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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    I like this, I like this alot

    Quote from Jhary

    Nice mod :)

    If you manage to implement the interaction between the Essentia Provider and stuff like the Runic Matrix, the different Arcane Lamps or the Bore .. uh that would be godlike.

    This one will go right into my modlist after this and TC4 is out for 1.7.10

    Quote from Nividica

    Q: Does this work with the Runic Matrix or Arcane Bore?A: Not yet.


    seems that it may already be in the works

    just a question though, is there also a storage disk for other thaumcraft items?
    like a storage disk for mana beans? I know you could preconfigure a storage disk to have them store these items, but it'd be nice if there was perhaps an option to hook the network onto an alchemical furnace, to autocraft essentia for you.

    it'd probably require a new block, which would be used for autocrafting essentia. when this block is attached to an alchemical furnace, you'll be able to request the alchemical furnace to autocraft essentia for you. the downside is that it can only use mana beans to autocraft essentia, this way it doesn't become too easy nor does the system get flooded with all kinds of essentia. perhaps limit the autocrafting block to only allow 9 types of essentia to be crafted, so you'll need to either set up several alchemical furnaces or several of these blocks onto 1 alchemical furnace

    then again, a simple level emitter for essentia could also do the job :P
    Posted in: WIP Mods
  • 0

    posted a message on Quick Hotbar Mod [supports all mc versions from 1.6.4 to 1.12]
    Quote from Kulttuuri

    I have actually not used these two mods together, but let me know how it goes. If they still get shuffled, I could take a look if there is a way for me to fix that issue :)

    tested it on version 3.1.1 of the Agrarian Skies pack
    I first tried it with just 4 items in different bars of the inventory, worked fine
    then I tried a forestry backpack, worked also fine

    but then I switched the mode of the backpack to resupply
    if I then try to switch hotbars, the backpack keeps getting moved back into the current hotbar

    Posted in: Minecraft Mods
  • 1

    posted a message on Quick Hotbar Mod [supports all mc versions from 1.6.4 to 1.12]
    one quick question... I've used HotbarSwapper in the past, but I had to drop it because it had some problems with items like a forestry's backpack which has several modes. whenever you tried switching hotbars with a forestry backpack in your inventory your items would get shuffled

    does your room have the same problem? because if your mod doesn't have that problem, I'm installing it right away
    Posted in: Minecraft Mods
  • 0

    posted a message on Progressive Automation - Upgradeable Machines
    have you thought about adding more upgrade slots to every tier of the miner?wood would have no slot, stone with 1 slot, iron with 2 slot and diamond with 4 slot

    with the added slots, there would be new upgrades you can use.fluid module: if there's an adjacent liquid container, this module will allow the miner to pick up fluids and export them into the adjacent fluid container. the miner will replace the fluid blocks with the filler blocks (this could be helpful to gather lava or get rid of liquid pools underground)
    filler module: this module will replace air blocks beneath the miner with the filler blocks (with this you can get rid of any unwanted caves underneath the area you've placed the miner at)
    block module: you're able to choose what blocks the miner will use to fill areas with (this way you could for example choose stone and it'll look like no one mined any blocks at that area, what does happen with cobblestone) or what blocks to mine or not to mine (for example you could blacklist mob spawners from getting mined)
    cobble module: this module will automatically produce cobble for the miner to use as filling material when provided with a bucket of water and lava. for the cost of some extra water this module can also produce stone, which can be used as a filling material.
    inventory module: the inventory of the miner becomes bigger. you can also put in pickaxes and shovels in the inventory which will automatically be replaced whenever the miner breaks a tool. the miner will not export these pickaxes and shovels.
    upgrade module: with this module the miner can use special effects from tools such as silk touch or fortune.the miner will also be able to use the 3x3 digging effect from a TiC hammer or the cluster effect from the pickaxe of the core from Thaumcraft

    there are probably more modules that you could come up with, but to prevent lower tiers from becoming too unbalanced you could have it so the modules are tiered aswell, so you won't be able to put a tier 4 upgrade in a tier 2 machine. or you could perhaps have it so the modules have points to them, so for example a tier 2 miner would have 10 module points and a cobble module would be 5 points, so you'd have another 5 more points to use on another module.
    Posted in: Minecraft Mods
  • 1

    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    just throwing an idea out there, feel free to ignore.

    I was thinking of perhaps adding some RPG-ish to the mod. you'd still be able to find random unique artifacts out in the world, but you'll also be able to craft your own artifacts, but it'll take some time and effort to make. you start out by making a basic equipment with a normal crafting recipe. it'll not do anything

    you'll then need to transform an anvil into a soul forge. I don't really know a nice way of doing this, perhaps by putting an avil in an enchanting table for a cost of 30xp levels to turn it into a soul forge, or perhaps a rare chance of finding a soul forge in the world generation structures.

    when you've the soul forge, you can open it's GUI. within the GUI you can put in the basic equipment, which can be jewelry, tools or armor.
    for some experience levels you're able to craft the basic equipment into unique artifacts, BUT they will not be as good as the rare unique artifacts that you can find now. these new artifacts will need to be leveled up. you first start out with revealing the hidden potential of an artifact, which will reveal some low effects and enchantments. you then need to level up the artifact by using it, and whenever you level it up, the existing effects and enchantments will go up a level and you've a chance of getting a new effect and enchantment. ofcourse you'll run out on durability before you've leveld it up all the way, so you'll need to repair the artifacts in the soul forge from time to time, but the cost will depend on the level the artifact has. if you wait too long and the artifact runs completely out of durability, it could require a special item to repair it. I was thinking of perhaps not allowing the unique artifacts to be repairable, and when they break they'll leave some sort of resource behind which could be used to repair a completely broken artifact. perhaps the resource can also be used to craft new artifacts which will start out with a higher level then a normal basic artifact
    Posted in: Minecraft Mods
  • 0

    posted a message on Ex Nihilo (the Skyblock companion mod)
    will it be possible to add through the configurations what mobs will get turned into other mobs when using witch water?
    because I'd like to be able to have slimes get changed into magma cubes, bats into firebats, zombies into angry zombies and so on...
    so it'd be really nice if you could do this yourself through configurations
    Posted in: Minecraft Mods
  • 0

    posted a message on Lunatrius' mods
    Quote from Lunatrius

    Both in 1.6 and 1.7 you can use /igi reload to reload the XML/JSON/TEXT file.


    perfect, thank you very much :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Lunatrius' mods
    it's probably been asked before... but would it be possible with IngameInfo to edit the HUD ingame, or do you need to keep reloading Minecraft for the changes to become effective?
    Posted in: Minecraft Mods
  • 0

    posted a message on Statues
    Quote from LordEric

    Almost positive no one has. Have you asked AUTOMATIC_MAIDEN herself?


    I don't really think that'll help because...

    AUTOMATIC_MAIDEN
    Member Since 23 Dec 2010
    Offline Last Active Feb 24 2014 02:58 PM
    Posted in: Minecraft Mods
  • 0

    posted a message on Statues
    anyone know if someone took over the developement of this mod?
    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    Quote from bdew
    TBH i'm not convinced that this is needed. You can already produce infinite ignoble queens once you get your first full template and have them live forever at the cost of some energy and an upgrade slot.

    The way it's done in EN is cool for a skyblock setting, but i don't feel like duplicating functionality from other mods just for the sake of it.

    Adding custom worldgen hives is somewhere in my todo list, but i'll probably won't get there in the immediate future.


    my problem sometimes is that I'm not able to find a specific bee that I need to be able to continue breeding new species, through this method the player would be able to get that bee that they need without having to keep roaming the world trying to find the bees they need

    the pristine/ignoble was just an addition to this whole process, though it's not really needed.
    to be honest in my opinion all hives gotten through this process should produce ignoble bees, meaning you'll have to repeat this process a few times before you're able to get all the traits from the bees that you need
    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    back again, hope you don't mind :(
    I don't know if you've already seen it, but Ex Nihilo adds a way for players to create artifical hives. it's done through putting combining a block of hay with string, and putting that in a barrel with seed oil, which will produce an artificial hive. you can then place this hive in the world and if the conditions are met, the artificial hive will get turned into an actual hive that you'd normally find in the world generation

    would it be possible to add a similar system to Gendustry? the player would have to create an artifical hive through a certain process, place that hive in the world, and put honey in the hive to attract bees. if the right conditions are met, the artificial hive gets turned into a normal hive. there could be an extra process of creating the artificial hive, giving a higher chance for the player to find pristine bees in an artificial hive, perhaps combining the artificial hive with liquid DNA (giving another use for liquid DNA)

    the artificial hive could be a carpenter recipe, where you would combine seed oil with a block of hay and perhaps string, or silky wisp, and the same for the enhanced artificial hive, combining the artificial hive with liquid DNA.

    the conditions for the hives would depend on the bees that you're trying to get, which you need to follow to properly turn the artificial hive into a real hive. for example let's take the rocky bee. it needs flowers as a rock, which means the hive needs to be near stone. the pollination is slowest, so it'll take some time for the aritificial hive to change. the bee has a temp/humi tolerance of 2, so the hive can be in pretty much all biomes. the bee is cave dwelling, so the hive doesn't need to see the sky. the bee is also nocturnal, so it needs to be in darkness. lastly the bee is also rain tolerant, so it doesn't mind if the hive gets wet.

    perhaps with this you could also give players the option to add their own custom hives. it'd be similar to how custom bees are added, where the player mentions what the traits of the bees are. the generation of the custom hive would depend on the traits of the bee. perhaps the color of the hives could also be automatically taken from the bees you're trying to create a hive for.

    I've really been wanting a method like this for a mod centered around bees, this would be really useful on multiplayer servers, where getting hives is usually quite a pain to do
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    does anyone perhaps know of a youtuber that's doing a let's play mostly centered around Rotarycraft, and perhaps Electricraft and Reactorcraft aswell? if possible, with recent versions aswell

    it'd be nice if I could follow a let's play of someone using Rotarycraft alot, because there's so much content, I don't even really know where to start using all the things
    Posted in: Minecraft Mods
  • 3

    posted a message on Lore Expansion - [1.7.X]
    *draws pentagram*

    I hereby summon the Jaded one
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Industrialcraft 2 Addon] Industrial Agriculture | No more crop sticks! | 1.0.0
    Quote from dmillerw

    As overdone as it may be, what about something to "analyze" the crop, and manufacture seeds that would grow it?


    I was thinking of something similar aswell

    I never really liked how random the IC2 crops were, I don't really mind having to plant them on crop sticks, but I hated the whole weed thing and the randomness from cross-breeding

    so perhaps you could keep the crop sticks, but remove the weed mechanic, and perhaps prevent people from breaking farmland when jumping on it when crop sticks are placed on them.

    a machine could be introduced where you could put 2 different types of seed bags in, and the machine would cross-breed it for you, though this does require an actual breeding structure for the crops.
    perhaps you could add the same kind of mechanic that extra bees/gendustry has added for bees/trees/butterflies, where you can take certain genes and traits from one crop, and transfer them onto another.

    perhaps you could also introduce a machine similar to the industrial apiary, where you can influence the machine through upgrades, for example a light upgrade so the crop will grow even during night, or a watering upgrade, to keep the crop hydrated, or the exact opposite an upgrade that makes it very dry. or an upgrade that'll speed up the production of the crops, or shorten it's lifespan.

    you could perhaps even add some new kind of crops and perhaps a proper machine that can farm/manage all the crops
    Posted in: Minecraft Mods
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