All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
  • 1

    posted a message on [WIP] Advanced Thaumaturgy - Thaumcraft 4 Addon
    Didn't realize it wasn't for 4.1 yet. Good thing I've only been messing around with the Cheatinomicon.

    Anyway, the first post said to feel free to suggest some stuff, so here's some stuff I'm suggesting. Written in a semi-Thaumonomicon style.

    Gem-set Tools - You have discovered a way to set precious gems, such as diamond and emerald, into your thaumium tools. While they still function as well as normal thaumium equipment - and are even a bit more capable of mining harder materials and receiving better enchantments - they now have an empty socket near where the handle connects to the metal that can receive a wand focus. Pressing the F key (by default) opens up a small GUI into which you may set any focus from any mod that can fit on a Thaumcraft wand. On right clicking with the tool in hand, you may then use the abilities of that focus as if it were attached to a wand with no discounts and 100 of each vis stored. However, do note that the tool does not actually store or use vis in the same manner a wand might. The use of foci instead draws upon the vis reserves instilled in the tool upon its creation, reducing the amount of times you may use it for other things, like breaking blocks or killing mobs. One durability point is lost for each total vis point lost, no matter what aspect or combination of aspects are used. (as an example, the Brightening Focus below uses .25 of Aer + Ignis each on a normal wand. On a Gem tool, it takes 1 point of durability damage every time you use its ability twice). Unbreaking does not affect this durability loss, but the tool's more mundane functions are still affected by Unbreaking. You may not swap foci out in the middle of battle*, nor can you use these tools for other wand-related tasks, like rotating Arcane Bores or creating Infernal Furnaces, but you may retrieve the foci without fear of it being damaged (so long as you remember to do so before the tool completely disintegrates). As the focus is activated on right-click, the hoe cannot be used for tilling earth when it has a focus, and the sword cannot be used in vanilla blocking mechanics. Top scientists say there no way to regain the durability of these tools, but you suspect that they are lying. [Thaumic Tool(axe, shovel, ect) w diamond, emerald, lapis, redstone, 2 Greatwood wand rods, Charged Thaumium wand cap, 40 Instrumentum, 30 Praecantatio, 30 Lucrum, + 40 tool-specific aspect. Sword is Tellum, Pick is Mining, Axe is Arbo, Hoe is Meto, Shovel is ?]
    *Not that you can't swap foci while fighting, but you have to open your focus pouch (which probably isn't on your hotbar), get the right focus, close it, switch to your wand, open its inventory, take out the old focus, and put in the new one.

    Recharging Gem-set Tools - Proving that stubborn resolve always overcomes the rigors of the scientific method, you have found a way to restore the vitality of your Gem-set swords, shovels, picks, axes, and hoes (hehe). To do this, simply hold your tool (absent its wand focus) up to a node and allow the natural vis to infuse it. For each primal aspect you draw from the node, you get one additional use out of your tool. Compound aspects are even more useful for this since they yield 50% more durability per vis; for every 2 compound aspects you draw, you get 3 more uses. There are drawbacks to this process, though. First, you cannot automate it using a Wand Recharge Pedestal. Second, the tool is not selective about what aspects in the node it draws from. Third, as the tool heals itself, it costs more vis to repair itself further; the cost doubles from the base cost of 1:1/1:1.5 when the tool is above 33% health and triples when the tool is above 66% health. Finally, unlike higher-tier wand recharge mechanics, the tool will not stop pulling aspects from a node when there is only one of that aspect left in the node. If you care about the health of the node you are pulling from, you must watch carefully to make sure you do not empty it.

    Wand Focus: Brightening {req Gem Tools} - you have discovered a new wand focus to assist you in mining and exploration. While designed for use on a Gem-set Pick or Shovel, it can just as easily be installed on any wand or staff. When right-clicked in the air, the Brightening focus creates a projectile that slowly flies through the air. Upon hitting a solid block, this projectile spawns a magical light, very similar to Nitor save that it cannot be retrieved. Higher levels of Potency increase both the range and the speed of this projectile. Right-clicking on a block places the light instantly. [.25 Air, .25 Fire per cast]

    Wand Focus: Suction {req Gem Tools} - you have discovered a new wand focus to assist you in collecting drops from mobs and trees. While designed for use on a Gem-set Axe or Sword, it can just as easily be installed on any wand or staff. On right-click, this focus creates a vortex around you that sucks in loose items and experience orbs. Higher levels of Potency increase the range of this focus. [.15 Aqua, .15 Ordo per tick]

    Enchant: Felling {req. Gem Tools} - you have discovered an enchant that lets normal axes access the abilities of the Axe of the Stream - at least in part. Instead of breaking the farthest connected wood block from the one you are hitting, the level 1 version of this enchant breaks four compatible blocks above the one you are breaking and four blocks below the one you are breaking. If there is a block the axe cannot break, such as a dirt block, between the path of the tool and a block it wants to break, it will not be able to bypass the non-wood block, nor will it attempt to break more blocks in the opposite direction to compensate. Level 2 breaks eight blocks above and below the block you are hitting, and again, it cannot compensate for obstructions in its path. Level 3, however, can, such that if you break the bottom block of an extremely tall tree, it will break eight wood blocks above it, attempt to break wood blocks below it, and will break eight more blocks above that on discovering there aren't any wood blocks below the one it originally broke (this works in both directions, though it is not recommended to be standing in the tree you are attempting to cut down). There is no right-click functionality added with this enchant, nor does it cause leaves to decay any faster than normal. In fact, its breaking function does not even act on leaf blocks; while you can break a leaf block with the enchant, you cannot break more than one at the same time. It also only detects wood in a straight line above and below the block acted upon - it does not cut diagonal or even horizontal branches, and if there is a block of air between one part of the trunk and the next, the part above the break will not be broken. The enchant cannot be turned off, and there is an extra 2 durability cost per level of Felling each time you use the tool, such that it costs 3 durability to use a Felling I axe, 5 durability to use Felling II, and 7 to use Felling III. [Arbor, Ordo, Instrumentum, & 19/29/39 lvs w Gold Axe, empty bucket, Salis Mundis, and water bucket]
    [Unbreaking can be combined with this. When Unbreaking activates, the full cost of using the tool is averted, and it costs 0 durability instead of 3/5/7 uses. Yes, it's powerful, but it costs a lot of levels to get to level III, and the enchant kinda sucks at lower levels since you have to climb halfway up to actually do anything with it.]

    Enchant: ___ Harmony {req. Gem-set tool, max level IV. Make each one a separate hex. research?} - you have discovered a way to increase the efficiency of your Gem-set tools. These six enchants - Aer Harmony, Aqua Harmony, Ignis Harmony, Ordo Harmony, Perdito Harmony, and Terra Harmony - enhance the efficiency of your tools when they are using a Wand Focus. Each level of these enchants gives the tool an additional 5% off in the aspect you have selected - so using a Wand Focus: Fire in a Gem-set tool with Ignis Harmony II lets the tool behave like a wand with 100 vis of each type and a 10% discount on the Ignis aspect when you use right-click. All of these stack with each other, but keep in mind that the more enchants you put on a tool, the less room you have for other useful enchants like Fortune or Sharpness. [2 crystal clusters, 1 Silverwood Wand rod, 1 Primal Charm w. Experience + variable amounts of Instrumentum, Vacuous, & appropriate Primal essence]

    Wand Focus: Protection {req Warding} - You have discovered another way to keep people from messing with your stuff. Warding a block prevents it from being broken. Protecting a block, however, actually causes it to break faster (destroying the block in the process), but it comes with some other handy functions. First, a Protected block cannot be accidentally broken by a tool it can be broken by. If you wish to keep a part of your basement intact while mining, Protecting that wall will stop any of your pickaxes from accidentally breaking it. [By default, the Vajra cannot break any Protected blocks]. Second, Protecting can be put on Tile Entities. While Protected, you cannot interact with the Tile Entity in any way, be it right-clicking, pumping in or out with pipes or ducts, golems, or redstone. The block's state will essentially "freeze" until you remove the Protection. Any Protected Tile Entities will not drop their contents when broken, so you can Protect your valuables chest while offline to prevent people from stealing from it. Third, all blocks that are Protected are immune to redstone current, and while you can place a redstone signal on a Protected Block, the block will not transmit a redstone signal to any blocks around it. If you put the Protection focus on a Gem-set tool, that tool's left-click will not be able to break any blocks you have Protected, no matter what they normally break with, until you remove the focus. Note that even though you can Protect more blocks than you can Ward, not everything can be Protected. In particular, try to avoid Protecting multi-block structures.

    Wand Focus: Illusion {req Gem Tools} - You have discovered a way to create illusions using a new focus. Right-clicking with this focus creates a ghostly apparition of yourself. This illusion, while slightly more see-through than you yourself, is capable of fooling damage bar mods by spoofing your name, health, armor, and positive and negative buffs at the time you created it, and should hold up under a quick inspection in the heat of battle. It wears your armor at the time of casting and holds the last tool you wielded before selecting the wand with this focus on it. If installed in a Gem-set tool, it will instead display the Gem-set tool it is installed in. The behavior of the Illusion is not intelligent, but it can be determined based on how you were moving when you cast it;
    1. If you were standing still when you cast it, the illusion will also stand still and not move.
    2. If you were running along the ground, the illusion will continue running along the ground in the same direction. The illusion will move at the same speed you are, taking into account buffs from Speed or Weakness potions, Spider Webs and Soulsand (even if the illusion is no longer in/on that block), Boots of the Traveler, the Haste enchantment, and any other speed-increasing or decreasing effects.
    3. If you were on the downward arc of a jump, the illusion will bunny-hop along the ground in the same direction. The jump height matches your own - buffs from Boosts of the Traveler, Jump Boost potions, and Morph all factor in.
    4. If you were on the upward arc of a jump, flying upwards or hovering with a non-Thaumcraft mechanic, or flying or hovering with the Thaumostatic Harness, the illusion will fly towards whatever you were looking at. While it renders the Thaumostatic Harness correctly, it does not attempt to replicate the mechanics of the chosen mechanic too closely - for example, IC2 Jetpack flight will not look quite the same.
    The illusion is capable of clipping through walls or floors as it moves, so be careful about using it on hills or around corners. Bunny-hoppers will not dip below the level they were created at, and will jump off from that point; unless you use the focus just as you are about to hit the ground, the illusion may appear to float above the earth. While the illusion spoofs having the same health as you do, it will dissipate after taking a single hit, so be careful. The illusion's health will decline from negative potion effects, like Poison, Taint, or Wither, but won't dispel from it. [1.5 Aer+Perdito per cast]

    Advanced Illusory {appended to Illusion Focus, as with some of the Golem Upgrades} - By shift right-clicking with the Focus of Illusion, you can modify the focus so that the illusions created with it are a bit more powerful. They now target whatever entity you are looking at when you use the focus. Their behavior is similar to before:
    1. They will turn to face the target if created when the caster is stationary.
    2. They will pursue the target on foot if created when the caster is walking or running. If they do not have a target, they will walk aimlessly and in random directions.
    3. They will bunny hop after the target if created when the caster is moving downwards through the air. If they do not have a target, they will bunny-hop in the chosen direction.
    4. They will fly after the target if created while the caster is moving up through the air, or the caster is wearing an active Thaumostatic Harness. If they do not have a target, they will fly in the direction the caster is looking.
    These illusions are more intelligent, and will not phase through walls or floors. Illusions will drop down if they run down a hill, but they will get stuck on a one-block-high jump-up unless they are set to Bunny-hop. Illusions will attempt to path around walls or aerial obstacles, but will not avoid projectiles. It can also take an extra hit, but the magic in it starts to fade and it becomes transparent and not nearly as convincing. While more expensive to cast, the added realism and extra durability is well worth the cost. [3 Aer+Perdito per cast]

    Wand Draining {req. Staff of Primal} - As you have progressed in your thaumaturgical career, you have made several wands, each progressively better than the last. Now you have found a way to recover the last dredges of useful vis from all those wands. Dropping a wand on the ground and using an unfocused wand on it drains the aspects out of the old wand and into the new as surely as draining a node of vis. This comes with a 10% loss between wands, as well as an additional loss equal to the vis discount on the wand in your hand minus the vis discount on the wand you are draining from. Draining vis from an iron-capped wood wand, with a 105% discount, into a Thaumium-capped Silverwood wand, with a 90% discount, gives a -15% vis loss. However, you can never achieve more than 100% efficiency. This extra cost is calculated for each type of vis, so if you are draining Ignis out of a wand that is more efficient with Ignis than with other aspects, you will drain less Ignis out of it than normal.

    Deactivator - Golems are fairly intelligent, but there are still circumstances where you wish you could more strictly dictate their behavior. Enter the Deactivator. When a golem walks over a Deactivator that is receiving a redstone signal, it...deactivates. It will still have its core and all of its upgrades, but it will not move, attempt to access inventories, or shoot at mobs. Removing the redstone signal causes the golem to move normally. For best results, place your golems and Deactivators such that the golems rest on top of the Deactivator when they are idling.

    Essentia Mister - Building a wand recharge station capable of filling some of the higher-level wands (such as the Staves or TT Kami's wands) can be extremely difficult. You have discovered the blueprints for a machine that lets you recharge nodes around it faster than their normal sluggish pace. Pump any essence into the Mister with Essentia Tubes. The device sprays the essentia into a fine mist that can drift up to eight blocks into a node that already has this aspect in it. However, atmospheric pressure and currents often cause much of the essentia, especial essentia of a primal aspect, to dissipate before reaching the node. However, compound aspects, because they are heavier, have a chance to fall back into the machine before the environment completely destroys them. While the machine does break the essentia down, it will spit a single component aspect of the original essentia back out again. All essentia has a 33% chance to make it to a node the first time. A compound essense will be split into one of its component aspects, and that aspect will also have a 33% chance of making it to a node. Do note, however, that the de-combined aspect must be present in a node in order for the node to be recharged with the machine. If it is not, then the aspect dissipates and the machine tries again with a new essence.
    [Basically, you have a 33% chance to get it in on the first shot. If the aspect is primal, that's all you get. However, if you use a compound aspect and both of its components are in a node somewhere around the machine, there is a 66% chance of it finding a node. If only one is there, then the chance of the retry being successful is 16.5%, and the total chance of getting any aspect into a node is 49.5%. If this block still needs balancing, you can make it so that 3, or 5, or x amount of essentia (as defined in the config?) is needed for every try, and every successful try adds 1 vis to the node. Powerful, yes, but to use to its full power, you need to use the Essentia Tubes and have nodes with both the aspect you are pumping in and that aspect's components.]

    Liquid Interface {req all crucible, alembic, and jar-related research} - You have known for awhile that essentia is a liquid, but have been unable to transport it using more conventional means. Enter the Liquid Interface. You may attach this to the side of an alembic, the top of a jar, or anything else that can connect to essentia pipes (though the Interface does not connect at all to the pipes). The Interface behaves like it has a suction of 33, and pulls essentia into its buffer, converting it into a Forge Liquid at a ratio of 125 millibuckets per 8 essentia. You may then pump liquid out of this block as you would any other liquid, or insert a bucket to receive a filled bucket of essentia. It is not recommended to place these buckets of essentia in the world, though, especially if the essentia contains the Perdito aspect in either primal or compound form. You can retrieve the liquid from any fluid container that supports it with Essentia Vials or empty jars.

    Essentia Vaccum {req Liquid Interface} - You have already discovered how to put Essentia into your fluid transportation networks, but until now there hasn't been an easy way to convert this liquid back into a form you can use for infusion or alchemy. Enter the Essentia Vaccum. It can store up to four buckets of liquid to convert back into essentia. This essentia can be removed by golem or Essentia Pipe. There is no loss associated with this, but the machine can only store a full jar's worth of essentia in its buffer. Interestingly, you have discovered it can also fit on a crucible to supply it with essence as well.

    Thaumic Battery {req Thaumostatic Harness} - carrying around bottles of Potentia to fuel your flight capabilities can get a bit annoying, especially since they don't stack, and one on its own won't be able to carry you very far. Enter the Thaumic Battery, a device capable of storing electricity for use in the Harness. Place it down in the world like a bottle and feed power of nearly any sort into it (MJ, EU, RF, or kJ). A full Thaumic Battery can power a Thaumostatic harness five times longer than a bottle of Potentia can. The battery can also be used as an energy storage device. Right-clicking on the top face of the battery switches it from Blue (input) to Orange (output) mode. In Blue mode, it will receive power and output a redstone signal when it is full. In Orange mode, it will output power to any adjacent cables and output a redstone signal when it is empty. When it is in Orange mode in your inventory, it will also fuel any electric tools it can find. [Full Jar of Potentia infused w misc. ingredients & 127 Potentia]
    Posted in: WIP Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I get this error when I try to load Minecraft.

    ---- Minecraft Crash Report ----
    // Why did you do that?

    Time: 3/26/13 12:09 PM
    Description: Failed to start game

    cpw.mods.fml.common.LoaderException: java.lang.ExceptionInInitializerError
    at cpw.mods.fml.common.LoadController.transition(
    at cpw.mods.fml.common.Loader.initializeMods(
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(
    at net.minecraft.client.Minecraft.func_71384_a(
    at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
    at Source)
    Caused by: java.lang.ExceptionInInitializerError
    at mithion.arsmagica.AMCore.load(
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(
    at cpw.mods.fml.common.Loader.initializeMods(
    ... 5 more
    Caused by: java.lang.RuntimeException: Duplicate stat id: "Unknown stat" and "achievement.MageInTraining" at id 5247980
    at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
    at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
    at mithion.arsmagica.AMAchievements.<clinit>(
    ... 31 more

    A detailed walkthrough of the error, its code path and all known details is as follows:

    -- System Details --
    Minecraft Version: 1.5.1
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.7.0_17, Oracle Corporation
    Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
    Memory: 394985264 bytes (376 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.44 FML v5.1.8.608 Minecraft Forge 16 mods loaded, 16 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    AsgardShield_Core [AsgardShield] ( Unloaded->Constructed->Pre-initialized->Initialized
    HarkenScythe_Core [HarkenScythe] (1.5.1HarkenScythe_v2.0.2Forge (1).zip) Unloaded->Constructed->Pre-initialized->Initialized
    extendedWorkbench [Extended Workbench] ([1.5.1]ExtendedWorkbench v1.1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
    ArsMagica [Ars Magica] ( Unloaded->Constructed->Pre-initialized->Errored
    Backpack [Backpack] ( Unloaded->Constructed->Pre-initialized->Initialized
    ElementalTinkerer [§oElemental Tinkerer] (Elemental Tinkerer [PRE-5c] .zip) Unloaded->Constructed->Pre-initialized->Initialized
    InfernalMobs [Infernal Mobs] ( Unloaded->Constructed->Pre-initialized->Initialized
    MagicYarn [Magic Yarn] ( Unloaded->Constructed->Pre-initialized->Initialized
    RopesPlus [Ropes+] ( Unloaded->Constructed->Pre-initialized->Initialized
    TConstruct [Tinkers; Construct] ( Unloaded->Constructed->Pre-initialized->Initialized
    TwilightForest [The Twilight Forest] ( Unloaded->Constructed->Pre-initialized->Initialized
    LWJGL: 2.4.2
    OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Posted in: Minecraft Mods
  • 1

    posted a message on Mechanized - Walker Mechs in Minecraft
    I have to say, I'm not a big fan of realistic-looking models in Minecraft, but otherwise sounds like an awesome mod.
    Posted in: WIP Mods
  • 2

    posted a message on [1.7.10] BeltMod - Spank Your Kids :)

    Posted in: Minecraft Mods
  • 3

    posted a message on DartCraft Beta 0.2.20
    Amazing mod.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.4.6][LAN][SMP] Recolorize Your Blocks! (Shapeless Recipes!) - Another update. Yeah!
    Sounds cool. Could you make it so that it can convert all planks into the same kind of plank? It makes storing wood a lot more convenient if it's all the same type of wood.
    Posted in: Minecraft Mods
  • 1

    posted a message on Leave items in the Workbench, please
    Um...both Buildcraft and Redpower have this sort of workbench.
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [REQ] Sooo...I have a phobia of creepers...
    Glowstone + coal = gunpowder?

    But seriously, pussay. Try installing Elemental Creepers, then get back to me.
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [1.2.5] The Official PokeMobs
    Seriously, dudes, 1.1 hasn't been out for a solid week yet. Chill the fu ck out.

    Forums are still down. Can't figure out why.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.