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

    Hey TankHunter678, i agree with some of what you say. The research system in TC 5 was more difficult for individuals who have trouble with puzzle games, as well as less rewarding for those who are good at such games and prize efficiency. It certainly made exploring and research two separate parts of the game... And although we are not going back to TC4 research, Azanor is a rather sharp fellow and has been working hard to make the shiny new system a fun and more integrated way to play thaumcraft.


    Hope this helps put you at ease a bit. :)

    Posted in: Minecraft Mods
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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)
    Quote from Barteks2x»

    As I said, this is very far future, if it will ever be a thing at all. I know Robinton experimented with CFCR mod (Compressed Faraway Cube Rendering) that would render whole chunks as single blocks in 1.2.5, but I don't think it really got anywhere stable. It could work if some efficientway to store and load the simplified data is added, otherwise it would take too long for these chunks to actually load.

    I've attempted this myself back when Cuchaz was working on tall worlds. Turns out that minecraft's optimization is already more memory efficient then loading all those custom textures for simplified chunks. You'd need a new save format to support it more efficiently, and at that point you may as well just do a google like render of the map save on a flat plain at render limit, and not worry about preloading distant chunks at all.
    Posted in: WIP Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from darkraptor6»

    Hey ... Why anyone help me for the bug with Optifine ? Because i've test a newest version , and i have a black screen .. :'(



    Quote from fwackers»

    I hope I'm not the only one getting this, but whenever I enter the dimension I get a black screen forever. Any idea what's going on?


    Ok, found a bug. Optifine. The black screen is because of Optifine. Maybe fix that because my PC is really laggy and i need Optifine. :D Until then ill fight the peat mummys 3 frames at a time :(


    also when do you guys think the Prime Wight will be complete?


    Some options in Optifine (fast render for instance) hijack the graphics pipeline and are incompatible with shaders. reset your graphics options from the main menu, then restart your client. Once inthe between lands with working graphics go ahead and tweek setings till your happy with it.
    If you reset optifine options while in the between lands it will crash your client.

    This is not a bug btw, Optifine just has a hard time playing nice with custom shaders and renderers.
    Posted in: Minecraft Mods
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    posted a message on Request : could someone help update this "Player moved wrongly" fix

    I've been having some problems with portals on my server and found this file, however it's outdated. https://dl.dropboxusercontent.com/u/20274963/mtqfix.zip

    I'd like to update it to 1.7.10. The source is included, I'm just not confident in using ASM. Any help would be appreciated.


    Original post here: http://www.minecraftforge.net/forum/index.php?topic=9752.0

    Posted in: Requests / Ideas For Mods
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    posted a message on Alagaesia's Ancient Language - Cast Dynamic Spells!
    Quote from Spartan322»

    Also, Mystcraft has an interesting system, but to use that syntax is odd cause it would force you to severely screw up the Ancient Language, so either it will omit stuff or that comment referred to a general idea of adjectives, not sure which.


    I was refering to the code implementation of it's syntax as a good example and starting point. To exactly copy mystcraft's grammar would be rather silly.
    Posted in: WIP Mods
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    posted a message on Alagaesia's Ancient Language - Cast Dynamic Spells!

    This is a wonderfull idea! And I have a few suggestions you may like. ^_^


    1 shape modifirs (single target, ray, cone, burst, and size) chaning shapes could produce for instance a ray that terminates in a large burst.


    2 The syntax used in mystcraft makes a lot of sence code wise, and may make a good starting point for your syntax system.


    3 baubles integration rather than direct level dependence. Either auto improving with each use, or spend levels at an enchanting table. Equip to glove? (regenerating damage value?)


    4 Perhaps a word to force a spell you lack capacity for, paying the remaning cost in hearts...


    5 eventually the ability to wright spell pages for quick casting from your hotbar. (just to store text that outputs when used)


    6 a way to discover and keep a record of words in game.


    I really look forward to seeing how this mod developes and evolves! Best of wishes!

    Posted in: WIP Mods
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    posted a message on DrCyano's Base Metals
    Would you consider using minerals instead of generic ore blocks? like these for instance? http://en.wikipedia.org/wiki/List_of_copper_ores I think it would go really well with your mineralogy mod and add some fun realistic complexity to the world.



    Also, if you heat cold iron in a forge, wouldn't it become normal iron? XD
    Posted in: Minecraft Mods
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    posted a message on Simple Refinement
    I see what you're trying to do. Have a look at http://www.cuchazinteractive.com/m3l/. Forge just isn't suited to this kind of mod.
    Posted in: Minecraft Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    I was just throwing in my two cents since someone brought it up. had no intention of arguing with anyone. I really am sorry if it seamed like I was.

    my only point was that I guess some programs may be able to read the file, but that any editing would have to be manual, since no save editor would know what to do with the data.

    Also, I meant to quote Videogamer555 XD
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz»

    The mod is not available to anyone at the moment. I don't even have a working copy. The copy I have is still suuuuper broken. I can fix it, but it just takes time.

    I very much doubt that some editor supports editing tall worlds.

    Your source of information is suspect. =P

    Some editors are not format sensitive. Like a hex editor for instance. I haven't used NBTexplorer, but if it's reported working with the old cubic chunks mod and / or other save file variants i would assume it to be just a way to gain access to the file for manual editing.
    Posted in: WIP Mods
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    posted a message on synthetic sunlight producing block for deep world survival.
    I have higher hopes for better options in M3l than getting the hooks I need into forge. This mode is inspired by tall worlds anyway, since with infinitely deep worlds you need to be able to survive without getting back to the surface. I will rewrite it for M3l when it's out. Just trying to do it on forge with dimensions for expanded depth for the time being.
    Posted in: Modification Development
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    I remember back in the day, when all content builders were genuinely breaking the law. on purpose too. We were called hackers back then... And even then, we were getting less flack than this... because customized game content is awesome!



    That aside, I'll see what I can scrape together for m3l. You are awsome Cuchaz and your work is valued by others.
    Posted in: WIP Mods
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    posted a message on synthetic sunlight producing block for deep world survival.
    That should still work since the sunlight level diffuses properly. And I'm looking to avoid ASM as much as possible. If I were to use it, it would only be to insert my own hook.
    Posted in: Modification Development
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    posted a message on synthetic sunlight producing block for deep world survival.
    That's right, and fully intentional. I wanted a normal day/night cycle in underground pockets for balanced mechanics, like power, villages, etc.

    Blocks will think they are outside as they check one block up for light information. At the moment it's a bit costly though since i'm using chunk data event to replace the values from the normal check in World. and it seems to be making ALL the lighting update more often than normal. May end up using asm after all if I can't optimize this a bit.
    Posted in: Modification Development
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    posted a message on synthetic sunlight producing block for deep world survival.
    Got it working. Turns out you need to override both isAgainstSky and canBlockSeeSky for the position of the block. I've successfuly made a sunshine block that can replace the air under my subterainian natural lightsource now.
    Posted in: Modification Development
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