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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from Jack_Bread

    Is Wand Focus: Mending's research bugged? I've tried it several times and all of the things I've gotten were impossible.


    Not bugged just a right royal pain, keep trying, think it took me about 5 or 6 maybe 7 before I got one that was solvable.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    For me the best source of any aspect period is beans, mass amounts of beans heh that'd make me a Flatulent Thaumaturge. (My mana bean farm is slightly excessive and as a result I have over 800 of every bean in my AE system)
    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
    I'd like it if when you activated beast mode on any of the tools they growled or screamed at you :)
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Newportman

    The mod is useless without frames. It's like nachos without beans/beef and cheese melted on top. YOU DIDN'T EVEN ADD THE SOUR CREAM!? It's like you just slapped a bunch of guacamole on top. If I wanted soggy nachos with only guacamole I would have just eaten an AVOCADO!

    Frames, if I understand correctly, are an absolute pain­ to code. Eloraam disliked looking at the frame code in a couple of irc messages as it "broke when you looked at it sideways" and Flowerchild won't touch his platform code (similar to frames from my understanding) for the same reason it's very fragile code that is not fun to play with and is prone to unexpected issues.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from robertinsyr

    I usually use a setup like this:



    the hopper is for inserting non-stackable items. The valve on the centrifuge is not needed, but I wanted a valve somewhere :)




    the pipes go to the jars in the next room. Note: pipes have a distance limit. I had to make the pipes in this setup loop the entire room so essentia could flow both counter and clockwise, else I would have had some jars that would not fill.



    A jar of each type labeled, and a few blank jars for overflow, to be stored for later use. The ceiling is open for flux gas dissipation, and the candles are far enough away to not get involved in spills. All in all, this setup has been smooth as glass to operate. No golems are used, I have them elsewhere performing other tasks.


    I had that setup but the only Alembic used with multiple labeled jars\essentia tubing was the bottom one the upper ones never had any essentia running through them.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    that explains, why my golems started vanishing, after i installed ars magica. seems i have to wall in my farms.

    I went the other way now Cleetus and Dannyboy patrol my farms (Adv Thaumium Golem, Guard core, Water upgrade, Air upgrade, Earth upgrade (probably should have done 2x air), Plating\Visor\Mace\Launcher\Fez haven't lost a golem since this pair went to work :)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc
    Dear Azanor, This weekend I (Using FTB:Monster) created an IC2 workshop for the first time. And made an IC2 electric jetpack. Please make the thaumostatic harness work like this. Creative flight is all well and good. but the IC2 jetpack has a far more realistic flight profile in its "glide" mode. Even better, you don't need to triple / double tap space to activate the harness. Glide mode auto activates if you start falling. Now, given the utility of the current flight mode, I can see a lot of resistance to rewriting the flight mechanics to be IC2 only. That said I would appreciate the ability to turn on a physics based flight model that works like IC2 - Especially one that supported an implicit activation on falling. -- PS. This is my last post on these forums.

    Why would magical flight follow the laws of physics at all?
    If you have Thaumic Tinkerer installed the "Slow Fall" enchantment it adds for boots is exactly what you are looking for, gives a very nice glide effect when falling which if you "sneak" is suppressed.

    Heh amusing I replied to you and got post 666 myself :D
    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 Ako_the_Builder

    Here is it using self-sacrifice runes (set to show at the right time):


    I prefer self sacrifice before the ability to make rituals, to do it with sacrifice runes you might want to have some way of feeding animals towards you, mfr conveyor belts, openblocks fans etc.

    To feed my altar I'm using Enh Portals 3 portals the input is at the base of my rather excessive cursed earth spawner (20x20x4 layers) and I can swap the output between the grinder room and dropping them directly ontop of the altar block itself (or as a safety cutoff I can disable the portals and give them a nice lava bath). Where I can cheerfully whale on them with the dagger of sacrifice (or once I build it, ignore them and let the ritual of suffering do the work).
    Posted in: Minecraft Mods
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    posted a message on Chisel
    Quote from MickyFoley

    Confirmed this bug. Happens, if you put in a block into the chisel and left-click an existing one. The block disappears, but is there somehow. Like a chunk-error. If you jump at it, you'll get stuck a bit.
    Quite & join and the blog appears.
    Tested with dirt.

    Doing this crashes my client instead of giving an invisible block.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    For moar power build moar dynamo's, they have a low footprint and you can definitely spam them quite easily providing fuel for them however means you have to build more systems.

    I just got my Reactant Dynamo's stable as far as fuel goes, damn do the super trees from Forestry go nuts I was gaining 1k saplings that turned into half a bucket of Biomass every few minutes and the same trees were producing more apples than I will ever use from 2 7x4 planted areas harvested by Golems. The Ghast tears are from a MFR auto spawner which is provided with mob essence from a cursed earth spawner. Basically I'm loving it since I have to use all the things rather than build a simple treefarm, run boiler on charcoal, ignore.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Sorry if this has been covered already (or if I'm not running the correct version of Forge I don't like changing Forge versions too often have had a lot of issues in the past) but is there some way to auto delete the old version of Forge Multipart when a mod I install updates to a later version, it without fail crashes my game until I manually delete the old one every time I update Project Red (and other FMP dependent mods or at least I have had one do it I think..)
    It's not a huge issue it's just that it auto installs and I constantly forget to delete it when I update.
    Posted in: Minecraft Mods
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    posted a message on Dynamic Tanks 2.1 - Liquid Tanks At Their Finest! Store Liquids in Limitless Combinations!!
    I've been looking for a replacement for the OpenBlocks tanks in my world, since they seem to be a bit of a load on my server (but I am using them incorrectly most likely, they probably shouldn't be used for walls :)) This seems to fit the bill exactly, couple of things
    1. Your biome isn't very nice now is it, those trees are creepy and the very plants hate you lol
    2. Damn is this low on server usage, ran an opis check and it comes in at almost nothing even with multiple fluids in a weirdly shaped tank.
    3. Probably a small issue for ProfMobius rather than you, your flowers show as "drum" in WAILA and NEI, also all the plants in the biome drop as the flower (other than the trees).
    Other than that thanks for a mod that looks like it has a small footprint and seems to be incredibly powerful in dealing with fluids.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Very odd I just had a bit of a play around and yup sewers in range of active grinders do produce mob essence no idea when that happened.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from ldog
    Couple possible issues, but I'm not sure where they fall so looking for some confirmation before I submit to tracker. 1. Flux capacitors and powercells morphing into other tiers in inventory including creative versions. It isn't consistent but it has happened enough times to me to be an issue. Possibly related to being put into strongboxes and/or backpacks (from backpacks mod continued off Mightyporks original). 2. Pulverized iron + 2 p coal in smelter, NEI shows output of 2 steel but actual is 1. I don't know which side this is on. Are other mods recipes internal to TE3 or on the mod side using the TE API? 3. Duct interaction with MFR. Again not sure which side the issue is on so who to report it to. I know when PowerCrystals was around he was very into the TE/MFR integration but then there were no ducts back then. Liquid router works but it's a bit flaky. Problem might be on MFR end. My particular case is the sewers output mob essence and sewage (I don't even know when that change was made) so I have a router towards production end where I am trying to filter into tanks and then machines.

    If the sewers are outputting mob essence something else is not right, you have a conflict of some sort, somewhere (yay for vagueness) I have a couple sewers in my current world and they only output lovely steaming pre-fertiliser. I wouldn't even be sure it's on either TE or MFR's end the recent Forge fluid change has led to a fair bit of odd fluid behaviour.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from xDoodleBug

    Broadcaster _ This is used to allow other parts of the network to browse the inventory of the adjacent chest, such as the request pipe and crafting pipes, so they can request the items to craft.
    The filtering system allows you to choose which items are visible or invisible.

    Stock keeper _ This chip will attempt to keep the inventory supplied with whatever you specify by means of direct requesting or crafting. This will only work if the chest that supply the chip have a broadcaster chip in them.

    Item Terminator _ No idea

    I'd be guessing the Item Terminator is a "last stop" kind of destination if there is nowhere else to put the item it stuffs it in there, so lowest priority destination available.
    Posted in: Minecraft Mods
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