recipe plugin when you're able would be nice xeno, also couldn't figure out how to use the lantern of paranoia? do you need to use it along with the staff i guess? i wasn't sure if you hang it up like a lamp or carry it around and toggle it or what, but very neat thing there.
[edit] oh and before i forget, interdiction torches are back, aww yiss. [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/16/2011
Posts:
211
Minecraft:
Mr_Sedgewick
Member Details
<whinge>Xeeeenooooo, yoooouuuu proooomiiiissseeed ussss a casteeeerrrr guuuuuun! </whinge> *clears throat*
Sorry 'bout that. Needed to get it off my chest.
Regarding the cloak, why not just stick it in the Baubles amulet slot? Cloaks are traditionally fastened around the neck, after all.
Finally, it's great to see an official 1.7.10 release! Now if only someone were to update Thaumic Reliquary and integrate this stuff as forbidden magic items... Ahh, a Steve can dream.
recipe plugin when you're able would be nice xeno, also couldn't figure out how to use the lantern of paranoia? do you need to use it along with the staff i guess? i wasn't sure if you hang it up like a lamp or carry it around and toggle it or what, but very neat thing there.
[edit] oh and before i forget, interdiction torches are back, aww yiss. [/edit]
You shift-right click to turn it on. It consumes torches from your inventory, or torches from the Sojourner's staff. You don't have to be holding it, just keep it in your inventory and make sure it's turned on.
I keep forgetting to put Interdiction Torch in the guide.
Xeeeenooooo, yoooouuuu proooomiiiissseeed ussss a casteeeerrrr guuuuuun! *clears throat*
Sorry 'bout that. Needed to get it off my chest.
Regarding the cloak, why not just stick it in the Baubles amulet slot? Cloaks are traditionally fastened around the neck, after all.
Finally, it's great to see an official 1.7.10 release! Now if only someone were to update Thaumic Reliquary and integrate this stuff as forbidden magic items... Ahh, a Steve can dream.
It is planned, I promise. I'm actually intending to do the potion system first and heavily revamp our recipes before I get started on the gun's new mechanics.
Since you asked, here's what's still planned:
Modular shells - effects will depend on what you put into the recipe.
The ability to unload. I'll probably be binding this to shift + left click temporarily until we do some real hotkeys.
The ability to cycle through bullets in your inventory. This will likely be bound to left click tempor.. etc. etc.
To be honest, modular shells aren't going to be that hard to code. It's making the GUI and the new crafting systems that will be the most time consuming. I promise it's still on the radar.
The gun is going to be pretty intense. Also I may need to contract Mr. Hazard for a model. Something caster-y.
Cloak in the amulet slot works great, honestly.
I may intentionally create "upgrades" for some items to fashion them into Baubles in different ways:
Make a ring out of the (x), fashion it into a belt buckle and turn it into a belt.. or put a chain around it to make an amulet, etc. That way you can choose, via crafting, what slot you want the item to occupy.
I don't know yet if Flaxbeard is still active, as far as Thaumic Reliquary is concerned. I hope he is. Someone requested we take up the yolk ourselves and make an addon, but I'd prefer to leave it in Flax's hands if at all possible.
Why did the Tome stop using Lapis? I was enjoying farming pneumaticraft rain plant seeds for lapis. Or was that the whole point?
That wasn't my design choice. TheMike wanted to simplify it. I will likely be doing some magically things to the Tome soon. Expect your concerns to be addressed, and thanks for voicing them.
Good to have this mod back, now I need Thaumic Reliquary for a bit more fun.
Again, unsure if Flaxbeard will get to it sooner than later, but I hope he will do us the honor of another addon. I will definitely link the addon if/when it is released. If anyone wants to get in touch with Flax (I can try) and find out if it's planned to update the addon.. if not, I may strongly consider home-brewing one. In all honesty, it's something I'd prefer playing with myself. I hate our recipes and love (looooooove) Thaumcraft.
Speaking of which, our recipes are gonna get a drastic overhaul. Eventually. I haven't worked out details. I'm looking for more progression, in general.
Edit:
For the person with the Alkahestry Tome crash on the last page, build 164 should have you good to go. Sorry about that!
Shift + Right-click makes it consume redstone from your inventory. It has a charge limit (configurable). To use the charge, put it in a crafting grid with certain items. Some things can be duplicated, others can't. I don't have a list for you, but that's the gist of it. Some things cost more than others.
Shift + Right-click makes it consume redstone from your inventory. It has a charge limit (configurable). To use the charge, put it in a crafting grid with certain items. Some things can be duplicated, others can't. I don't have a list for you, but that's the gist of it. Some things cost more than others.
Thanks. One last question: The Tome can only duplicate vanilla thing?
Rollback Post to RevisionRollBack
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
You shift-right click to turn it on. It consumes torches from your inventory, or torches from the Sojourner's staff. You don't have to be holding it, just keep it in your inventory and make sure it's turned on.
I keep forgetting to put Interdiction Torch in the guide.
[edit] forums ate the majority of this post, moment please while i re-write, this mark of shame for the forums software edit will stay. [/edit]
thanks for explaining, i noticed there seemed to be some synergy between the two kind of is why i asked if i needed to use both together. will it work only with vanilla torches, also? would be nice if it could use modded kinds, but not a big deal if it's a pain to do.
finally, i forgot how much i loved building with interdiction torches, i'll try not to make my bases entirely out of 3x3 tunnels, although one of my favorite TC bases in the past was literally just an underground tunnel network, not having to mess with doors and pressure plates if you don't want to is really awesome.
[edit] bolded the stuff that this horrible forums software screwed up and isn't really there for a reply, just a note or a quote [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Dabbling a little with mob AI for the past couple of nights (no stream, sorry!)
The Twilight Cloak and the Serpent Staff just got massive buffs, respectively.
The Twilight Cloak now has a custom targetting disruptor I made, to offset that vanilla invisibility appears to be broken in 1.7.10 (it was for me, at least, when I tested it on a creeper).
Now when active, the Twilight Cloak will "forcefully" prevent things from targetting you, using forge events.
The Serpent Staff projectile now applies an invisible debuff which functions similarly. Enemies struck by the projectile will be rendered docile for about 15 seconds. This is likely subject to change, according to Mike's whims. For now, it's a step in a pretty cool direction, and I may be getting other ideas concerning mob AI as time goes on.
Possibilities:
Enemy specific ignorance items. (ie. Carry an item and certain hostile mobs will ignore you)
"Rage" inducing bullets/shell effects, in a variety of flavors. (ie. Shoot a zombie pigman and his friends turn on him)
Other pacifying effects
Obviously with the former, the Twilight Cloak is extremely powerful in its own right now. I may adjust it to have better balance, perhaps based on the light level itself rather than strictly on/off. So for example, wearing the twilight cloak automatically reduces your visibility radius to 16 while active (max light level), but as light diminishes, your visibility radius could reduce as well.
Rage inducing options include everything from making your victim the central target of enemies around it, to causing a mass frenzy in an area of effect, or simply making your victim berserk on a nearby creature.
Pacifying effects such as "mass calm" are now a possibility, using the potion effect which I've just created.
Expect to see some whimsical new toys in the future.
Edit:
I have a few sketchy plans as to spriting new mob drops, intermediate items to spice up our recipes and move us away from having so many potions and void tears in our recipe system. This will move a great deal of the mod to being combat-driven, involving uncommon/rare drops from monsters to craft some of the more powerful items. These items will also function as higher-quality ingredients in the potion system once it begins coming together, as well as fuel a new class of gadgets I intend to start on.
In addition to this and other new content planned, you can find our issue tracker in the repo. The vast majority of our bugs have been resolved, we have only to start working through our long list of planned enhancements at this point. I'll keep you guys posted with each milestone. Feel free to leave suggestions in the issue tracker, or on this thread.
"Everyone Is Entitled To Their Own Sorrow, For The Heart Has No Metrics Or Other Forms Of Measure, And All Of It... Irreplaceable" "Your Hopes Have Become My Burden, I Will Find My Own Liberation". "Scathing Eyes Ask That We Be Symmetrical, One Sided And Easily Processed, Yet Every Misshapen Sparks An Unseen Beauty Greater Than Its Would Be Judgement".
I was always curious but never tested it out, but does the Cross affect undead mobs added by other mods? Say Special Mobs, or Mo'Creatures for example to use some of the bigger mod mobs out there?
I was always curious but never tested it out, but does the Cross affect undead mobs added by other mods? Say Special Mobs, or Mo'Creatures for example to use some of the bigger mod mobs out there?
it does if they set the correct attribute on their mob: return e.getCreatureAttribute() == EnumCreatureAttribute.UNDEAD;
All of the items in the mod that have amplified effect vs. undead do this check. It's a vanilla minecraft thing, so assuming anyone adding custom undead mobs uses this enum, the answer is yes.
Guys, I have a lot to say.
I'm adding a jillion items I just finished spriting.
Rod of Lyssa
Shears of Winter
Pyromancer Staff
Glacial Staff
Rending Gale (not a ring)
Harvest Rod
and a new class of items called "Heart Zhu", which I will explain later. There are 11 of them in all.
The Claws of the Firedrinker are being removed, but do not fret.
The Infernal Chalice is now the de-facto lava item for the mod.
In addition, there are now many new mob drops (11 to be exact) which will be drastically altering the landscape of our recipes.
This means the guide will soon be very, very invalidated. Stay tuned for more news.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/17/2013
Posts:
186
Location:
I don't, I live on. :P
Member Details
Have you played FTB Ultimate by any chance? If so this is the mod that adds the "Coin of Suck" as dmac would call it... but anyway its a great mod. Oh and it also adds lily pads of fertility of which increases the growth tick or acts like bonemealing a crop. Xeno can clarify. This stacks w/ lamp of growth from thaumcraft also w/ sprinkler from openblocks I believe.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/17/2013
Posts:
186
Location:
I don't, I live on. :P
Member Details
Xeno will you by any chance add some neat Baubles? I love cross-mod integration and it always gets better when it has some relation to thaumcraft (at least that is what I have found)
Xeno will you by any chance add some neat Baubles? I love cross-mod integration and it always gets better when it has some relation to thaumcraft (at least that is what I have found)
We have the baubles API in our mod, but as of yet, we haven't done anything with it only the coin of fortune uses it [amulet slot. Thanks Mike]. We don't have anything planned, but obviously we're itching to use it on something in the future.
[edit] oh and before i forget, interdiction torches are back, aww yiss. [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
*clears throat*
Sorry 'bout that. Needed to get it off my chest.
Regarding the cloak, why not just stick it in the Baubles amulet slot? Cloaks are traditionally fastened around the neck, after all.
Finally, it's great to see an official 1.7.10 release! Now if only someone were to update Thaumic Reliquary and integrate this stuff as forbidden magic items... Ahh, a Steve can dream.
Planned, see Scorch's question below.
You shift-right click to turn it on. It consumes torches from your inventory, or torches from the Sojourner's staff. You don't have to be holding it, just keep it in your inventory and make sure it's turned on.
I keep forgetting to put Interdiction Torch in the guide.
It is planned, I promise. I'm actually intending to do the potion system first and heavily revamp our recipes before I get started on the gun's new mechanics.
Since you asked, here's what's still planned:
To be honest, modular shells aren't going to be that hard to code. It's making the GUI and the new crafting systems that will be the most time consuming. I promise it's still on the radar.
The gun is going to be pretty intense. Also I may need to contract Mr. Hazard for a model. Something caster-y.
Cloak in the amulet slot works great, honestly.
I may intentionally create "upgrades" for some items to fashion them into Baubles in different ways:
Make a ring out of the (x), fashion it into a belt buckle and turn it into a belt.. or put a chain around it to make an amulet, etc. That way you can choose, via crafting, what slot you want the item to occupy.
I don't know yet if Flaxbeard is still active, as far as Thaumic Reliquary is concerned. I hope he is. Someone requested we take up the yolk ourselves and make an addon, but I'd prefer to leave it in Flax's hands if at all possible.
That wasn't my design choice. TheMike wanted to simplify it. I will likely be doing some magically things to the Tome soon. Expect your concerns to be addressed, and thanks for voicing them.
Again, unsure if Flaxbeard will get to it sooner than later, but I hope he will do us the honor of another addon. I will definitely link the addon if/when it is released. If anyone wants to get in touch with Flax (I can try) and find out if it's planned to update the addon.. if not, I may strongly consider home-brewing one. In all honesty, it's something I'd prefer playing with myself. I hate our recipes and love (looooooove) Thaumcraft.
Speaking of which, our recipes are gonna get a drastic overhaul. Eventually. I haven't worked out details. I'm looking for more progression, in general.
Edit:
For the person with the Alkahestry Tome crash on the last page, build 164 should have you good to go. Sorry about that!
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Shift + Right-click makes it consume redstone from your inventory. It has a charge limit (configurable). To use the charge, put it in a crafting grid with certain items. Some things can be duplicated, others can't. I don't have a list for you, but that's the gist of it. Some things cost more than others.
Thanks. One last question: The Tome can only duplicate vanilla thing?
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
For now, yes.
You shift-right click to turn it on. It consumes torches from your inventory, or torches from the Sojourner's staff. You don't have to be holding it, just keep it in your inventory and make sure it's turned on.
I keep forgetting to put Interdiction Torch in the guide.
[edit] forums ate the majority of this post, moment please while i re-write, this mark of shame for the forums software edit will stay. [/edit]
thanks for explaining, i noticed there seemed to be some synergy between the two kind of is why i asked if i needed to use both together. will it work only with vanilla torches, also? would be nice if it could use modded kinds, but not a big deal if it's a pain to do.
finally, i forgot how much i loved building with interdiction torches, i'll try not to make my bases entirely out of 3x3 tunnels, although one of my favorite TC bases in the past was literally just an underground tunnel network, not having to mess with doors and pressure plates if you don't want to is really awesome.
[edit] bolded the stuff that this horrible forums software screwed up and isn't really there for a reply, just a note or a quote [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Dabbling a little with mob AI for the past couple of nights (no stream, sorry!)
The Twilight Cloak and the Serpent Staff just got massive buffs, respectively.
The Twilight Cloak now has a custom targetting disruptor I made, to offset that vanilla invisibility appears to be broken in 1.7.10 (it was for me, at least, when I tested it on a creeper).
Now when active, the Twilight Cloak will "forcefully" prevent things from targetting you, using forge events.
The Serpent Staff projectile now applies an invisible debuff which functions similarly. Enemies struck by the projectile will be rendered docile for about 15 seconds. This is likely subject to change, according to Mike's whims. For now, it's a step in a pretty cool direction, and I may be getting other ideas concerning mob AI as time goes on.
Possibilities:
Enemy specific ignorance items. (ie. Carry an item and certain hostile mobs will ignore you)
"Rage" inducing bullets/shell effects, in a variety of flavors. (ie. Shoot a zombie pigman and his friends turn on him)
Other pacifying effects
Obviously with the former, the Twilight Cloak is extremely powerful in its own right now. I may adjust it to have better balance, perhaps based on the light level itself rather than strictly on/off. So for example, wearing the twilight cloak automatically reduces your visibility radius to 16 while active (max light level), but as light diminishes, your visibility radius could reduce as well.
Rage inducing options include everything from making your victim the central target of enemies around it, to causing a mass frenzy in an area of effect, or simply making your victim berserk on a nearby creature.
Pacifying effects such as "mass calm" are now a possibility, using the potion effect which I've just created.
Expect to see some whimsical new toys in the future.
Edit:
I have a few sketchy plans as to spriting new mob drops, intermediate items to spice up our recipes and move us away from having so many potions and void tears in our recipe system. This will move a great deal of the mod to being combat-driven, involving uncommon/rare drops from monsters to craft some of the more powerful items. These items will also function as higher-quality ingredients in the potion system once it begins coming together, as well as fuel a new class of gadgets I intend to start on.
In addition to this and other new content planned, you can find our issue tracker in the repo. The vast majority of our bugs have been resolved, we have only to start working through our long list of planned enhancements at this point. I'll keep you guys posted with each milestone. Feel free to leave suggestions in the issue tracker, or on this thread.
"Everyone Is Entitled To Their Own Sorrow, For The Heart Has No Metrics Or Other Forms Of Measure, And All Of It... Irreplaceable"
"Your Hopes Have Become My Burden, I Will Find My Own Liberation".
"Scathing Eyes Ask That We Be Symmetrical, One Sided And Easily Processed, Yet Every Misshapen Sparks An Unseen Beauty Greater Than Its Would Be Judgement".
Not a bad plan, to be honest, but it won't be long, thanks to TheMike working on our build system. Right now, build 163 appears to be stable.
As I understand it, the integration addon is being maintained, but I have no clue how long it will be.
Edit: check the OP, we did just post our first official stable build. Let us know if there are any issues!
it does if they set the correct attribute on their mob: return e.getCreatureAttribute() == EnumCreatureAttribute.UNDEAD;
All of the items in the mod that have amplified effect vs. undead do this check. It's a vanilla minecraft thing, so assuming anyone adding custom undead mobs uses this enum, the answer is yes.
Guys, I have a lot to say.
I'm adding a jillion items I just finished spriting.
Rod of Lyssa
Shears of Winter
Pyromancer Staff
Glacial Staff
Rending Gale (not a ring)
Harvest Rod
and a new class of items called "Heart Zhu", which I will explain later. There are 11 of them in all.
The Claws of the Firedrinker are being removed, but do not fret.
The Infernal Chalice is now the de-facto lava item for the mod.
In addition, there are now many new mob drops (11 to be exact) which will be drastically altering the landscape of our recipes.
This means the guide will soon be very, very invalidated. Stay tuned for more news.
We have the baubles API in our mod, but as of yet,
we haven't done anything with itonly the coin of fortune uses it [amulet slot. Thanks Mike]. We don't have anything planned, but obviously we're itching to use it on something in the future.