• 0

    posted a message on [1.5] The Runic Dust Mod [Mar14]
    Got this crash when I tried to use the Spawner Reassignment rune with a mob egg from another mod.



    // Sorry :(

    Time: 3/21/13 2:39 PM
    Description: Ticking entity

    java.lang.NullPointerException
    at dustmod.runes.DESpawnerReprog.onTick(DESpawnerReprog.java:148)
    at dustmod.DustEvent.tick(DustEvent.java:110)
    at dustmod.EntityDust.func_70030_z(EntityDust.java:732)
    at net.minecraft.entity.Entity.func_70071_h_(Entity.java:439)
    at net.minecraft.world.World.func_72866_a(World.java:2303)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:711)
    at net.minecraft.world.World.func_72870_g(World.java:2265)
    at net.minecraft.world.World.func_72939_s(World.java:2119)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:540)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at dustmod.runes.DESpawnerReprog.onTick(DESpawnerReprog.java:148)
    at dustmod.DustEvent.tick(DustEvent.java:110)
    at dustmod.EntityDust.func_70030_z(EntityDust.java:732)
    at net.minecraft.entity.Entity.func_70071_h_(Entity.java:439)
    at net.minecraft.world.World.func_72866_a(World.java:2303)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:711)
    at net.minecraft.world.World.func_72870_g(World.java:2265)

    -- Entity being ticked --
    Details:
    Entity Type: DustMod.dustentity (dustmod.EntityDust)
    Entity ID: 28839
    Entity Name: entity.DustMod.dustentity.name
    Entity's Exact location: 25.50, 64.20, -207.50
    Entity's Block location: World: (25,64,-208), Chunk: (at 9,4,0 in 1,-13; contains blocks 16,0,-208 to 31,255,-193), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
    Entity's Momentum: 0.00, 0.00, 0.00
    Stacktrace:
    at net.minecraft.world.World.func_72939_s(World.java:2119)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:540)

    -- Affected level --
    Details:
    Level name: New World
    All players: 1 total; [EntityPlayerMP['chif_ii'/283, l='New World', x=27.72, y=64.00, z=-207.03]]
    Chunk stats: ServerChunkCache: 539 Drop: 0
    Level seed: 5674571162952569954
    Level generator: ID 00 - default, ver 1. Features enabled: true
    Level generator options:
    Level spawn location: World: (32,64,-220), Chunk: (at 0,4,4 in 2,-14; contains blocks 32,0,-224 to 47,255,-209), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
    Level time: 120936 game time, 83935 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 16781 (now: false), thunder time: 121474 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)

    -- System Details --
    Details:
    Minecraft Version: 1.5
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.7.0_17, Oracle Corporation
    Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
    Memory: 316646344 bytes (301 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 2873 (160888 bytes; 0 MB) allocated, 2624 (146944 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
    FML: MCP v7.42 FML v5.0.34.598 Minecraft Forge 7.7.0.598 19 mods loaded, 19 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AsgardShield_Core [AsgardShield] (1.5AsgardShield_v1.1.5Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    HarkenScythe_Core [HarkenScythe] (1.5HarkenScythe_v2.0.1HotFixForge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    extendedWorkbench [Extended Workbench] ([1.5]ExtendedWorkbench v1.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_ThebombzenAPI [mod_ThebombzenAPI] (ThebombzenAPI-v1.2.0-mc1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AutoSwitch [AutoSwitch] (AutoSwitch-v3.0.0-mc1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ASVanillaModule [AutoSwitch Vanilla Module] (AutoSwitch-v3.0.0-mc1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Backpack [Backpack] (backpack-1.7.8-1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    diamondbuckets [Diamond Buckets 0.96] (diamondbuckets_v0.96.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DustMod [Runic Dust Mod] (dustmod-v1.3.1_CORE.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DustModDefaults [Runic Dust Mod: Default runes and inscriptions pack] (dustmod-v1.6.1_DEFAULT-RUNES.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ElementalTinkerer [§oElemental Tinkerer] (Elemental Tinkerer [PRE-5b].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    PrimitiveMobs [PrimitiveMobs] (PrimitiveMobsv1.3.4aMC1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    RopesPlus [Ropes+] (RopePlus_1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TwilightForest [The Twilight Forest] (twilightforest-1.16.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 9280 (519680 bytes; 0 MB) allocated, 8253 (462168 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['chif_ii'/283, l='New World', x=27.72, y=64.00, z=-207.03]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'

    Also, if you wanted to know, this is the error MultiMC printed out for me



    2013-03-21 14:39:26 [INFO] [ForgeModLoader] [DustMod] check1
    2013-03-21 14:39:26 [INFO] [ForgeModLoader] [DustMod] check2
    2013-03-21 14:39:31 [INFO] [STDERR] net.minecraft.util.ReportedException: Ticking entity
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
    2013-03-21 14:39:31 [INFO] [STDERR] Caused by: java.lang.NullPointerException
    2013-03-21 14:39:31 [INFO] [STDERR] at dustmod.runes.DESpawnerReprog.onTick(DESpawnerReprog.java:148)
    2013-03-21 14:39:31 [INFO] [STDERR] at dustmod.DustEvent.tick(DustEvent.java:110)
    2013-03-21 14:39:31 [INFO] [STDERR] at dustmod.EntityDust.func_70030_z(EntityDust.java:732)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.entity.Entity.func_70071_h_(Entity.java:439)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.world.World.func_72866_a(World.java:2303)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:711)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.world.World.func_72870_g(World.java:2265)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.world.World.func_72939_s(World.java:2119)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:540)
    2013-03-21 14:39:31 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
    2013-03-21 14:39:31 [INFO] [STDERR] ... 4 more
    2013-03-21 14:39:31 [SEVERE] [Minecraft-Server] Encountered an unexpected exception ReportedException
    net.minecraft.util.ReportedException: Ticking entity
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
    Caused by: java.lang.NullPointerException
    at dustmod.runes.DESpawnerReprog.onTick(DESpawnerReprog.java:148)
    at dustmod.DustEvent.tick(DustEvent.java:110)
    at dustmod.EntityDust.func_70030_z(EntityDust.java:732)
    at net.minecraft.entity.Entity.func_70071_h_(Entity.java:439)
    at net.minecraft.world.World.func_72866_a(World.java:2303)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:711)
    at net.minecraft.world.World.func_72870_g(World.java:2265)
    at net.minecraft.world.World.func_72939_s(World.java:2119)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:540)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
    ... 4 more
    2013-03-21 14:39:31 [SEVERE] [Minecraft-Server] This crash report has been saved to: C:\Users\Cornie\Downloads\instances\Vanila\minecraft\crash-reports\crash-2013-03-21_14.39.31-server.txt

    EDIT: Okay, it happens when you use vanilla mobs as well. Also, For Y'all's Information, it corrupts your world, so don't use this rune.
    Posted in: Minecraft Mods
  • 0

    posted a message on Kingdoms of Amalur Mod: Dimension, 3D items, mobs, weapons! ADDED STRUCTURES!
    Okay, how do you use Destiny Cards? And the Staff-es? (not sure on plural)
    Posted in: Minecraft Mods
  • 0

    posted a message on Hopper Suggestions - Pipes (Simpler Vertical Travel)
    I don't like the idea of being able to set up an EXP farm at the cost of an iron sword. I wouldn't particularly mind a Vanilla void pipe...but the thing is that you get less random junk with vanilla than other things. Trap hopper might be useful, but cauldrons are useless anyways. They're only useful in the Nether, where you can't get water source blocks, and since it doesn't rain in the Nether, the water hopper has no use period
    Posted in: Suggestions
  • 0

    posted a message on [Thaumcraft, Buildcraft, Forestry, ThaumicBees] Liquid Essence [1.1.1-beta]
    Why does the Transmuter block require BC power to work? Shouldn't it just use vis out of the environment or something? Or do I have the whole thing wrong?
    Posted in: Content Packs
  • 0

    posted a message on java.util.zip.ZipException: error in opening zip file
    Okay, redownloaded Forge, now I'm getting this instead.


    Instance folder is:
    E:\MultiMC\instances\Science-\minecraft\

    Instance started with command:
    "C:\Program Files (x86)\Java\jre7\bin\java.exe" -Xms512m -Xmx1024m -jar MultiMCLauncher.jar "chif_ii" "8377608324484789568" "MultiMC: Science?" "854x480" "Mojang"

    Loading jars...
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/minecraft.jar
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/lwjgl.jar
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/lwjgl_util.jar
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/jinput.jar
    Loading natives...

    Exception in thread "main" java.lang.NoClassDefFoundError: lg
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$100(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at MultiMCLauncher.main(MultiMCLauncher.java:157)
    Caused by: java.lang.ClassNotFoundException: lg
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 12 more
    Minecraft exited with code 1.
    Minecraft has crashed!
    Posted in: Java Edition Support
  • 0

    posted a message on java.util.zip.ZipException: error in opening zip file
    Playing with MultiMC, and a lot of mods installed. This is the error I get when I try to load the game.


    Instance folder is:
    E:\MultiMC\instances\Science-\minecraft\

    Instance started with command:
    "C:\Program Files (x86)\Java\jre7\bin\java.exe" -Xms512m -Xmx1024m -jar MultiMCLauncher.jar "chif_ii" "3516363125370008872" "MultiMC: Science?" "854x480" "Mojang"

    Loading jars...
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/minecraft.jar
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/lwjgl.jar
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/lwjgl_util.jar
    Loading URL: file:/E:/MultiMC/instances/Science-/minecraft/bin/jinput.jar
    Loading natives...
    Can't find main class. Searching...
    java.util.zip.ZipException: error in opening zip file
    at java.util.zip.ZipFile.open(Native Method)
    at java.util.zip.ZipFile.<init>(Unknown Source)
    at java.util.zip.ZipFile.<init>(Unknown Source)
    at java.util.zip.ZipFile.<init>(Unknown Source)
    at MultiMCLauncher.main(MultiMCLauncher.java:181)
    Search failed.
    Minecraft exited with code -1.
    Minecraft has crashed!


    I should note that I'm playing this instance on a different computer than the one it was created on - is that what's going on?
    Posted in: Java Edition Support
  • 0

    posted a message on [1.5.2][Buildcraft] Gate Copy - A clipboard for gate configurations
    Why is this not in regular Buildcraft yet?

    +1 for you, sir.
    Posted in: Minecraft Mods
  • 1

    posted a message on Mechanized - Walker Mechs in Minecraft
    I have to say, I'm not a big fan of realistic-looking models in Minecraft, but otherwise sounds like an awesome mod.
    Posted in: WIP Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)
    Some more suggestions.


    you use the stone table to upgrade a Thaumium tool into its Elemental counterpart, the tool retains all of its original enchantments and such. Thus, you can enchant 10 Thaumium Pickaxes + turn the best one into a Pickaxe of the Core, or use an Uncrafting Table from Twilight Forest to transfer enchants onto an Elemental Tool. Also, if the wand has Repair, it will transfer to the tool.
    TC Tweak – When you perform research, you have a higher chance of receiving a positive outcome if you have more experience levels – the bonus continues up to level 100, so you have a risk vs. reward situation; do you keep your levels to do research & risk loosing them all in a dungeon, or do you use all your levels on books + deal with the fact that your research is PAINFULLY slow?
    TC Tweak – When you generate a Thaumonomicon, it becomes linked to you, and the lore text will say, “<player>’s Thaumonomicon”. If you wish to share research, you can give your book to another player; when they read an entry they haven’t discoverd yet, it adds tha entry to their own book.
    Thaumic Enchanter – A special enchanting table that uses essences in jars or cauldrons instead of bookshelves to boost the enchantment process. Made with a Thaumanomicon and Arcane Stone blocks. It uses up to 30 essence per enchant, but the essence cost can be spread over up to 30 different jars, and it has the same range as the stone table. It has a number of different features that set it apart from the normal enchanting table. First is a slider that lets you set how much exp you want to use in one go (‘cause moving jars would be a pain). Second, the more jars you have available, the lower the cost in levels (though you can’t chose which jars get drawn from, so you might want to consider using a cheaper essence like Lignum). When you are enchanting books, you have the option of setting any enchantable item in a new slot on the table; then, only enchantments that can be applied to the item in that slot will appear on the book. For example; setting a helmet (any helm; enchantability doesn’t affect the level you get) in the limiter slot will cause any books created to have only one of the protection enchants, Aqua Affinity, or Respiration. With a Thaumium Sword, the book can only have vanilla sword enchants or Repair, and a Wand of Excavation will only allow enchants like Charging or Treasure. This mechanic makes getting certain and particularly annoying enchantments, like Silk Touch or Infinity, easier, since by limiting the enchantments to only pick-compatable or bow-compatable enchants, you reduce the selection of enchantments from twenty-something to four and increase the liklihood of you getting something you like from 4% to 25%. Bear in mind that the level of the enchant is still random. If you want to replicate a tool with a set of enchantments, you can put the tool in the limiter slot and enchant a new item (tool or book) that will have only the enchants already on that item (though the experience cost will go higher than 30).
    Scrubber – A machine that uses vis out of the environment to rid items of any unwanted enchantments. Two interesting things about this device; one, it can capture ONE of the enchantments on a book (though you are always guranteed to get a book, every enchant has an equal chance of being recovered, so getting rid of a helm with 3 enchants on it only gives you a 1/3rd chance of getting Aqua Affinity, if that was indeed one of the enchantments), and two, it can turn the magic residue into Praecantatio and bottle it for future use. The lost enchants provide more essence than the retrieved one, but you can forgo the book if you wish. Intersestingly, this provides more Praecantatio than using the book in a crucible, so you can basically turn experience into pure Praecantatio (though as mentioned before, it consumes vis and produces flux, so be warned). Also, it acts more like a furnace than an enchanting table, so you won’t drop your items when you leave it, and you can insert and extract from it just like a furnace or any other iSided device.
    Enchantment: Gentleness – The Silk Touch equivalent for the Wands of Excavation and Equal Trade.
    Enchantment: Range – a wand enchant that controls how far an offensive wand can reach. Also affects the Wand of Excavation.
    Enchantment: Spread – a wand enchant that controls how wide flames spread on the Fire wand, for instance, or how many blocks the Wand of Equal Trade can exchange. On the Wand of Excavation, this makes blocks a bit off to the side of the beam get broken as well, though at a slower rate than the block you are pointing at.
    Enchantment: Force – a wand enchant that increases the power of different wands; for offensive wands, this controls how much damage is done. For the Wand of Excavation, this allows it to mine harder materials, like obsidian.
    Minirobes – an Iron Golem upgrade. This protects your golems from magical attacks, lighting, and lava/fire. Golems wearing this are completely safe from Wisps, but are more easily killed through physical means. Maybe you could use this to make an experience farm...? [using a node that generates flux and a glass enclosure to catch wisps as they spawn.]
    Mage Gloves – This Iron Golem acessory lets golems fire lightning from their hands at whatever they target. Doing so consumes vis and generates flux in the environmnt.
    Inner Tubes – Instead of sinking to the bottom of the ocean, golems with this will be able to float on the surface of the water. Meant mostly for Thaumium Golems.
    Thaumium Golems – These golems behave just like Iron Golems and can accept all the same upgrades; the only difference is that while Iron golems are bound to a place, Thaumium golems will follow you around throughout the world. They are lighter and therefore faster than Iron golems, but have slightly less power. Unlike wolves, when you encounter a steep drop, cactus, or lava pool where there isn’t enough room for both of you to pass by each other, the golems will move past the danger zone in single file, giving precidence to whatever entity is closer to the obstruction. To protect your herds, the golems will not attack passive mobs unless ordered to (with an intelligence core), and they also will not attack any semi-passive mobs, like pigmen or other players, until either you or they initiate combat. There’s probably no way to make them go through portals efficiently, so your best option is to grab them with the wand (remember, golems grabbed like that retain all their upgrades), and carry them through like that.
    Backpack – allows a Thaumium or Iron golem to pick up items and hold them in a modest inventory (5-6 slots, say) that you or other golems can then acess. On other types of golems, it gives the golem more than one inventory space, so it can transfer more items with fewer trips. The max stack size in the Backpack is determined by the golem’s strength.
    Hard Hat – When a Thaumium Golem with this acessory comes across an area that it can’t pass, it will use whatever it can lay its hands on to find a work-around. It will use cobblestone to construct a bridge, ladders or vines to climb down, place water buckets to clear lava, even break cactus. It can use dropped items or items in a nearby golem’s Backpack for these purposes. It can also render the golem invulnerale to explosives.
    Crossbow – Much like the Dart Launcher, this gives your attacker golems a ranged attack. However, the crossbow is more powerful than the dart launcher. To compensate, the crossbow uses arrows as ammunition. Each golem has an internal inventory of up to 16 arrows; they can resupply themselves by picking up arrows from the ground, or from nearby Backpack golems.
    Gilded Wings – your golems can now fly. Congradulations.
    Strength, speed, perception, intelligence
    Handicaps – Ordinary golem acessories provide a modest boost in comparison to what you would get by using a different core. These next few golem upgrades will boost one of the golem’s stats much more (so if you added Weighted Bracelets to a Speed Core golem, it would have the same strength as a Strength Core golem), but reduce one of the other stats by a comparable percentage (so the Speedy Golem from before would be no faster than a normal golem. Obviously, you wouldn’t use that combination in a real survival world; this is just for explanation). Only one handicap can be used at a time on a golem
    Weighted Bracelets – increases strength, reduces speed
    Reading Glasses – increases intelligence, decreases perception.
    Cleats – increases speed, reduces intelligence
    Telescope – increases perception, decreases strength (since the golem only has one arm to use)


    Note that every Handicap affects a different combination of the golem’s stats, and that there’s only one item that boosts each golem’s stats. If you were to make an item for every combination of stat-up and stat-down, you would be using over 40,000 items. Not something I’d want to code. And this way, it’s a trade-off; do you really want a super-smart, super-strong golem that moves slower than lava? Or are you just going to give him a little top hat and be satisfied with that?
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)

    TC Essences reduction/Essence Classification
    Volitio, Vacuous, Aura, Motus – Air
    Rock, Dirt – Earth
    Ignis, Fractus, Lux – Fire
    Apple, Poison, Lignum, herba, ect. – Plant
    Malus, Precantio, and Flux – Sorcerous
    Gelum, Aqua, Purify, Vitreus – Water
    Wolf, Bat, Pannus, Corpus – Wild
    Mechanis, Potentia, Metallum, Carus – Machine
    Armor, Telum, Instrumentum, Anvil – Modification
    Alienis, Mortus, Sonus, Chronos, Draconus – Mystery
    Transmutations
    2 Instrumentum + 10 Fractus = 12 Telum (since both are inexpensive, I don’t see a need to reduce the output)
    20 Vacuous + 20 Malus = 10 Alienis
    Metallum + Potentia = Magnetic
    Corpus + Plant (any) = Apple
    Wild (any) + Malum = Mortus
    Air (any) + Aqua = Potentia
    30 Metallum + 30 Purify = 10 Carus

    15 Malus + 15 Carus = 20 Draconis (but only if there is no Mortus, otherwise it turns into 30 Flux)
    Time Delay Mechanic


    Okay, I think I’ve come up with a way to modify time so that it’s easier than...y’know, WAITING...without being straight-up cheating once you get it. To use it, you would need to put some sort of magical resource into a machine that modifies time. BUT it’s not a time machine; it can only control the rate at which time flows. Putting Time Essence (or whatever) into one of the slots makes time run faster; puttin it into the other slows time down. If you make the machine redstone controlled, you could use some clever wiring to make a mechanism that slows time down during the day and speeds it up during the night, or vice versa. The only caveat to this method is that if the player tried to use any other method of modifying time (like beds or through creative mode commands), he gets whammed with some terrible effect (high level Slowness, anyone?)
    Wand of Power (upgrade from Lightning) – You have discovered a way to supply power to various machines using the essences within your own body. Simply point the wand at an appropriate input for power (like the Charging Stand or the Van de Graph generator) and hold right click to fire a special bolt of power, which can be converted by various machines into electrical power. When the device is not capable of accepting any more electricity, some of the energy will feed back into you, shocking and progressively damaging you for half a heart [as a very evident sign that you’ve hit the limit of what the system can take]. Note that some aspects, such as Aqua and Fractus, provide noticibly less power per essence than rarer ones, like Carus or Alienis, and Potentia provides the most amount of EU/MJ/amperage-or-whatever-the-hell-Eloraam-uses-in-RP2 per essence.
    Wand of Scalding (upgrade from Ice) – This wand behaves in much the same way as the Wand of Fire, spraying a stream of scalding hot water outwards. Unlike the Wand of Fire, however, the particles from this wand can actually put out fires and turn lava into obsidian.
    Arcane Caster – An upgrade to the Arcane Bore that is capable of accepting any wand and casting any spell. Instead of draining essence from your body, it can draw directly from the Aura instead. Be warned, though; keeping this machine on constantly will quickly deplete the environment and cause bad effects rather quickly. It is best to turn this on only when needed. The arcane caster also must be aimed at a specific block using a base wand; that way, if you have something like the Wand of Excavation or the Wand of Stone, you can pick one block without ruining your entire base. You can also control who has acess to these using Iron or Gold Keys.
    Charging Stand – A holder meant to be used in conjunction with the Wand of Power. Its simple crafting recipe (3,4,6,7,9 stick, 5 wood plank/halfstep) means tha it can be constructed and deployed in the field with relatively little effort. It can hold items like batteries, Redstone Energy Cells, Laptron crystals, or their UE and Factorization equivalents; things that can accept some form of electrical energy. Use the Wand of Power on this stand to charge the item held within; though it’s meant to let you recharge your tools while away from your base, it can also be used in conjunction with the Arcane Caster and Buildcraft/Redpower2 to make a recharging station inside your home base.
    Thaumic Charger – By making a 7x7 pyramid of Arcane Stone + placing a gold block on top, you can use your wand to create a charger that can recharge Thaumcraft tools and devices with the Wand of Recharging. The lower down on the pyramid the point you aim at is, the faster the device inside the charger repairs, but the Wand of Recharging you’re using deteriorates just as quickly.
    Van de Graph Generator – a multi-block structure that can both accept and receive electricity. It is a sphere made of iron sitting on top of a tube of...something. Firing the Wand of Charging at the sphere will create electricity, which can be extracted out the bottom with wood conductive pipes, orange redstone conduits, or any type of wire. You can also feed any type of power in and construct another Van de Graph nearby; the power will arc from one generator to the other, allowing for power conversion between different mods. (though at a small loss – 10%, say?)
    Liquid Crucible – The basic Thaumcraft crucible is capable of breaking down solid items into their component essences. In the same way, the Liquid Crucible can convert liquids into essences. There are two modes to this block; Fill, which will fill up the crucible’s internal storage of fluid and wait until a device like the Stone Table needs it (at which point the essence that is available will be used and the liquid destroyed), and Discharge, which will attempt to spill essences out into adjacent alembics as soon as it receives enough liquid to process. The interesting thing about this mechanic is that liquids could have a fractional amount of essences per bucket – 1 1/3rd Ignis per bucket, perhaps – so it gives you an advantage to craft this item if you’re producing/using that liquid or essence in bulk.
    Wand of Calling – When used, this wand produces a beam in the direction you were pointing in and a hynotic sound, which will freeze the mob or player in it for several seconds. This beam can be seen even by players who are beyond the usual visual range of these sorts of things, though it will attract every single mob in a sizable sphere around you. It can also be used in an Arcane Caster as a beacon; if you wire the Arcane Caster correctly, only people who have the correct key can see this beam.
    Rod of the Seven Seas – a fishing pole upgraded with a bunch of Water Essence. It has a much higher durability than the vanilla rod, it takes no additional durability damage from catching and reeling in mobs, and when you fish with it like a normal rod, it has a chance of catching random items from the bottom of the ocean/lake, including discarded vials with essentia still in them, old iron tools, partially completed research notes, nearly-drained wands, and more. Some of these found items could be researched to find out what sort of enchantments/modifcations were made to them.
    Archeologist’s Trowel – A small shovel that moves 20% slower than an iron shovel. Like the Rod of the Seven Seas, it has a chance to uncover rare artifacts that will aid you in your research (though it is a much lower chance than the Fishing Rod, to balance out the fact that one could easily – though tediously – place and redig the same soil). To counter cheaters, the dirt block must be surrounded by all-natural blocks – air, stone, ores, other dirt, or things that generate as part of a recognized structure – so you can’t just have a Deployer doing all the placing while you do all the digging. The chance of getting an artifact (and getting a better artifact) is higher if you’re digging next to a generated structure, like a village, a jungle temple, a stronghold, a TC barrow, or a mineshaft. It can also be used to break mossy cobble or brick (at the speed of a wood pickaxe); the sucess rate goes up considerably, but the mossy block drops as regular cobblestone or brick, and again, you can’t have non-natural blocks in the area. Also, you’ll have a better chance of getting something if you do it inside a generated structure, so it’s best to have a portal to a mineshaft or something.

    I know that there’s probably an exploit or a mod trick to get mossy blocks easier, but that’s why there’s the natural block clause. It may be a bit cheap, but it’s not like you can have a nearly-automated set-up; you have to place the block by hand, you have to break it by hand, and you have to do it at the speed of a wooden pickaxe.
    Wand of Recharging [Upgrade to Equal Trade] – A wand that draws aspects out of the environment and into your body faster than normal, at the cost of hunger or health. It has a slightly different use in the Arcane Caster; it can identify any source of aspects that the Stone Table can recognize, such as those in a cauldron or those stored in Warded Jars, and release them into the environment to be used by other wands.
    Wand of Stone [upgraded Excavation] – On each right-click, it picks up the block you were looking at when you right-clicked, up to a maximum of five, which then revolve and orbit around you like Mario Kart shells (even if you switch from the wand to something else). These blocks will break when a mob hits them; you can either keep them around you as a sort of shield (though the blocks will shatter upon impact with a solid surface), or throw them at an enemy with a left-click of the wand. If you throw a block against a dirt, sand, or other soft, shovel-able block, it will stick and transform back into a block instead of shattering – a useful method of transporting things like spawners and chests if Portal Gun is not installed. Keep in mind that some fragile blocks, like glass and crystal clusters, will shatter regardless. [alt, the no-shatter clause could be an upgrade for the wand]. When used in the Arcane Caster, it will always try to pick up a block in a particular spot first, enabling you to use a RP2 Deployer to make a cannon. The wand will try to grab up to 5 blocks; once the redstone power is cut, it will throw those one at a time in the direction the caster is facing. [Additional feature; perhaps multiple Casters could be chained to make a ring of rocks that encircles all the casters, making Stone Shields an actual thing?]
    Wisp Bait – You have discoverd that wisps are attracted to magic. Specifically, to the same essences that they are composed of. They will tend to congregate around anything that has the same essence in a form that the Stone Table can use – crucibles, jars, ect. – and, if they are allowed to, slowly consume that essence. This mechanic lets you build devices and mob traps that can capture Mutatio and Animus, and also makes defending your base harder (since the place where you store all of your essences in jars is probably the same place where you do all of your magic + generate all of your flux). Note that all wisps are attracted to Animus, but also note that having twenty different wisps consuming one type of essence will drain that aspect quicker than letting twenty differnt wisps consume their own element. Liquid Crucibles are great for this, as you can control exactly how much essence you want available to the wisps at one time.
    Buff Golem – This golem is extra strong – so strong, in fact, that he can pick up entire chests or barrels full of stuff for transport to different locations. Placing him on an inventory activates him; he will then pick up that chest or barrel and follow you around. Be warned; he is much slower than you are, so finding a portal or some other way of moving around is preferrable to walking.
    Wall Jump augment – When you are facing a wall and jump in mid-air, you will jump as if you were on solid ground. [Hopefully, this is like Megaman’s wall jump, where you can continue to chain this as needed.] Also might gain the ability to jump on mob’s heads to damage them.
    Fling augment – When you try to block with a weapon or tool that can block, you instead fling yourself forward [basically, Sword of Winds from TC2; that was a fun toy]
    Arcing augment – makes the Wand of Lightning and the Wand of Power arc from the main target to a secondary target, damaging or powering that target as well. The aspect use is the same as it would be to damage both targets normally. Useful for large groups of enemies, or quickly charging banks of Charging Stands
    Aspect upgrades;
    Visum – Dig 5x5; See further back into the wall or display more than one aspect; detect and cut wood blocks on a diagonal with the Elemental Axe (increasing the amount of Twilight Forest Logs you can harvest by staring at one block for five minutes); increased range on most wands
    Aura – Speed increase on everything
    Vacuous – Everything becomes more powerful, but items generated from a block drop or a mob kill have a chance to be deleted from the world. Spade can dig 3x3x2, pickaxe can mine obsidian and harder materials from other mods, sword and other damaging items can kill mobs faster, ect.
    Earth – The pickaxe of the core, the mining wands, the Sword of Four Winds, and the spade all gain the ability to harvest additional pieces of metal per block destroyed/mob killed.
    Ignis – Pickaxe, Spade, and Excavation/Equal Trade have the chance of auto-smelting items; this stacks with the Pickaxe’s chance of generating ore clusters

    Motus – When you fire a wand like the Wand of Fire, you get pushed back in the other direction. You can use this mechanic to fly (though with a great deal of difficulty, as you can’t see where you’re going.)

    It would be cool if you could find different items around in the world, in dungeons or such, that let you skip ahead in your research.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.7.10] BeltMod - Spank Your Kids :)
    Quote from mrgreen33gamer

    Who to kids NOOO I dont know...But i'm adding TNT to the MARF mod and making the WayTooMany TNT mod[1.4.7]


    What? No! Child Abusing children is just wrong. I was talking about adult child abuse.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Big List of Suggestions

    (~~* means that the research requires the Nether Star wand; |> means it involves Dragons)
    ~~* Beastial Parchment – by infusing a scroll with the Wolf and Bat aspects, you come up with a magic scroll that can store and transport entities. Right-clicking absorbs the entity into the scroll; right-clicking again spits the entity back out. The mob inside retains all of its characteristics – armor, village profession, weapons, health – and it can even store entities from another mod. It might even be able to store special entities, like the Dragon Crystals in The End
    Draconia – a new essence nessesary for working with dragons. Obtained through Dragon Eggs, Dragon Egg fragments, obsidian, and Dragon Crystal Scrolls.
    ~~* Dragon Hatching – You have discovered that dragon eggs only hatch when they are exposed to high temperatures. By placing an egg in a cauldron, you can hatch your very own dragon with the help of the local aura. You can accelerate this process using a Wand of Fire, producing a tamed dragon, or you can simply leave the egg to set. Be warned, though; if you do not hatch the egg with your Wand of Fire OR stand close enough for the dragon to imprint on you, the dragon will not be tamed, and retain its more bestial characteristics. Upon hatching, it will fly around, turning any available bedrock blocks into Dragon Crystals, before engaging you in battle once more. When you hatch a Tamed Dragon, you also get more Shell Fragments from it than if you let the dragon hatch naturally (but you will get another egg, just as you would have if you had fought the Ender Dragon originally). Those fragments must have a use...
    ~~* Nether Crystals – The Dragon Crystals you see in The End are very pretty, but unfortunately very unstable. By surrounding a NetherStar with Mirrored Glass [whatever it is that makes the Magic Mirror], you can create a very close fascimile that, due to the Nether Star’s incredible durability, resists any sort of damage whatsoever. The owner is the only one who can destroy the Nether Crystal with a Wand of the Thaumaturge, or pick it up with Beastial Parchment. [An additional ability might be that it can slowly heal tame dragons for a vis cost]
    ~~* Dragon Egg – It seems as if the Dragon Crystals contain part of a dragon’s soul. It occurs to you that you can use this soul fragment to reconstruct the Ender Dragon’s egg from its fragments. (recipe is eight shell fragments around a Beastial Scroll of a Dragon Crystal, some crazy amount of Animus, and some crazy amount of Victus/Binding/The Stuff On Cobwebs) Be warned; such a vile action as reconstructing a living being will add a huge amount of Malus and Fractus to the aura. Best to do this in an area you don’t particularly care about.
    |>Dragon Raising – Dragons start out as very small creatures that require constant feeding. At first, they must eat pureed meat from its breeder’s hand. As it grows bigger and bigger, it will first switch from rotten flesh (or TMTs) to raw meats, and then from raw meat to live prey. A dragon can be fed with any source of meat from previous stages of its life cycle to restore hunger, although it will not encourage the dragon to grow. (also, sources from later in its life cycle restore more chickenbones to the dragon). Dragons have the peculiar ability to smell color; one can specify a color, such as orange, and a dragon will tend to hang out near that color of wool/warded stone[placed by its owner], and avoid wood marker blocks of that color of wool.
    |>Dragon Genetics – Not many people know this, but dragon are very closely related to the insect family – specifically, Dragons and Bees share 99.7% of their genetc code. You can craft a Dragonyser (similar to the Beelyser, but powered by vials of Draconia Essence) that will be able to tell you what species your dragon is. Dragons have many characteristics that are influinced by their genes – color, size, gender, flight time, turning radius, growth speed, stomach size (which indicates how much it takes to fill them up), scale strength, claw strength, affinity, yoke size (how many hatch from the same egg), lung capacity (which influences their breath), domesticity [oh yeah, dragons can go out of control sometimes, disobeying Marker blocks and other obstructions, mostly when they’re hungry]...the list goes on and on. You have some control over what species your first dragon is – the biome the dragon is born in, the aspects in the cauldron it hatches in, and the flux in the nearest aura node influences it. To find out what species your newly-hatched dragon is, you can use shears to take off a bit of horn, which can then be analysed. Eggs can also be analysed. Of particular note is the trait of Color; unlike most genes in Forestry, this one is codominant. Thus, the color specified as the first gene will color one part of the dragon’s color, and the second gene will color the other part. This color is noticible on the dragon egg’s texture as well. Eye color is influinced by the dragon’s Aspect Affinity, and gender is...well, y’know. Obtaining your first breeding pair is simple; Ender Dragon eggs have two yolks, and they will always hatch one male and one female from the same egg.
    |>Dragon’s Deaths – Killing Dragons is no mean feat, even when they’re yours. You cannot accidentally hurt a dragon; to even do so, you must right-click them with a sword to stab them in the knee. Nothing enrages a loyal dragon more than treachery, so be prepared for a hard fight. Even worse, if you kill a young dragon, its parents will immediately aggro on you, giving you a double boss battle. And, since dragons are very much creatures of magic, killing one has the effect of spilling a bunch of flux into the aura (primarily that of the dragon’s affinity), creating an unstable node, and spillling an acid so potent that it can dissolve through anything, even through bedrock, straight down to the Void [yep, it’s that bad]. Of lesser consequence, killing a dragon will cause the dragon to drop an Ender Dragon egg, just as it would from a normal Ender Dragon. Dragons don’t get too antsy if you don’t hatch their young, though, so analysing your eggs before they hatch is a good way to avoid your entire herd going completely nuts if you don’t get the dragon you want.
    |> Decorative Eggs – Dragon eggs can be pretty and very stylish...but left to their own devices, there’s no gurantee that they won’t hatch into feral beasts (Hint; if you hear a loud roar near your house, RUN). Intense heat causes dragon eggs to hatch faster, so it’s only natural that intense cold would sterilize them. When a fertile dragon egg is immersed in water on five sides and touching ice on the sixth, it turns into a Sterile egg and drops as an item. Dragons don’t seem to mind seeing their young frozen in their own eggs, so this is a safe disposal option for the excess eggs you don’t want anymore. Also, dragon eggs of a particular aspect can be used in place of a warded jar to provide aspects for the Infusion Altar; up to 8 per egg (usually around 3-5, though)
    |>Taking Care of Your Dragon – There are a number of things any dragon, even a fully grown one, needs. In addition to a constant supply of live prey and a hottub, dragons also need entertainment to be happy, with some dragons requiring more amusement than others based on their genes. Several things can be done to keep them happy. First, pay attention to them. Pet them and feed them often, just to let them know that you really do care. You can also let them run loose for awhile and hunt – don’t worry, they’ll come back once they’re full (sheep seem to be their favorite meal). Dragons live in caves, and in the wild, customize their cave with various trinkets and additions depending on their species, so build your dens accordingly. Most dragons prosper when provided with metal blocks, like Iron, Copper, or (especially) Gold – either placed in the world or in chests (though you get a smaller happiness bonus from items in a chest, you can get a bigger bonus per meter squared than with a block). Other species have different requirements – Sonus dragons, for instance, love music and sound, so put a few noteblocks down there and let them be Keyboard Dragon. Ignis dragons like nearby fire or lava, Aqueous dragons like deep pools of water, Bestia dragons love taking care of pets of their own, such as cats and dogs, and Malus dragons love to brood over a Flux Node (and flux in general). Dragons like to hang out near their element, regardless of species, so if you’re at a loss, put some wool around your Pannus dragon or cobble around your Fractus dragon. If at all possible, build separate dens for each dragon, or at least each breeding pair. Keep them close enough to each other so that they can vocalize, though; a large herd of dragons can be sustained with slabs of bacon and beef, provided their lairs are up to snuff and they can talk to/see each other. Dragons especially don’t like to be separated from their mate. Dragons bond for life with their first partner; if you force a bonded dragon to mate with another, its happiness will seriously dip [NOTE; breeding dragons is a lot like horse breeding in Mo Creatures; separate two dragons and wait for the magic to happen. After they’ve bonded, you can move them back into their pen, and they’ll continue to make eggs]. Finally, ride your dragon. Dragons love to stretch their wings, and love it even more when they get to fight tooth to claw, draco y zombio. If you take your dragon out regularly and use him for exploration and combat, you won’t have to worry so much about its habitat and diet and such. One last thing; if you have a dragon that is...less than happy...and you take another dragon out for a stroll instead of him or her, it will take a serious dive in happiness, potentially enough to cause it to flip out and go feral. Domesticity is an important trait in this regard, as it affects how low a Dragon’s happiness can go before it goes feral.
    |>Dragon Breaths – right-clicking with an Apprentice/Adept/Thaumaturge wand [no differnce between wands] while you’re riding your dragon will incite it to use its breath. These breaths range from the usual elemental breaths, like Fire and Electricity, to the bizzare, (a breath that turns things into glass or gold? One that freezes time?) In fact, there is a breath for nearly every single aspect in the game. You won’t be able to just breed all of these onto your dragon; only certain aspects will create natural-born dragons that can use their breath. You’ll have to coax that trait out of them into other dragon. Fortunately, Elemental Affinity is a fairly easy trait to modify with cauldrons. Unfortunately, the dragons with natural breath talents have another gene, called Shell Thickness, that resists your puny attempts to modify their genes through less-than-natural means, forcing you to breed to get a dragon that can emit a blast of pure sound, or spray a purifying mist that damages the Undead and removes flux from the environment.
    |> Other Attacks – While only fully-grown dragons can use their breath, young dragons have a whole host of way to defend themselves. From their very youngest stages, dragons can scratch with their claws and bite at their foes. At around the time they wean off cooked or rotting meat, they learn how to use their tail as a club, both in the air and on the ground. By the time they start catching their own food, dragons can divebomb their enemies, breaking weaker blocks in the process. Any dragon that flies can also nip at other dragons, causing them to stop what they were doing and fall in behind the attacker (useful for controlling big flocks)
    |> Dragon Creator – a creative-only item, it functions as a sort of crossbreed between the Imprinter and the Cart Assembler; letting you view your dragon as it looks fully hatched, and allowing you to change any setting to hatch the dragon of your dreams. Similarly, the Dragon Wand can evolve an egg straight up to an adult, and is a creative-mode only item (or, like the sapling picker, it might be an extremely limited use thing). Trying to acess the genetic machine in survival mode will /kill the person who tried to acess it.
    Talents
    Chronos – freezes all enemies in place, all around you, for 30 seconds. You can then go all Kenshiro on them, and all damage will be applied after the time stop wears off. AOE, and cannot be choked.
    Telum – sends a spray of Dragon’s Teeth (needle-like things)
    Ignis – Standard flame breath
    Gelum (frost) – Ice breath that freezes enemies in place in its radius. Players have to wiggle back and forth to free themselves.
    Dirt – No breath at all. Very low Shell Thickness, but at the same time, very resistent to mutation
    Sonus – Sonic blast that shatters glass and highly damges all enemies in a wide area and scares every single animal in every loaded chunk. Requires a large amount of Breath gage. Cannot be choked
    Purify – breaths a fog that damages undead enemies, heals you and your allies, and, when fired at an aura node, removes some of the flux in the node
    Carus – Gives all mobs who are hit by this breath better drops and very good buffs. Use wisely to give yourself a challenge or to find a rare drop.
    Motus – Creates a slipstream that entities can shoot along (think Lightspeed Dash from Sonic). Carefully aimed, it could be a very effective method of travel. A small species, quick to lose its breath, but agile and tireless
    Precantatio – these dragons have no breath (may change). However, when they exhale, they release vis into the aura.
    Malus – highly damaging insta-kill breath, both to your enemies and to the local aura. Can be muzzled. Lung Capacity is high, Do if you have discovered the Mirror. Fire this once at a mirror to link the dragon with that mirror; fire again to such up all loose items and eject them into the mirror
    Victus – Healing beam. It leaves behind a little cloud that lingers for a bit, so you can sorta use it to heal yourself.
    Fungus – grows mushrooms on your foes and mycelium on the dirt and grass; mushroomed foes become your mindless slaves (does not work on Skellies)
    Lignum (seeds) – Breath causes grass to spread. All plant-type dragons can graze (eat plant materials)
    Herba – Breath speeds up the growth of plants.
    Tree – 3rd stage dragons can consume leaves for food. Adult dragons can eat the whole tree; Greatwood stuff provides the most food

    Dragons will also use their breath spontaneously outside of battle. This is a natural exercise for them, and its rate is controlled by a gene called Vocalization.
    |>Dragon Items – You can equip your dragons with a variety of gear, just like your golems.
    --Tail Spike – Once installed, you can insert a sword in here to increase your dragon’s tail swipe power. Additionally, you can insert a wool block in here to lure other dragons in behind you if you want to move. Tail Spike colors always take precidence over placed wool blocks or marker blocks, so you can migrate over things like animal pens + stuff without fear of the AI screwing up.
    --Saddle – a big saddle, made especially for dragons.
    --SaddleBags – chest storage on your dragons.
    --Muzzle – a muzzle that controls the spread of your dragon’s breath, as well as how much of the dragon’s lung capacity it uses. There are three settings; Loose (unmodified), Tight, and Constricted. Keeping the muzzle tight or constricted for any length of time will not please the dragon, and leaving it Constricted will not allow the dragon to eat, greatly ing it off.
    --Armor – Crafted with Blocks instead of ingots (can be made of Iron, Gold, Thaumium, or Diamond). Increases the scale strength (health) of the dragon at the expense of speed.
    |> Meat Pie – an unusual treat for dragons made from triple meat treats and bread dough[?]. Dragons are very particular about who they take orders from. They will not allow anyone unfamiliar to even approach them if they don’t know their scent. However, if you want someone to be able to approach your dragon without it going balistic, have them craft this item. The sticky combination of dough and meat traps the crafter’s scent in the treat, and when you feed it to your dragon, it will remember the scent, and that person will be able to pet, feed, and even ride the dragon a limited distance away. [Dragon equivalent of Iron Key] Note that they cannot ride the dragon far away, and the dragon will return to its lair if it feels the need to.
    |> Gold Medal – Dragons love precious metals. Gold in particular. They also like medals. Each person in Minecraft has their own signature. In the same way dragons can sniff out the crafter of a Meat Pie, they also know who crafted this baby. [recipe requires 10 vis, no aspects, gold block, + some enchanted fabric] The owner may craft these and give them to any who he or she wants to be able to fully command the dragon. When presented to the dragon by the non-owner, the dragon will remember that person on sight; from then on, the person can modify any settings at will, including giving the dragon meat pies from other players, and ride the dragon as if it were his own. [Gold Key equivalent]

    And yes, I know it all sounds really hard, and the slightest mistake will indeed cause your dragon to ragequit and completely ruin your base. The point is that Dragons are both incredibly frustrating and incredibly rewarding. Think of it this way; you’ve beaten all the bosses, you’ve gotten all the achievements, you have infinite fuel and a 1,000-sized Pure node and infinite enchantments, and you have literally nothing left to do. This is the last great challenge left for you – dominating an animal known for its power, ferocity, and ferality. And you can spend however much time you want on developing just the right breath and just the right combat power; maximizing the stats while minimizing the flaws; even controlling what color you want your dragon. And even if you get bored of that, you can always just turn a couple loose in the End and have yourself a merry little boss battle.

    I know this is pretty much an entirely different mod, Azanor. Just an idea – well, a lot of ideas, to be honest. Also, if there’s anyone who can do this, it’s you, man.

    TLDR: Dragons. With different breaths. End of discussion.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [WIP] Wizardology (Become a Wizard!)
    Looks interesting. Love to see what this turns into.
    Posted in: WIP Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)
    Okay, I have to comment on Azanor's idea that there are too many aspects in TC3. I think there aren't; I like the idea of having all these jars full of all sorts of glittery liquids inside. What I do mind is that many of these aspects are useless - especially the Bat symbol, the Flower symbol, and the Health Pack symbol you get from Cake (so useless I don't even know what they're called). The only thing Thaumcraft needs right now is more recipes and more uses for all these aspects (which I thought it was assumed he'd get around to eventually). So add more items, with uses for all these things! Easy.

    Failing that, he could introduce a system of making aspects out of other aspects. Take...let's say Volitio - Flight - the aspect that comes only from Feathers (according to the FTB wiki). Let's say that you have an cauldron with an alembic, and you add 5 Motus and 2 Aura. The alembic then gets one Volitio. Very expensive and very wasteful if you're using raw materials, to be sure, but it gives you acess to rarer aspects while also disposing of your more useless ones.
    Posted in: Requests / Ideas For Mods
  • 2

    posted a message on [1.7.10] BeltMod - Spank Your Kids :)
    CHILD ABUSE?

    ALL THE DIAMONDS!!!!!!
    Posted in: Minecraft Mods
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