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    posted a message on Best way to automate Thaumcraft with AE2 autocrafting (and add-ons for both mods)?

    [quote=grimallq;../../../../members/grimallq;2454148-best-way-to-automate-thaumcraft-with-ae2?comment=2]

    You can automate placing of ingredients on the infusion pedestals in any number of ways. Golems, pipes, ME interfaces, you name it. For essentia use an Infusion Provider from Thaumic Energestics.


    But as far as I know, there's no way to automate the infusion itself. You (as in the player) need to hit the Runic Matrix with the wand personally each time.

    Thank you grimallq, but I was more asking of the most efficient way of putting the items in the proper slots automatically. I could tell the ME System to put all of the items in, but there won't be very good simitry (that word is misspelled...). If the simitry is off, the crafting may go incomplete. That means that I have an explosion, loose my items and the essentia I've put in the provider. But if I put it in a chest then have golems move it, I can only have 6 recipes and duplicate items will always have to go in the same slot, essentially meaning I need a lot of golems, which further adds to the ones that will start the infusion, which to my knowledge, you just have to share with the golem the knowledge of the infusion in question, then give it a wand. I have not tried that however. Perhaps an Autonomous Activater could also do the job, given a wand, or at least a Thaumic Tinker equivalent (should such a thing exist). Finally, pipes, or in other words, wiring. I would rather not use them, long story short, it's more convenient, and I dont have access to any thing but AE2 cords, and Thaumcaft cords.


    Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!


    Edit: That last paragraph is going in my sig, that might save me some time, not having to repeat the same thing again!

    Posted in: Mods Discussion
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    posted a message on Best way to automate Thaumcraft with AE2 autocrafting (and add-ons for both mods)?

    So, I have been trying to automate my Infusion alters and stuff, but I don't know what the best way to set up auto crafting for them. I really only care for using AE wiring, it's more convenient ATM. I can only think of two ways; Using golems to take out of a chest fed with the recipe, be it an ME chest if possible, but how many golems and with what cores I don't know, or a chest with an Interface. I also have Extra-Cells and Thaumic Energistics, and while I do have the liberty of adding other mods, in fact I would prefer it be a sub-net requiring a new mod built for one of the two mods over taking more than the channel required for a sub-net. I can also make a controller, but that would suck to have to do for a sub-net. Most importantly, I want a cool setup for an AE thing and Thaumcraft seems to be hard to automate. I could try AutoMagy, but I've never played with it before. So yes, these are kind of the conditions I am under. What do you guys sugest?

    Posted in: Mods Discussion
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    posted a message on Speculation on Gold's Usefulness

    How would you have this affect Gold and Iron farms? They are a thing, check out the Hermitcraft series form almost any perspective. All of the ironz, all of the goldz. And actually this is necicary. The Iron farm is an abused feature. Villages NEED Iron Golems, so they spawn in big villages to ward off (kill) the zombies. Then they are "removed" and more spawn. Ya trick the game into thinking your farm is a big village, then kill them with fire. You could also nerf the gold one, but while I don't know as much about it I understand it's a feature as well. Also, Modded has all the features of Vanilla. This would throw off so many modpack's ballance, what would you change to accommodate, or will we ignore that for the time being. If the latter, trust me, someone will bring it up again.

    Posted in: Discussion
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    posted a message on Yugioh mod request
    Quote from Black_Saturn»

    Hmm... Some sounds a bit general... YugiCraft?

    Anyway, I have just learned how to make models with techne. I can help out with some models, but it will take some time as I have not get familiar with it.


    Much appreciated, though I don't think that the mod is anywhere near that point, I'll PM you the things that might be useful to have a model to look at, as well as a link to the Google Doc I've been planning on so you know what ever you might need to incorporate the mod, if you don't mind. Take all the time you need, I haven't even started to code the dang thing, I'll plan the features I want at release, and then break that down to code. Also adding Yugicraft to the suggested names part thing, I'm not to fond of it, but it is pretty good, and I can still change the title later.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Ok, I've been messing with some names, how do these sound? Yes it is pretty early, but I like to be organised. I'll edit for a complete list of possible names; it's hard to come up with one.


    CardCraft (absolute cheeze....)


    Card Car D Mod (cuz Card Car was pretty broken at one point(?), idk don't play much metagame)


    The super generic "Yu-Gi-Oh! for Moded Minecraft" (Doesn't give any leeway for the other features)


    DD's YGO (That nobody will know what means)


    KonamiKrafat (As suggested by Darkslash)


    Yami gijutsu (Dark tech in japanese, but the mod is not at all dark, save for egiptian mytos)


    Yugicraft, (as suggested by Black_Saturn)


    I personally like

    DuelMonsters for minecraft (traditional name for what is now just YGO, but also gives leeway for the other parts of the mod, in its generality. Unless someone else has a better idea, I think this could be the name)

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    tx lol

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Oh haha, I will be focusing mostly on the existing game and use the show as a crutch only, so I think it would rather be quite different than a mod that adds primarily parts of the show like duelists (While I understand there is more in planning, it seems to me like this is a diverging point, I'm even challenging myself to not add more than one entity whatsoever, because reasons) , I doubt I will add any NPC what so ever, unless a villager for parts/scraps trades. I want this mod in particular to be quite mailable in the current types of mods, ie tech or magic. This mod will be so much more related to OpenBlocks or Ender IO or even AE2/Thaumcraft, focusing On Mana Systems and Energy sytems, so without spoiling to much, so in priority behaving like your mod does will hopefully be the last. Again in your thread, you talked more of a rewright of the whole game. I don't know how long it will take me, but yes, I will take the measures to add all of the features you thought there would not be a modder willing (ie wattail will not have an animation meaning they wont whine about it not spitting electricity)


    Reason being; Pixelmon will never, ever be in a FTB, or more likely but still unlikely a proper FTB-Style modpack, I'm trying right now but it is quite hard and undermines the whole "Pokemon" aspect of Pixelmon. This means in a properly modded environment like for example FTB Infinity, what I've been playing recently, shoving Pixelmon in there because why not only takes away from Infinity, and likewise for Pixelmon when you get into other mods. This will have RF compatibility, (insert magic mod here) compatibility, and wont force you to play Yugioh if you don't care for it meaning someone who just wants the Perpetual Ener-D reactor, doesn't have to play a single duel, getting into such a complex game, and will have a config to disable the game launching from YGOPro when you would be in a duel to avoid copyright strikes. This makes it viable for a pack that has some other really good mods, meaning putting it in Infinity is viable, adding more than it takes out, and even having the capability to NOT get the pack 1000050 copyright strikes, and by making only new sounds and visuals, the rest should follow under fair use.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request
    Quote from Black_Saturn»

    Erm... Actually we already got a team working on this mod idea...


    Oh? Could I please get a link to the forum post, I would like to see that, shame if it means that I have to stop, but I have some ideas of my own that I wanted to implement, so maybe I change to be an add on I stead, I don't want to step on your toes. If it is the same, I will do what I can to support you, I don't want to but heads and be counter productive. However if there is enough of a difference, I think though mine will inevitably be labeled as a ripoff, just to practice and learn I'll keep working, with your permission, and I won't release. None the less you lot have my full support and I am quite happy to see a much more skilled team rather than my flimsy self.

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Ok, public notice time, I think we might need a concept artist; I can't draw worth crap, I will give you access to the doc link, and point out what needs to be implemented. We aren't ready for one just yet, but by the time someone who can doodle worth a darn finds this thread, we might. On other notes, last night DarkSlash andI wrote up a little bit of planed features, and it is a very good start, I should be able to make all of those much more detailed in the future, and start some PseudoCode, that will in turn eventually turn into the mod. But only a little step, so again, stuff will be a while, but I like what I see a lot!

    Posted in: Requests / Ideas For Mods
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    posted a message on Side Inventory Mod Request for 1.7.10 & 1.8

    Ok! (He took that much better than I thought, WOW!)

    Posted in: Requests / Ideas For Mods
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    posted a message on Side Inventory Mod Request for 1.7.10 & 1.8

    I see, well there is very little I can do for you there. I can code Java, but not well enough to mod.


    Also you didn't specify this, but if you can't find the button that unlocks a slot, it's above the crafting grid, again I know you want a knew mod, but I can't help you, so ignore me if it's not helpful.

    Posted in: Requests / Ideas For Mods
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    posted a message on Any Skin Armor mods out there?

    Then I think among the existing ones, you have morph and as feedcraft said, armors workshop, wich will make you build the skin over again, but there's next to no limit, so it's viable. I'm only so good at code, I'd try, but I doubt I have the skills for this. Sorry.

    Posted in: Requests / Ideas For Mods
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    posted a message on Any Skin Armor mods out there?

    The cosmetic armor does so, with the skin armor in it's cosmetic only slots.

    Posted in: Requests / Ideas For Mods
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    posted a message on Side Inventory Mod Request for 1.7.10 & 1.8

    That's quite... a thing... but if you just want lots of inventory, try the existing mod InfiniteInvo, witch can help you with up to ~2.14 Billion slots unlocked by using an amount of XP set in the configs. Default 5lvls gives one more slot, meaning they do have to be worked for, unless you set cost to 0. Hope this helps!

    Posted in: Requests / Ideas For Mods
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    posted a message on Yugioh mod request

    Ok, I've made a decision. I'm still in school, and I have a lot on my metaphorical plate at the moment. I want to make the planning process of this mod go at a constant (or at least consistent). So, I'm going to make a Google Doc. I'll need to figure out some of the other stuff I don't understand right now. I don't want to go without any more progress for multiple days, one every now and then being inevitable, but I haven't done squat in the last two months. Not acceptable to me. No alternative really in my eyes!

    Posted in: Requests / Ideas For Mods
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