• 0

    posted a message on [v1.1.2] Reliquary

    Is there a reason why the elixer of healing doesn't heal any of the player's hearts? I just drink them and it does nothing.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10][Forge] Accidentally Circumstantial Events(ACE)

    Is there a way to remove a block from the world in addition to place it? I'd like to have a task where the player right-clicks a block with an item in their hand and the block turns into another block. Is that doable?

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!

    Can someone help me with the custom chest loot mod? Can you tell me how I'd use it to integrate in with Twilight Forest? I haven't quite figured that out yet. I'd like to modify the lootchests in the dimension but I'm not seeing it listed under the configuration.

    Posted in: Minecraft Mods
  • 0

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


    I personally think in most Thaumcraft versions Flux has gone way easy on us, think it should be something to run away or hide from. Taint is a different deal, but normal people won't get involved with it unless they blow up a crucible without having ever seen a real Silverwood tree(I think they used to be rarer than now)

    About the old node mechanics, however I am not completely sure. Sure, it is kinda strange that when Aura is a field an area can have dozens of nodes(Which it will if you go all pseudo-IC2 with the powered nodes), but in the old system the nodes mostly drained vis from other nodes until there was a giant hole in the aura with an ironic giant node in the middle that has extreme capacity, but no charge...

    At least that's what happened to me back then.



    I agree Flux has gone too easy on us, but I want some more environmental effects that are kinda painful but not as devastating as taint for 'small' screwups. Longer-term and big screwups...sure, taint their house and watch them scramble to clean it up. ^^

    I'm not saying I really agreed with the concept of draining all magic from the entire world from one node (though back in Thaum 3 with a chunkloader and a nice set of crystal clusters and vis batteries, you'd charge up your node, power all the nodes in the nearby area (acting as natural batteries for you), and you'd be set to go! ^^ I never ran out that way. My 'master' node was a 914vis pure node I built up via spamming of silverwood trees, had a nice hefty layer of clusters and another hefty layer of batteries kept under it, and an array of nearby nodes I kept charged and that'd charge me when I got low enough.

    Posted in: Minecraft Mods
  • 0

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

    I really hope that Thaumcraft 5's aura and flux system is more similar to Thaumcraft 3. I've got no problem with taint, but I also feel taint has to be recognized for what it is: It's an extreme consequence to REALLY messing up what you're doing. It's a punishment and a very dire one at that. I really hope that flux doesn't just go from 0 to taint biome in your research. Can't there be intermediary effects? Like random status effects, wisp/mob spawning, vis draining out of your containers, wonky effects with your magical devices? It just seems like all the effort is going into taint, but taint itself has no utility or use other than trying to avoid getting it.


    As for Thaum 3 node mechanics: I want to get a small node and pull other nodes into it so it gets bigger storage and more types of vis, I want to grow it with devices, I want to nurture it up and have that node be representative of the kind of power I have at my disposal as a thaumaturge. I know the node-growing mechanic in Thaum 3 wasn't intended (node + silverwood = bigger node + more silverwoods over and over), but it was a REALLY cool idea. Ways to research it, change it, improve it, feed it, things like that. It's a really neat mechanic when the node you pull power from almost feels like a living being. You give to it, it gives you power back, magic truly becomes a give and take balance. You take equal to what you give, the balance maintains, you try to take more than you're meant to, you begin to generate flux or instability. Thaumcraft should punish players for greed and stupidity, but not progression (Warp in Thaum 4 essentially punished you for moving forward in the mod to the point people either disabled it or avoided entire sections of research as to not get it)

    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers

    So randomly on my server, we can no longer see the healthbars or special name display of mobs which are infernal. This is really weird to me. The only thing we changed is that the server now runs against kCauldron, but why would that affect the client?

    Posted in: Minecraft Mods
  • 0

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

    Give the new dev and his "rice" my condolences. I expect flying pigdragons that shoot orange chickens that explode into cookies in the next release.

    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers

    Ok, I'll note this and try one more time to include modded items and poke you with logs and stuff if it doesn't work. Also, are there different InfMob abilities between teleportations? Sometimes they teleport behind you, other times, the teleportation ability always teleports them into the ground where they suffocate to death and I think that's silly. What's the name of the non-behind you teleport so I can disable it?

    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    Quote from AtomicStryker»

    Its common and recurring because people cannot seem to follow instructions. I just checked against some of my mod items:


    S:droppedItemIDsElite=minions:masterstaff,RopesPlus:itemGrapplingHook


    Worked just fine. SO. Use the damn log, put it online, also put your resulting config online, and i will tell you if its obviously wrong.


    Ok, so I am using vanilla items and they are dropping with weird metadatas. What am I doing wrong with my notation? In the config if I put: redstone-2-4, instead of redstone dust with possibility of 2-4 drops, it will sometimes drop redstone:2 or redstone:4 with weird metadata. That may be what's happening in terms of why the item I wanted wasn't showing up. Should I be doing: redstone-0-2-4 for metadata 0 (the original) and 2-4 of them for variance? Here's what I just added the 0's in front. Am I doing it properly?





    S:droppedItemIDsElite=emerald,cooked_porkchop-0-1-4,ender_pearl,pumpkin_pie-0-1-2,potion-8193-1,redstone-0-1-9,glowstone-0-3-12
    S:droppedItemIDsInfernal=diamond-0-2-5,ender_pearl-0-3-16,enchanted_book-0-1-3,emerald-0-2-5,obsidian-0-7-22,cake

    S:droppedItemIDsUltra=enchanted_book-1-3,iron_ingot-0-5-9,diamond-0-1-2,obsidian-0-1-5,potion-8193-1-1,emerald-0-2-4,pumpkin_pie-0-3-5


    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    Quote from AtomicStryker»

    syntax: ID-meta-stackSize-stackSizeRandomizer


    ID for a mod item is "modid:itemname"


    If you are unsure about correct item IDs, open up your FML logfile, it has a list of all registered items with the correct untranslated names


    /mt hand properly gets the name of all items for vanilla, so I would assume its return is also accurate for modded items. Unfortunately, I'm still entirely unable to get them to drop at all even with proper syntax. This seems to be a common and recurring problem from more than just me.


    EnderIO:itemMaterial-5 should return one of that item with the meta 5, yes? It will not drop, ever.

    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers

    In the config, why can't I configure mod items to be drops? You would think that would make sense, but since you don't force the minecraft:thing, I can't seem to configure other items such as EnderIO:itemMaterial:5 or something like that or ore:foodBlt why?


    I have a whole list of mob items I want dropped but for some reason, only vanilla items are actually spawning.

    http://pastebin.com/QrDqRrvQ << Is the part of my config with drops. Am I formatting it improperly? gedit has weird indention but I wasn't sure if that even mattered.


    I'm just getting the name using /mt hand from itemtweaker


    I've even tried changing it to: EnderIO:itemMaterial-5-1-1 (metadata 5 with 1 dropping, yes?)

    Posted in: Minecraft Mods
  • 0

    posted a message on Weird camera rendering

    That contact is only for account issues.

    Posted in: Java Edition Support
  • 0

    posted a message on SnowSong, the EPIC Sound Pack / Sound Resource Pack for ALL versions of Minecraft

    This sound pack is really amazing o.o. Some of the new mob sounds will take some adjusting to but the ingame music? Well done. I do ask if you could take the time to relabel the music discs in the game to reflect their actual names if you get a chance. :)


    Also: please don't drop support for 1.7 when you release a new update. :( Us modded folks are stuck behind a much slower update schedule and Mojang borking things every release so if we want to play mods, we tend to stay a version back for a few months after releases. Pretty sound effects for the lesser and unfortunate?

    Posted in: Resource Packs
  • 0

    posted a message on Weird camera rendering
    Quote from MCDigitalAlive»

    You may want to update your graphic drivers (Here: https://help.mojang.com/customer/portal/articles/928493 ) If this does not work don't be afraid to reply. Also to be double safe just make sure you have the latest Java installed.


    Unfortunately, dxdiag shows my integrated intel card, not the nvidia one. I have a hack that I run in that if JRE is run, to use the big graphics card as it looks to default to the intel, but I seem to get the same result regardless of who runs it.

    Posted in: Java Edition Support
  • 0

    posted a message on Weird camera rendering

    It is not. I'm unsure at this point if the problem involves drivers, whether they be my graphics drivers, but it is such a strange bug due to the fact that no one else seems to have run into it.

    Posted in: Java Edition Support
  • To post a comment, please .