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    posted a message on [1.7.X]ModTweaker 0.6
    Is there any way you can make to disable the forming of the Botania enchanting system multiblock? For balance reasons I'd like to disable it because it is really too powerful at times under the right circumstances.
    Posted in: WIP Mods
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    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Awesome Mod, definitely adds a bit of danger while mining

    Just curious, is there any plans to make this compatible with other modded world types? Currently playing with the ATG mod and thought it'd be awesome if the gas pockets appeared outside default terrain gen. Regardless though awesome mod, I look forward to see what awesome plans this mod has in its future.
    Posted in: Minecraft Mods
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    posted a message on JurassiCraft!© Build 1.3.0 Pre-release - Daily Builds
    Just a curiosity, but are any of the dinosaurs obtainable in survival yet? I can get their DNA but can't seem to get the cultivation machine to work.
    Posted in: WIP Mods
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    posted a message on TeamInfo
    As someone who tends to live in groups on servers, this is a godsend. Thank you so much for this!
    Posted in: Minecraft Mods
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    posted a message on [Help] Teche breaking texturemaps on restart
    So recently I've been encountering a bug in techne that has been really impacting my productivity. Pretty much, when I first make a new model the pieces of the untextured model are light grey. At this point I can export the texture map and re-import it and it will wrap to the model just fine. However, when I save the and restart the program, I come back in to the pieces of the model being a dark shade of grey rather then their usual light grey tone. If I try to export a texture map at this time, and then re-import the texture map, it won't properly wrap and only a few random spots of the model get textured. However if I use the texture map that I exported before the restart it works just fine.

    The only "Fix" i've found for this is getting the general shape of what I want to model and then remodelling it in a second window of techne all at once, exporting the texturemap after I re-do the entire model.

    Does anyone know how to fix this issue? Its really annoying to have to make each model twice, (Espically since I only have a class period every day to do this, so time is of the essence) and I'd really like to know if this is something I've done wrong or just a fault of the program.
    Posted in: Modification Development
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Ah, I see. Thanks for the help.

    Just wanted to make sure I wasn't derping out and missing something completely obvious.
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Looking for how to get the Bloody Scrivener's Tools. Cant find them anywhere in the Thaumonomicon, and throwing the Scribing tools in the blood altar didn't work either. Using Forbidden Magic v.0.31 prerelease and Blood Magic 0.7.3E. Any advice?
    Posted in: Minecraft Mods
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    posted a message on How to pronounce your username!
    Ah-roo-ka
    Posted in: General Off Topic
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    posted a message on A petition to get ships in Minecraft!
    I suppose for the most part that would work, not sure how sinking would work, but it could be possible, and would definitely add some playability not only to survival but to the lackluster oceans.

    I'm very excited that you looked around and got the knowledge on this topic before posting about it, increasing your authenticity rather than just asking for a feature with no knowledge on how it works.
    Posted in: Suggestions
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    posted a message on A petition to get ships in Minecraft!
    I have to say no to this idea, simply because there's no good way to do it in Minecraft. This is only possible in three ways, none of which are very practical.

    A: The ship is always an entity. This would not work because you would not be able to walk on the ship entity, nor access any tile entities (such as chests), and even if they added a collision box to the entity, it would likely be very buggy, akin to being pushed around by players and mobs pre-1.3. And if multiple players were on the ship, it would have to synchronize packets between them, likely causing quite a bit of lag

    B: The ship is a always blocks and just moves one forward each time. This doesn't work because players wouldn't be carried with it, and would have to walk with the ship to stay on. Also, there is the issue of phasing through the blocks as they are moving.

    C: The ship is blocks until it is moving, then becomes an entity while moving. This still has many of the same bugs as entity ships, along with being able to be used for greifing (that is, considering they would likely replace any blocks they were on top of when disassembling from entity form.

    TL;DR: Large scale moving objects really don't work with the way Minecraft is coded.
    Posted in: Suggestions
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from SpitefulFox

    Luxuria isn't currently available or used for anything. If you have Thaumic Explorer, you can melt down Taintacles in the Crucible of Souls to get some Luxuria. Or, if you have Thaumic Explorer, Twilight Forest, and Thaumcraft Mob Aspects installed, Twilight Forest bunnies have a lot of Luxuria on them as well.


    Ah, thanks for the help. Also excellent work on this mod, its quickly becoming one of my favorite Thaumcraft addons. I look forward to seeing where this mod goes.
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Trying to get some liquid Luxuria , but I cant find anything that has that aspect on it. Assuming its probably on lust shards but have no Idea how to get them. Any suggestions on where to find it?
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    So I did a bit of bug-testing, and it seems like the last version where Blood magic and Galaticraft worked together was v0.6.2b. In versions 0.6.3 and beyond, there is the whole Blood altar not filling issue.

    Considering this is in the changelog of v.0.6.3, this might perhaps be the issue. Not sure, but a hunch nonetheless
    - Also tweaked the Blood Altar's operation. Make sure to read up on how it now works with fluid input and output. That is also in the Blood Altar section!

    Hopefully I helped lower down the possible conflict that could be occurring between these two mods. Love your work WayOfTime, and hope my testing helps lead you to a solution.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Mrvideogame
    That galacticraft bug? As far as we know, they are incompatible in every version. We have no idea why, and don't know what causes the problem. The losing items might be a side effect of this, as it has happened to me and reloading the world fixed it and returned my items.
    Really? Could've sworn they used to be compatible :/ Anywho, thanks for the help, I'll look into it some more.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Mrvideogame
    Do you have galaticraft installed? This bug happens when galacticraft is installed.2. Odd bug... Re-logging should return your items to you. But there currently is no death message for bleeding yourself dry...


    Hmm...Do you know what the most recent 1.6.4 version that doesn't have that bug is? I wouldn't mind backdating a couple of Mod versions to be able to play with the mod, even if it does mean I'll be missing out on a couple of things
    Posted in: Minecraft Mods
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