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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    gota bit of a weird bug, no matter if it's the time she should be open or not the carpenter seems to think it's not time to be open. >.>

    Posted in: Minecraft Mods
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    posted a message on MineFantasy2 - Alpha

    So what versions of minecrtaft can I try this for currently?

    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Thanks for the kind words and support guys :)


    I am considering my options in regards to letting other people work on it. Things get a bit complicated if I chose to do that in regards to the IP and so forth should I ever choose to return to modding or maybe turn Thaumcraft into something more than just a MC mod.


    Hm.....I don't think it would end up as much as a pain as ya think. I know anyone working on the mod would gladly turn it back over without a fuss. Even if ya don't go open source, I've puttered with your mod for years and years, from the first TC to the current alphas. Your one of the ones that showed me minecraft was sssssoooooooo much more than just a game about mining and playing with digital legos, ya made this game all the better with your mod. I wish ya the best in your endeavors but most of all, keep shining on you crazy diamond!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I'm gunna need to pour a beer out over this news......I hope ya keep on keeping but but would be nice to see the mod kept going.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from PyschicKaiser»

    As far as i'm aware Thaumcraft 6 or (Thaumcraft II) is in Alpha 8, anyone else have better detail?


    it's coming along, not sure how much I can say. so far, so good. The new tweaks are fun.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    I am considering making the gauntlet an off-hand only item meaning you can still have a tool or what-not in your main hand while flinging spells with the off-hand.


    better idea, make one for each hand, one could be used for a defensive spells and the other could be for tool/ combat spells. get some spell-fu going on.
    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    So where can I buy the kitchen tools at?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Anyone else miss those void chests from thaumcraft 2?

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    So....how do I install optifine for a curse client mod pack?

    Posted in: Minecraft Mods
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    posted a message on Growthcraft Community Edition

    Uh......did the way to make mead must get changed?

    Posted in: WIP Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    Not sure if any one has asked but is the player home a thing yet in this mod?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Progress update -


    Good news: Been doing a lot of modding lately

    Bad news: Most of it was related to Baubles :P


    I felt the need to switch Baubles to the new forge capabilities system and then Vazkii gently suggested / bullied me into adding more slots, then bugs needed fixing, then etc, etc. To make a long story short the past couple of weeks have been mostly Baubles focused, though I have made some progress in TC. I'm mostly done reworking arcane crafting and have begun changing the research system to also use forge capabilities.


    Arcane crafting needed reworking because of the switch to the single vis type system. Arcane crafting recipes will now require various types and amounts of primal vis crystals to be placed in the 6 slots around the crafting grid. Furthermore I've removed the wand slot as the table will draw the vis it requires directly from the aura. This places a hard limit on what you can craft since if the current aura chunk does not have enough vis then you won't be able to craft the item - there will be upgrades to the table that will allow it to draw from more chunks (and thus give you a bigger pool of vis to work with), but I am still deciding what form the upgrades will take. Some form of multiblock structure maybe? Suggestions are welcome.


    EDIT: (Random musing) What if golems were wisps?


    Hm........Ya know, wisps could be added but they would be tagalongs like a wolf. The golems would hang back at your home/keep/base. Useful wisps are a cool idea but golems look so much better.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I really hope golems will be staying....they looks so cool. D:

    Posted in: Minecraft Mods
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    posted a message on Electrodynamics - [UPDATE]

    To be blunt, this one looked and worked much better than the other mods out there, and it was looking like a lovely replacement for something like IC2 on my server because and worked and LOOKS better in every way........and now that Cal has screwed off from modding all together........yeah. I hope someone picks up the torch of this mod.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    So I have been toying around with a few ideas (because thinking about TC is about all I have time for most days).

    One of these has been a complete rewrite of TC from the ground up. I'm not just talking Thaumcraft 6.0 here. More accurately it would be Thaumcraft II.


    In the past most of my updates have built upon previous versions and in general mechanics between versions had been evolutions instead of complete redesigns. This time around I am thinking about fundamental changes with only some of the core concepts and the flavor of the mod remaining the same.


    The question is: should I? I usually get a itch to shake things up during a big update push, but this will probably be one of the biggest departures yet. Would you guys be cool with something like this?


    You are probably wondering what I want to change. Honestly, I am not 100% sure yet.

    One of the basic changes I am toying with is turning the whole burn-items-for-aspects thing on its head. I have floated the idea in the past with mixed opinions.

    In short: Instead of breaking complex aspects down into simple ones it will work the other way around. You will start out with primals and combine them till you get the aspects you want. Burning items for aspects might not even survive this change - raw primal essentia will probably be gathered for worldgen crystals initially and later using some aura related mechanic. See what I mean with big changes?


    What is your opinion on all of this?


    I think I might be best to push a 1.9/1.10 port first, but that's just me. But I do liek the idea of maybe heading back to the way Thaumcraft 2 worked in a future update.
    Posted in: Minecraft Mods
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