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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Macromundo14

    I have a few ideas for spells.
    Aqua Shot:
    Projectile spell. When cast, it will fire a water shot with casting mechanics like the arcane bolt, and making the target get slowed: 2 seconds - Dimished / 5 seconds - Normal / 10 seconds - Augmented.

    Aerial Tackle:
    When cast, it will impulse the caster to the direction is pointing at, if hits an mob, it will cause a damage similar to the meteor jump should do in the same casting mode, and giving knock back proportional to the casting mode.
    Aqua Shot sounds like the spell Frost Bolt. If it did bonus damage to targets weak to water(Blazes and Endermen) and spawned a block of water for a moment when you hit a block(so it makes flowing water like if you place water from a bucket then pick the water up again), that could be handy. Well, the water would wreck havoc on some things. I guess just put out fires near where it hits.
    Aerial Tackle sounds fun, actually, but Metor Jump doesn't do damage directly, but actually causes a explosion when you land. The size of the explosion is not dependent on casting mode, but rather just how far you have fallen. Using diminished casting can deal more damage then augmented if you fall further when you cast it. I'd suggest it dealing damage depending on casting mode, because a higher casting mode would send you flying faster at a target, releasing more energy into them when you hit them. Of course, considering how most foes have a contact damage and not a special attack, I am doubtful this spell would be very useful.(unless you could protect against that)
    Posted in: Minecraft Mods
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    posted a message on [Thaumcraft] Thaumic Extensions - v0.0.3
    To be fair, Thaumcraft 3.1 may take a while to be released with all the changes. To be blunt, please reconsider waiting for Thaumcraft 3.1 before making any additions to this mod, as it's a really good mod and I personally love it. To be polite, thank you for considering the suggestion, and I hope you decide to implement it.

    Also out of the first post I made, I mostly want the better Enchanting Table. The old Vis powered Enchanting Table was fantastic. The upgrade which allowed you to select what enchantment you applied to your item was very nice as well, and if no other upgrades are included, that one would be very handy.(or just having a mode which consumes more Vis and can select enchantments)
    Posted in: Content Packs
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    posted a message on [Thaumcraft] Thaumic Extensions - v0.0.3
    Quote from dmillerw

    This will be on hold until I know what direction Azanor is going with TC3.1, since the API and a lot of the functionality will most likely change.
    That's a shame. I actually had a decent suggestion and not just a "oh hey lets make a post" one.
    It's come to my attention(from browsing the FTB forum and reading a thread about non-renewable resources), that you can't automate either a arcane workbench or a infusion altar. With the addition of Liquid Vis(and possibly Liquid Essence) one could in theory automate such a thing without running the risk of sucking all the Vis out of the world.(at least, not as easily!)
    Posted in: Content Packs
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    I've been using AE for a little while(haven't got a seed I like in a while either, so I'm mostly using lower level things), but I've recently run into a small snag. I've noticed a few versions back that your Quartz Gems, in the ore dictionary, are registered as IngotQuartz. Not a big deal, but this means one can't use them for XyCraft recipes which use its quartz gems(which are registered as GemQuartz, I think). If this isn't a design choice, would it be possible for you to also register them as GemQuartz? It would mean one can use XyCraft Quartz Gems for more then just Liquid Detectors and as a Cactus replacement. It also would mean one could use AE Quartz in place of XyCraft Quartz in Liquid Detectors.

    I have just downloaded the latest version of AE and have not had a chance to get in game with it yet, so this post may be just wasted bytes if that's part of the latest update. Regardless, thank you for the mod and continued updates, and have a great day.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    Quote from Guff

    All three mods updated to 1.5.1. The new mod is Flight Ring, which is crafted right four diamond blocks in the corners, four feathers on the sides, and an ender pearl in the center. Tinker around with it, it's easy and fun to use.
    Not that I can use 1.5.1 yet in earnest what with most of my needed mods not being updated for 1.5.1 yet, but might I suggest adding some more info on the flying ring to the OP? I also would be very thankful if you could backport it to 1.4.7, for the same reason.
    All in all these look like wonderful little additions to the game. I'm actually currently writing up a post on the FTB forums suggesting this mod to people for those of us who miss the EMC system from EE2 but never used the collectors. Heck, I never really used the Condenser, though I actually rather liked it. It was very handy for two reasons for me: You could easily recharge a Klien Star with one, and if you needed a lot of something for a build, it saved you a lot of time to use the Condenser. I had one set up for Stone Bricks for one build, a system I would enjoy seeing again, even if it's just a way to set up the block from this mod to be able to supply the item in the output slot from the sides, add a template item from the top(and pull one out from there as well if needed) and add items to be mashed from the bottom. Basic Pipe Support, basically.

    In addition, the ability to take a Alchemical Energy Container and use it in a special furnace would be nice, much like the old dark matter furnace of yore. A special buildcraft engine powered by Alchemical Energy Containers would also be particularly sweet. Just some ideas. My only real request in this post was for a backport of the flight ring, which would be nice to have, but not urgent nor truly needed.
    Posted in: Minecraft Mods
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    posted a message on [Thaumcraft] Thaumic Extensions - v0.0.3
    How has this not gotten much attention?! I suggest adding ALL the old Vis powered devices. Advanced Enchanter+upgrades, Duplicator, Repairer, maybe not the furnace but it's still a good idea. And I would love to have that thingy which was crafted from a nitor and a alumentium which the name is on the top of my head(but was basically a throwable black hole).
    I also suggest some kind of Teleporter, because those are fun and more mods should add them.

    Also, why only on world generated thingies? That means it would be impossible to drain the aura of one dimension and pump it back out at your base unless you built your base by one of those thingies. Which I actually plan on doing. For Science.
    Posted in: Content Packs
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Exterminatore

    No, its ten standard word pages, single spaced. He has said so earlier in the thread.
    Ah. Well, in some ways that's better. In others, just, damn.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    ..Hang on, the stories are in game, right? So you mean ten in game written book pages?
    ....Balls. Well that certainly makes it easier, but at the same time, how are we supposed to get the story out of the save game?
    ...I suppose I could send my save game when I'm done.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from TheHoarder000

    Mithion,

    I have some suggestions for new spells (I am not familiar with every single spell, so some of these might already exist):

    a spell that temporarily gives something fuel--like coal--to something--like a minecart or furnace(I know this would be redundant with furnace touch); for instance, it would be using magic to have the effect of putting a piece of coal into the given object.

    a spell that freezes large volumes of water (may already exist). Used on the ground, it creates snow.

    a spell that evaporates/destroys water blocks.

    a spell that chops down trees with one click; so, not just the logs but also the leaves are destroyed and give drops; I know this is possible because it is used in the Treecapitator mod which I don't use but have heard about.

    a spell that hoes large areas; you already have dig that does the work of a pickaxe and potentially the above spell that does the work of an axe over an area, so why not? It could also water the tilled soil for a short period of time.

    a spell that causes dropped items within a large radius to move into your inventory if possible. It could last for say, thirty seconds?

    a spell that plants large quantities of seeds on nearby tilled soil; I suppose it would use any seeds out of your inventory; if used on untilled soil it could plant saplings or sugarcane along waterfronts.

    a spell that harvests all crops and sugarcane in the vicinity; used with some of the others I have suggested this could make a very rapid magical farming process possible.

    spells that confer various status effects?

    a spell that lights fires where the player walks (and temporarily makes him or her immune to fire damage) for a short period.

    a spell that pushes dropped items and mobs away from the player for a period.

    a spell that controls the weather, like creating or disabling a rainstorm and causing a thunder storm from a rainstorm.

    a spell that works like an ender pearl but with no fall damage.

    a spell that creates lava on the ground where clicked.

    a spell that fills your hunger bar (may already exist).

    a spell or object that can somehow store experience levels.

    a spell that causes a TNT explosion where clicked.

    a spell that increases and/or decreases the strength of gravity over a radius; this would affect the speed and damage of falls.

    a spell that builds walls of some material for enormous mana cost???

    a spell that is able to seek underground objects and ores and inform the player of their general whereabouts.

    a spell or object that can store mana for later use.

    a spell that repairs tools.

    a spell that can convert some naturally occurring blocks into other naturally occurring blocks, like trees into other trees, sand into stone or dirt, etc.

    a spell that allows you to walk on water and possibly lava.

    a spell that locally accelerates or decelerates time such that crops grow faster, mobs spawn faster, etc. for a short period of time at extreme mana cost. In terms of programming, this could be done by forcing the game to add extra random ticks to the game's processing loop. This would only affect things that take place on random ticks, but would be very cool. I believe Mystcraft uses a technique similar to this.

    Any of the above spells that seem overpowered can easily be rebalanced by simply making them extremely mana-expensive.
    A lot of those already exist in the mod(farming spells were recently added, actually, so free pass there, but not the tree cutting one, I think, but a leaf wiping spell does exists). Water walking hasn't been done yet I think(I haven't played with all the spells yet either), but the idea of a mana battery isn't all that new(indeed, there is such a item in the mod, but it works on the essence system, and I don't know if one can draw power out of it with spells as I have yet to get very far in my world). I suppose it'd be best to note what hasn't been added and say what I think about it.
    • A spell which adds fuel to something via magic(one can smelt with Essence, but running Minecarts on magic is new. I support the idea of adding a spell for powering devices on magic. Augmented should provide the effect of 4 coal, normal 1, and diminished one smelt)
    • A spell which removes water in the targeted area(handy for those underground trying to clear a area of fluids, but the potential for griefing, both intentional and accidental is huge. Without a spell which can easily fix water, it would also be annoying)
    • Wall Building Spell(funny, I suggested a spell which would create structures a while back, but this has given me a idea for a spell. I support it on the condition it either requires lots of blocks on hand, or the blocks vanish after a while and drop nothing when broken)
    • Level storage spell/block.(I'd actually like to take this a step further and suggest a way to turn levels into essence in a special nexus, and a block which can turn essence into xp. Not a good storage method as it would have large losses on the XP used, but still, a very fun idea. Maybe a machine that bottles about 1 level's worth of essence and makes a bottle o' enchanting)
    • Feeding spell(it has been shot down a couple times I think. I personally would suggest some hunger restoration being added to augmented level heal self now that I've thought about it)
    • Tool repair spell(I'm not certain, but I think a block has been added recently which does this using energy from a Nexus, which seems quite handy to me.
    • Ore Detecting Spell(I'd take this a step further and make it detect things solely by their essence value and make it able to detect nearby objects of any kind, but less like the EE2 Divining Rods and more like TFC's Prospector's Pick[aka reports only one type of item, has false positives, and takes work to find what you're looking for])
    • Gravity Control spells(actually possible, look at GalaticCraft for lowering gravity, I think this would be the tits)
    • Transmutation spell(likely not a good idea for balance reasons, but I do like it)
    • Lava creating spell(why not just have that spell which creates Water do this when in the nether, or even better, the nether biome[for MystCraft compatability. Or just make it do this when you have enough netherbrick around])
    • TNT Explosion is a special case, as one already can do this sort of thing easy enough, but you need to use Fireball, which is somewhat oddly named for this usage. I kind of thought it would be Firebolt but more-so(aka spread tons of fire on target), but it's actually a spell to launch explosions at your foes.
    Posted in: Minecraft Mods
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    posted a message on [1.5](Flan's Mods)(ShadowRanger's Armory)(Requests Close)
    D'aww, I saw you were taking requests and was going to request a Holland and Holland Double Rifle and a Pith Helmet. But I'm currently still running 1.4.7, so sucks to be me.
    The H&H Double Rifle fires .700 Nitro Express rounds, which are made with Cordite instead of traditional smokeless gunpowder(would suggest just making it require either 10 gunpowder for a clip of 2 rounds, or three TNT), and were used for elephant hunting(hence the term, Elephant Gun).
    Firearms of comparable power almost exclusively include Anti-Material Rifles(which are meant for shooting things like Tanks or Buildings, not living beings, or elephants), so recoil would be insane(IRL, this gun and it's ammo tend to send people flying backwards onto the floor, but most people couldn't brace against recoil to save their life) and the gun holds 2 rounds. No scope, though a Iron Sight might be nice. Technically speaking, since it's a double barreled firearm, one can fire both rounds at once. Adding a way to turn it from single fire to double fire might make sense, even though it's twice as powerful, the recoil is twice as bad.
    Of course, this assumes one can make ammo in Flans Mod last different amounts of time depending on what gun is firing it. If not, single fire only.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from tubera

    No, it's impossible to make covers out of outer mod's blocks, since those blocks need to be microblock compatible, not the other way around. And the maximum amount of possible miroblocks is near reached.

    Quote from Nisheeth

    Only if the plank is vanilla. Those added by Extrabiomes of Forestry won't work.
    I disagree.
    Also, now lets wait and see how long until someone comes in here demanding a update. Should be fun.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7][FORGE][MyFirstMod!:)] Emerald MultiTool
    Seems OK. Not bad for a first mod, I suppose. At least it's not a Paxel. Those need to die.
    But yeah, not bad for a first mod.
    That being said, unless you're editing base classes, you shouldn't have to install it in the .jar, and considering what the mod is(a tool which is made of emeralds which can do almost everything from vanilla in terms of tools), it doesn't make sense that you would need to edit base classes, even if you were just using Modloader.
    Not something I would personally use(not hard enough to make for my pain engine Minecraft), but I like the idea.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Oh hey, seems that this issue I was having is a known issue.(mage merchant selling bugged scrolls)
    I might try to write a short story, but a lot of the things are already covered. I was going to write some "Research Notes" on the Nexus system. And the Magic Cake.
    I'll see if I can find what is causing the bugged scrolls in my instance. I have a theory.
    Posted in: Minecraft Mods
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    posted a message on [1.5/1.4][Forge][SSP/SMP] AstralCraft Pre2
    Quote from XZelnar

    AST is a folder used to store Astral dimension (world data). I never use it directly. It might be some bug with Forge or something... But I'm sure it's not on my side. I can't even recreate it - when I delete a save, it deletes normally. But still thanks for the heads up. I'll see what it might be.
    I no real clue anymore. Somewhere in my hunt for the world leaks the issue vanished. I suppose I could try and recreate it, but only one odd thing was in there was some XyCraft stuff and REther files.(from WR-CBE)
    Posted in: Minecraft Mods
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    posted a message on [GLSL shaderpack] Naelego's Cel Shaders
    Aw yeah, Cel Shader for Minecraft. I do so loves me some Cel Shader Render Modifications. Just feels so... Well, I guess childish is the word I'm most inclined to use here, but I know it's not the word I'm really looking for. Ah, Whimsical. That's the one, It just feels so Whimsical.
    And upon a flight of fancy, this shall be forever my preferred way to play Minecraft. Because whats the point of having a game which is completely free form with only some basic goals if you can't have it look nice?
    Posted in: Minecraft Mods
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