• 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from VodkaBear»

    Hi everyone, how many features am I losing playing 4th version instead of 5th? I mean not in quantities like 16 elements instead of 8 etc, but some new functionality and different ways of world interactions. I'm playing custom modpack for 7.10 that the reason why I havent tried 5th version yet. And are there interesting addons for it which brings depth, not quantities?


    Thaumcraft 4 has much more content, and is more stable in general, than Thaumcraft 5. Also, most addons are only for TC4. TC5 has new stuff like the new Golem system, and the grapple and vis shard focus, but that's about it.
    Posted in: Minecraft Mods
  • 1

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Devintrainer»

    Why is EVERY SINGLE ARTICLE on the wiki LOCKED?


    Oh, it's you again. I'm going to regret responding, but...

    What do you need to edit the Wiki for, that you can't simply post about here for the author to fix? It seems pretty up-to-date as it is.
    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    So, everyone's probably seen by now the villager house that Chromaticraft adds, with the crafting table and the doors and whatnot...just found, there's apparently a second, potentially much more valuable version. Also I love the signs. Haven't found this structure in my regular world yet, only in a superflat...

    Posted in: Minecraft Mods
  • 1

    posted a message on Hardcore Ender Expansion v1.8.6 (700,000+ DL'S)

    Just found the puzzle, now I see why it was so hard to find lol. Now if only I had more than 5 of the fire rocks...


    A slight problem. I was fighting the dragon, and at one point it flew away from the island, and hasn't come back.

    Posted in: Minecraft Mods
  • 2

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from aman3712»

    Speaking of which, what was the final boss supposed to be?

    Only Loremaster Benimatic knows the answer to that.
    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Emow77»

    WELL NOW I GOT THIS


    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/util/Vec3i


    First, stop the all caps.

    Second, don't TRIPLE post. Edit your previous post.

    Third, USE A DAMN SPOILER.
    Posted in: Minecraft Mods
  • 2

    posted a message on Witchery 0.24.1
    Quote from Metragon2012»

    I have an allmost sad feeling that there is no more updates.... that witchery has been abandoned... tho the new modpack they are makeing/working on is just as cool.. in it's core feature


    Witchery will be returned to after Intangible is finished being updated.
    Posted in: WIP Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from terra_ff6»

    I wanted to get this mod a chance, it looked like it had some potential to be fun, but then it seems alot of the properties of the mod are hardcoded and can't be edited.


    I tried to use a combination of Iguana Tweaks and COFH to make it so the ores have a higher mining requirement, but no matter what I did, nothing would work, I attempted to increase the mining requirement from it's default of Iron to a much higher tier using iguana tweaks and using COFH's worldgen feature to restrict the ores to witchery's spirit world, but sadly after changing the level with the blockoverride and setting up the json file in COFH, I found that the mod completely ignores them, ores are still iron level requirement and spawn in the overworld.


    In the instance of mods I am playing, the default would be too overpowered, so I wanted to do some rebalancing, but since everything is hardcoded it seems I can't do that, oh well. I guess I won't get to try out this mod.


    You could always disable the ores generating at all, and add recipes for them made out of other ores at the tiers you want.
    Posted in: Minecraft Mods
  • 2

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from mad__king»

    That's because it's a matter of semantics. You say it's not dead and I'll just say it's in a development hell that it'll never crawl out of. Let's face the facts here, this mod is using a version of MC that's 2 years old. And MC has undergone some major changes in that time; changes that this mod will likely never be adapted to.

    There's a very specific reason why you'd be hard pressed to find a new programmer(s) who would be willing to just dive into such a large project without a significant amount of guidance from the original developers. Because it would be a nightmare. You'd have to spend many weeks just to get a complete grasp on its internal design. If you don't, you risk unleashing stampedes of bugs. So anyone here saying "well just go fork the project and update it yourself," has little to no understanding of the complexities of such a task. And unless the original devs come back to devote a huge chunk of time to ensuring this mod keeps breathing, one way or another, then this mod is effectively dead.



    Or you could look at the fact that Benimatic is still working on this, and is doing so for the currently most heavily modded of Minecraft that exists. 1.7.10 is the main version for mods right now, and will probably be for a while yet.

    Honestly, I'd rather him work on bugfixes and content than spend all his time to keep attempting to port to the latest modded MC version, which will have changed again by the time he does so.

    I don't think you understand what "dead" means in this context. The original dev IS working on it. If there was absolutely nothing being done with it, THEN I'd consider it dead. But not as it is right now.

    Posted in: Minecraft Mods
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