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    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    Quote from Plotwist

    ...hippie.

    You know, that makes me think of something... what if there was a Botania flower that reduced warp?
    *runs off to Vazkii's thread*
    Posted in: Minecraft Mods
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    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    Quote from Elphoenix
    Just so that everyone knows, 4.2 is out! Hopefully AT will be able to update soon =D

    Don't let's all mob him now...
    ... what I see what I see is whAt i sEE iS whaTISee WHatiseeis whati--

    *shudders* That was perfeccctly normal. Anyway, we should allow no time for ressst.

    I just can't waiiit for the mercurial crystal wand, so I can top it with mana-- blood caps.
    ...
    Go away, and NEVER come back!
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from niccosaint

    That was to Eruantien...

    Okay, then... my turn: what?

    Anywho, I'm glad to see that autocrafting is back in! Plus, colors: awesome!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Laskeri

    I think everyone is. Personally, Thaumcraft (+addons) is one of the last mods I'm waiting on before making the jump to 1.7.10 :>

    Same here. And then I'll have to get used to the new AM2 mechanics, and the new AE2 systems... yeesh.
    Regardless, my 1.6.4 world is coming along quite well. It pains me that I'll have to lose it, but I want to get a fresh start without so many mods this time.
    And, TE is finally moving along as well! Shenanigans!

    So... do vishrooms do anything? Or are they just ambient? And does anybody know which mobs drop ordo aspect orbs on death?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from LordEric

    Oh is that what happens? I thought the aspect displays were just plain scrambled.

    Apparently so. I first realized it when I saw that it only happened while I had a potion effect on; as the effects don't shift the inventory while you're, like, inside a chest or something, I quickly realized that everything was not as it seemed.
    /rpvoice
    Glad I could help all who were helped. Galadh PM'ed me; that was indeed the issue.

    Man, I haven't been on this thread in a while. Totally stoked for 1.7.10! I did enjoy the 4.2 teaser...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Galadh
    Hello!

    I apologize for not browsing through entire forum back - it's been very long since I last have the pleasure of playing MC at all.

    I still use MC 1.6.4 with TC v4.0.5b so it might have been corrected. I don't quite like this new "make-it-all-even-easier-for-players" approach, however - I mean about the new spells / research mini-game, so I am not upgrading to next version of TC as for now.. I understand this what I am describing is not a bug per se, but still it is frustrating a lot.

    I am experiencing a slight problem connected with presenting items' aspects in inventory. Or more precisely: my wife is experiencing these problems when she connect to my LAN world. In single player game everything's fine and dandy. As shown on the pictures below, when mouse pointer is slightly off to the side item in question starts to show entirely different aspects.

    Now, I mentioned this is happening in multiplayer over LAN game, which is hosted on my PC. This may pose some issues, I do not know of. But the point is: on my host-player, everything works perfectly, while the aspect are shifted between inventory fields in my wife's guest-player inventory all the time. It even goes worse: at times aspects are shifted, later on they became realigned to the pixel on the screen, just to be shifted way of the next time my wife's player opens their inventory...

    Bewildering as it sounds, it is even more frustrating for us, when we are trying to extract aspects through alembics. For example, my host-player can extract Ignis and Potentia from coal, while the guest-player ends up with Saxum, Potentia and Instrumentum - from the same coal, using the same alembic to burn the materials in question...

    As mentioned, I am using TC 4.0.5b, so I would kindly ask you all - not only Azanor - if you encountered such problems and maybe even found ways to fix it / figured a workaround - please, do tell. It would make a camper very happy :P


    Iron Axe showing Lux+Sensus aspects
    (first to the left)

    Carrot showing Arbor aspect
    (middle)

    Carrot (same) showing Vitreum+Lucrum+Instrumentum aspects
    (right hand)


    Best Regards,

    Galadh and BetiLove

    If the player in the screenshots you've showed us holds "shift" and moves their mouse cursor out the left edge of the inventory window, do aspects show up over a seemingly empty space, outside of their inventory? I've experienced this as well. It seems to be because you have a buff or potion effect applied to you, which causes the inventory window to be shifted over to the right, while the aspect icons do not respect this shifting and stay where they would normally be; over their respective items.
    For instance, the carrot in the middle picture above seems to have the aspects of the axe on the top-left-hand inventory slot, while, in the second picture, it has the aspects of the warded jar. The icon shift is not exact, so moving a few pixels over is correspondent to the next inventory slot at times, and sometimes not. It's a little... weird, I know.
    Is this only a visual glitch, or do the items, when melted down, actually diffuse into the wrong types of essentia? If the latter is the case, then I am not sure what is happening.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Someone mentioned "cybernetic fusion"... why not go full-out Metroid and add the possibility to temporary disable the power suit into a zero suit?

    That way, armor could be worn instead as well, and some features, such as sprint boost or jump boost, could also be passively active, but still use power.

    How about an explosive missile module?



    Also, how about a force field module, that creates a "bubble" of air around you when you are in fluids? Kind of like BM's sigil, perhaps..
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from MokahTGS

    Having issues connecting to the server this morning. Several people are having this issue:

    "Internal Exception: io.netty.handler.timeout.ReadTimeoutException"

    Did something change with the modpack?
    Apparently it was updated. http://magipunk.net/forum/viewtopic.php?f=3&t=561
    Posted in: PC Servers
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    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    I'd just like to say that my new Manasteel Entwined Mercurial Crystal Wand is the most beautiful wand ever. (AT, FM, Botania!)
    Thank you very muchities.

    ... andddd, I can't access the download for 1.7. :D
    "Oops! Google Chrome could not connect to ixios.net."
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    I've been fooling around with Blood Magic's basic spell system. It's not bad to start off with; you only need some tier 1 blood altars, mob heads, wool, an Apprentice blood orb, and a little LP. Not too bad at all.

    I'd like to say that I don't feel as much of a need for AM2 as well, due to all the other spell systems springing up. The thing is, I only mostly used AM2 for healing, so I'm kind of concerned about that feature not being present early-game... but it's okay, if Botania gets added in - magic flowers!

    Also, FWIW, there's a spambot on the forum. I can't find a way to report it. *tries again*
    Posted in: PC Servers
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    All I have to say is: thanks for the 1.7 work from the bothz of you! I can have my Manasteel Entwined Livingwood Wand again!

    Now for AM2 and TE3...
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    I'd like to recommend, for the 1.7.2 update, the mods Botania and QuiverBow. Opinions?

    EDIT: Oh, and also Forbidden Magic and Reliquary, if/when they get updated. Also, what is your policy on Mystcraft?

    EDIT^2: Oh, and happy (waaaay) belated birthday @Steelflame!

    EDIT^3: Darnit, this isn't FTB forums... whatev'. =D
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Whoa... haven't checked on this topic in a few weeks.
    Yay, Steel's back! Thanks for sticking with us! =D
    So, when the server is restarted, will we be back where we were? Or will it be a new world, due to the 1.7 transition?
    Posted in: PC Servers
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    posted a message on JAMI - Just Advanced Mod Interaction (Updated: 19.04.2014)
    Quote from Samtrion

    UPDATE: JAMI-1.6.4-1.0.13.122

    Unless the need for more bugfixes arises, this will be the final version of JAMI for 1.6.4. Work on 1.7.2 starts later today. We changed a few approaches to JAMI, see the main post for more details (once we got around to properly writing them down).

    Thanks! Too bad about the aura modifiers... I'll just swing with it. Question, though: did you ever fix the "hilltop stones" symbol?
    Posted in: Minecraft Mods
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    posted a message on JAMI - Just Advanced Mod Interaction (Updated: 19.04.2014)
    OK, thanks for the heads-up then.
    FWIW: sometimes (not every time, there were some "normal-sized" nodes too) as I approached a node in an age that had the "Better Aura Nodes" symbol, it would appear normal sized, or at around 100-200 vis, but a few seconds later would jump massively to 3000-4000. Just my experiences...
    Posted in: Minecraft Mods
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