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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    You know what would be evil? Skelles, on angry wolves, and those wolves have speed buffs and the skelles have str buffs. If vechs does that, prepare for wolf Calvary. EVEN better, blazes on the wolves or using cavespiders. That is true pain.

    Now that i said that, Vechs will take the idea and we will all be screwed.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Dinnerbone



    Hello, MrL567!

    Lol and hi. You must be very tired after all the programming and stuff you have done . I am glad that you allowed Vechs and other map makers to evtuallu tweak mobs. Because really that must of took loads of coding todo some congratulate you for that.
    Posted in: Maps
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I would love to see that different paths in magic would give you different types of armor, so, here are some examples.

    Farseer Helm

    A helmet for a seer, it allows you to use your abilities at a greater rate. The main use combat use is that is allows you to have a chance of causing a crtitcal hit without jumping. Its other ability is that it will allow you predict at a better rate.

    Inquisitorial Chest plate

    This armor is mostly used by people who try to get rid of the forbidden stuff. It causes a 1/8 damage recoil to all mobs that hit you and, makes all your attacks have a smite 1 on them.

    Singularity Chest Plate

    A strange and odd piece of armor, it has a interesting effect. It slowly adsorbs can charge itself up, representing that the center piece gets brighter and brighter. At full charge, when hit, it causes a massive boom in pure vis into the air, causining taint levels to go down and the aura to go up.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from pi4t

    I notice that you use the technic pack from your post, TheLazyShadow. That's not generally considered acceptable within this forum. The reason for this is that the technic pack uses mods without the mod creator's permissions (and, in multiple cases, after the mod owner has explicitly said that they weren't allowing them to). I also understand, though from another person rather than myself, that the reason for this is because 'modders are all a bunch of **** with massive egos', according to the readme.

    Obviously this is unfair, (probably) illegal, and shows no respect for the people who actually worked hard to make us these mods. Therefore, I'd strongly request and advise you to drop the technic pack due to the reasons I said above. It's more enjoyable and allows you to get a more customised to your liking game if you install the mods properly, anyway.


    Your an idiot you know that. WE DO NOT CARE ABOUT THAT. He can mention it whenever he wants so stop spewing those ideas. So go away you troll.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    We need some more "combat" charms.

    Cloak of Flames

    Made from a fire crystal, the magic fabric, and 1 vis crystal, when ever you get attacked, a burst of fire (like from wand of fire) will blast around you, burning targest near bye.

    Cloak of Calm

    Made from a vis crystal, the magic fabric, a ender pearl and 1 quicksilver. What it does in increases the range which mobs have to be in to aggro you. I think the ranage is 16 so instead of 16 it is 10.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I never liked the fact the research is just throwing items in, the new research system you are doing is very neat, however, i have a few ideas how to make it better.

    Block Boosts

    Currently, only the brain in a jar and book cases can increase research speed, and the chance you will get something. I have an idea to change that. In the new system, a bookcase gives a boost to only lost stuff, and it is very low. However, you can modify the bookcase by adding a few different items, mostly artifacts but other stuff can go in it. Lets call this block, for now, the modifier (name most likely to change.) Lets say you want a bigger boost to one type of magic, so you go the modifier, throw in a bookcase, and lets say it you want to learn more about the holy things in the lost section. So you add a few silverwood logs along with your bookcase, once thats done you get your new and improved bookcase. Now this new bookcase will give a larger boost, however, it will only give a boost to that category. So the question is, do you want a large boost in one area, or a smaller boost in many areas.

    The Winds of Aura.

    Aura, does not stay in one place at a time, it moves around like a wind, in areas affected heavily by the winds, you can expect to find a lot of silverwood trees and strange magical objects. But, how are you going to track it? This is were many other paths come in. You first need to place a 1 block high and 2 block wide pillar made out of stone bricks, then you make a nether port shape on top of it made out of Glowstone. Once you make it, it gives you a basic GUI. This GUI at the start, only shows you how strong the wind is and what type of element it is. Thats were other paths come in. If you map out areas you a star map and a modified normal map, you could figure what way the wind blows. If you add singularities to it you could possible shift the way the wind blows. However, it is not all fun and games.

    The effects of the Winds.

    The winds can have some nasty effects if they are to attuned to one element or tainted. A tainted or, black wind, can spread taint far and wind, but it can be prevented if you do not mess with the winds to much. A to much attuned wind can be nasty as well. If it is fire, very slowly in the winds path, dirt can become sand, and desert dunes can become very large. A water effect can slowly turn parts of the ground to water, eventually creating vast floods. A earthen wind can make nature attack, making you very angry when that tree you would cut down has transformed into a ent. A airy wind can slowly remove the ground, eventually creating great islands in the void. A perfect wind, however, which is very hard to create can slowly regernate crystals in chunks and pureify the land, allowing it to counter the effects of a tainted wind.
    Posted in: WIP Mods
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    posted a message on [SPOILER] Super Hostile Guide [WIP]
    Want to know were some wool is to add to your guide?

    My guide for the rotten caves ((dungeon 13 I think)). MAKE GLASS BRIDGES! Mobs can not spawn on glass to bridge and mine till you find a pit in the water. Once in the water you'll see glowstone. Follow the path and you will find the wool for that area. Note there zombie spanwers in the wall so disable thoose. If you die don't worry, as long as you havea bed in the arcane ruins you can run back to the caves and get your stuff back.
    Posted in: Maps
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