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    posted a message on How many mods ya'll got?

    281 is all i managed to find in 1.12, still missing a lot of mods.


    it runs admirably well, but my machine is absolutely insane since it's built for 1440p VR peformance and not 1080p peasant resolutions.


    here's what $7,500 of computer parts will get you, no i'm not done spending, i will never be done.

    https://pcpartpicker.com/list/KRqQNN


    [edit] that case and water cooling radiator aren't technically compatible unless you're willing to ghetto-rig it a bit [/edit]

    Posted in: Mods Discussion
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Maximo_Artorio»

    Anyone can enlighten me on how the aura exactly works? I tried to place a tainted crystal cluster in my base thinking it will eventually grow, taking the flux from the aura and so getting rid of it, like it used to work, but it seems to have the opposite effect... concentrating flux in my base even more without any sign of growth (I lost almost all my roof to taint before I even realized).

    I was also wondering... without the totems or some other way to forcibly move the vis around how am I supposed to grow other primal aspect crystals?


    So a quick (kinda in depth) guide on the how tc6 aura works would be appreciated :D


    that is strange, the ONLY crystals i've seen grow at all from the clusters i crafted and placed were the flux ones, i was using vis after crafting them, but not a whole lot of stuff that should make flux, i was personally assuming at least for flux crystals they must work the inverse of a battery, always wanting to be as full as possible and taking a small bite out of whatever flux is generated.

    all assumptions and yes, seconded, for crying out loud, we really need more information on the aura system in TC6, desperately.

    also, might just be me, but there's absolutely no way to purify taint?

    just be glad this isn't the classic thaumcraft versions, i guess.... i've literally been run out of at least one or two bases because of taint back when the seals system was still around.

    also to be entirely fair, flux has never been easier to avoid early on either, just always have a handful of nether quartz shards to dump into the crucible after use until they don't interact anymore, thankfully they don't contain any aspect pollutants themselves or else we'd really be screwed with flux.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tough As Nails - Difficulty through realism. Seasons, thirst, body temperature, and more!

    how much of enviromine functionality can we expect to eventually get back into TaN or sibling mods?


    before anyone asks how much i hope to regain, duh, all of it.


    it's a real shame we only have such a half hearted mod as tough as nails these days to be honest, far too easy and far too forgiving (far too many blocks ignored as well, lava should be near-instant death to be around), i feel like i'm cheating as soon as i make my first modded furnace, because i am.

    way too much work to manually add blocks to generate heat as well.

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    bump for response from anyone who's actually gotten the signs function to work.

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    can you fix the incompatibility that breaks being able to place thaumcraft 6 golems with this mod installed?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    is there any config setting or anything to get golems to be able to be placed with mo' creatures 12.04? removing it works but i'd rather play with both if possible.


    also, what do the growable crystals actually even do? do they work yet? i've had some planted and chunkloaded with no magic being done anywhere nearby for in excess of 48 hours and i've only seen any increase in the flux crystals, what causes more to grow? can they take over the 8 neighboring tiles? (if not why do they block placing directly above and below other crystals) are the flux ones for purifying or creating? is the flux released when they're broken?

    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving
    Quote from ScienceDrummer»

    It looks like someone tried to port it over to 1.10.2
    https://github.com/JonnyNova/SmartMoving/releases




    i'm not sure but i think jonnynova might be a divisor alias, maybe already had the github before minecraft.


    [edit]whoever did that posted it in 2017, so it's nothing new. [/edit]

    also didn't they at least start on 1.10?
    i swear the library mod or whatever it was called for smart moving updated but the actual content mod never did.


    also whoever asked about the bounty here is the curse bounty board thread, bounties for code is an OLD as dirt thing, microsoft has maintained bounties for issues in windows forever just about, yeah, that's right, cash, for fixes, coding is a wholly ability dependent job.

    https://authors.curseforge.com/forums/bounty-board/minecraft/233181-smart-movement-update-remake


    [edit] double checked and render player api was updated to 1.12 even, from what i can tell preparations were being made for 1.12 but either those were only there for other people using the api or nothing happened with the content mod portion [/edit]

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»



    One machine or a substantial part of the mod? I obviously would not - and could not - object to someone implementing a similar machine as I have, but cloning a large part of RC/CC/etc would not at all be appreciated

    .


    a lot of us would appreciate it if you at the least granted some other people you feel you can trust with it the permission to help with updates or porting.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    to be entirely honest i've never seen that feature function either and this was trying it through an OPped player on the server, if there's a way to do it through the root login or some other way needed to enable it let me know cause anrdaemon is definitely not the only one having issues.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Silfryi»

    I was going to leave the name of the config out because it seemed, from the name, to be only for those who could figure it out or who were told of it. And, yes, love the awesomeface. Rotarycraft is hard to play, though.

    i think most of us understand the meaning of the world temporally without being told....
    Posted in: Minecraft Mods
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    posted a message on Smart Moving

    the $50 update bounty placed on this mod has generated what appears to be one interested person so far, there may just be hope yet.

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    so based on the lack of replies, i am to assume there is no way at current to solve the issue of the vast amount of blocks that dynmap fails to render? what happened to the scraper tool that used to let it display something at least instead of breaking?

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from AnrDaemon»

    Well, we all assume you did sort your system issues before asking any application-related questions.



    didn't have any way of knowing iptables even existed, that really needs to be pointed out in a much more obvious and impossible to miss way.


    [edit] didn't there used to be a way to force dynmap to display blocks it doesn't know of as something (doesn't matter what) so the map isn't left with tons of square black holes in it? [/edit]

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    holy crap, this is the happiest day of my life.


    so for anyone having the issue with a 404 error when you try to view your dynmap, the solution is apparently deceptively simple, so deceptively simple in fact it took me multiple years to finally realize the actual problem and fix it.


    all you have to do is login as root to your linux machine, edit the iptables to allow the dynmap port on your machine that's actually hosting (i had no idea built in firewalls were even a thing on an OS like mineos dedicated to game server hosting) and save the new rule allowing the port you set to be forwarded.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    hello? can someone provide some sort of proof that the 1.12.2 version of this mod works at all? cause i don't believe it from what i'm seeing, i've never had it work past 1.7.10 personally.

    Posted in: Minecraft Mods
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