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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from demonblades

    got something against liquid magic?
    or mlp?


    My Liquid Partner
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Pretty nice mod.

    Sadly I hear exists some kind of differences with the Forge mod...

    So, where I can see a list of compatible mods, or simple is not compatible with Forge stuff?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from raa1337

    The story behind TC2 is really hard to figure out. Kind of hoping he adds a type of TC2 Stronghold that only spawns once in a map (a distance away from Spawn, and not where normal Strongholds are.) that has lots of books, and history of who left the artifacts behind, and what happened to them in the end.


    Actually not that hard, even is not the correct/official I have my own theories.

    If you retrieve a dangerous knowledge from a lost civilization, what happens in those times? simply the same as you´re doing in the present: you´re trying to have power via the Thaumaturgy, appear a hardcore illness in world.

    This can be a good idea for the Crucible of Souls and have a balance thing, maybe a tier 2 for him.


    *Crucible of Souls: Add upgrade slot(s). Stabilized Singularity, Harnessed Rage, Concentrated Evil (make the Crucible of Souls crystallize the Taint, dropping or storing it as crystals). Concentrate Evil upgrade generate twice bad aura. Works better with lunar phases as full moon as best one.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)

    My problem seems to be some sort of ID problem, but I can't seem to find the source. The error log says that the hidden block has the same ID as the hidden block, which doesn't make sense to me.


    You´re using ID resolver? cause it sounds like a problem of it ( I use like twice times with I left ID resolver cause it disappoint me :<)

    I just change it by hand and is better really, with NEI that helps me a lot for check what IDs are free, and use high ID user mods, and just get like 2 crash conflicts, before install a new mod, I open the game, activate NEI, activate "Show ID" option, take note in a doc txt or whatever, install the mod, if ID crash find the conflicting ID via modloader or mcerror test, open the config file of the new mod, and move all the IDs to a wide gap of free slots.

    Profit
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from dante9898

    High Aura Consequence, Azanor its apparently removing it next version.


    I wish he made this feature toggleable, I like it.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Also the runes remember me from The Elder Scrolls lll: Morrowind ones, from those Dwarwen ruins and Oblivion (TES 4), but guess most of us will don´t really care from where are or inspired.

    The Eldritch repository looks like a WoW icon, but I can´t exactly remember what is the name of the specific one. Is a 243.68 MB of pics...

    Gotcha I find it



    Not exactly the same, is like was more that 2 years that don´t play this game but I remember it when i saw the Repository.

    Oh Az, how about making more paper tiers? or well a big books of arcane notes (I not meaning the one that youre going to add already in 1.2.5), like it have more uses or something like? or easy the Q-block checks for nearby containers filled with tons of paper stacks.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from MynezTehMunkie

    Well it's just my past experience with mods is that they usually do work with the version past the one they're written for, it was just unexpected that it would be completely incompatible with 2.4... thanks for the quick replys tho, my confusion is cleared and I will bookmark this mod for when the next version is released.


    Sometimes yes, you can drag and drop a old version mod in a new one MC version and still enter and play the game, but you need have present is the ,modders port the mod to a new version if for some reason, using a old mod version will mess your game or world in the long run. But well thanks to the backups you can try it anyways.


    Quote from Bl4ckHole

    Does the mod alter mob spawning mechanism in some way ? Cause since I installed it i get spawn of huge quantity (like hundred or more) of the same mob in the same place, causing my game to crash


    This happens to me a lot, sometimes 2 or more mobs tries to spawn at the same time in the same chunk and making the game goes "Saving chunks" crashing. This thing happens a lot too with the overflow crucibles in TC1.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from MynezTehMunkie

    Oh so it won't even work with 1.2.4? That sucks... is 4 just too different or is it just part of the coding of the mod? (sorry, I'm very noob with mods)

    *Edit*
    And yes, I read the OP, that's how I got the mod =P I just wasn't aware that it wouldn't work at all with 1.2.4 is all.


    Well you can begin for reading carefully :P , can save you a lot time, headaches too. TC are going to be done directly to 1.2.5
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from MynezTehMunkie

    Hey there, I seem to be having a bit of trouble loading this mod... I am runing minecraft1.2.4.I


    ... You really care reading the op? TC2 is not for 1.2.4...
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Calcifire3691

    using IC2 crops, I have the opposite problem (thanks dante, by the way :P )

    TOO. MUCH. WHEAT.

    I've got a 5*2 line of wheat (because for some reason, the bonemeal seals aren't working for the rest of my farm... and thank the dark powers for that... I'm getting a full stack of wheat every minute!

    I can see what dante meant about a nerf being needed, especially for the bonemeal seals.

    oh, and in an attempt to prevent drowning in the pile of plant matter pouring from what seems to be the infinite plane of elemental wheat, I discovered that void chests don't count as a chest for the sucky chest seal.

    who knows what would have happened if I'd got the whole farm running 0_o


    Time to make a Corn Flakes factory? and actually don´t how make the agriculture works, well I was no really trying at all. some of those dark powers are clogging my brain maybe.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Azanor, I know you already have a couple of new stuff for the next update, but, I making a organized suggestions.I know at last you´re going to change most of things maybe and possible you already was thinking or developing other many useful stuff, after the whole wall of text are finished, in wich place I can send it, just here at forum or by private message?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from raa1337

    They don't seem to grow if your Aura is above 66%...

    Been trying. No luck.

    Concentrated Vis is nice, though. (Spoiler? Somewhat. Tease? Totally.)

    I hit nearly full bar, like 80%+ or 100%, 60% is too slow and is like seeing the grass grown. If you´re making a farm, you need stay near 100%

    Quote from Portalboat

    Is there any repository for infuser recipes? I can't seem to find the ones for the thaumic generator and the crystaline bell..


    Use crystals and eventually you will get the bell.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Rossmallo

    Thanks, buddy. Will do that. You've been a great help c:


    You can "plant" crystals if you don´t do it already, you can make a crystal ore and make a hi vis are (nearly top or full bar of vis), put the ore in that zone, and the aura will make the ore grown, you can pick up just one shard using a Crystalline bell. Just don´t forget left one 1 shard, so the aura will make the ore grown again.

    Don´t just don´t put Tainted crystals cause is easy get those from your lab.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Mask*DeMasque

    I'd have to agree with Maximo_Artorio, but if it can be turned off through config, then I don't mind.

    To me, tainted land should feel like an extremely dangerous experiment. Something that could spawn because of the player's carelessness, or desire for knowledge. Tainted land should feel like an abomination to nature, something that just isn't natural, which is why I think it shouldn't occur naturally, but created by the player.

    But that's just me.


    Actually exist a good explanation why "can" exists a biome, the Taint can be a old cataclysm that destroy a ancient civilization (the Elders or Eldritch), after they with a thirst of knowledge lead to his nearly own destruction.

    Now in the present, they only exists ruins of that civilization and the Taint just goes weak after the Eldritch machines from elders stop working cause no one was maintaining or just the taint creatures, plants, etc make they stop, also no aura to eat as the ancient times, cause the ancients left a creation for help the world cleanse again before they disappear (The Silverwood).

    Just in a lot of time, the Taint seeds was sleeping in a hidden little spots of the world surviving with some weak tainted aura.

    A justification can be, the ruins basically crumble spreading some spores, or reactivating after Steve´s mining activities, volcanoes, quakes, the rediscoveries of the Eldritch technology after Steve findings, study and create again those old machines.

    Also my "theory" are based when Azanor talks about make "botanic" addon to Taumcraft, so, is not soo crazy theory at all.
    Even this not totally the real idea from Azanor, can fill the holes. And I guess Azanor are searching we do this.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from locke019

    I noticed a possible bug with the forestry mod and this mod.
    I generated a seed without forestry that seems to without fail generate silverwood trees but when I put forestry back in and regenerate the same seed there seems to be no silverwood trees at all anywhere.
    I do see the other TC generated stuff(great wood trees,monoliths,ect.
    I'm not even sure forestry is causing a problem as I see no errors in the mod loader log or any block id conflicts.
    Has anyone else had silverwood trees not generate on maps with forestry installed?
    I tried this test to see if something was causing the silverwood trees to not spawn on my primary save.


    That is just bad luck very bad one, I ever from beginning play TC with forestry and the greatwoods, silverwoods, monoliths generate with forestry, so try a new seed world like " azanor " and spawn nearly a big forests of silver wood and greatwood. Unless you put a mod that mess with the world gen that blocks in some way the TC generation, but for sure is not forestry



    mod_ModLoaderMp=on
    mod_RedPowerArray=on
    mod_IC2=on
    mod_NotEnoughItems=on
    mod_BuildCraftBuilders=on
    mod_Forestry=on
    mod_MinecraftForge=on
    mod_RedPowerWiring=on
    mod_ThaumCraft=on
    mod_RedPowerWorld=on
    mod_RedPowerCore=on
    mod_BuildCraftSilicon=on
    mod_RedPowerLogic=on
    mod_BuildCraftCore=on
    mod_BuildCraftEnergy=on
    mod_RedPowerMachine=on
    mod_BuildCraftFactory=on
    mod_RedPowerLighting=on
    grassFix=true
    mod_BuildCraftZFP=on
    mod_BuildCraftTransport=on
    Posted in: Minecraft Mods
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