Not sure if it was intended or not...but you cannot infuse the goggles of revealing to the shadow fortress helm. I also tried the warped goggles of revealing and it still did not work, though I have to admit it makes more sense to require the warped version. I haven't tried any of the face plates yet as I don't usually use them.
Since we now have a brilliant new update to play around with, why not play with style? Here's Tainted Magic with almost 90% of all textures finished altogether! This includes the new update, with foci (but no ornaments). Here be the link:
yorkeMC at the moment is a bug with your update (1.1.6.3) and the thaumcraft addon Thaumic bases , the problem is as i guess, your mace focus and the braclets of thaumic bases.
cause every time i have an brakelet in my inventory it crashes with your damage improving java class mentiored in the crashlog...
hopfully it helps, cause i love your mod but the brakelets too.
P.S.: sorry for my bad english
I will try to fix this but I'll need to get a hold of thaumic bases' code.
Not sure if it was intended or not...but you cannot infuse the goggles of revealing to the shadow fortress helm. I also tried the warped goggles of revealing and it still did not work, though I have to admit it makes more sense to require the warped version. I haven't tried any of the face plates yet as I don't usually use them.
On the other hand, I can still add the illumine lens from Thaumic Horizons, which is quite nice.
Rollback Post to RevisionRollBack
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
After updated TM to 1.1.6.1 and 1.1.6.2, game always crushes when I put Thaumic Bases bracelet (maybe any type of bracelet) in any slot of player's inventory,
If this occurred, I will never open the world unless deleting bracelet from inventory by external tool like mcedit.
I've noticed that right-clicking that does not otherwise cause an action like opening a GUI reactivates the particles for the voidwalker boots. This behavior is new to the current version.
The toggle key is not enough to truly suppress this... a config option to disable them entirely is in order.
I've noticed that right-clicking that does not otherwise cause an action like opening a GUI reactivates the particles for the voidwalker boots. This behavior is new to the current version.
The toggle key is not enough to truly suppress this... a config option to disable them entirely is in order.
It has nothing to do with the fact that it's a key. It's the variable resetting for some reason. It being a config option would not make a difference.
So there is a flag in the code that is susceptible to being reset by certain events? And the particle emitter for the boots depends solely on that flag? The point of a config variable is to provide another kill switch variable that must be off for the emitter to function.
Check my twitter more often It was explained there.
Not sure if it was intended or not...but you cannot infuse the goggles of revealing to the shadow fortress helm. I also tried the warped goggles of revealing and it still did not work, though I have to admit it makes more sense to require the warped version. I haven't tried any of the face plates yet as I don't usually use them.
Just letting you know
Lady E
Since we now have a brilliant new update to play around with, why not play with style? Here's Tainted Magic with almost 90% of all textures finished altogether! This includes the new update, with foci (but no ornaments). Here be the link:
Dead link
Screenshots:
honk :o)
I will try to fix this but I'll need to get a hold of thaumic bases' code.
I forgot to add the faceplates! Lol
On the other hand, I can still add the illumine lens from Thaumic Horizons, which is quite nice.
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
I can probably fix this, but I cannot make the mage's mace work with the bracelet...
I think it would be kind of weird if the mage's mace worked with the bracelets, unless you wanted to add mage's knuckledusters
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Thanks!
If I find something more, I'll report at new bug tracker on github:)
Thanks ... it MIGHT be fixed in the newest version...
I confirmed that the crash issue with TB was fixed!
Mage's mace does not work with the bracelet, however this is not problem for me
Love this mod, can you unlock the schadowmetal ore makin(the ore, not the ingot) research without having scanned the ore?
I also love the fast flight with a thaumostatic harness wich the voiwalker boots give.
I would also love to use this in my modpack, i already read the modpack policy
Ex-minecraft map maker
Somewhat of a datapack/command block engineer at your service...?
I like the idea, the golem boss is amazing so a personal guard version, or even just a golem that looks like it would be awesome.
Thank you! And yes, you can.
I just updated all my mods(inclufing this one)
And it was...
This mod has improved by over 9000! It's also very late game.
I grabbed my cheet thaumonomicon in a test world
Put on the full set off shadowmetal fortress+voidwalker boots
Grabbed a wand with shadowmetal wand caps
Was amazed by the 90% vis discount...
But the armor gave me warping 20 in total and i had all the forbidden research in all of the mods in my pack.
There spawned an eldritch guardian about every minute, lol (i quickly grabbed a flask of sane thoughts from botania to get warp ward)
I hope you are going to update your older work in the mod because the new things do really look cool and professional.
Ex-minecraft map maker
Somewhat of a datapack/command block engineer at your service...?
Thanks! I probably will.
I've noticed that right-clicking that does not otherwise cause an action like opening a GUI reactivates the particles for the voidwalker boots. This behavior is new to the current version.
The toggle key is not enough to truly suppress this... a config option to disable them entirely is in order.
It has nothing to do with the fact that it's a key. It's the variable resetting for some reason. It being a config option would not make a difference.
So there is a flag in the code that is susceptible to being reset by certain events? And the particle emitter for the boots depends solely on that flag? The point of a config variable is to provide another kill switch variable that must be off for the emitter to function.
Is this feasible?
Smacking hard with VIS:
Is it meant to be that potions of strength make the wandfocus (forgot the name, but its the +15 attack damage one) deal more damage
I dont think that VIS should be able to deal more damage just because you got some smashing powers (VIS≠smashable stuff)
Think by yourself if you are keeping the hulksmash thing for that wandfocus
Ex-minecraft map maker
Somewhat of a datapack/command block engineer at your service...?