The Meaning of Life, the Universe, and Everything.
Join Date:
2/20/2014
Posts:
54
Member Details
Heya,
First off, great mod. I like the end game content this has to offer.
However, I have one small issue. With the latest updates to Thaumcraft, the Kami armor when compared to the Void armor is, well... lame. Azanor has done a great job at making the Thaumcraft armor sets bada$$. Yet, when I put on the even more powerful Kami armor, I look pretty bland.
I would like to offer some assistance, if it's not too much trouble, in creating some new models for the Kami armor. I had in mind the will user's armor from Fable, since they reference thaumaturgy in the game.
Hello, i have a server 1.7.2 on cauldron and the spell "Dislocation" ignore all protection off my plugins, can you resolve it?
You can't expect plugins and mods to work flawlessly together. Protection plugins were created against the CraftBukkit API, an API that was meant only for Vanilla Minecraft. Forge introduces new ways items and events work. When mods call on these Forge specific events, plugins can't capture/stop them because it's not the same API.
There's nothing a plugin developer nor a mod developer can do to make protection plugins guard against Forge specific mod events. Even if mod developers could make their mods work better with plugins, you can't honestly expect them to actually do so because CB and Forge don't mix. Cauldron is only there to make plugins work on Forge, but you can't expect anymore than that. You need to use a Forge based protection mod such as MyTown2 or a yet-to-be-developed Forge based WorldGuard built on the new Sponge API.
TL;DR plugins aren't designed to be compatible with modpacks, nor will they ever.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/12/2011
Posts:
42
Member Details
I'm using TT version 2.5-1.7.10-360 on Pahtron and have some issues with the Kami Armor. I have tried to use one piece one at a time, all at the same time, while everything is active, while each armor piece is, and while nothing is active and am having the same problem. I have also tried to make an entire 2nd set of armor and have tried killing myself also to see if that fixed it.
Head:
When it gives me night vision I cannot even disable it by taking my armor off I'll have it until I die/logout.
The Chest Piece works fine as I can see
Legs:
The Nitor doesn't turn on
I take fire damage just not lava damage
Fire doesn't regen health
Boots:
When they don't make grass grow and when I remove I keep the haste bonus
Everything works fine in SSP, exactly how it should I can toggle the effects on/off as expected but not on SMP. Now this is something that only effects me and everyone else can use it just fine. Is there anything I can do to fix this?
is there any reason why the dynamism tablet is forbidden knowledge? lore wise, its usually stuff that seems extremely chaotic in nature (like the primal staff) or twisted somehow. like making minions out of rotting flesh. or the sword, and mob spawners your mod add.
the dynamism tablet isnt any more twisted than an arcane elevator. its just a mechanical device. imo it should just be a regular research/item.
since this space is wasted anyways. its even weirder, that the dynamism tablet is forbidden knowledge, but the osmotic enchanter, that is crafted from those evil totems isnt.
does anyone know, if the vis charging relay works on the osmotic enchanter?
if not, that should totally be a thing
i mean i could keep running back and forth between the enchanter and my crafting table with my wand to recharge it, but it seems kindof pointless.
by the way, for the sake of balance with infusion enchanting, the osmotic enchanter should only be able to do thaumic tinkerer enchants imo. no repair, no vanilla enchants. but in return it should be able to add all the tt enchants to already enchanted items.
alternatively, enchanting with it could add plain warp to the player. the amount dependent on the strength of the enchantment. (fully enchanting a tool, like a pick with efficiency 4, repair 2 and fortune 3 would add a dangerous amount of warp).
The Meaning of Life, the Universe, and Everything.
Join Date:
11/16/2010
Posts:
62
Member Details
I'm sure I'm going to get bashed heavily for this. Ah well.
The coding, the items, what you have included in this mod is EXCELLENT. I want to start off by saying that.
The functionality is perfect for an End-Game achievement in Kami, which introduces incredible power to the character which I feel at that point is a nice bonus to all the time spent slaving away on research and achieving.
Now for my problem..Ichorium.
Orange/Brown....Really? Okay, so we're dealing with a substance that looks like it'd be the lowest common denominator in any game.
Ichorium. Ichor...Ichor? The golden blood of the Gods wasn't orange/brown, it was golden. Also another very well known definition for the word:
"is an antiquated term for a watery discharge from a wound or ulcer with an unpleasant or fetid (offensive) smell."
..It's..almost as if you tried to make (with your mod installed) the most epic equipment possibly attainable...look, and sound like waste materials.
I cannot use your mod because the aesthetics are so potently displeasing, which is extremely unfortunate for me because it is otherwise an AMAZING addition to the Thaumcraft universe for which you should be congratulated.
I just don't happen to think orange/brown equipment named after festering puss screams "Magic Overlord".
I don't think you'll change this, it's wayyyy too late in the game to rename/recolor/recreate the items, but hopefully you'll take this consideration of mine into the future should you be doing something similar again.
So, I came across and infusion recipe that doesn't seem to work. I double checked the book again and again. Now then before I get many, many people jumping down my throat, I DID read the OP. "Report all bugs to github." Thing is, I don't have a github account and I honestly don't plan to get one as I rarely, almost never, use that place. However, I really feel this bug should be known. If you want to know what recipe it was, I could message you the problem or just post it here. Again, I read the OP but I just don't care to make an account for a site I rarely use. Then again, you can also turn around and say, "Well then, I don't care to read about the issue because you refuse to follow my format." Fair enough. It's up to you tho.
I think Azanor might have settled on 4.2.1.4 for some time. I noticed that there is a version of TT built with 4.2.1.3, but the build with 4.2.1.4 had errors.
this should also max out warp upon researching it making you need it on always.
That is a fascinating idea.
Try using them over lava....... big hint DON'T
apart from the fuel need the harness is much better choice
First off, great mod. I like the end game content this has to offer.
However, I have one small issue. With the latest updates to Thaumcraft, the Kami armor when compared to the Void armor is, well... lame. Azanor has done a great job at making the Thaumcraft armor sets bada$$. Yet, when I put on the even more powerful Kami armor, I look pretty bland.
I would like to offer some assistance, if it's not too much trouble, in creating some new models for the Kami armor. I had in mind the will user's armor from Fable, since they reference thaumaturgy in the game.
http://www.twitch.tv/darknight8151
You can't expect plugins and mods to work flawlessly together. Protection plugins were created against the CraftBukkit API, an API that was meant only for Vanilla Minecraft. Forge introduces new ways items and events work. When mods call on these Forge specific events, plugins can't capture/stop them because it's not the same API.
There's nothing a plugin developer nor a mod developer can do to make protection plugins guard against Forge specific mod events. Even if mod developers could make their mods work better with plugins, you can't honestly expect them to actually do so because CB and Forge don't mix. Cauldron is only there to make plugins work on Forge, but you can't expect anymore than that. You need to use a Forge based protection mod such as MyTown2 or a yet-to-be-developed Forge based WorldGuard built on the new Sponge API.
TL;DR plugins aren't designed to be compatible with modpacks, nor will they ever.
Head:
When it gives me night vision I cannot even disable it by taking my armor off I'll have it until I die/logout.
The Chest Piece works fine as I can see
Legs:
The Nitor doesn't turn on
I take fire damage just not lava damage
Fire doesn't regen health
Boots:
When they don't make grass grow and when I remove I keep the haste bonus
Everything works fine in SSP, exactly how it should I can toggle the effects on/off as expected but not on SMP. Now this is something that only effects me and everyone else can use it just fine. Is there anything I can do to fix this?
the dynamism tablet isnt any more twisted than an arcane elevator. its just a mechanical device. imo it should just be a regular research/item.
(im using build 158)
since this space is wasted anyways. its even weirder, that the dynamism tablet is forbidden knowledge, but the osmotic enchanter, that is crafted from those evil totems isnt.
Check out my forum thread!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2228929-yugigocraft-modpack-and-mods
if not, that should totally be a thing
i mean i could keep running back and forth between the enchanter and my crafting table with my wand to recharge it, but it seems kindof pointless.
by the way, for the sake of balance with infusion enchanting, the osmotic enchanter should only be able to do thaumic tinkerer enchants imo. no repair, no vanilla enchants. but in return it should be able to add all the tt enchants to already enchanted items.
alternatively, enchanting with it could add plain warp to the player. the amount dependent on the strength of the enchantment. (fully enchanting a tool, like a pick with efficiency 4, repair 2 and fortune 3 would add a dangerous amount of warp).
The coding, the items, what you have included in this mod is EXCELLENT. I want to start off by saying that.
The functionality is perfect for an End-Game achievement in Kami, which introduces incredible power to the character which I feel at that point is a nice bonus to all the time spent slaving away on research and achieving.
Now for my problem..Ichorium.
Orange/Brown....Really? Okay, so we're dealing with a substance that looks like it'd be the lowest common denominator in any game.
Ichorium. Ichor...Ichor? The golden blood of the Gods wasn't orange/brown, it was golden. Also another very well known definition for the word:
"is an antiquated term for a watery discharge from a wound or ulcer with an unpleasant or fetid (offensive) smell."
..It's..almost as if you tried to make (with your mod installed) the most epic equipment possibly attainable...look, and sound like waste materials.
I cannot use your mod because the aesthetics are so potently displeasing, which is extremely unfortunate for me because it is otherwise an AMAZING addition to the Thaumcraft universe for which you should be congratulated.
I just don't happen to think orange/brown equipment named after festering puss screams "Magic Overlord".
I don't think you'll change this, it's wayyyy too late in the game to rename/recolor/recreate the items, but hopefully you'll take this consideration of mine into the future should you be doing something similar again.
So, I came across and infusion recipe that doesn't seem to work. I double checked the book again and again. Now then before I get many, many people jumping down my throat, I DID read the OP. "Report all bugs to github." Thing is, I don't have a github account and I honestly don't plan to get one as I rarely, almost never, use that place. However, I really feel this bug should be known. If you want to know what recipe it was, I could message you the problem or just post it here. Again, I read the OP but I just don't care to make an account for a site I rarely use. Then again, you can also turn around and say, "Well then, I don't care to read about the issue because you refuse to follow my format." Fair enough. It's up to you tho.
I think Azanor might have settled on 4.2.1.4 for some time. I noticed that there is a version of TT built with 4.2.1.3, but the build with 4.2.1.4 had errors.