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    posted a message on Growthcraft Community Edition - 3.0.0 Alpha Release

    I'm curious if there are plans to make the Cheese Presser a bit more... Easily automated? I had to use at least 4 different mods to even TRY and automate it and I'm fairly sure it only barely worked. One step would be having it actually respond to redstone. At least having it be readable by comparators as to it being pressed or unpressed would be dandy. Almost everything else in the cheese production stuff is pretty automatable, too, so no complaints there... Except the Cheese Vat. Is it possible for there to be a way to remove Milk Curds from a vat or at least make Starter Culture not an issue for making Milk Curds into cheese? I'd quite like to be able to automate the curd production without having to very restrictively time how items flow in.

    Posted in: WIP Mods
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    posted a message on Boktai Mod? Solar-Powered Weaponry and Such-like
    Not sure if a bump is too awkward, but... Eh. Bump?
    Posted in: Requests / Ideas For Mods
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    posted a message on Clockwork Phase 1.7.10_1.0 - Time magic all wrapped up in brass
    I'm rather curious what sort of time-altering shenanigans are planned. Would some sort of more direct temporal manipulation (reversing, slowing, speeding, stopping) be possible?
    Posted in: Minecraft Mods
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    posted a message on Boktai Mod? Solar-Powered Weaponry and Such-like
    Any sort of details on how you plan to handle it? If you wanna know any more details about the series itself, I'd be happy to share. Or you could just play them yourself.
    Posted in: Requests / Ideas For Mods
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    posted a message on Boktai Mod? Solar-Powered Weaponry and Such-like
    Well, I know nothing about actually making mods, but I have had a pretty neat idea for one. If you're at all familiar with the Boktai series of games, they had various equipment powered by the Sun, most notably the Gun del Sol, which was customisable with different lens to make different elemental powers (the standard one just being Sun power, good against undead mostly, which would probably translate to a Smite effect in Minecraft), different frames to affect how it fired (single-shot, spread-shot, shotgun effect, etc.) and different batteries to store more power. So I figured something similar could be in this mod, though I doubt it'd be anywhere near as in-depth. There was also the... I forget its actual name, but it was a gauntlet that functioned under a similar idea as the gun, except it powered up your melee attacks. The way it works in-game is that you only recharge EN, or power, in sunlight, slowly if you just walk around, but quite fast if you hold it up to the sky, I'm not entirely sure how you'd translate that into Minecraft, but. I'm sorry if this hasn't been a very good explanation, but I hope the basic idea has come across.
    Note there's also a Gun del Hel, which only charged up when there was no sunlight around, however it was uncustomisable and only fired dark-elemental shots.
    I'm sure there's other potential things you can add in the same theme, if you wanna, whoever's reading this.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    I'd like to expand a bit on my earlier pitch-in about different words used to makes spells, as in Treasure of the Rudras. This system, as it were, could quite easily be changed to require some large ritual with components (ink, probably) to create the spell. Additonally, it could be a bit more categorical than in Treasure of the Rudras, such that there might in fact just be prefixes, main words and suffixes. Prefixes could alter how the spell is cast, main words define the spell's effect and suffixes alter its power. You could probably start off the mod with maybe two or three basic words (fire, magic, life or something), but the others would have to be researched/found/learned/whatever the hell we're doing with it. That said, I do like the idea of perhaps combining two pre-existing words. This would result in a more expensive, perhaps unstable word that would have diminished attributes of both former words. Perhaps a drawback might be that you lose the two previous words? I'm not sure how this system could work, but I think it'd be a fun way to have a customisable spell system.
    Posted in: Requests / Ideas For Mods
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    posted a message on FTB - 1.2.2 Minecraft Mod Pack - Feed The Beast
    ...Wrong forum, pointless post.
    Posted in: Minecraft Mods
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    posted a message on Magic launcher troubles
    Simple. Don't use Magic Launcher. Use MultiMC.
    Posted in: Mods Discussion
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Ah... Well, it seems I figured out what causes that crash I posted about a while back. It's actually what happens when you have a piece of armor with both Imbued Armor and Repair from Thaumcraft 3 on it. I don't suppose there's any way in the API for TC3 to make it so Imbued Armor and Repair can't exist on the same item, like how different types of Protection can't?
    Posted in: Minecraft Mods
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    posted a message on Why do all good mods require Forge?
    Okay, lemme lay out the basic "five methods of modding", as it were, so far.
    1) Base-class modification, no Forge or Modloader. Technically the least limited, but suffers from huge incompatibilty issues with other mods.
    2) Base-class modification with ModLoader. Slightly more limited, but compatible with a few more mods.
    3) Base-class modification with Forge. Pretty rarely seen, but I think it generally doesn't affect too much.
    4) Modloader mods folder mods. Fairly limited, compatible with most ModLoader mods and usually Forge mods, too.
    5) Forge mods folder mods. Large number of possibilities to make a mod, and people can request new features be added to Forge, or add it themselves. Probably the best balance of capabilities to compatibility.
    Posted in: Mods Discussion
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    posted a message on Ars Magica 2 - Ideas
    My personal opinion is such: I like the new idea of getting spells, if only because, when you boiled it down, there was no real way to actively pursue certain spells besides gambling with the Spell Research. I do hope that there'll be multiple ways to get spell... Components? Is that the word to use? Let's say that. I'm kind of envisioning something perhaps similar to Treasure of the Rudras, in which you had spells made up of different words, and could combine words. For example, "LEF" was a single-person healing, "LEFLUS" was a single-person healing of greater magnitude, "LEFNA" was multi-healing and "LEFLUSNA" was multi-healing of greater magnitude. Perhaps some form of exploratory research to unlock words, perhaps randomised per world, would be nice, such that you couldn't use a word until you'd unlocked it.

    Speaking of unlocking, there should be a multitude of ways to do so, as I said... One such way could be observing somebody who already has something unlocked use it enough that you understand how it works and how to harness its power yourself. Or perhaps even simple tasks could lead to breakthroughs, like breaking a lot of tall grass could let you work out how to create a spell effect that does something similar.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Have done so as well, I'll let him see if he can't sort it out. He seems to have a lot of bugs on his plate with his latest releases. Relatively major system overhauls tend to do that, I s'pose.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Hey. Not sure if this is on your side or Vazkii's, so I'm posting it here and there. But, from Thaumic Tinkerer, there's these things called Goliath Leggings. I enchanted them and got Imbued Armor, and when I tried to equip them, I crashed irreversibly and now I can't get back in my world.

    ---- Minecraft Crash Report ----
    // Don't do that.
    Time: 30/05/13 17:08
    Description: Ticking entity
    java.lang.ClassCastException: vazkii.tinkerer.item.ItemGoliathLegs cannot be cast to mithion.arsmagica.items.ArsMagicaItemArmor
    at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.GetArsMagicaArmorInfusionCostFromSlot(ArsMagicaUtilsCommon.java:113)
    at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.HandleArmorInfusion(ArsMagicaUtilsCommon.java:155)
    at mithion.arsmagica.AMEventHandler.onEntityLiving(AMEventHandler.java:258)
    at net.minecraftforge.event.ASMEventHandler_10_AMEventHandler_onEntityLiving_LivingUpdateEvent.invoke(.dynamic)
    at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
    at net.minecraftforge.event.EventBus.post(EventBus.java:103)
    at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:317)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:818)
    at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:339)
    at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:45)
    at net.minecraft.world.World.func_72866_a(World.java:2339)
    at net.minecraft.world.World.func_72870_g(World.java:2301)
    at net.minecraft.world.World.func_72939_s(World.java:2147)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1853)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
    at net.minecraft.client.Minecraft.run(Minecraft.java:760)
    at java.lang.Thread.run(Unknown Source)
    The bit of the error log that seems important, at least.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Ohey, last-minute crash report thing. I'm not sure if this is on your side or Mithion's, but there's an enchantment in Ars Magica called Imbued armor, I believe it makes any armor have the abilities of the mage armor in Ars Magica. Anyway, it appears the Goliath Leggings, when enchanted with them, cause the world to irreversibly crash when equipped, because the way Imbued Armor works is, it checks to see what slot the armor is put into before actually giving it the proper effect. Crash log coming up...

    ---- Minecraft Crash Report ----
    // Don't do that.
    Time: 30/05/13 17:08
    Description: Ticking entity
    java.lang.ClassCastException: vazkii.tinkerer.item.ItemGoliathLegs cannot be cast to mithion.arsmagica.items.ArsMagicaItemArmor
    at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.GetArsMagicaArmorInfusionCostFromSlot(ArsMagicaUtilsCommon.java:113)
    at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.HandleArmorInfusion(ArsMagicaUtilsCommon.java:155)
    at mithion.arsmagica.AMEventHandler.onEntityLiving(AMEventHandler.java:258)
    at net.minecraftforge.event.ASMEventHandler_10_AMEventHandler_onEntityLiving_LivingUpdateEvent.invoke(.dynamic)
    at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
    at net.minecraftforge.event.EventBus.post(EventBus.java:103)
    at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:317)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:818)
    at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:339)
    at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:45)
    at net.minecraft.world.World.func_72866_a(World.java:2339)
    at net.minecraft.world.World.func_72870_g(World.java:2301)
    at net.minecraft.world.World.func_72939_s(World.java:2147)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1853)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
    at net.minecraft.client.Minecraft.run(Minecraft.java:760)
    at java.lang.Thread.run(Unknown Source)
    That's the bit that looks important, at least.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Hm... Is it just me, or has Jolt gotten stupidly powerful? I two-shotted the Tower Guardians with it on normal.
    Posted in: Minecraft Mods
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