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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Xionanx
    -snip-


    I loved the research in 4.0 (and found it to be a vast improvement over the research system in TC3) and had little to no issues with it. The changes made in 4.1 are nice, though I now have to remember to set the config to enable hard mode (all research must be completed in the research table) since I don't particularly care for the ability to "purchase" research. I have had no problems progressing through the mod, and I did not and do not use cheat sheets.

    Research has never been difficult in Thaumcraft 4. The majority of difficulty expressed is (or was) often due to the user not approaching things with a logical mind, often spamming random aspects in an attempt to complete research rather than look at it and use logical thinking to figure out which aspects are most likely involved.

    I also don't consider running out of research points a bad thing. It's similar to most anything else in the game, where you need to continue gathering resources for what you want to accomplish, be it cobblestone, diamonds, or research points to name a few. You run out, you go get more. That's not a problem as far as I'm concerned.

    The fact that you seem to be relying on nodes made from a silverwood tree farm in order to gain your research points is a big factor in why you keep running short. There are hundreds of things to scan besides nodes, and I seriously doubt you've scanned everything possible. Even still, nodes that are created at worldgen tend to have far more aspects within them than nodes you've made from a Silverwood, at least in my experiences. It would behoove you to actually venture into the world and scan nodes you find there as well as anything else you come across that hasn't been scanned.

    Research points are common and abundant. Running out consistently would, to me, imply that you're doing something wrong with how you're going about accruing and spending them.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from zohar101

    That sounds almost more painful than the number coding. What's the motivation behind this change from mojang? How are names better than the numbers? There's bound to be same names in different mods ultimately?


    It's actually a good change, it's just difficult to make the transition (or so it seems). IDs will still be used numerically, but they'll be handled internally now, and items will be registered like "harvestcraft:apple" or whatever. This means there won't be overlaps anymore (unless someone names their mod the same as an existing mod, or something similar to that effect).

    This will allow for things like "minecraft:apple" and "harvestcraft:apple" to exist without causing crashing conflicts. As I'm not a coder, I can't comment on how things will be handled in cases of overwriting vanilla (or other mod) items/blocks, but overall it should turn out to be a change for the better, though there's absolutely no denying the amount of frustration and aggravation it's caused mod developers.

    That said, allow me to say Thank you, Pam, for all you've done and continue to do. I look forward to the future of HarvestCraft (especially with Thaumcraft compatibility, if you can ever manage to get that working properly).
    Posted in: Minecraft Mods
  • 2

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

    Oh, and something I noticed while you were out - the glass baking dish thing (i think) shares a recipe with the buildcraft tank (8 glass blocks placed around an empty center), so I can't make a buildcraft tank if I have HarvestCraft installed (but I can get around that with NEI).

    Quote from RiftstalkerSekun

    The Buildcraft recipe should take priority over the Harvestcraft one, (or at least it does on my server) with the bakeware being made with a secondary clay brick recipe.


    There's an option in the config to change the recipe (because of this very conflict, I believe). It's under general, and uses the following string:
    B:enableglassbakewarerecipe=true
    Setting it to false should change the recipe to use bricks instead of glass.
    Posted in: Minecraft Mods
  • 1

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Just a head's up to people who are planning on updating to the latest release (posted above):

    All of the IDs have been changed, and some seem to be unable to be reverted to their original values. The way the configs and IDs are generated has also changed to an item-by-item(and block-by-block) basis, rather than using the previous method of having a range set to each metal.


    This makes updating existing worlds with previous versions of Metallurgy more of a chore than it's worth, in my opinion.
    Posted in: Minecraft Mods
  • 1

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from RavenArcher

    Sorry if this problem has been brought up before, but can someone explain to me why when i have item in a shelf the rotate to face me and look 2d instead of facing one direction and being 3d?


    Turn on Fancy Graphics (or Items, if using OptiFine).
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Reposting this from an earlier conversation regarding Hungry Nodes and block consumption:

    Quote from XanderGryphon

    It's actually the block's Hardness level that determines if a Hungry Node can consume it. Anything with a Hardness greater than 5 can't be consumed. Obsidian's Hardness level is 50. Ender Chests are 22.5, so they're safe as well.

    The only other blocks in Vanilla that can't be consumed are Nether Portal (the actual purple part), End Portal blocks as well as the starlight portal itself, Command Blocks, and Bedrock.

    I'm unsure what the Hardness levels of Thaumcraft's blocks are, aside from assuming that Obsidian Totem blocks have a Hardness level of 50 like Obsidian blocks.


    Since this post was made, I found that it's actually blocks that are equal to or greater than 5. That means Hungry Nodes also can't consume Blocks of Coal, Iron, Redstone, Emerald, or Diamond. It also can't consume Anvils, Iron Doors, Iron Bars, or Monster Spawners.

    Also,
    Quote from MentalMouse42

    The easiest way to deal with them is probably the jarring method that somebody came up with..


    That was me. :P
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from Artiamus

    Have a bug to report.
    texture java.lang.NullPointerException
    I built an armor stand for the hell of it and while putting some armor on it I figured I'd see what the Ender Head from Iguana Tweaks for Tinker's Construct. Mod pack the server is using is Magic Farm 2, not the most recent update. The game proceeded to boot me off and anyone who so much as looks in the general direction of the surrounding chunks gets booted. Which means the server is pretty much offline at this time since everyone's place is located around a central auto-wheat/tree farm.

    If this has already been fixed that would certainly make my day. Not sure how much other information is needed but I can certainly supply the crash log if needed.


    There's an option in the config settings to disable rendering so you can remove whatever is causing the crash from the armor stand.

    # Setting this to true will disable all renderers. This will allow a world to be loaded and a problem item removed from a BiblioCraft block in case of a rendering related crash.
    B:DisableRenderers=false
    Posted in: Minecraft Mods
  • 1

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from BritneyMc0206

    I'm new to mods, & I use 1.7.2. I tried adding this mod, but it won't work. I'm not sure what I'm doing wrong. I really would like this mod.



    As the thread title suggests, this mod is for 1.6.2 and 1.6.4. It, like most all other mods, will not work on 1.7.2. Forge has only very recently started to release versions for 1.7, and it will take some time before things are updated to that version.
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from corinanth

    i would like to request a fix to that bug that prevents you from putting blank books into the shelf this seems a bit counter intuitive since these shelves seem like the optimal place to store the massive output of my book factory XD


    That's not a bug. There's an option in the config file to allow blank books to be placed in the bookshelves. It's disabled by default to encourage using enchanted books, but it can be changed easily.
    Posted in: Minecraft Mods
  • 1

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Bocazon

    My computer just cant handle it


    ... If your computer 'can't handle' the simple opening and moving of files, I have to wonder how it can handle Minecraft, or anything at all for that matter.
    Posted in: Minecraft Mods
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