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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    Ok, I give up.


    How do I turn on the radar for entities?


    I can't find the option. I pressed "M". It's not there.


    What am I doing wrong?

    Posted in: Minecraft Mods
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    posted a message on Revamp - Rivvest's Enhanced Villagers and Mob Performance | v1.3.1 - Bug fixes
    I approve of reviving this.
    Posted in: Minecraft Mods
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    posted a message on [Teleportation] Warp Book
    Quote from panicnot42»

    panicnot42, If you are waiting for 1.8, you are probably going to wait quite a bit.

    Some people are just now finishing their 1.7.10 mod packs for release to the public.

    Some are just now starting their worlds.

    Even if forge for 1.8 was to update right now as we speak, it will take several weeks before most major mods come out.

    Of course, I understand that isn't gonna stop you from updating your own mod to 1.8, but I'm just saying that most people won't use it right away. Unless it's for a "light" mod pack.
    Posted in: Minecraft Mods
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    posted a message on Kingdoms of the Overworld Mod v1.6 [1.7.X/1.6.4] [SSP/SMP]
    Is it possible to disable features we don't want?
    Posted in: Minecraft Mods
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    posted a message on Mechalution - Version 7.0 Released 08/01/2015
    The mod looks cool, but PLEASE add more information.
    Posted in: Minecraft Mods
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    posted a message on [0.54] Fluxed Trinkets - RF Powered Baubles!
    Ok, I don't quite understand what this mod adds.

    I mean ok, it's probably some accessories.

    Ok. What do they do?
    Posted in: Minecraft Mods
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    posted a message on Xeno's Reliquary
    Just to make sure, I'm gonna wait a bit until releases are a bit more stable. And maybe Thaumic Reliquary updates too meanwhile.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4][Reliquary][Thaumcraft] Thaumic Reliquary [1.1.1] - MCPC!
    Quote from SolemnSoul»
    I hope you do update this Flaxbeard, I really liked the idea of gating such a small (but powerful) mod of magic items through thaumcraft.

    I second this.



    Quote from SolemnSoul » But I know your motivation has been minimal as of late, otherwise you probably wouldn't have dropped FSP.



    Wait.....WHAT???
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Riyshn»

    You can safely stay on Forge 1208 up through TC 4.2.1.3. Just remember that having biome weights set to 10 like they need to be means that both Magical Forest and Tainted Lands will be as common as any vanilla biome.

    Watch as I change the weight value of the Tainted biome from "2" to "10".

    AndAAaaah, dammit, my finger slipped, and I only wrote the "0" without the "1".

    I'm so bad.


    Jokes aside, I did manage to update to the 4.2.1.4 version of Thaumcraft.

    However, I do have to wonder if the problem was fixed at all, and just how the biome generator works. Apparently, it seems to replaces biomes with the Magical Forest, rather than entirely changing the biome generation.

    But I was only able to find a Magical Forest using a weight value of 10.

    I travelled around for several thousands of blocks, and I wasn't able to find any with the value of 5. If anyone does find one, please inform me.

    As for me, I'm tired, I'm frustrated, and I'm sad. I need to get happy. And to get happy I need a Magical Forest. And to get a Magical Forest, I'm going to "cheat", and use a weight value of 10, at least temporarily. So I can finally get done with this biome hunting.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    Their calculations for selecting biomes were doing integer divisions that meant mod biomes wouldn't appear unless their placement weight was a multiple of 10 ( or perhaps, at least 10). Vanilla TC had both MF and Tainted Lands with weights below 10... There were a couple of workarounds, hopefully unnecessary now.

    Oh.......damn!!!.

    I should have figured out that the biomes from Thaumcraft weren't spawning from the start long ago.

    You see, I was doing a seed hunting, and I found it weird that seeds were looking pretty much the same with or without Thaumcraft.

    Which means....that new chunks in my world will look completely different once I update.

    That is IF I can update, cause I remember some mods have issues with the newer versions of forge.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    - as a temporary fix for the Forge biome spawning issue I will change all biome weights to multiples of 10 behind the scenes

    nfduaghisdfy$%!~$%!$#%#GFWEGKAG

    Is that why I was unable to find any Magical Forest biomes so far, even though I travelled TENS OF THOUSANDS blocks away, and I don't even run Biomes O' Plenty?

    Updating right away.

    Edit:Actually, now that I think about it....what's this all about "forge biome spawning" issue?
    Posted in: Minecraft Mods
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    posted a message on AetherCraft 1.4.5 - Aetheral Alchemy! Turn matter into any other kind of matter!
    I never used the armor, but doesn't it self-repair if you have an aether battery in your inventory? Think I saw that mentioned somewhere.

    So?

    I doubt I(or anyone else) will stay out in the wild long enough for my Diamond armor to get destroyed,

    Now, I don't know if you can repair an armor in the Aether Reconstructor, but until I can and need to get more enchantments in my armor, there is no rush. And by then, I will be able to get Thaumcraft's armor which is far better right now.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Aaahhm....any information about this addon?
    Posted in: Minecraft Mods
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    posted a message on AetherCraft 1.4.5 - Aetheral Alchemy! Turn matter into any other kind of matter!
    Ok, three problems.

    First, there are missing information.

    F.e. what are the benefits of the armor?

    Secondly, it seems one or more of the mods I'm running is messing with the AV values. Mainly, the ones I have noticed is items crafted from iron ingots. For example, an Iron Door in my modded world is worth 3,072 AV, which is double the actual real value 1,536 AV. I know, because I tried again Minecraft with just Aethercraft.

    Aside from these, there are some questionable balance decisions. To be exact, one I can think of now. Why are the Nether Stars so cheap?

    Even in Vanilla Minecraft, Nether Stars are supposed to be that end game item that is hard to get. Then again, it IS used only for beacons. (But I highly doubt people who use Aethercraft are playing ONLY with Aethercraft)

    But in Modded Minecraft?!?

    I'm going wild, baby.

    I already have 4-5 stacks of diamonds I got just from manual mining.

    Sacrificing one stack of diamonds will give me a whooping 16 Nether Stars. Which will give me 1536000000 RF in a Nether Star Generator from Extra Utilities, enough energy to last me for a looooooooong while.

    And that's just the appetizer.

    Edit:

    Oh, yeah, I almost forgot.

    Speaking of armor benefits.....what are the benefits of the Aether armor set?

    It costs about the same to craft as a diamond set, yet it has less durability, and it offers the same protection as a Chain set.

    I'm assuming it has high enchantability, but that alone cannot justify the cost.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    I still have to ask what's the deal with the Replicator mob?!?

    How do I disable their spawning?
    Posted in: Minecraft Mods
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