One thing: Special mobs overwrites all vanilla hostile mobs, meaning that the infernal infusion can't sacrifice them for their powers, could you change the configs to fix this please, or would it be better for me to contact the mod authors?
One thing: Special mobs overwrites all vanilla hostile mobs, meaning that the infernal infusion can't sacrifice them for their powers, could you change the configs to fix this please, or would it be better for me to contact the mod authors?
I can see about looking at this in my patch I was gonna send them over.
This is the changelog of the patch I was making for this mod, BTW:
Fixed Dungeon Mobs' textures
Updated Lycanites Mobs
Add Tinkers' Steelworks
Fixed all potion id conflicts that I could find.
Fixed conflict between Inventory Saver and Blood Magic
Added Thaumcraft Extras
Added Advanced Thaumaturgy
Added Botania
Added Totemic
Updated Growthcraft
Added Thaumic Exploration
Added Thaumic Reliquary
Added Carpenters Blocks
Added ATG
Added No More Recipe Conflict, ported by Gotolink.
Edit: There is an option in the config of Special Mobs to not overwrite vanilla mobs. I'll enable this in the config.
Edit 2: I'll send over the patch to the main compilers of the pack as soon as it finishes uploading.
If Pollux/Svartulf approve, could you take a look at Thaumic Integration, Thaumic History, ExtraTiC, and JAMI?
I can, but, ExtraTiC works best with Metallurgy. Also, Thaumic History isn't downloadable anymore, and Thaumic Integration isn't out yet for public use.
Also, I think I should modify the settings of Special Mobs back to what it was before I modified it.
Not to mention, Thaumic Exploration has alot of the same content that Thaumic History has.
Ok, I looked through the mods you posted, and Botania and ATG will require exploring new chunks and map resets respectively. Also, don't you think that that's a little too much ThaumCraft?
I can, but, ExtraTiC works best with Metallurgy. Also, Thaumic History isn't downloadable anymore, and Thaumic Integration isn't out yet for public use.
Also, I think I should modify the settings of Special Mobs back to what it was before I modified it.
Not to mention, Thaumic Exploration has alot of the same content that Thaumic History has.
All points taken. I did go back and take a look at TH vs. TX, and I disagree that they add a lot of the same content, besides the obvious Everfull Urn, and TH actually adds several useful little items and utilities. Now considering the pack we're using, specifically Witchery, ARS Magica, and the other Thaumcraft addons we currently have, TH might not be all that unique, but I think it deserves further evaluation. Moving on, ExtraTiC does add (or is working on) a little content for both Natura and Twilight Forest.
And again, keeping in mind that this is really all up to Pollux and Svartulf.
Ok, I looked through the mods you posted, and Botania and ATG will require exploring new chunks and map resets respectively. Also, don't you think that that's a little too much ThaumCraft?
Yeah. I think they'd be better candidates for the relatively far future, when we have enough players on the server for it to be overbuilt and needing a new map. Though we should keep in mind that several people, myself included, play this pack in single player.
And no I don't! Never enough Thaumcraft... I've just started experimenting with TC4, FM, and TT in E.S., so I'll be occupied for a while, but I've looked over all of those addons at least a little, and they look like they'd be useful for the interested Thaumaturge.
In all seriousness though, I can't complain about more TC4 content coming in. One thing you have to keep in mind however is that you probably shouldn't put in too much content related to mods that not many people are interested in. I haven't seen many people on the server who do TC4 all that much. It might be a better use of your time to find some extra content elsewhere, something that could serve to enlarge our server community perhaps?
Yeah, during my forays into designing my own modpacks, I had to keep playability/fun in mind while writing down lists of mods I wanted. You can't just throw in a random bunch of mods for several reasons:
1. Compatibility. Who's to say these mods will even work together? Not to mention block/item/biome/dimension ID conflicts.
2. Lag. It's fine to have a random list of mods you want, but you usually have to trim it down and remove/re-add mods as you test to find the optimal amount of lag bearable.
3. Playability. Is it remotely possible to survive and progress? If you have a mod with crazy dungeons and monsters, you'll want to balance it out with a mod with some weapons, armor, and defensive blocks.
4. Fun. This is one of the most important. Is it actually fun? Sure, staying magic-kosher is all right, but is the mod list enjoyable to play with? This should really be #1 on the list, because in the end, Minecraft is a game.
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A couple things of note while looking through the forum posts:
1) the author of thaumic history got in trouble for stealing a BUNCH of code from other mods, hence why it became unavailable anymore. If this remains a public pack, we should probably stay away from all that business.
2) I don't normally mind more thaumcraft stuff, but I think it is good where it is. I personally don't like the idea of thaumic reliquary only for the sake of integrating the thaumcraft research and infusion recipes. But I will abide by what the modpack authors decide. I would vote for thaumic integration though, since it has some cool stuff.
3) I am working on compiling a lot of the books/stories that Mithion created for the original Ars Magica to input for the lost books mod on the server if Polluxstar or Svartulf is interested. I am wondering if I should ask Mithion for permission in this if we wanted to include this in a public pack, but we should be fine if we add it to the server only.
4) opis would be a good addition server side to manage the lag and diagnose issues.
Other than that, looking forward to eventually joining the server
A couple things of note while looking through the forum posts:
1) the author of thaumic history got in trouble for stealing a BUNCH of code from other mods, hence why it became unavailable anymore. If this remains a public pack, we should probably stay away from all that business.
2) I don't normally mind more thaumcraft stuff, but I think it is good where it is. I personally don't like the idea of thaumic reliquary only for the sake of integrating the thaumcraft research and infusion recipes. But I will abide by what the modpack authors decide. I would vote for thaumic integration though, since it has some cool stuff.
3) I am working on compiling a lot of the books/stories that Mithion created for the original Ars Magica to input for the lost books mod on the server if Polluxstar or Svartulf is interested. I am wondering if I should ask Mithion for permission in this if we wanted to include this in a public pack, but we should be fine if we add it to the server only.
4) opis would be a good addition server side to manage the lag and diagnose issues.
Other than that, looking forward to eventually joining the server
Yeah, recently discovered that about Thaumic History. A shame, seeing as there was some great stuff in there. WerWolv did apologize in the thread, and (I think) to the people he stole code from, and will soon be releasing the mod, but only with the stuff he coded himself.
And sadly, Thaumic Integration is not yet available for download.
Sorry for repeating myself, but that SpecialMobs config needs to be changed. Currently I've hit a major bottleneck in Witchery, which is being unable to obtain critter snares, which are needed to get owls and toads, which are used for the top-end items. The chance for a vanilla mob doesn't eve to be too high, but it has to be there, or there are probably going to be even more problems down the road.
Yeah, recently discovered that about Thaumic History. A shame, seeing as there was some great stuff in there. WerWolv did apologize in the thread, and (I think) to the people he stole code from, and will soon be releasing the mod, but only with the stuff he coded himself.
And sadly, Thaumic Integration is not yet available for download.
oh, derp. I meant thaumic exploration. I am looking forward to thaumic integration though.
Sorry for repeating myself, but that SpecialMobs config needs to be changed. Currently I've hit a major bottleneck in Witchery, which is being unable to obtain critter snares, which are needed to get owls and toads, which are used for the top-end items. The chance for a vanilla mob doesn't eve to be too high, but it has to be there, or there are probably going to be even more problems down the road.
What do you mean? I've encountered lots of vanilla mobs on the server. Though I have noticed that tmost seem to have at least some kind of buff (minor regen, resistance, etc.). Do these not count as vanilla mobs because they've been overwritten by Special Mobs? In which case, would things like Crystal Phylacteries not work?
What do you mean? I've encountered lots of vanilla mobs on the server. Though I have noticed that tmost seem to have at least some kind of buff (minor regen, resistance, etc.). Do these not count as vanilla mobs because they've been overwritten by Special Mobs? In which case, would things like Crystal Phylacteries not work?
`
The thing is: if you grab WAILA, they all show up as being from SpecialMobs, and so any mod that is made to specificallyrequire vanilla mobs will not work right, like Witchery, and maybe other that I haven't tested yet.
I'm working on patching this pack to remove all the conflicts that the maker of this pack missed, plus updating the mods that need updating.
However, I was wondering if I'm allowed to add a few mods that'd fit with this pack.
I can see about looking at this in my patch I was gonna send them over.
This is the changelog of the patch I was making for this mod, BTW:
Fixed Dungeon Mobs' textures
Updated Lycanites Mobs
Add Tinkers' Steelworks
Fixed all potion id conflicts that I could find.
Fixed conflict between Inventory Saver and Blood Magic
Added Thaumcraft Extras
Added Advanced Thaumaturgy
Added Botania
Added Totemic
Updated Growthcraft
Added Thaumic Exploration
Added Thaumic Reliquary
Added Carpenters Blocks
Added ATG
Added No More Recipe Conflict, ported by Gotolink.
Edit: There is an option in the config of Special Mobs to not overwrite vanilla mobs. I'll enable this in the config.
Edit 2: I'll send over the patch to the main compilers of the pack as soon as it finishes uploading.
Unfortunately, that says it disables ancients, special AI, and equipment generation from Specialmobs.
Also, do you have permissions for those things in your 'patch'?
I think I'll take it up with the mod authors.
All of these mods, they are fine with their mods being used in mod packs, though a few require us to send a message notifying them about the pack.
M'kay
If Pollux/Svartulf approve, could you take a look at Thaumic Integration, Thaumic History, ExtraTiC, and JAMI?
I can, but, ExtraTiC works best with Metallurgy. Also, Thaumic History isn't downloadable anymore, and Thaumic Integration isn't out yet for public use.
Also, I think I should modify the settings of Special Mobs back to what it was before I modified it.
Not to mention, Thaumic Exploration has alot of the same content that Thaumic History has.
All points taken. I did go back and take a look at TH vs. TX, and I disagree that they add a lot of the same content, besides the obvious Everfull Urn, and TH actually adds several useful little items and utilities. Now considering the pack we're using, specifically Witchery, ARS Magica, and the other Thaumcraft addons we currently have, TH might not be all that unique, but I think it deserves further evaluation. Moving on, ExtraTiC does add (or is working on) a little content for both Natura and Twilight Forest.
And again, keeping in mind that this is really all up to Pollux and Svartulf.
Yeah. I think they'd be better candidates for the relatively far future, when we have enough players on the server for it to be overbuilt and needing a new map. Though we should keep in mind that several people, myself included, play this pack in single player.
And no I don't! Never enough Thaumcraft... I've just started experimenting with TC4, FM, and TT in E.S., so I'll be occupied for a while, but I've looked over all of those addons at least a little, and they look like they'd be useful for the interested Thaumaturge.
Can we throw in Vazkii's Cowboy Hat mod just to please this guy?
Yeah, during my forays into designing my own modpacks, I had to keep playability/fun in mind while writing down lists of mods I wanted. You can't just throw in a random bunch of mods for several reasons:
1. Compatibility. Who's to say these mods will even work together? Not to mention block/item/biome/dimension ID conflicts.
2. Lag. It's fine to have a random list of mods you want, but you usually have to trim it down and remove/re-add mods as you test to find the optimal amount of lag bearable.
3. Playability. Is it remotely possible to survive and progress? If you have a mod with crazy dungeons and monsters, you'll want to balance it out with a mod with some weapons, armor, and defensive blocks.
4. Fun. This is one of the most important. Is it actually fun? Sure, staying magic-kosher is all right, but is the mod list enjoyable to play with? This should really be #1 on the list, because in the end, Minecraft is a game.
~Welt the Wise (Guy)
EDIT: >_< Sorry about the triple-post.
1) the author of thaumic history got in trouble for stealing a BUNCH of code from other mods, hence why it became unavailable anymore. If this remains a public pack, we should probably stay away from all that business.
2) I don't normally mind more thaumcraft stuff, but I think it is good where it is. I personally don't like the idea of thaumic reliquary only for the sake of integrating the thaumcraft research and infusion recipes. But I will abide by what the modpack authors decide. I would vote for thaumic integration though, since it has some cool stuff.
3) I am working on compiling a lot of the books/stories that Mithion created for the original Ars Magica to input for the lost books mod on the server if Polluxstar or Svartulf is interested. I am wondering if I should ask Mithion for permission in this if we wanted to include this in a public pack, but we should be fine if we add it to the server only.
4) opis would be a good addition server side to manage the lag and diagnose issues.
Other than that, looking forward to eventually joining the server
Yeah, recently discovered that about Thaumic History. A shame, seeing as there was some great stuff in there. WerWolv did apologize in the thread, and (I think) to the people he stole code from, and will soon be releasing the mod, but only with the stuff he coded himself.
And sadly, Thaumic Integration is not yet available for download.
oh, derp. I meant thaumic exploration. I am looking forward to thaumic integration though.
What do you mean? I've encountered lots of vanilla mobs on the server. Though I have noticed that tmost seem to have at least some kind of buff (minor regen, resistance, etc.). Do these not count as vanilla mobs because they've been overwritten by Special Mobs? In which case, would things like Crystal Phylacteries not work?
`
The thing is: if you grab WAILA, they all show up as being from SpecialMobs, and so any mod that is made to specifically require vanilla mobs will not work right, like Witchery, and maybe other that I haven't tested yet.