• 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I don't understand this Research Point system at all.
    I've successfully researched about three things and I'm already running out of points.
    To get more points, apparently I need to either

    -travel the world, searching for nodes. That'd give me, what, four points every Minecraft day? And also be super boring?
    or
    -research the Deconstruction Table. With the research points I don't have. And I don't know which aspect to use anyway. And the recipes are seemingly random.
    or
    -put crystals by my Research Table and wait. A long, long time. I stared at those numbers and didn't see any increase at all, and my desk area is covered in crystals. Maybe they all cancel each other out??
    Bonus: the Thauminomicon actually says that crystal clusters have no use. Thanks a lot, lying book.

    So the taint is crawling around and I can't fight it without research, which I can't actually do.
    And I can't guess what the aspects I don't have are... because that consumes MORE research points.

    Have I missed something? Is some weird mod conflict wrecking everything (I'm using ATL)? Is the mod dependent upon killing mobs (as a Peaceful player that makes things a bit more difficult)? Or is the system actually this screwed up?

    I'm super bummed out. This feels like a game-breaker.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Just want to say, I really love the changes to Thaumcraft.

    I wasted a whole world just researching. Not even making anything! Just throwing stuff on the research table to see what would happen.
    Posted in: Minecraft Mods
  • 0

    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Cybermario

    You play Minecraft and never got to build a mob spawner item/xp farm? that would get you tons of mobs and materials
    You underestimate my phobia.

    In Peaceful, mob spawners release a mob for a split second before it disappears. Since my issue with mobs is that they jumpscare me, as soon as I find a dungeon I steel myself, rush in, and cover the entire room with torches.
    Mineshafts are trouble because I can't rush through cobweb. I settle for placing a torch from as far away as I can.
    Blaze Spawners, of course, must be avoided under all circumstances. This can make potion brewing difficult.
    Don't get me started on Ender Pearls and the recipes that use them.

    Point being, if I'm anywhere near a mob, or even a mob spawner, I'm too tense to enjoy the game. Most mob grinders involve mobs being there.
    In the game.

    So the discovery that minium shards come (rarely!) from hostile mobs was not a pleasant one.
    I see that "Red Water" is going to show up, and that should do (unless it comes from mobs), but until then I have to toggle the difficulty and stand in a completely flat tundra at night, jumping at small noises.
    I was just checking for any other options.
    Posted in: Minecraft Mods
  • 0

    posted a message on Equivalent Exchange 3 - 0.1.142
    I play Survival Peaceful.

    It used to be, Equivalent Exchange was lots of fun, if a bit overpowered, while Thaumcraft was tough to use due to its emphasis on combat.

    But with Version 3, Thaumcraft is super fun, and Equivalent Exchange is completely non-existent thanks to Minium Shards!

    You can't let Thaumcraft school you like that! You just going to sit there and take it?

    So my real question is: How to Minium Shards if I can't even look at a Skeleton without having a panic attack?
    I tried turning on Normal mode for a while to fight mobs in the snow, and that totally sucked, but I didn't even get that many shards! I was averaging one per night. It just wasn't worth it.

    Got any suggestions for efficient ways to get shards, or any upcoming changes that might help me out?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Oh, you should put the salt back in with the sulfur and saltpeter in the mineral config options. It's all right now that the recipes work.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.2]Zeno's Mod - More Stuff
    Huh? Where's the config file for the 2.0 release? I can't use the mod without it!

    I am using MultiMC, but I checked all the places config files sometimes get lost at, and still couldn't find it!

    What's it called? Maybe I'm not looking for the right thing.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from Salaru

    Is the churn fueled by salt? And how do you make buttermilk?
    1. Yes

    2. With the churn, by putting a bucket of milk in the upper slot. (Also salt.)
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from nugarin

    You can build a mob grinder while on peaceful, test it with chickens, have a long waterway carry goods to you. Then when you need animal products you go to your well lit base (can't be farther away than 128 blocks from the mob farm), turn the difficulty to Normal and wait for the stuff to come to you - no need to see any of the mobs.
    I suppose...

    I'm a bit skeptical of trying something like that because
    1. It'd take a bit of work and a lot of space (minor problem)
    2. Red-eyes are pretty rare, and it could take a while for one to spawn and then fall into a grinder. I tried an actual zombie spawner, but that didn't seem to work. Also it was boring/terrifying
    3. I'd have to spend that time sitting around doing nothing. (serious problem)

    I'd rather brave the mobs than chance it. I could try both at once, though, I guess.

    But in the end, Thaumcraft and, I assume, its derivatives, are fairly combat-oriented anyway. I'd understand if it wouldn't be worth it for the author to set up a bunch of extra stuff for hippies (that's me).
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    By the way, do your crops work the same way as vanilla wheat? As in, do they follow these rules?

    I'm looking into efficient ways to grow stuff.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Recipes working fine! Now I don't have to turn off minerals.

    Also:



    Found them growing naturally way down here. Those are some seriously tenacious flowers.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from natchu96

    It must be just you, because for most of us it corrupted pretty fast if we messed around on purpose . . .

    just not when we're actually there. I usually walk in on a tainted base after a mining run or something.
    It's not just him. I've spawned in tainted worlds many times.

    But that may be because the more mods alter the terrain, the more crystals start out by breaking on their own, and I always have at least fifty mods installed.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from MatrexsVigil
    Ah, I see the issue. I'll add in a way to keep salt on but the other minerals off. =)
    Thanks a lot!

    Of course, if the sulfur/saltpeter works now then I don't need to disable them after all! I'll give it a shot.
    After that, all that could improve the situation even more would be a rarity configuration option, in case there's too much salt.
    It should be working all right as it stands, though! Great work all around.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    I was just about to try this mod again when I realized I've got a small problem.

    I play with ores and minerals off, since Metallurgy can handle all the ores on its own and the minerals (sulfur and saltpeter) never seem to work for me.

    But that means I can't get any salt!

    I want to salt things! Is there anything you can do?

    (Also, is it considered an ore or a mineral?)

    An updated config file allowing for individual blocks to be disabled would do, if it wouldn't be too much trouble.
    Or is there already some way to do that I've forgotten?
    Posted in: Minecraft Mods
  • 0

    posted a message on Herblore Mod™ V2.1g [Finally Updated!]
    Quote from calebmanley
    Next update will add some features that may 'enhance' your gameplay though.
    Ooh.
    I hope it's natural enhancement
    heh heh heh

    heh
    Posted in: Minecraft Mods
  • 0

    posted a message on [V4.5] [1.6.2] [Forge] [SMP] Jammy Furniture Mod!
    Quote from Xdguy123

    you should show people how to make the items
    What, you mean like this?
    Posted in: Minecraft Mods
  • To post a comment, please .