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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hello, I was wondering where I could find information on Hungry Nodes? I've been told they were good for relay systems, but I don't really know why. At first I thought it was because they absorbed aspects faster from other nodes, but after testing on creative mode, that didn't seem to be the case. Afterwards I found a bit of information that said that they absorbed some of the aspects of whatever it destroyed, but that didn't seem to be the case either so all I could really conclude about it was that it's pretty much just a normal node aside from the high mortality rate around it? Anyways if this is the case, I think it'd be cool to make Hungry Nodes play a bigger part in thaumcraft. Considering how dangerous they are, it'd be nice to have a large reward for being able to capture one of these.

    I'd like to suggest, if the Hungry Nodes really aren't anything special yet, that Hungry Nodes, when near other nodes, should always absorb the elements from the other nodes, despite whether or not it is bigger than the other nodes. This would be nice because instead of painstakingly calculating how big nodes are and cultivating a single node by bringing in one node at a time, if you can get a hungry node (without dying), you can cultivate the node much quicker than you would any other node. Additionally, it'd also be nice to have hungry nodes have an extremely small chance to gain more aspects based on whatever it destroys, as literally feeding a node just sounds interesting to me. Finally, it'd also be nice to have a sort of node Suppressor that would suppress the effects of a node, that is, stop hungry node from pulling in objects (but still allowing it to destroy items that happen to be dropped in them), stop Sinister nodes from creating eerie biomes or spawning angrier zombies, stop tainted nodes from spreading taint and creating taint biomes, and stop pure nodes from creating magical forest biomes as well as suppressing its ability to stop taint.

    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    is there any other way to produce energy aside from the solar boiler, steam turbine, and mirror combination? If not then, I'd like to suggest that more ways to produce energy, preferably a few that don't require sunlight such as perhaps a water wheel turbine, and/or compatibility with the energy from other mods, such as BC or IC.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Is it possible to make getting on/getting off a turret with the saddle upgrade easier? Like right clicking with anything that isn't a health, ammo, or turret module? And then getting off by using shift? And then allowing interaction while mounting the turret? I was attempting to use a turret in a minecraft to create a sort of arcade shooter roller coaster, but it didn't really work out well because i couldn't activate the powered rails while I was in the turret and it was kind of hit and miss when i tried to push the button and then use the module.

    Or is it possible to have a specific upgrade for the turrets that only activates when the turret goes in a minecart? Like using a minecart on a turret causes it to take up less room in a minecart or be mounted on a minecart so that you can ride it while the turret shoots? And while you ride in the minecart, perhaps you could take out the module and then gain manual control of the turret while riding the minecart :D?

    On a side note, thanks for all your hard work :), this is easily one of my favorite mods since minecraft 1.2.x.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    So I did a bit of experimenting with the turrets and mobs farms and other practical uses and I have a few suggestions I'd like to present.

    - Infinite HP Upgrade: Of course it should be something extremely rare such as a Diamond block or diamond armor with a certain enchantment, but with infinite ammo the only problem now is the turret dying while it's not being watched. Yes there's the healing turret, but that turret is often destroyed, leaving the other turrets vulnerable. Once you have this item, though, then this problem should be solved. This also would help with artillery turrets because these often tend to destroy other turret about them.

    -Anti-Enderman upgrade: I already know there is one, but even turrets equipped with that upgrade don't accomplish their job well enough against endermen so I suggest that, if possible, have this upgrade keep the endermen from teleporting away. This would also greatly increase the usefulness of turrets in something like an enderman mob farm.

    -More stat upgrades: I don't recall any range/damage/ fire rate upgrades for turrets and I think it'd be a good idea to have some of these in this mod.

    -Chemical Turret: I think an idea like this was mentioned before, but what I was thinking was like an artillery turret that, instead, fired something like a splash potion. With an upgrade that causes the splash to also heal friendly units while dealing damage to hostile ones.

    -Tesla Turret: Deals powerful and rapid damage to anything that comes into proximity. Mainly to be used for defensive purposes and will require many to defend a large area, but would be perfect for such purposes as say keeping zombies from entering your home or killing creepers that surprise you as you walk out of your home. It'd also be good for say defending minecart rails or keeping safe areas while you mine. While other turrets can kill, the most proficient ones are more expensive and not very practical for defending just small areas. The Tesla turret should be able to kill mobs quickly, but with the drawback of its range being only a few squares around it.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from rrusciguy

    Technically hacking is actually figuring out how something works and working to improve it (hacking gave birth to the internet as we know it), cracking is what you are supposed to call illegally accessing data, entering a system, sending out viruses, etc :P

    But yeah, if you want the stuff from EE2, get the source code and redo them yourself


    Um... no. Hacking can mean a large number of things, but it doesn't necessarily mean working to improve it. Hacking is just literally just when you break into some sort of computer system for any purpose, good or bad. Cracking (essentially bypassing protection software) is just another part of hacking. Please check your information before you blurt something out to try to sound smart.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    So far, as i can tell from that spotlight, this mod looks like it's going along really well. I'm really excited for it to come out and i also have a few more ideas I'd like for you to consider :D

    1. Command Tower: and idea taken from tower defense games and the like, I was thinking maybe a tower that would provide buffs like regeneration and increased damage and what bot possibly to any nearby friendlies (which could include the player and pets, i was thinking maybe providing a gui for this so that the player can select if other players and their pets would gain buffs? I was also hopin this might be compatible with pets like from More Creeps and Weirdos and Mo' Creatures). The GUI's for the targets looks good so I was thinking maybe this tower could have one that either also controls the targets for the turrets near it (so that you don't have to implement a general targeting system) or choose which targets to prioritize first.

    2. Beacon Tower: Built from a beacon with maybe a red flashing light or a red beacon light. I was thinking this could be like an alarm tower that allows other turrets to shoot at whatever is in range of this turret. Also I was thinking that the turret and defense bots would have a frequency system wherein the player could set a distance where if the mobs get to that distance, the tower would automatically teleport defense bots in, and turn them on if they're currently off, with the same frequency as it in and the teleport them back to where they had been once there are no longer any mobs in the vicinity of it.

    3. Phase Gate or Portal Gate: Pretty much just a 2 block high doorway that works on a frequency system. The gate will be 2-way and show the location that you'll be traversing (entering from the back will result in seeing the front side of the exit and entering form the front will result in seeing the backside of the exit) to and upon entering simply instantly teleports you to one block in front of the exit (depending on which side you enter from) I have 2 ideas for how the frequency system works. 1 only one frequency maybe be used between 2 gates or 2. if gates use the same frequency, they will teleport you to the one that was set next in order and go back to the first one if there are none after e.g. a goes to b, b goes to c, c goes back to a. And if you choose the second way, a gui that allows you to control which gate with the same frequency goes where would be nice :D

    Again i loved this mod when it was in 1.2.4 and it looks like the progress is going really great, can't wait until it's released :D
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Quote from SanAndreasP

    A quick competition: if I get 75 follower on twitter, I will give 3 random followers a developer preview of the Turret Mod! If you want, here is my twitter account: https://twitter.com/SanAndreasP

    already following you :D
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    for those of you complaining about "OP" things with other mods, remember that this is a stand alone mod. If you don't like how "OP" something is when this mod is combined with other mods, then don't use the other mods or don't do what you think is "OP". Like seriously, it's extremely stupid to criticize this mod for something that happens when you use it in combination with another mod. You all might as well go complain to the creators of the other mod(s) you're using. In fact why don't you all go complain to the creator of the too many items mod if you're going to talk about something "OP"
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Quote from Ragnarush

    At your current speed of progress, can you predict when the new version will be out? A week, month, next major minecraft update? Please let me know as I can not wait for the return of this mod! :D


    I personally think he's making good progress on it, but some things will probably be more difficult than others like the mod units for the defense bots but i'd estimate that he'll probably be finished with everything in 1-3 months maybe? probably sooner if he decides to release like a pre version with only a portion of the stuff ;o
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    So i was just wondering if there are any plans on increasing the number of items that can be changed using the minium/philosopher's stone because i was thinking it'd be nice to be able to convert things like sticks/wood into coal and then coal into blaze rods. As well as other things like a red+brown mushroom = netherwart perhaps?

    Just throwing out a few minor ideas out there :D
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    any thoughts on hybrid turrets? Like a laser/plasma turret (i think that's what the strongest turret used to be until it was split up into 2 turrets) but by that I mean a single turret that has 2 weapons and will use both at once. The laser/plasma for instance will both snipe any creature in range as well as shoot lasers so that potentially it could be shooting both lasers and plasma at a single target at once? Snowball hybrid turret could work as well to keep mobs from attacking a turret too much while it's dishing out its damage.

    I assume right now you're busy updating most of the original content with some modifications and upgrades, but do you have any ideas for what'll come after :D?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Quote from Xuarie

    Hmmmn. Still not a fan of the "box on a post" model but it at least looks more realistic than the previous box on a stick. Also, are the defense bots going to have a model revamp? they were one of my biggest peeves; they looked way too fragile before. Are you going to do different, say, marks of bot? Like MK1 would be treaded, MK2 would be wheeled, etc etc etc.

    Also,I've been playing a bit of Black Ops II, and I'm quite fond of the CLAW. Would it be possible to have the defense bot more like the CLAW( IE, quadrupedal but bulky) if you can't do the different Marks of bot?

    And if you're not sure what I'm talking about, look here:
    http://callofduty.wikia.com/wiki/CLAW


    He's going to have different upgrades you can apply to the new defense bots to give them different properties, he's more than likely just going to have each bot built differently, but allow you to build such things as laser bots on treads or bullet bots that float on water, etc...

    As for the CLAW, that'll probably just be a bullet defense bot on treads, but i do like your upgraded Mark idea. Possibly have MK2's have additional weapons/upgrades so a plasma/laser treads/quadripedal Defense bot MK2?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    laser beam turret* lol XD i finally figured out the name i was trying to throw out for it :D and yea it probably would be like an upgraded laser turret

    as for the hidden turret, well I suppose being able to push turrets around via piston is ok, but I'd think the best you could do to hide turrets is hide them in walls because you'd probably still be able to see the holes that they're in. Placing a block above/below them would be a hassle too because then you'd need some way to push the block above it down as well not to mention the redstone wiring you'd have to do. Of course it's your mod though, just throwing out ideas :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    hey what do you think about a concentrated laser defense turret, a turret that is like a combination of the laser turret and the flamethrowers and i suppose is actually arguably an upgraded flamethrower? Rather than spurt flames at targets, this type of laser turret will have a larger ranger and will sustain a laser (line) at targets, still hurting any enemies in the laser, but it will have a longer range, kill targets faster, and be more precise in targeting.

    If you're going to make this mod multiplayer compatible, then I suggest having a hidden turret modification that will encase a turret in a block (I'd suggest one that will blend in with whatever blocks are nearby like in secret rooms, but its own custom texture block or one that looks like an iron block works as well) and when targets are nearby, the turret will pop out (players should be able to choose which side to pop out of so it can be like hidden ceiling turrets or wall or floor turrets) and open fire then return to its one block state.

    I'm really looking forward to the finished product of this mod :D what you have planned/have been working on looks great so far.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    so i can't find a suggestion thread really for rp2 so I'd just like to suggest to add another mechanism to RP logic, or perhaps just have the screwdriver/sonic screwdriver change the repeater's function, but perhaps have a repeater that will immediately transmit a redstone signal when it is hit by one, but still repeat that signal for a duration. E.g. if used with a piston/pressure plate door, stepping on the plate will immediately retract the pistons, upon stepping off, the signal will continue to be transmitted according to the duration set on it.

    I'm asking for this because when you build something like a piston bridge across lava that is set off by a pressure plate, you have to wait awhile to have the bridge come up and make sure that it stays up for the duration set. Using this, however, you could even just use a button and as soon as the redstone signal hits this repeater, the bridge will come up and stay up for however long it was set for :D
    Posted in: Minecraft Mods
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