• 4

    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics

    here's perhaps an idea which I don't know if it's been suggested before or not, but what about adding something like a Digital Node to Thaumic Energistics? the digital node would be similar to an energized node, which you can use to power certain machines and blocks, and you can use it to fill up your wand and scepter through the arcane terminal.


    the first step for the way to create this digital node would be to aquire a primordial pearl. once you have this pearl you can turn it into a mundane node. to turn the mundane node into a digital node you'll need to infuse it with essentia through the infusion altar. the digital node has several levels, and it starts out at level 1, and by re-infusing it in the infusion altar you can level it up. ofcourse with each level the infusion cost increases. so for example to turn a mundane node into a level 1 digital node, it'd require 8 essentia of each primal aspect. for level 2 it'd require 16 essentia, level 3 32 essentia, level 4 64 essentia, level 5 128 essentia and so on. so it's similar to the infusion costs of runic shielding augmentation. each level will add 1 more point to each aspect in the digital (energized) node, making the digital node more powerful.


    but ofcourse there needs to be a way to use utilize the digital node aswell. I thought that it'd be a cool idea to use the quantum network bridge for that. so you build the multiblock for the quantum network bridge, but instead of inserting a Quantum-Entangled-Singularity into the quantum network bridge you insert the digital node. to keep this digital node activated it'll require power, alot of it, just like when you'd be using a quantum network bridge.


    you can always take out the digital node out of the QNB and level it up, but when you insert a digital node into the QNB there's a short moment the digital node needs to charge up, just like if you're turning a normal node into an energized node. the higher the level of the digital node, the longer it takes for the digital node to charge up and the more power it'll cost.


    you will not be able to actually place this digital node into the world, as it can only be used in an AE network, but it's a thaumcraft node you can craft yourself and make it as strong as you want, if you don't mind spending the resources and power for it.

    Posted in: WIP Mods
  • 0

    posted a message on Chisel 3 [The Dev Releases]

    I wonder if we can get "most" of what you want with some better NEI integration... I'm not sure... this is a rather tall order, and I don't think any of us devs were thinking about spending time implementing a book/tutorial system... Hop on our IRC, and see if the other devs have a better idea!


    better NEI integration might be an option, but the main problem I'm running into with Chisel is that there's so many blocks it adds that I don't know where to look and there's not really a proper way of viewing them in an organized way, and more NEI integration is probably not really able to help with that problem.

    Posted in: Minecraft Mods
  • 0

    posted a message on Chisel 3 [The Dev Releases]

    this might be a stupid idea, but have you thought about adding some sort of catalog to Chisel?

    for me Chisel adds so many blocks that I often don't know where to start looking.


    sure, there's NEI to check all the blocks, but I prefer keeping my NEI as short as possible and you can't really see well how the blocks look in NEI

    so it had me thinking of perhaps some sort of catalog for Chisel. the catalog could either be a block, or a book.

    if you open it you find all the blocks chisel add, but categorized into different categories.


    the categories would be split up by block types, and when you open a category you'll see all the blocks in that specific category.

    you can then click on a block and it'll show you a large preview of the block, which you could hopefully rotate around aswell.

    it could also show you some extra information about the block, such as if the block has connected texture, what mining level the block has, what the blast resistance is, if you need to silk touch it or not and more things like that.


    it'd also be nice if there was a crafting option for the catalog, as some chisel blocks require you to craft them first before you can use those blocks. so if the catalog is a block it could have an inventory where you can put items in, or if it's a book you need to have the items in your inventory. if you've the required resources to craft the block, you could actually craft the block you want through the catalog. for example fanatasy blocks require 8 stone and a golden nugget to craft. if you have the fanatasy category opened up, you could select a fantasy block that you want to have. if you've stone and golden nuggets in your inventory you'd be able to actually craft the fantasy blocks through the catalog instead of first exiting the catalog, craft the stone and nuggets into fanatasy blocks and open up the chisel to import the fantasy blocks and export the blocks you want.

    Posted in: Minecraft Mods
  • 0

    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from techbrewnext

    It's not a stupid idea at all. Please add a section for "Routes" to my Waypoint Wishlist so I can think on it some more.


    alright, I've added the suggestions to your google doc. thank you for taking the time to read them.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thermal Smeltery
    Quote from jthe111»

    "it might be pointless, but have you thought about adding a machine that allows you to break down a molten fluid back into it's originial molten fluids? so for example turnining alumite back into aluminium and copper"


    So... Like a centrifuge?


    pretty much yes.

    Posted in: Minecraft Mods
  • 0

    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore

    this might be a stupid idea, but how about adding a navigation option to journeymap?

    I often travel around the world and end up choosing the difficult route because I go straight to a waypoint, while there's often a much better way to follow.

    I could create several waypoints in journeymap and follow those to get to the waypoint I want to go to, but that really clutters the waypoints and you've to manually add and remove them.


    but what if there was a way to create temporary waypoints that'll show up on your map? you create a new route navigation and choose the begin location and the end location or waypoint you want to travel to which will create a straight line in the map. you'll then be able to add markers onto the map which the navigation line will bend to, you'll be able to add more markers and move the navigation line around.


    now there could be several ways for you to follow the navigation line. you could have the navigation line and markers show up on your map and minimap, or you could have a visible but transparent line show up ingame that you could follow or you could have some sort of arrow point towards the markers you've set. once you've passed a marker it'll automatically be crossed off, but you could be able to save the navigation route and restart it.


    it's pretty much the google maps navigation that I'm thinking about, where you can enter a start and end point and it'll show you a route which you're then able to edit by adding more markers and moving the navigation line around.


    perhaps you could also add another function of google maps where you're able to add photo's from locations. you could for example when taking a screenshot have an option show up to mark the screenshot onto your map, which you're able to view later on when you view your map. you could click on the location and you'd be able to view the screenshots.

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Runic Dungeons v1.1.6a - A Whole New Dimension to Explore!

    I don't know if this is possible or not, but how about generating rooms the moment you unlock it.

    so instead of generating all the rooms the moment you enter the dimension, it'd only generate the starting room and it'd generate the other rooms the moment you unlock them.


    perhaps through this people are able to load new types of rooms that are added in later versions instead with new mobs and chests instead of having to go either a really long way to load new rooms or by having to regenerate the dimension

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore

    this might be an useless idea, but how about adding the option of adding tools and blocks to the tool/blocklist by simply holding the item.

    for example if you try to add a pickaxe to the pickaxe toollist you hold the tool in your hand and type "/veinminer toollist pickaxe add" and it'll add the tool you're holding to the pickaxe toollist. the same could be done with blocks, simply hold the block and type in the command


    this way people can add tools and blocks without having to know their exact ID.

    Posted in: Minecraft Mods
  • 0

    posted a message on Iguanas Tinker Tweaks

    does anyone know if it's already possible to remove modifiers from tools? it's the one thing I'm still waiting for before I really want to start using iguana tinker tweaks. I know I can edit the configuration so it removes the random modifiers, but I rather like to be able to remove the modifiers I don't like and add new ones instead of disabling the random modifiers

    Posted in: Minecraft Mods
  • 0

    posted a message on Thermal Smeltery

    it might be pointless, but have you thought about adding a machine that allows you to break down a molten fluid back into it's originial molten fluids? so for example turnining alumite back into aluminium and copper

    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    this might be a stupid idea, though I thought it might still be worth posting it.

    in earlier minecraft versions, you were able to pick up hives by using cheaty methods, such as using a gravity gun or portalgun to pick up the hive, and dropping it on items such as a torch. this would drop the actual hive block and allowed you to take it with you. I really liked this because I could take the hives with me to my base and break them there, instead of breaking them while exploring and picking up all the drones, princesses and combs.



    but what if there was an upgrade to the scooporator that'd allow you to silk touch the hives aswell when breaking them. you could pick up the hives, and place them down again wherever you want, but you could also run the hive through a new kind of machine. this machine would greatly increase the chance of getting pristine princesses and also increases the chance of getting better stats on the drones and princesses. it could also give you more combs when processing a hive, perhaps also giving another kind of resource, such as higher quality combs that'll produce more honey.



    with that perhaps the same thing can be done to the industrial grafter, which will allow you to "shear" leaves from trees and run them through a machine, giving a better yield.
    Posted in: Minecraft Mods
  • 0

    posted a message on Wawla - What Are We Looking At
    I've been getting a crash with this mod and the Tinker's Mechworks mod on the Infinity modpack.

    whenever this mod is enabled and I look at a Tinker's Mechworks signal bus I crash with this crashlog



    after that I'm no longer able to log back into the world until I disable WAWLA. I've to log back into the world and move my character so it's no longer looking at the signal bus before I can re-enable WAWLA again.
    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    have you thought about adding the option when you shift-right click a table, it'd do a tableflip. I thought it'd be pretty funny for an april fools joke :P
    Posted in: Minecraft Mods
  • 0

    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    I don't know if this has been asked before or if it's possible (I'm quite new to the mod)
    but is it possible to have an on/off switch for dimensions?

    I know that if the energy runs out of a dimension the dimension will be closed, but seeing as dimensions have quite a big RF storage it can take quite some time before a dimension closes, so it'd be helpful to be able to turn a dimension on or off with a simple switch of a lever. that way if a dimension could cause some lag for you or the server you could just turn it off when you don't currently use it.

    I do know that an activity probe could be used to turn off a dimension if no one is in it, but what if you've machines in a dimension that you'd like to keep running if you're not there, but with the option of switching the dimension off if you don't need the machines at that moment...

    I thought this might be done by applying a redstone signal to the dimension builder with the dimension template inside it but sadly that didn't work.

    I wouldn't be surprised if I'm missing something, because as mentioned I'm new to the mod, but so far I wasn't able to find an answer by myself
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    would it perhaps be possible to telepose rituals? now you may think I mean to telepose a complete ritual build, but that's not exactly what I mean.

    what I mean is that you could place a block that'd be similar to the teleposer and you're able to link a ritual to it, and when linked that block will provide the ritual's effect.

    I was thinking of a block like this because some rituals can be really really big and you may not have all the room available for a ritual, so if you could transfer the ritual effects to a block you could really create compact builds.

    you'll still need to build and activate the ritual, and teleposing the effects will also cost some LP, but perhaps it could be done similar to the current telepose mechanic. you'd place one teleposer ontop of a ritual stone and another teleposer at the location where you want the ritual effect to happen. you link both teleposers up using a focus, perhaps using a reinforced focus, and you link the focus with the teleposers at the ritual and place it into the receiving teleposer, and providing a redstone signal into the receiving teleposer which holds the focus would activate the teleposing effect.

    the receiving teleposer would act as if it were the ritual stone itself, so the range of the ritual starts from the teleposer.
    Posted in: Minecraft Mods
  • To post a comment, please .