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


    Can I ask why flux gas is gone? To be honest, I quite like it. It's the
    source of my favorite build. My corruption engine wouldn't have looked
    nearly as awesome without it. Also, it along with the flux goo created
    all sorts of fun challenges for me. Their mechanics made me put a lot of
    time into perfecting a giant system of ducts and tubes to separate the
    two and refine the goo into vitium and its subsequent essentias. Without
    those, it won't be possible anymore :(



    ...Is a corruption engine a name you made or an actual thing in-game? I haven't played TC in a while so I'm still on 3 or early 4 knowledge, can't remember which. I haven't made it very far ingame because of how difficult I configured it to be, is this a thing I'll discover in the future?

    Oh, I must say that the aspect linking system is far better for research than the "slide symbols around" that was the norm when I last played. It requires far more thought and planning, even if it does eventually evolve into a "stockpile tier 2 like Victus to hopscotch your way across and save aspects" strategy. It's far more relatable.

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

    I love that you're still the same as before Azanor. I took a break from minecraft a few years ago and thaumcraft was one of those mods whose developer was a thoroughly enjoyable phenomenon, your interactions and interjections into the discussions of your users made Thaumcraft a very fond addition to my world. I hope you feel pride that it was the first mod I downloaded after buying minecraft again and figuring out how modding had changed since I left.


    Do they still do the worship thing?

    Posted in: Minecraft Mods
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    posted a message on Are there any mods that silience mobs of your choosing?

    My cows are driving me batty and I want to mute them. I'm vaguely aware that mods all have a property that can make them silent, but I'm not sure if someone's made a mod that takes advantage of that or if that was added after 1.7.10. I don't want to mute all cows, because that's how I initially found them, and I sitll need to be able to find food in the wild if I run out. Maybe a collar or some kind of item/tool that triggers it on mob entities?


    These things are driving me up the wall and it'll only get worse. 2, 3, 4, 6, 9, 13, 19, 28, 42... it gets so much worse each generation. I need to cull this noise before it gets too big.


    I have no idea how I wasn't bothered by this back in beta when I last played.




    Posted in: Requests / Ideas For Mods
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    posted a message on What is the current record for the most minecraft mods installed?
    Quote from SnailsAttack1»

    Necromuch?


    Ironic spam much? If it's a bother and breaks rules then report it. If you see a spam post on youtube do you flag it or make a comment about it?

    I for one would have loved to reminesce about the turn of forge and the subsequent "how big can I stuff this before it breaks?" Balancing incompatibilities and getting people to make changes to their mods to make them more compatible and interconnecting was a critical point for modding. Remember when the Ore Dictionary was first added? Mind blowing. I agree that they really fudged it, especially because they apparently made an account just to necro this thread, but you're not helping matters either, y'know? For all we know there could be people who do want to talk about this, and maybe this topic will liven up for a little bit before descending again.


    You could also just report it, ask someone to lock this thread, and in the future remember that silence is better than ironic complaints. I for one don't want to bother reporting anything right now, I'm hoping that people can add context about today's ecosystem of mods. Unlikely, but easier.

    Posted in: Mods Discussion
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from WolfAmaril»

    Honestly for backup I figure if you're over here you're already using mods, so why not just use something like AuroraBackups where it just defaults to0 making a backup to your world's directory every half hour and doesn't require anything beyond downloading it and the coremod it uses.



    ...Where were you yesterday when I was learning how cron works? Dang that's easy. Hopefully it's configurable, I'm only able to play for long periods of time like 1.5 days out of the week, normally it's broken up into small 20 minute chunks. Thanks! Looking at it now.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Carter1337»

    Well, I'm not quite sure that anyone else got this problem, but I wanna make it known. So I was just playing on my nice modpack world, Ars Magica 2 included, and I decided to take on the fire guardian with my nice new TC cleaver, so I summoned him, and everything went pretty well at first. Then, I was curious at what would happen when I used the Create Water spell on him. And boom, my game completely and instantly closed, and now my world is corrupted, stuck in a never-ending cycle of crashes. In case your wondering, the Minecraft version I am using is 1.7.10, and last time I checked I am using the latest version of Ars Magica 2. So I'd sincerely like to know what caused this and why, or if it could be fixed. I am very pissed that I lost that world, considering I put hours of work into it, so if this could be fixed to prevent other people getting their world corrupted, I'd really appreciate it.


    Backups, backups, backups. Always make backups of what you love. I'm sorry to see people lose something they put lots of work into, but I know from experience that hindsight is always 20/20 and you're probably going to be pleased to know that you can easily restore an old version of your world with either a backed up multimc instance, symlinking your saves folder to a dropbox or other automated cloud service's folder, manually zipping your saves folder, running a backup script as an automated service on your computer, or using one of these programs.


    If you didn't back it up, it wasn't a matter of if you'd lose it but when. I can't test your bug because I'm inexperienced with AM2 having only recently added it to my mods, but you should give more information about what mods you were using and if you have an error that's the fastest and best way to report a bug like this. Can you recreate this bug (corrupt another world) in a new creative world or with NEI and enable the console? After it crashes put the console log on pastebin or in a spoiler and don't edit it beforehand.


    Edit: Whoops, this is what happens when you write something and wait till after eating to post it. Yay redundancy!

    Posted in: Minecraft Mods
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    posted a message on What is this Japanese mod?

    Mission accomplished! Way to deliver.

    Posted in: Mods Discussion
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    posted a message on MapWriter (continued) - An open source mini-map!

    I was seriously unhelpful and reacting to a sudden problem instead of thinking about it. Not what I wanted to happen, but I did it. Sorry! I started cutting things out, and the short of it is that NotEnoughKeys is apparently incompatible with this mod or vice versa. They don't mix, or they aren't for me. I incrementally added together CC-Core, NEI, NEK, and nothing broke till NEK. Tested NEK alone: broken.


    This is the part where I go file a report with NEK, right? I'm not sure who's problem it is, I've only owned inecraft for about 3 days so I'm kind of confused. At least it's known.


    As per your question, not sure if it's even relevant anymore:

    java version "1.7.0_85"
    OpenJDK Runtime Environment (IcedTea 2.6.1) (Arch Linux build 7.u85_2.6.1-1-i686)
    OpenJDK Server VM (build 24.85-b03, mixed mode)

    Rec Forge version and latest version of MapWriter, I'm using multiMC. Oh, and the test instance I created by copying the broken instance now has a complete config file. Somehow.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from wolfbain5»

    is there a way to adjust the volume of the spells? keeps waking people up when I cast projectile dig spells.



    Get a cheap set of earbuds, I'm not messing with you. They work just fine. I have a sister currently sleeping on the other side of a shared wall, I can hear the ghasts and my character's insanity from TC4 warp effects quite well. It's rather rude to make noise at night, so earbuds or earphones are an absolute must for the questing night owl. Play with your sound sliders, one of them must control the channel those sounds come from. It'll probably be uncomfortable if it's already that loud without earbuds.

    Posted in: Minecraft Mods
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    posted a message on What is this Japanese mod?

    Rule out the ones that obviously wouldn't have it and test it out. Mods are easy to handle with MultiMC, I just recreated a minimal install to test a possible bug in the config files of Ars Magica in less than 20 seconds.


    Just looking at the list the only ones that pop out as "adds bamboo" is Plants Mega Pack, which is apparently deleted. Google returns a deleted thread.


    Is this what you're looking for?

    Posted in: Mods Discussion
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Mithion»
    [...]Odd. It should be there. Might be somewhere else in the file. Does it happen with a newly created config file?



    Yep, I just spawned a new instance in multiMC to test. Rec Forge version and Ars Magica 2 alone, still exactly the same config. I'm using 1.7.10_AM2-1.4.0.008 and Forge 10.13.4.1448-1.7.10 on x86 Linux. It's nowhere to be seen, pastebin of my default config.

    Posted in: Minecraft Mods
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    posted a message on What is this Japanese mod?

    If you really want to know you can either tweet her @Vengelfe or ask in the comments. With that many subscribers I wouldn't be surprised if somebody responds. *shrug*


    Worst case you can just make another thread after this one sinks and instead ask which mod from that list has that block. Happy 100th btw.

    Posted in: Mods Discussion
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    posted a message on What is this Japanese mod?

    I grabbed the text via Google translate's app, it's 五つの難題MOD. Long story short it's a touhou mod. If you don't know what that is it's probably not relevant to your interests. It lets you do lots of attacks that exist in the Touhou series of bullet hell games. I don't know whether it adds mobs or other content, I can't read japanese and I only understand bits and pieces of the videos about this. Shove that keyword into youtube to find videos about it if you're still curious, you'll see a lot of stuff and I can't really explain what I saw.
    http://forum.minecraftuser.jp/viewtopic.php?t=4329
    Fairly certain that this is the thread, but I didn't test and I'm not making a nicovideo account to find out. You need Forge to use this mod.

    Posted in: Mods Discussion
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    posted a message on MapWriter (continued) - An open source mini-map!

    Is MapWriter.config supposed to be empty? I'm using MapWriter-1.7.10-2.1.9 on x86 linux. I really want to disable cave mapping and other cheaty stuff because I just suck and can't help but cheat if given the opportunity. Really spoils the game for me when I do it.


    Edit: Every time I press escape the big map comes up and I have no idea what is happening. I haven't mapped anything to that button. The M key just re-opens it. I can't use this, I can't even play.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    # Set this to true to allow AM2 to get random spell names from Seventh Sanctum, and suggest them when naming spells. Naturally, an internet connection is required. Keep in mind, while I try to keep things family friendly, it's possible that not all names generated are so.
    B:MoonstoneMeteorDestroyTerrain=false
    B:NPC_Spells_Destroy_Terrain=false

    Apologies if I'm missing something, but I don't see a relevant setting below this description. I'm not interested in disabling it but I'm confused about the seemingly missing setting.

    Posted in: Minecraft Mods
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