Defintely going to download
#21
Posted 04 December 2011 - 11:07 AM
Defintely going to download
#22
Posted 04 December 2011 - 08:02 PM
#25
Posted 05 December 2011 - 05:57 AM
nothing to see here... move along.
#26
Posted 05 December 2011 - 09:52 AM
filthificate, on 05 December 2011 - 05:57 AM, said:
Are you using the HD texture addon I included?
Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)
#28
Posted 05 December 2011 - 10:09 AM
#29
Posted 05 December 2011 - 10:14 AM
KEGARR, on 05 December 2011 - 09:58 AM, said:
One question though.
1. how do i craft the infusion mold? (Hopefully im not missing it but i dont see it in the OP)
also shift clicking out of the infuser gives you a saving chunks crash.
Wow, I can't believe I missed the mold recipes. Thanks for pointing that out - I will add them ASAP. Thanks for pointing out the bug as well. It should be squashed in the next release.
yoyox, on 05 December 2011 - 10:09 AM, said:
It isn't on my immediate to-do list, but it is something I might add in the future.
#31
Posted 05 December 2011 - 11:31 AM
#32
Posted 05 December 2011 - 11:47 AM
Neceros, on 05 December 2011 - 11:31 AM, said:
There are some strict rules in place to how nodes and conduits connect mostly for performance reasons. Nodes cannot be placed directly next to each other. In my test worlds I often run setups like this. (
this also works (
Here is a pic of a test setup
#33
Posted 05 December 2011 - 11:52 AM
Awesome mod you done there. I really have to try it out as soon as i got home.
I really like most of the stuff you but... the symbols look a little... well boring/overloaded to me... there are kind a too many of them and you craft them too similar.
As well i'm not sure if it makes sense that lapis lazuli pushes mobs and gold drags towards.
I wish you good luck with your mod and hope it becomes very popular.
Cheers!
Textures far from normal.
#34
Posted 05 December 2011 - 12:04 PM
Demonette, on 05 December 2011 - 11:52 AM, said:
Awesome mod you done there. I really have to try it out as soon as i got home.
I really like most of the stuff you but... the symbols look a little... well boring/overloaded to me... there are kind a too many of them and you craft them too similar.
As well i'm not sure if it makes sense that lapis lazuli pushes mobs and gold drags towards.
I wish you good luck with your mod and hope it becomes very popular.
Cheers!
Thats the great thing about magic - it doesn't need to make sense.
When I first started the mod I had one block that did all the pushing and pulling for both mobs and items and you could cover it with runes to change what/when/how it acted. However there was several issues with this method that caused me coding headaches, caused lag and made an already complex mod downright confusing. It was also just a bit overpowered in my opinion.
Symbols are simpler to understand, cheaper to make and easier to configure. And its 87% more stylish.
#35
Posted 05 December 2011 - 02:27 PM
Azanor, on 05 December 2011 - 09:52 AM, said:
Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)
Thanks for the quick response. I am not using your HD textures, I am just running the base. I have some mods installed... so I am guessing this is a conflict with one of them. I am going to roll them back and see what I can find. In the mean time, this is what I am seeing. I checked for item and block ID conflicts with my other mods and I didn't see anything apparent.
I have Forge-based mods installed:
InfiTools
Weapon Mod
Equivalent Exchange
Buildcraft
I just snagged the newest version of ID Resolver, so I will see what that comes up with.
Screenshots:
nothing to see here... move along.
#36
Posted 05 December 2011 - 02:47 PM
This looks interesting but very confusing!
But I like how you made it compatible with almost anything!
#37
Posted 05 December 2011 - 03:18 PM
filthificate, on 05 December 2011 - 02:27 PM, said:
I have Forge-based mods installed:
InfiTools
Weapon Mod
Equivalent Exchange
Buildcraft
I just snagged the newest version of ID Resolver, so I will see what that comes up with.
Screenshots:
Wow, very strange. I'm not even sure where to start looking. Did you place the .zip in the mods folder?
#38
Posted 05 December 2011 - 04:04 PM
There's also the thing that it gives me 15 different nodes (242:1 - 242:15) that I can choose from and place with TMI. They all are the same and do the same. And there's also lots of invisible things that dosent do anything or just dosent have any sprite. ID conflicts possibly?
#39
Posted 05 December 2011 - 04:40 PM
Azanor, on 05 December 2011 - 03:18 PM, said:
Yeah it is in the mods folder, and it was loading. And I think I have the issue down to an "optimization" Optifine makes. It evidently kills textures with alpha transparency in it. Mystery solved. I will see if there is some setting that will revive the textures.
To make sure everything is working as designed, I rolled back all of my other mods and I wanted to run these screen shots by you:
As I said, I am not sure if this is as designed, but it is helpful to be able to use everything in TMI when making maps etc.
Actually as I've been typing this, it looks like Icenisse asked the same question on the items...
Quote
Again, great mod (especially for your first one! Holy cow, you don't do anything by half
nothing to see here... move along.
#40
Posted 05 December 2011 - 04:54 PM
Icenisse, on 05 December 2011 - 04:04 PM, said:
There's also the thing that it gives me 15 different nodes (242:1 - 242:15) that I can choose from and place with TMI. They all are the same and do the same. And there's also lots of invisible things that dosent do anything or just dosent have any sprite. ID conflicts possibly?
I noticed the Node/conduit thing myself yesterday and I will having a look at fixing it in the next release.
I don't use TMI much myself, but I'll have a look at what's up. There are some hidden blocks that the player is never supposed to get hold of and I suspect that is what you are seeing.
filthificate, on 05 December 2011 - 04:40 PM, said:

Zoom in on Picasa
[/spoiler]
As I said, I am not sure if this is as designed, but it is helpful to be able to use everything in TMI when making maps etc.
Again, great mod (especially for your first one! Holy cow, you don't do anything by half
Or maybe not... some of those items showing in TMI are just junk icons left over on my sprite sheet. There are no actual items defined for them or anything - I have no idea why TMI would pick them up. I guess I'm going bug hunting
And thanks for the compliment














