaumium if I can't smelt them down?


    I'm saying here molten Thaumium is kind of an important thing here personally how much thaumium have you had to throw away in the form of weapons, Tools, and Armor that could have been recovered in a smeltery if Molten Thaumium were still implemented?

    Posted in: WIP Mods
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    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Quote from Escman1999»

    Azanor has said that he will NOT be updating to 1.8, as his mod will need a full rewrite to do so

    ah That's total ********! I was on the Thaumcraft 4 opps Thaumcraft 5 forum page and yes it HAS been made over to 1.8.x so IDK where you got your info but its totally wrong

    so yeah a cupple questions here


    1 did this mod have liquid Thaumium in 1.6.4?


    2 if not is it planned to add Liquid Thaumium into the mod since Mdiyo Removed the liquid form of Thaumium but LEFT all the Thaumium parts?

    Posted in: WIP Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    ok so glassmaker actually helped a lot as I made this at 5am (The post) so I was missing stuff apparently I missed Mdio Dropping support for tinkers construct, mantle, and Mechworks so I was using 1.6.0 not the new 1.8.8 a simple mistake on my part sorry everyone.


    So after making the updates I can't help but notice one material is missing that I was able and still am able to make in 1.6.4 and that is Molten Thaumium the WHOLE and ENTIRE Reason for me wanting Extra TiC but its no longer possible to make in 1.7.10 + so aside from Metallurgy which is a tentative add to my modpack at best why is everyone dropping liquid Thaumium and yet Thaumium parts and thaumic trait still a thing?


    I know they are cause in an 8 hour run with the 1.6.0 TC mod I found 3 Thaumium Large Plates in TC villager homes and 2 Thaumium Frying pan heads with a thaumium sword blade.


    so can someone tell me why suddenly now I can't craft these but I can still get them from the creative tab? or tell me how to craft them? or is it planned at any point for Glassmaker to Return molten Thaumium since he now runs TC?


    also to answer the question " why would you melt a magical metal?" I answer it with this Why would a Magical Transmutation Changed down to its Very atoms lose its power simply because its changed physical state to liquid from solid?


    to think otherwise is just stupid is does Ice not have the same life giving properties of its liquid form water? the same thing goes for thaumium! and other metals.

    Posted in: WIP Mods
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    posted a message on Advanced Thaumaturgy - Thaumcraft Addon

    ok I was considering this for my pack but then you put the engines in and a 500-1000 vis wand core? just why? without buildcraft power without the extra big jars with out the ridiculously huge wand this mod was an nice addition to thaumcraft now its joining the realm of mods that got too big there is a reason mods that depend on other mods are called child mods not teen mods.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    well infusion yes I do like that idea but cloning is just oh hell no I do like the temp golems too but that infusion vat that thing needs a modle overhaul it literally looks like he ripped it out of a test chamber at yoglabs if the colors & textures looked more like the excising Essentia piped and gadgets I'd be ok with the stuff. and as for removing recipes I'd rather not do that cause it can get very messy from my experience so I'd rather not and as I was saying I wish someone out there would make a mob in a jar thaumcraft mod that's


    1 cool & Functional

    2 you can get the mobs back out

    3 you can name them while they're in the jar

    4 you can trap players temporarily in the jar (ie putting them in the jar kills them over time but leaves a little copy of that player in the jar)

    5 Friendly or neutral mobs are healed by being placed in a jar


    that's the kind of Thaumcraft Child mod I've been looking for well that and one that adds in compatibility with Tinkers construct I've tried Extra TiC that just crashes the modpack and I tried Thaumic integration with the 1.6.4 pack THAT worked BUT its not downloadable anymore

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    um... ok you do know Thaumcraft is about MAGIC and ALCHEMY right? a lot of your features seem to take their inspiration from the Magical disaster the Full Metal alchemist most of those abilities were actually offensive magic or Summoning not true alchemy. I do like the mobs in jars though that really seams cool but I think I'll go with Magia Naturalis when it becomes more survival completed for my Medieval RPG modpack a shame though your mod has more features but too much tech for the feel.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!

    IF you can get Extra TiC to work with your modpack Currently that mod will not work with my Medieval RPG modpack so I was hoping for a simple Tinkers Construct + Thaumcraft integration mod but no such luck so I'm hopeful that this mod will have the requirement of ONLY Thaumcraft to Tinkers Construct and not require the other tech mods that brake my pack's immersion so I'm following this mod and hoping for a release and basic requirements


    Keep up the good work.

    Posted in: WIP Mods
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