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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I vaguely remember it being possible to pump the plasma out of the pipes with something, not sure what though. You still had to pump the plasma into a valid powered pipe, but it allowed for easier maintenance on the main system IIRC.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Inspiration is the lightbulbs in the research table I think...

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from seraphimrock1»

    @Azanor Are you going to make anything with the upcoming trident. I love the fact that you are back and the update aquatic is coming ut soon. hope is to see cool new elemental things with my favorite mod


    1.13 isn't even out yet, let alone a stable forge version, let alone enough mods on the non-existent platform to encourage devs with bigger mods to put in the work to upgrade..... It could be the better part of a year before the community starts moving to 1.13, hell, we can't even reconcile the split across 1.7.10, 1.10.2 and 1.12.2....
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I'd be happy if the researches didn't require useful resources to complete. As of right now, the table is basically Fetch Quest Generator 9000, sucking up stuff I'd rather see put to use elsewhere.


    Perhaps a different approach could be to still require the same items to be present to complete the cards, but don't actually consume them. That way the player would have to go and get whatever item the research is looking for, but once they've examined it, they can put it back in their research chest for next time it's needed. Call it "going back and having a closer look at xyz item and learning more about it" :P


    If you're aiming to avoid people burning through all required research in one go and then never using the table again, what about capping the number of theories possible? Right now, if you know (as an example, probably not the actual number) it takes 7 theories total to get through Infusion, cap it to 1 or 2. This makes the player go back to the drawing board, so to speak, in between thaumonomicon unlocking "sessions" :P

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

    I just uploaded Beta 5 that should fix all the crash issues people have been reporting.


    As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.

    While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.


    I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.


    So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.



    It'd be a shame to lose the golems; they're kinda cute, but I guess if it means the successor can be more responsive, work faster, see further, load up the server less then it's for the best I think.

    On a different note, I'm strongly against the change relating to research entries using up observations and theories so fast in Beta5. It has resulted in me spending most of my time in front of the research table (one of the bad aspects of TC4 that was a welcome omission to TC until now), burning up valuable resources in the hopes that the right train of knowledge swings around so I can recover what I lost unlocking my last thaumonomicon entry.

    The previous "you must be this well versed in auromancy/golemancy/infusion/alchemy etc. to unlock this research" system, even if bugged, worked much better than the current one.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»




    Reika is the terrible wire melting mechanic still in V17? I've had a single player world dormant since last year I've been waiting to play again... If it's still in V17, please please add an option to turn it off :S

    Is there going to be any way to feed more than 4 sources into an induction motor? Maybe a new upgrade above tungsten that is an endgame difficulty recipe... It's rather jarring to play through RoC and ReC and then find that ElC is completely useless in the nuclear stage of the game :(

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I kind of like the fact that everytime you exit or logout the dimension changes, adds to the chaos of the chroma, but I was working through the puzzle and had a block go invisible on me so I couldn't complete the puzzle. That's okay though I came back to overworld (not the most legal means, but all I find is bedrock when I go down, so I had to creative break it to get out) and found my fusion reactor (MatterOverdrive) went out of control AGAIN and consumed half my base.


    The bedrock layer isn't solid, but sometimes you have to follow it around for a while to find the holes...
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    not quite ready to leave yet, but I noticed something odd. my AE Quantum Ring doesn't receive power from overworld as it should. I am guessing that is by design rather than a glitch, that or my fusion reactor went pear-shaped again, ate the gravitational stabilizers and power conduits.

    Be very careful building things in the Dimension; I believe the Dimension resets itself. Not sure when it happens, whether it's on chunk unload, server restarsrt or what....
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Yeah I needed to have a bit of a rant... Running those machines is easy, I have 80GW and counting to try and utilise. I like to way overengineer things though, currently my Tokamak has 7 injectors and I have plans for at least 9 more... The neutron absorbers most stressed by this layout are offset from one another, so they *should* be able to handle it.... :P

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Riyshn»

    Upgrade your Magnetostatics. A single one should be able to max out multiple Extractors, I believe.

    Extractors aren't even in the same league. It takes 16GW, not MW, to take a bedrock breaker to 1op/tick. This is 238 T5 Magnetostatics @ 0.067GW each. Not only that, but the 61 Million RF/tick to run this mess needs 4 turbine generators with HPTs behind them to run. Not including the bank of refrigeration units.

    Or, I could use just two HPTS @ 8GW each and run an ElC cable down there. Job done. Except now those turbines are permanently allocated to those breakers. I can't connect up any form of useful ElC network anymore because it melts. I can't shaft junction the turbines together and run that into a battery because it's limited to 268MW. I can't chain more than 4 batteries together because of the arbitrary 4 source per motor limit.

    ElC had the potential to make end game, multi HPT level power management a much more pleasant experience, but it's shot itself in the foot. Now we're back to cheesing everything with RF, the very thing Reika tried to avoid for so long :(
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    So is there any actual use for Electricraft atm? Is it strictly for small scale builds now? How do people deal with Tokamak level power delivery?


    Magnetostatics are a non-starter, takes over 200 of them to max a bedrock breaker. Shafts are unwieldy if you have a network of machines that don't always run. Batteries at each machine with a wire running between them all to charge them still melts because 'muh TPS'.



    The superconducting wires are advertised as a way to move unlimited levels of current, but I can't use them because 'server owners might complain, so the wires melt when the network gets too big'. Why can't this be an option?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Reika is there any way to make your biome collision tracker track ALL biome collisions and then crash while showing the full list? It's rather tedious to fix only one collision at a time, waiting for MC to restart and then crash again...

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Case in point.....

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Make sure Forestry, Extra Bees, Magic Bees, Binnie's 4.0 Patcher, NEI Addons etc, anything that might reference Forestry are all updated. Forge has to be version 1558 or later, I think I needed version 1566 for it all to run properly.

    Posted in: Minecraft Mods
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