• 1

    posted a message on [1.5] The Runic Dust Mod [Mar14]
    I'd like to be able to stick talismans on stuff other than myself for use as wards, etc.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5.2][WIP]Myths and Monsters Mod [Download link! Forge & ModLoader][Updated 28th May]
    I'd like to be able to make a tamed Dendroid. I don't know, maybe take the mask and some gold to gild it, and then use it on a partially grown dendroid, or put it next to a dendroid sapling. I don't know, it's just an idea.
    Posted in: WIP Mods
  • 2

    posted a message on Thaumcraft 3.0.5i (Outdated)
    You know what would actually be nice? If there were a way to make a golem that followed you around. Not necessarily anything else, even, just a companion to follow you on your thaumic journey.

    Motherf**ker beat me to it by seven minutes.

    Quote from Laughing_Man16

    Hello everyone. -snip-


    Should make it so he can also pick up items that fall on the ground, similar to the wooden golem. It'd help keep your items safe, and maybe the smart version has pathfinding so it can actually get back to wherever you may have spawned.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 3.0.5i (Outdated)
    My brain just crapped out an idea for an Angry Villager Thaumaturge Zombie. It throws alumentum at you, naturally taints auras, and causes wisps to congregate near it.

    Also, relating to something I said in the way back, it would be interesting if there were a way to stuff wisps into warded jars, as pets and light sources. Perhaps something with warded glass blocks and shrinking, or maybe the new totems and complex structures. Actually, the Node you're trying to collect wisps from could have to be in the Crystal Core Node Adjuster, with an extra totem in the middle, on the bottom, which you would have to place the jar on, only allowing you to collect a single wisp at a time, or several in a jar with some kind of crazy IC2 metadata going on if it was a group of many different types.

    Also, maybe a way to weaponize them, like as catalysts for a turret. Hmm, perhaps the wisp jar takes damage while used in whatever turret device, and eventually the wisp dies due to a combination of over taxation without being connected to the aura to allow it to recover and abuse from the mechanism on it's ethereal form required to properly direct the energy bolts.

    Also, perhaps in a flux feeder of some kind, where you could use the wisp in a processor/ filter typed device to directly pull flux-inducing aspect concentrations of the same type as the wisp from the aura, allowing both some more advanced methods of flux maintenance, and some capacity to recuperate losses after, for instance, a fiasco involving filling a cauldron with lead nuggets with the distinct hope of turning your excess supply into raw iron, and finding your, then top level, wand of the adept doesn't have enough vis to allow you to do exactly that, resulting in the need to simply dump the cauldron, and instantly bring your local, more or less clean node to medium flux. Basically, you just hook an alembic up to the side of the filter-pump device (I'm assuming if any of this happens, there'll probably only be one wisp or type allowed per jar, limiting it to one alembic that will realistically be used,) and stick a tallow golem on it. It could be accelerated by hooking up bellows, with the caveat that the device running on its own, while greatly slowed, will never cause the wisp to expire, while with even one bellow, the device will both run at time-effective levels, but also eventually cause the wisp to expire.

    A reason given for why not to just build several of the devices rather than hook up bellows would be that, rather that training one aspect lets say, every four seconds, the period would exponentially decrease to two, then one, then one half, or some similar effect in the running time, or perhaps just the cost of the mechanism itself, to make the exhaustion of the wisp worthwhile.

    Huh, just got an idea that tallow candles could be used as amps by refining the tallow with essence vials, providing bonuses like with how having sunlight on your workbench will give you a bonus to the Light Essence.
    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers Construct
    I'm sorry, and I'm aware it's your choice whether or not to, but please, keep this mod as a modular tool mod. All the other upgrades sound interesting, but I don't want this to be yet nother horribly complex technology mod. I've already got IC2, Redpower, Thermal Expansion, several UE platform mods, and Metallurgy. There's enough complication already, please don't make it worse. Oh, and please don't add horses, as Mo' Creatures already covers them and, combined with what I've seen of the Mo' kitty/Vanilla cat issue, It's just annoying to have basically double mobs.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from mysteriono

    I am also having issues find these guys, on the server I play on there's not a single angry zombie to be found.

    I'm sorry I'm sorry I'm sorry I'm sorry, but I have to:
    That's awesome, Chen.
    Posted in: Minecraft Mods
  • 1

    posted a message on Railcraft 9.2.2.0
    Erm, hey, all my switch and wye tracks refuse to send the cart any direction but in the direction they were already going, regardless of which direction I tell them to go When I tell them to diverge, they turn a bit but just end up readjusting to the direction they were already headed. This happens with default and steve's carts 2 carts.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I'm going to be very blunt, if it's not out before January, I frankly will have run out of patience waiting for this to update. Thaumcraaft was literally reassembled from the ground up. If you can't get your mod to worka t this point, Eloraam, maybe you should get a person with literally no life on your team. Preferably a paraplegic living on welfare. Alternatively, a high school student would be a good idea.
    Posted in: Minecraft Mods
  • 4

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from faregoth
    Congratz, you just made the most idiotic post i have ever read, and people on the internet like being complete ass whole. Yea ­f off :/

    No offense, but don't be a GIF. Just because you're right doesn't mean you should tell people to f*ck­ off, and call them an a*shole­. When you do that, you bring every decent, well meaning internet goer down a peg. Certainly, someone backed up your point, but that you've never shown on the forgecraft server during a let's-play, and that you've certainly never been on this thread, makes you a not-credible source. His argument was perfectly valid, and you insulting him just because you turned out to be right just makes you a snob.
    Posted in: WIP Mods
  • 1

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from seraphimrock

    Nooooooooooooo! but I want this with feed the beast
    why not make three packs one tech one magic and one tecno mage.

    Why would they? Just install the tech and magic ones, or do what I do and just use multimc and install the mods yourself, or something.
    Posted in: WIP Mods
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