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    posted a message on The AquaBuzzardHR YouTube Channel!

    What's going on guys, AquaBuzzard here! This is my channel, I make Minecraft videos with a lot of creative building and a relaxed gameplay style. Currently, I play on the Lake Laogai SMP, and I will be doing a few modpacks in the future. I also make build tutorials and will be doing Hypixel Build Battle soon (mostly as filler as I can binge-record that :P). I'm trying to improve my content, as the quality isn't too good (mostly audio issues), but I think I've done good so far.


    Channel: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw


    My latest video, episode 5 on Lake Laogai, involves me making a storage room, a nether tunnel and some roadways!


    Posted in: Let's Plays
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    posted a message on Painterly Pack Continuation Project [Fan Patch]
    Quote from GerbilCrab475»

    I used textures directly from the painterly pack for those ones. I can make the Netherwart a deeper red. Red Nether Brick looks better when the default Nether Brick is darker but that would require overriding older textures.


    What bothers me is not just the color but the faces as well. It prevents some of the uses and basically limits it to "spooky" uses. If it stays light pink there could be a few different uses that aren't in vanilla, but the faces are what ruin it IMO. The color would be an amazing improvement as well, though.
    Posted in: Resource Packs
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    posted a message on Painterly Pack Continuation Project [Fan Patch]

    Honestly I have a bone to pick with the nether wart blocks. Even if it seems to be useless at first, it has several smaller uses in vanilla if you need that deep red color; you can use it as tropical fruit, gore or just a smooth-ish red block. Here, it seems like you only cared about theme. It doesn't really work anywhere, and considering that it's not a terrain block, that's a problem.


    Red nether brick could use some tweaking as well, not sure what though.

    Posted in: Resource Packs
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    posted a message on Blocks of Leather

    I get that you can have your own opinion, but consider this: We use leather in the seats of most cars nowadays. Native American Teepees were made from animal hide. It's morbid because it's a cubic meter, but that's just how Minecraft works. Everything is a cubic meter.

    Posted in: Suggestions
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    posted a message on Blocks of Leather
    Quote from BlackAbsence»

    No Support:

    - It's a bit morbid, having a block made out of an animals skin...

    - We already have dye-able blocks, such as clay and wool, which it's too similar as, too.


    1. We have bone blocks already. Why should leather blocks be any worse.
    2. Saying we have wool and clay is like saying "we have oak, so let's remove spruce and birch and acacia!" Wool is too grainy to be used; clay colors are tinted red. Texture changes won't help either; wool is perfect for what it is supposed to be, and clay has its own aesthetic going on. We need cyan and purple and black colors in a way that can fit with builds.
    Posted in: Suggestions
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    posted a message on Blocks of Leather

    So, the criticism for this idea was a few things: it's gross, and people don't have that much leather in large amounts. Both of these are no longer valid due to the new bone blocks. Bone blocks are extremely creepy and not viable if it wasn't for auto-farms. It's also the block people were most excited about in 1.10. So, I'm thinking we should revisit the idea. It really would enhance several builds to have a dyeable block that is actually vibrant, unlike clay. Not to mention the uses for undyed leather blocks in Western-style builds.

    Posted in: Suggestions
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    posted a message on Water Strainer - Filter water for resources

    What is the modpack policy here? We're thinking of using it in a modpack.

    Posted in: Minecraft Mods
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    posted a message on Big Reactors port for 1.9.4 / 1.10.2 - anyone interested? (update2: Mod is working on both 1.9.4 and 1.10.2)

    I had an idea that could make reactors a bit more interesting.


    Currently, with reactors there isn't much variation on how people make them. Not talking about the reactor itself, oviously; there are tons of ways to make them. But outside the reactor, you have an ore processing setup plus a quarry, or you go the reprocessing route and use a reprocessor. I had an interesting idea on how to improve that. Rather than making the fuel different, you should make every reactor actively cooled, but with the number of coolants in the reactors currently.


    Let me elaborate. The coolants would not turn into steam. You'd need a separate port to input water for that. But the coolants inside the reactor would be replaced with "Cooling Mechanisms" and then you input coolant in the reactor like you would water for the mechanisms to run on. when input, would be divided into the different coolant mechanisms which burn through the coolant like fuel while cooling the rods around it like the old coolants used to do. This would make people mass-produce different coolants instead of just enough to fill the reactor. Coolants could still have stats, and the coolant mechanisms would imitate those stats, along with a new stat determining how long it lasts. Also, since Thermal Expansion is taking a while to update, here are a few ideas for coolants in addition to water:


    • Maybe a slurry added to your mod to replace the metal based coolants? For example, Iron Slurry would be made with Iron and Water in a machine. Gold and Cyanite slurries would also work.
    • EnderIO Nutrient Distillation
    • Forestry Crushed Ice, Liquid Honey and Fruit Juice
    • Any liquid version of a gas from Mekanism (yet to be released, but close)
    Posted in: Mods Discussion
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    posted a message on Thaumcraft 6.1.BETA17

    So, I'd like to bring up a proposal for a mechanic change and maybe have an educated discussion about it. I've already put it in the repo a while back, just like to hear more thoughts about this. I propose that we get rid of the Essentia system for a more advanced vis system.


    The idea would be that you could combine different types of vis with a machine by putting a "catalyst" item in to determine what aspects will be added to the aura (depending on what aspects the item has, and it'd still get consumed), along with the vis types that would combine to make that aspect. Vis would be consumed by Infusion, the Thaumatorium and much else. You can increase the "pull radius" of chunks the machines can draw aura from with runic chalk circles (basically Salis Mundus placed down).

    For example, if I wanted to make Lux vis, I could put Torches in to combine one unit of Ignis and one unit of Aer, but they'd go by quickly, or you could use Glowstone and it would last longer, but also combine Aer and any Spiritus into Sensus. But if there is no Spiritus to speak of, Vitium would go into the aura instead (which would no longer be a true "aspect", as no items would contain it).


    Compound aspect shards would be made by a Vis Crystallizer, a machine that you can select the aspect to take out of the aura and it will grow that type of crystal on the block above. You can then add those shards to the recipe of a Wand or Thaumometer to allow it to manipulate other types of vis. Wands would be crafted the same way with a Core and two Caps, but you can put 6 Shards of any type in the spaces not filled by the core and caps. Thaumometers would be similar, where you could configure the six aspects it detects in the aura (plus Vitium, which is always shown) the same way with what would look like the old recipe of the Thaumometer.


    If a wand has a compound type of vis in it, you can use more powerful foci that consume a certain type of compound vis. For example, the Shock focus would use Potentia, and there would be more powerful foci that consume higher-tier vis. Eldritch-level arcane crafting would require compound vis as well once you get to that stage, mostly Alienis.


    What do you guys think?

    Posted in: Minecraft Mods
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    posted a message on Living in a Mooshroom Paradise [1.9 Vanilla Survival Journal]

    Now, I've had this thought since I saw your base here, but there's a YouTuber who is doing just this. I didn't want to take any attention away from your journal, but now that you have a following, I feel like this could be good inspiration: https://www.youtube.com/playlist?list=PLQDo59MddgIcSuRcou_-85cXLag4FYT_G

    Posted in: Survival Mode
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Did you see my idea for a centrifuge that turned Vitium into Perditio and Potentia, which is furhter centrifuged into Ignis and Ordo, consuming Aer, Aqua and Terra in the process? I also recently had an idea for the ability to keep the Potentia vis around by toggling the Centrifuge with a redstone signal, which would act like the original vis network and power a few machines.

    Posted in: WIP Mods
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    posted a message on Living in a Mooshroom Paradise [1.9 Vanilla Survival Journal]

    Just a thought: You should use the grass color from the island to your fullest extent. Mushroom islands have a very vibrant green grass.

    Posted in: Survival Mode
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    posted a message on Thaumcraft 6.1.BETA17

    EDIT: Just discovered the suggestion repo, this was a suggestion post that isn't needed anymore.

    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    For flux, how about a Flux Centrifuge that centrifuges Vitium? Basically, it uses Aer, Terra and Aqua vis to turn Vitium into Perditio and Potentia, which is further reduced into Ignis and Ordo.

    Posted in: WIP Mods
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    posted a message on The Monotonous End Problem

    For the flying End monster, why not my Watcher?

    Posted in: Suggestions
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