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    posted a message on Lost Cities: Gothic Edition.

    This is something that's come to me with the focus on horror mods Minecraft currently has. How about an addon/alternative for the 'Lost Cities' mod that adds in Gothic/Dark Fantasy buildings instead of modern ones? With all the modpacks containing creepy mobs and structures it'd be a welcome addition for exploring especially on modpacks with more focus on fantasy elements.


    Anyone think this would be a good idea? I don't have the patience or persistence to do this sort of thing myself but I think it would be nifty.

    Posted in: Requests / Ideas For Mods
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    posted a message on Need Mod Ideas

    Sorry to get back to you so late. I think 1.15 would be the better version as 1.12 is coming to an end forge-support wise. As for the mod I was thinking of focusing strongly on Necromancy as the main point. Besides that I can't say more besides what you've already thought of adding. All I can really say is that as long as there's a good portion of the mod dedicated to playing as a necromancer I'll be happy. Sorry for being so vague but I'm not good at details, just basic ideas.

    Posted in: Requests / Ideas For Mods
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    posted a message on Need Mod Ideas

    I posted this idea a while ago, see what you think of it:



    As a fan of dark magic in general, Necromancy is one of my favorite
    aspects of the dark arts. I would love nothing more then to command my
    undead minion horde against my enemies, collect the remains and merge
    them into my horde of abominations, or summon skeleton legions when I
    need them. For Minecraft 1.12 and beyond however, there really isn't any
    options for this aside from the 'Overlord mod and 'Electroblob's
    Wizardry' which while a good option by themselves aren't good enough for
    really role-playing as an unholy magic wielder.


    There was a Necromancy mod by AtomicStryker but it hasn't been
    touched since 1.7.10, I also saw someone talk about creating a Lich mod
    with the focus being learning about Necromancy until you could make the
    transformation into an undead Lich yourself.


    For me, the perfect Necromancy mod would allow you to build your
    minions out of pieces, equip them with weapons, armor and even magic of
    your choosing, level them up as they battle for you and even upgrade
    them as you continue your research into the dark arts. There would be
    skill and tech trees, magic spells to aid you and your minions and an
    assortment of monsters you could command.


    What do you think? Too big for what you were thinking of?
    Posted in: Requests / Ideas For Mods
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    posted a message on Necromancy mod.

    As a fan of dark magic in general, Necromancy is one of my favorite aspects of the dark arts. I would love nothing more then to command my undead minion horde against my enemies, collect the remains and merge them into my horde of abominations, or summon skeleton legions when I need them. For Minecraft 1.12 and beyond however, there really isn't any options for this aside from the 'Overlord mod and 'Electroblob's Wizardry' which while a good option by themselves aren't good enough for really role-playing as an unholy magic wielder.


    There was a Necromancy mod by AtomicStryker but it hasn't been touched since 1.7.10, I also saw someone talk about creating a Lich mod with the focus being learning about Necromancy until you could make the transformation into an undead Lich yourself.


    For me, the perfect Necromancy mod would allow you to build your minions out of pieces, equip them with weapons, armor and even magic of your choosing, level them up as they battle for you and even upgrade them as you continue your research into the dark arts. There would be skill and tech trees, magic spells to aid you and your minions and an assortment of monsters you could command.


    If anyone would be willing to do this I'd be most grateful. But if it sounds like too big a task, then I won't hold it against you. Thanks for putting up with my rambling.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tainted Magic

    Why not Curseforge?

    Posted in: Minecraft Mods
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    posted a message on Tainted Magic

    Seeing as the forums will be shut down on the 16th, is there anywhere else to keep up on the mod?

    Posted in: Minecraft Mods
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    posted a message on Baubles 1.4.6 / 1.5.2 (Updated 2018/1/10)

    I'm just wondering here... but if Azanor's retired from modding is someone else going to take over this mod like with Thaumcraft? I'm just sure since this is a necessary part of it and all it should be updated as well.

    Posted in: Minecraft Mods
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    posted a message on MLP NPCs mod.

    I've been thinking about playing as a dark wizard using mods and I'd really like to be able to face off against the ponies from MLP:FIM. Would anyone be willing to put something together for this? If so, please respond.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tainted Magic
    Quote from yorkeMC»

    Not right now but in the future possibly yes.

    I hope you do, TC5 looks so interesting right now, but all the mods I want to use with it are still in 1.7.10, a real bummer.
    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 Mithion»


    It was in September that I started a standalone game, which involves magic and medieval themes. Progress is being tracked on the dev blog at qorconcept.com. You can find out more there :)


    Personally, I refer to it as Wizardry. Sorcery in my mind has usually meant more along the lines of making pacts with demons for power. This is just inherent magic within someone; a part of their life force. No demons required!


    To be honest, the traditional view of a sorcerer is "A being who has made a pact with a higher power(presumably a demon) for great power in exchange for something very precious(traditionally their soul)" Whereas wizards are the ones who come with their own powers that they have to study, practice and learn in order to use to their fullest. So in that sense, wizardry is the most fitting term for this.
    Posted in: Minecraft Mods
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    posted a message on Help with spawning issues.

    I'm using the thaumcraft mod and when I enter the 'outer lands' dimension I get attacked from all sides by mobs from the 'Grimore of Gaia' mod and by the spawns from the 'Headcrumbs' mod which I also have installed. Is there any way to limit mobs spawns from spawning in certain dimensions? I'm asking because I keep getting swamped by mobs when I fight the boss in the dimension and it's really a pain.


    Any help please?

    Posted in: Mods Discussion
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    posted a message on Tainted Magic
    Quote from LazerusKI»

    Pretty interesting mod, finally there is something to do with all the madness^^



    Well, while im here i could also post some suggestions



    We can build the Crimson Armor now, right?
    How about a recipe that lets you build the Ancient Stones from the Eldritch Dungeons?



    Also: do you know the Energized Nitor from TT?
    How about a Dark version of it? Not Light around you but Darkness?



    Also a few ideas for Foci




    The first could be a dark version of the primal focus, basically an upgrade to the eldritch projectile, but instead of exploding, it would implode.

    the basic version would just pull targets in when it explodes, but at rank 3 you could upgrade it some more.

    you could decide between a projectile that passes through enemies and pulls them with it,

    or a projectile that temporarily leaves a hungry node behind when it hits something.

    the other ranks would have cost reduction, damage up, range up



    Another foci idea could be based on warp

    how about one that behaves different when you have warp or not? lets call it mindblast for example.

    without warp, you would simply send out a damaging shockwave, that hurts and pushes back enemies.

    but with warp, it would change, no longer pushing back things, but instead leaving a debuff on the enemy.

    the debuff could be similar to wither, but with an additional feature - when the enemy dies, he explodes.

    at rank 5 it could then be available to upgrade that explosion even further, leaving the same debuff on all enemies who where cought in it, basically creating a chain reaction.

    the other ranks would again have cost reduction, damage up, range up



    Or Necromancy?

    Just Foci to summon different minions?

    Limitation would be, that you could only have 3 Minions active at any
    given time, using a summon again replaces one minion of that type, or the oldest of another type if its not possible to "resummon"

    At the basic tier it would summon a skeleton armed with an Iron Sword

    at rank 1 you could then decide its path

    - Melee => The Minion would then wear thaumium gear (armor and sword)

    - Ranged => The Minion would then wear black leather armor and a bow

    - Mage => The Minion would wear Thaumaturges Robes. Spawns either as Ice, Lightning or Fire, the Robes change color based on element (Cyan, Yellow, Red) - they would use the same attacks as the player can with the foci, they just dont need a wand for it.

    at rank 3 you would then upgrade the gear for the first time

    Melee would then wear Thaumium Fortress Armor and an enchanted Thaumium Sword

    Ranged would wear Chainmail and a Bone Bow

    Mage would wear enchanted Thaumaturges Robes and upgrades its arsenal to use the rank 3 focus types additionally to the normal attacks

    at rank 5 it would then upgrade them even further

    Melee would wear enchanted Thaumium Fortress Armor and an enchanted Void Metal Sword

    Ranged would wear enchanted Chainmail, enchanted Bone Bow and Primal Arrows

    Mage would wear enchanted Thaumaturges Robes colored black and would have access to all the 3 elementals + the eldritch projectile

    rank 2 and 4 would only have a cost reduction




    I like the minion foci idea, there's nothing that says 'Dark Magi' like summoning a horde of minions to do your bidding.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft/baubles warp-preventation mod suggestion.

    As much as I love Thaumcraft, the 'Warp effects' that you get as you unlock the more impressive stuff tend to get on my nerves. especially after your accumulated warp starts to effect you seemingly every ten minutes or so, which leaves you with little choice but to jump in and out of a arcane spa near constantly.


    After a while of this I started thinking 'wish there was another way to prevent this' and then this idea came to mind: a bauble set for thaumcraft that would reduce the chance of warp effects happening. It would probably be extremely expensive to make but the end result would be much less of a headache.


    Would anyone be willing to have a go at this?


    Much obliged.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tainted Magic

    Well... at least it wouldn't be blindness or thaumeria at any rate, I guess that would work as well.

    Posted in: Minecraft Mods
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    posted a message on Tainted Magic

    Well... if that's the case... dang.

    Posted in: Minecraft Mods
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