• 1

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

    Quite close, I'm looking for Infused Stone istead of Shards Themselves. NEI shows Ore Dictionary names of Amber Bearing Stone as oreAmber. I know for sure that Infused Stone either has a different processing or does not have "Infused, infused, ore, Ore, Stone, Stone, Air, air" in it's ore dictionary name. I've tried them all with wildcards.

    Ahh, then what I have won't help you, since it only lists the block name for ore, which is a generic name [thaumcraft.common.blocks.BlockCustomOre].
    Posted in: Minecraft Mods
  • 1

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

    On a scale of 1 to "double facepalm", how much of a bad idea is it to jar a tainted node and bring it home?

    Can it leak taint if the jar is placed but not opened?

    If you don't unjar it... no issues will be had. So, no, it cannot leak taint.
    Posted in: Minecraft Mods
  • 2

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Vdrake77

    You sir/ma'am, are a scholar and a gentleman/lady, and you have my respect.

    Oh god, please stop that. That overused phrase is dumb and completely unnecessary. Just say thanks.
    Posted in: Minecraft Mods
  • 1

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

    It's not that we don't think we can survive without our top-tier wands. It's that everything you've proposed so far to slow the climb to them has struck us as arbitrary restrictions. Things that would annoy us when we encounter them, yet give no sense of achievement when we move past them.

    The way to reinvigorate the lower-tier wands isn't to put roadblocks on the path to the better ones, it's to make the lower ones more interesting. Give us reasons to prefer those quartz and greatwood cores and those gold caps, even once we have thaumium and silverwood to spare.

    Alternatively, if you just think the wand advancement goes too fast for you, the way to solve that is self-imposed challenges. Maybe wait until you've built your infusion altar to reward yourself with a silverwood wand, or sacrifice three shards to Notch before crafting a set of thaumium caps. If arbitrary restrictions make the game work better for you, you don't need any code to make them happen.

    While I agree that making the lower wands more useful and interesting is great, I disagree with you on your other points. I think that making the Silverwood wand needing to be through Infusion crafting is natural [first vanilla crafting, then Arcane crafting, then Infusion], not an arbitrary restriction.
    And that "if you think it's too easy self-limit your gameplay" argument is silly. It is valid only for when people want hardcore to be the medium difficulty, which isn't the case here.


    Quote from GrammieFi

    I'm finding it very interesting that Azanor isn't posting in response to the various bug reports and issues raised. He's just quietly posting updated versions to address them.

    404c? Sneaky Azanor is sneaky.

    He has always been like that, reads the comments and suggestions, but only reply to some. Hmm, we need some Advanced Arcane Sneakyness Device in the mod.
    Posted in: Minecraft Mods
  • 2

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

    The mod is great in all ways, but can you guys develop a version with the old researching method and one with the new?

    No.


    Anyone knows which aspects are used in the Essentia Distillation research? I got Aqua and Praecantatio, but I kinda feel there's another one, and I've already the ones I thought would be more related to it.
    Posted in: Minecraft Mods
  • 1

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

    What constitutes as a "big deal" is up to the player, there's no universal rule for that. For example, I actually wouldn't mind quite so much if I lost my Thaumium Bossed Silverwood Wand. They aren't hard to make, nor are they hard to charge. It'd be a minor bother to me. For you, obviously, the same can't be said.

    My point was, a solution that keeps people from losing any of their stuff is better than a solution that only keeps people from losing some of their stuff.

    Regardless, if Pech are such a bother, you can easily disable them in the configs. There's really no need to remove them entirely.

    Sure, not losing your wand is not a big deal. But losing ALL your equipment is. I don't think you'll deny that. It makes you pretty much need to kill every Pech you see, unless you're completely sure you have no risk of dying at the time.

    Quote from MPetz

    I totally agree with that. A newbie to the mod will most likely stand at the research table trying to combine random aspects, losing that way a ton of them. I dont recall that the Thaumonomicon states anywhere you get free research points by placing some things around the table, if im right it even says that crystal clusters are purely aesthetic which is not the case. I believe at least the entries in the Thaumonomicon need to be changed and give newbies some more tips about research if you dont change it.

    I disagree. Sure, there could be more information on the Thaumonomnomnomicon about not spending all your points early on and that some researches are impossible to solve, but you don't need to go to a wiki and see every combination of aspects, making the research mini-game a complete joke, as the other guy said.
    The only facts I knew about the research system before playing was how to do it [i.e. need to discover which aspects are in the research and then link the runes to the dots] and that some researches are unsolvable, and I haven't had any problems so far.
    Posted in: Minecraft Mods
  • 1

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

    What you need to do is give minecraft more PermGen space, not more ram.

    To do so go to [Edit Profile] in the launcher, and add " -XX:MaxPermSize=256M " to the JVM Arguments section, (just like telling it to use more ram). If you are still having trouble with it, you can tell it to use 512M instead.

    You can try lower than that, really, and with Minecraft it's usually better to give it just how much it needs. I'm playing with 66 mods and using 128MB of perm gen space and it's working fine.
    Posted in: Minecraft Mods
  • 2

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Why was the spoiler with all the biome images removed from the OP? I used that to decide which mods I would disable ):
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Oh god, it's here!

    The Tentacled One has answered our prayers! Praised be him!
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Necronomicon MWAHAHAHAHA

    An idea I had for the Portable Hole foci. Since it'll be a wand, it would be nice to have some extra functionalities. One thing I thought was being able to select the size of the hole with a single click and drag [just like using a mouse]. The selected blocks would get the same border [ugh, I hate when I forget the exact word I want to use] that we see when we used the Hole itself.
    Of course there would be a default size that would be applied when you only click a block.

    And a question for Azanor: Will you re-implement liquid vis [essentia, in this case]?
    Posted in: Minecraft Mods
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