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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from TheKentington»

    Many apologies for my protracted absence. I suffered a medical incident this past summer, and when all was said and done I had ended up so far in debt that Thaumic Horizons was the last thing on my mind. Now that the situation is largely stabilized I do plan to finish the pocket plane update. No promises yet on development beyond that, but stay tuned.


    In all honesty, I'm just stoked that you haven't dropped off the face of the earth :) But seriously, take your time. It's not like you're under some form of obligation to put the mod out (despite what some people seem to think), and no-one wants you getting sick/having other problems 'cause you push yourself too hard.

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

    The proposed changes do seem, on the face of it, going backwards in terms of what Azanor and others (myself admittedly included) have been saying for the last wee while. Whereas currently you either go hunting for stocks of rarer essentia or set up a time-consuming mana bean farm, the new system seems a bit like 'hurr durr throw dirt/stone/low effort to acquire material at this thing until I get what I want,' which has been the main argument against the many requests for a machine to combine essentia.


    That is, perhaps, a bit more blunt than was necessarily required, but I believe it gets the point across. Further, if you look through the thread there are countless posts complaining about how tedious the research system is. Adding in this new alchemy system with what appears to essentially be an increasingly complicated series of micro-crafting, all to get additional materials for our normal/infusion crafting seems like it is just adding unnecessary tedium to a process in getting items that people have been complaining about for months. If babysitting crucibles before you get automated alchemy in the current system is bad, this seems like taking a bigger step backwards.


    I would also agree with IStoneI in that the current alchemy system is both an interesting challenge, and really really fun. I get that this is Azanor's mod, and he can do whatever the heck he wants with it, but this almost feels like change for the sake of change, rather than any other particular reason.


    Looking back at this, I do want to apologise if I come across as blunt or on the nose, but I am just trying to put my thoughts into an easily-understandable manner.

    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from The_Creamster»
    Here's a bug for you, there's no crash report/log; just this single picture. Research is "Wrath Enchantment".

    Delete (i.e. throw in fire/lava etc) the research notes, and get a new one (click on the research in the Thaumonomicon again)
    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 Geistly

    -snip-

    Yes, exploits do tend to be easier than playing something they way it was meant to be played. Thats because they're exploits - like I said before, it is deliberately gaming the system. Also, no, it does not take hours and hours to get a decent amount of gold - go mining for 20-30 minutes and you should have enough gold to make at least three health potions (seeing as 8/9 of a gold ingot = 3 health potions). Same goes for ghast tears - two or three arrows at full draw will kill a ghast. They're not even a threat. Mobs give you 200 LP per, and thats without any sacrifice upgrades. And all of this is disregarding the fact that Blood Magic adds in its own potion-making system, which can get you even more powerful potions.

    Also, there are Runes to upgrade the capacity of your altar (Runes of Augmented Capacity?) - Im currently using eight, which has pushed the capacity to ~20 000LP.

    [Edit] Darn ninja...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Havik0311

    Nope doesn't work for me :(


    Go "/tc research list" and it will but the names of all the research options in the chat - if you are using MultiMc, it will also put them in the log, which is slightly easier to read
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from hl2_guy

    Hi, I've been looking through the past few pages of the post but they haven't given me any useful information on my dilemma, so I decided I'll ask here. How does one install the mod with the (semi-new) launcher? I typically use the magic launcher ever since Mojang made their new launcher because I really didn't want to learn how to install mods all over again, but I guess I can start now since this mod doesn't really want to work with the magic launcher. I guess the real barrier is that I'm trying to install the mod for an older version of minecraft and that just adds to the confusion. Any help would be appreciated, thank you.


    Try this: http://www.sargunster.com/btw/index.php?title=Installation#Installation_Using_the_new_launcher
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from schpeelah

    -snip-
    I believed the current pipe system works the way it does because the previous one was too laggy, not for any 'balance' reasons.


    Quote from Azanor

    I regretted adding tubes almost instantly after adding them... at least in the way they were implemented. They were too good. Let's just say I wasn't that dissapointed when the lag issues came to light and I had a reason to change them :)

    I know this is not what a lot of you want to hear, but at this point you guys just need to deal with it and adapt. Harsh, but true.


    Having said that - tubes are still a bit buggy. I spent several hours last night just messing around with them and I discovered several edge-cases and inconsistant behaviour. Untyped essentia is causing a lot of strange "back-and-forth" behaviour and is responsible for a lot of derpiness.

    I have ironed out a lot of those bugs. I also added two new types of tubes - restriction and directional tubes.

    Restriction tubes halve the suction passing through them, allowing you to setup slightly more complicated build by managing suction strengths.

    Directional tubes only accept suction from one direction. They are basically one-way tubes... sort of.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    -snip-


    I'm not sure what you're trying to ask here, but the premise of your question is incorrect - as per Grumm, under the new EULA, mods remain the intellectual property of the developer, who retains any and all distribution rights. Neither do mods have to be open-source. (http://www.reddit.com/r/feedthebeast/comments/1w63mm/to_all_the_mod_makers_who_are_retiring/cezfvj7)

    The big furore kicked up over the new EULA was a result of some users wilfully misinterpreting the agreement.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from Hvinnir

    I seem to have a problem producing redstone in a crucible. The crucible is stoked and it contains a stack goldbars and a stack concentrated hellfire (the bars, not hellfire dust), yet nothing happens. Did flowerchild change this or am I missing something here?


    Yeah, the recipe for synthetic redstone was removed a wee while ago - to further incentivise mining late-game, if I recall.
    Posted in: Minecraft Mods
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    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from NoMoreFelonies

    Is there any modder who would agree to sue me if I put out a modpack containing their "copyrighted" content? I could also claim the work as my own and require the use of Adfly if you believe it would help your case.

    Seriously. I'm totally up for establishing some legal precedent here, but I'm not the type of person who would do that stuff for no reason at all, so I need to know if anyone is going to take me up on it. I just think these debates are ridiculous when the only real solution is to actually test the legality of these copyright clauses in a courtroom or other legal setting. (I'd still settle if it turned out I was really screwed.)


    If such a suit were taken, it would only be a binding precedent in the jurisdiction of that court - judicial decisions in America cannot bind courts in NZ, for example. As such, there is really no point, as not all modders etc live in a single country.
    Posted in: Mods Discussion
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