Quote from ProxySawWhat sorts of things do you have up your sleeve for this coming update?
I think "making it work at all" is going to be high on the list
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Quote from ProxySawWhat sorts of things do you have up your sleeve for this coming update?
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Quote from Kashmoney
I love the mobs, but I feel the mod takes away from the feel of minecraft by adding all these monster mobs. I prefer that it add more animal mobs instead of the monster mobs
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Quote from chimp12345
Well i give up using moe creatures im using forge 9.11.1.933 i load mine craft up there no global option to change creatures? next i press f6 it freezes and crashes saying shuting down? if i walk along to far it starts to freeze again it crashes just like f6? ...the gui is a jar! ok not a zip the other 2 are zips i have put all 3 down loads in the mine craft mods folder ok! i dont know how to get the crash log.
there not even the globle optionat start so it all weird
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Quote from Craigdb
I know it might be an act in futility, but YES! godammit - if someone is interested in a particular thread they should read more than the last page. Maybe I'm old fashioned but I think that is a problem we have today - people are too shallow with everything. OK I'll get off my soapbox now, lol
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Quote from Stucuk
@Laskeri & harley9699: You actually expect people to read previous pages? People are lazy.
@Cloneman_zombie_slayer: He is working on a 1.6.2 version, after which 2 others will continue Thermal Expansion's development.
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Quote from MohawkyMagoo
Nope, apparently not. Dr. Zhark has abandoned Mo Creatures, so it will never be updated to 1.6 He's turned to the dark side and changed his name to Dr.Dark and is now working on his new mod, its set in the world of Whinecraft and called Mo-Updates and its about a game system that constantly has major events called "updates" that break everything that's gone previously. These "updates" constantly generate a new mob called the Update Cretin that infests the world in increasing numbers. Update Cretins spawn constantly, have almost zero intelligence, cant read and think they are the centre of attention and that all their constant demands must be met at once. They have three super powers: impatience, laziness and ignorance and they attack by inducing extreme irritability in their victims. They can be got rid of, or "Infracted" as the mod calls it, by summoning Divine Wrath from the "Great Moderators" - benign but often inept powerful supernatural beings who are supposed to watch over the world of Whinecraft and keep us all safe.
So, no more updates for Mo Creatures, ever. Sorry. But a great new mod instead!
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High, I should imagine, since very few major mods have updated to 1.8 yet. I have roughly 100 mods in the modpack on my 1.7.10 private server. Of those 100 mods, 16 have updated to 1.8, and of those 16, one is a beta and another is incomplete.
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Dunno about anyone else, but needing so many pure nodes around that you need to farm them just seems wrong.
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You know, thinking of features ... I was thinking about enchanting the other day, and realized that even with the improved MC 1.8 enchanting mechanisms, if the only thing Thaumcraft added to the game was infusion enchanting, I would still use Thaumcraft. Because that's how much I think infusion enchanting adds to the game.
Just to be clear about what I'm saying here, I'm not saying that the rest of Thaumcraft is unimportant. I'm just saying that infusion enchanting adds so much sheer gameplay fun that I consider it alone sufficient to justify Thaumcraft. I know a lot of people miss golemancy from TC5 so far, but the truth is, if I had to choose between infusion enchanting and golemancy, I think I'd pick infusion enchanting. Because golemancy is handy and convenient, sure, but in the end it's a set-it-and-forget-it convenience that really doesn't do anything I can't do myself or have other ways to do. (And the truth is, sometimes golems can be maddeningly annoying. I gave up mana-bean farming because I simply could not get golems to do the job reliably enough to outweigh my limited need/use for mana beans. They always found a way to foul up, get stuck, or even just wander off and vanish.)
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I've never really been a believer in damage caps. If you've put in the work to build up your armaments and armor to such a godlike level that you can one-shot the boss, the game should let you one-shot the boss. (For the record, it's quite gratifying to walk into the boss encounter with Azmodan in Diablo III and be able to one-shot Azmodan. PWN3D, you arrogant piece of demonic trash.)
Well, aside from this minor difficulty of there not being an Enchanting Plus release for 1.8?
And Enchanting Plus doesn't really fix what's lacking in vanilla enchanting. Yes, it makes it much less annoying. But once you have an enchanting table built, it's still got the fun and engagement of buying an instant-win scratch game card.
TC4's infusion enchanting, IMO, is the best Minecraft enchanting system ever, bar none. The difficulty is just right, you can plan and choose exactly the enchants you want, and it is FUN. And it actually feels like you are doing something of consequence. The vanilla enchanting table is like buying a lottery scratch card.
Azanor, please, please, PLEASE consider bringing back infusion enchanting. It was among the best, most engaging, and most satisfying features of TC4.
Thaumic Tinkerer has a similar item.
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There's some things I find them useful for, and some things less so. And sometimes a golem just seems to get a wild bug up its ... nether, and goes haring off into the wild blue yonder for who knows what reason, and you go to where it's supposed to be and ... "OK, where did that nutball golem disappear to THIS time?"
Honestly, I've tried Optifine on several different occasions over the years, and while a few times it has worked very well when it's worked, I think my overall experience with it is that it causes more problems than it solves unless you're playing close to pure vanilla with few if any mods.
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Or, hey. Azanor has a Patreon account. Sign up and add him to your supported artist list!
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This. SO MUCH THIS. I really don't care whether infusion enchanting is "needed" or not ... it was hugely FUN. Plus, with patience, you could always get exactly the enchantments you wanted on an item without standing at an enchantment table spamming the re-roll button.
Is arcane stone "needed"? Is the Hoe of Growth "needed"? Are Boots of Travelling "needed"? For that matter, is Thaumcraft itself "needed" to play Minecraft? No? Then why should the criterion be solely whether infusion enchantment is "needed"?
So? Honestly, the vanilla enchanting mechanism still sucks. It just sucks a bit less now.
YES! Thaumcraft 4's infusion enchantment is how enchantment SHOULD work. Acquire the knowledge, collect the required materials, refine the essentia, and then carefully, carefully combine everything, watching to make sure that nothing goes wrong and being ready to instantly clean up any flux effects before they disrupt the enchantment. Not make an enchantment table, go out and kill a few mobs, and stand at your table banging on the random-chance button until you see something you like. "Oh, and give me four of those instant-win scratch cards as well, please, and a carton of Marlboros."
Yup. This.
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Let's say I was aware of the possibility. I knew I had to be missing something, and it was quite possibly something that should have been obvious, but I wasn't seeing it. I checked recent thread history, and didn't see anything that seemed to me to be applicable, because I didn't realize that I wasn't running the version of Minecraft I thought I was. I told the launcher, "Use latest", and my vanilla session said Minecraft 1.8.8, and my OptiFine session said 1.8.8, and I just plain didn't notice that my Forge session said 1.8, not 1.8.8. If I'd noticed that, I'd have figured out the problem myself without having to publicly put on the dunce cap.
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This goes towards sort of what I think of as "high magic". Necromancy, alchemy, invocation, demonology, contagion, oneiromancy, enchantment; all of these are applied magics, one step above the hedge magics of philtres and charms. But there are magical principles far above these, from which everything else descends and depends. The highest level of the magical arts is to study and manipulate the very nature of reality itself.
Tough to do in Minecraft, though.
Not necessarily so at all. Chaos can sometimes be an easy route to power, but it can also be an impediment to furthering that power because it leads to impure, uncontrolled power. One can wield chaotic power without really understanding what it is that one is wielding.
I envision things like control over gravity and time, making solid light, creating portals to traverse vast distances in a single step, sources that radiate darkness instead of light, perhaps infusing one's own being with order to increase strength and constitution and resist disease, poisons, even physical damage. A deep understanding of the true nature of magic would enable you to enchant objects with any desired attributes, in any desired combination. Perhaps even make yourself temporarily immaterial and able to phase through solid matter.
No game that you can install on your computer, or on every computer on earth networked together, can have infinite research. Even if it has a completely random scheme for generating stuff that may or may not be of any actual practical use, sooner or laer you run out of permutations of stuff. Remember, anything that you research in Thaumcraft, Azanor had to invent and code first.
Truth to tell, I keep my golemancy pretty much to a minimum. I have never been a big fan of golems. I find them useful for managing drops or simple crops, but for so many more complex tasks they seem to take an almost malificent glee in devising endless ways to get stuck and unable to perform the task. In my current game I've only made one advanced golem, and I'm not actually using it at the moment. I never actually even installed an animation core in it. I have a golem standing by to tend my essentia crystallizers, a golem standing by to tend my infernal furnace, a golem gathering eggs in the chicken pen, and right now that's it. I have three golems sitting on a shelf on the off chance I ever need them again. It's just not a big part of how I play Thaumcraft.
(And in fact I just now went and picked up the egg-gathering golem and shelved it again ... because 65,000 eggs in store just might be enough for now.)
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One cannot practically make a mod which uses multipart support if present, but works without it if not. If the mod uses multipart functionality, then it must have multipart support present or it won't work. If it does not need multipart, then it can't use it even if it is present. There would be basically only two ways around this: write separate multipart and non-multipart versions of the mod, bundled in the same .jar file, and load the appropriate version depending on whether multipart was present, or have every last piece of code in the mod conditional on whether multipart support was present or not. And even then if you installed the mod without multipart, built a bunch of stuff, then added multipart later, everything you'd built would blow up because now the other version of the code would run.
Thaumic Pipes are multiparts so that they can be tucked away behind (or pass through) covers, enabling much tidier builds. Once that decision is made, multipart support can't be optional.