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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from GrammieFi

    You know, some of us might have a problem with "worshiping" Cthulhu even in a game...

    Maybe we better leave deities out of it?


    Though I am Agnostic myself and have no religious qualms with this I have to say "NO WAY!"

    1, There are many out there that will take offense to this.

    2, The mod has always taken the stance of a natural energy force that anyone can tap. Not one of pledge your alliegance to the forces of darkness and be rewarded.

    3, My suggestion, make a separate mod or an Add-on to add this content for those who want it.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    OK so I have been kicking an idea around in my head the last few days and I think I have most of this sorted out in my head. Let's see if I can translate into to text for you all.

    Taint currently is more of a corruption/pollution. I propose a change to it being more Chaotic energy. Vis and Taint would coexist much as it does now in values. However once the Taint/Vis ratio increases then the forces of Chaos start surfacing. As in say when the Value of Taint in a chunk reaches 25% of the value of Vis in the chunk then any Thaumic device used will have a very slim chance of having an alternate random effect. At 50% the chance of random effects increases to a point where you have decent chance. Hit the 75% and you may get a few Taint block conversions and random effect are now quite likely but not quite 50/50. At equal levels of Vis and Taint or higher we get full blown Taint corruption and a full 50/50 chance of random effects occuring.

    Now what kind of random effect am I talking about? Both the good and the bad.

    Let's look at a couple of wands. The Fire wand could send out it's normal blast, a super charged blast that insta-kills targets it hits, it could backfire and catch you on fire. The Equal trade wand could have some interesting effects. It could "eat" some of the items being swapped, or increase, maybe treat it as if placed in a furnace (wood based items turned to charcoal, sand turned to glass), maybe if placing smoothstone you get a chance of some of it being swapped to ore blocks.

    Now what about the "machines" of the mod. Look at the Arcane furnace, the fuel could be consumed either faster or slower, higher Taint levels could also effect the chance of duplications, maybe a chance to upgrade or downgrade and ore. Crafting device? Maybe chance of an enchant on the item, some of the durability used up already, or not all the materials get used up.

    So now we would have to play a balancing game with how much Taint we want around us. If you want to play it safe you may want to clean up the aura a bit, or move your stuff to a safer location if using valueable materials. Maybe you are sitting on several stacks of Iron ore and want to take a chance on smelting a stack so you raise the Taint to the levels you want and roll the dice.

    I, personally, would not mind having the Taint also able to spawn Tainted mobs at random based off the same probabilites as mentioned above. However it could also have an effect on Tainted Creatures. Encounter a Tainted Creeper and it blows up, maybe it spreads taint, maybe it spreads Vis, maybe it drops a activated Singularity @,@. Tainted sheep could have a chance to instead of spreading Taint it acts as if placing Bonemeal, or maybe actually eats the block it was feeding at.

    I was also thinking there could be some "Endgame" tier devices that have a slider that could be adjust to control the Vis/Taint ratio used to power the devices. Want to test your luck? set the slider to use more Taint than Vis. Want to play it safe? Use more Vis than Taint.

    I could go on much longer with some of the ideas I have considered, but I think you get the picture. :P
    Posted in: WIP Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    A few comments:

    PotC now smelting blocks... meh, might use it for gathering smooth stone and glass but that is about it. Furnace duping and/or IC2 Macerator > auto smelt on harvest. Maybe giving it a chance to dup harvested block or (if possible to code) a small chance for a Fortune Enchant effect to kick in.

    Carpet, I don't know if you saw my earlier post, but Locking player to forward facing on carpet or making flight control more like Creative/Swiftwolf's might help. I find when I do get lag it tends to turn my character, So it may be a MC error in lag handling more than the way the carpet reacts.

    Chunk Loading on Portals and VI = Awesome. Love it.

    ~~~

    Idea/Suggestion:

    Thaumic Deconstructor - Breaks and item down to the components of it's crafting recipe. Items with crafting yields multiples are unable to be deconstructed. (i.e. Sticks, torches, vis conduits, pipes cannot be deconstructed) Also, items with Damage values must be fully repaired before they can be deconstructed.

    Tier 2 machine blocks: I have lots of ideas on recipies and effects most would also increase Vis usage to yield better results. (also see below) Azanor: feel free to PM if you would like to hear them (I know you like to keep some stuff quiet till closer to release :P )

    ~~~

    Improvement:

    An activate button added to Infusers. Basically, it won't start infusing until button is clicked. (I bet there are many people who have accidentally made an Enchanted Silverwood or Thaumium Ingot when trying to make something else...) [or make it a function of a T2 Infuser]
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from omghealplz

    Mods loaded: 22
    ModLoader 1.2.5
    mod_MinecraftForge 3.1.2.90
    mod_ModLoaderMp 1.2.5v1
    mod_AdditionalBuildcraftObjects 0.9.1-94 (MC 1.2.5, BC 3.1.5)
    mod_BuildCraftCore 3.1.5
    mod_BuildCraftBuilders 3.1.5
    mod_BuildCraftEnergy 3.1.5
    mod_BuildCraftFactory 3.1.5
    mod_BuildCraftTransport 3.1.5
    mod_LogisticsPipes 0.2.2 (built with Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.0.1.75)
    mod_AdditionalPipes 3.0.7 (Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.0.1.75)
    mod_BuildCraftSilicon 3.1.5
    mod_Forestry 1.4.4.1
    mod_BuildCraftZFP (Forestry Package)
    mod_RedPowerControl 2.0pr5b1
    mod_RedPowerCore 2.0pr5b1
    mod_RedPowerLighting 2.0pr5b1
    mod_RedPowerLogic 2.0pr5b1
    mod_RedPowerMachine 2.0pr5b1
    mod_RedPowerWiring 2.0pr5b1
    mod_RedPowerWorld 2.0pr5b1
    mod_ThaumCraft 2.1

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT 5622f415 --------
    Generated 12.27.4 18:58

    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (x86) version 6.1
    Java: 1.6.0_23, Sun Microsystems Inc.
    VM: Java HotSpotâ„¢ Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 5700 Series version 4.1.10907 Compatibility Profile Context, ATI Technologies Inc.

    java.lang.VerifyError: (class: ModLoaderMp, method: sendPacket signature: (LPacket230ModLoader;)V) Incompatible argument to function
    at BaseModMp.modsLoaded(BaseModMp.java:16)
    at ModLoader.init(ModLoader.java:899)
    at ModLoader.addAllRenderers(ModLoader.java:189)
    at ahu.<init>(ahu.java:77)
    at ahu.<clinit>(ahu.java:8)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 26e688a1 ----------

    Hey,
    If anyone could help would be awesome!


    Get rid of MLMP, nothing you have requires it.

    Next you may want to update your mod downloads. Several have newer releases, including Forge...
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    I personally find controlling the carpet very cumbersome.

    I personally would find it easier to use if it were controlled more like Creative/Swiftwolf's.

    I don't know if it would be possible. Maybe if it could be set to lock the player facing the front rather than being able to turn on top of it.

    If possible maybe make a config option to toggle to the players preferance?
    Posted in: Minecraft Mods
  • 0

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

    I will be releasing a new patch later today. I wasn't planning to, but there are enough bugfixes required that I might as well.

    The patch will include fixes for the dimension aura bug and numerous tweaks to worldgen and aura spread.


    New TC2 to go with New RP2 on the same day :D

    (for those not in the know it is looking like we will be getting RP2pre5 today :SQUEE: )
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Bug report:

    So I was watcing my Arcane Furnace smelt a few smallish stacks of thing while thinking of what I wanted to do next when I noticed something funny happen. I saw this happen at least twice. Instead of duplicating an item it made a single smelt yield ingots in the amount of what was left in the stack of the scource material.

    The first time it was with some Steaks. I had put something like 5 in and the second cooking yielded 3 Steaks.

    Second time was today and I had put about 20 Iron ores in and when the 5th one smelted it yielded 14 ingots out of a single burn.

    Not sure if it a conflict or internal to TC2, I do have quite a few mods loaded ATM.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5]Arcane Ascension [0.4.0]
    Quote from DarkStar877

    its taking me forever to find floating islands in a newly generated world, any tips?


    They are located in Ocean Biomes.
    Posted in: Minecraft Mods
  • 0

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

    I feel dumb because I can't figure out ANY recipes. I know about research but what about recipes like the Arcane seal and the Runic Essence? How do I make those


    Go to the wiki. ( http://thaumcraft2.wikispaces.com/ )
    Posted in: Minecraft Mods
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    posted a message on [1.2.5]Arcane Ascension [0.4.0]
    Awesome, glad to see this back up and running again. The old thread going silent kinda bummed me out :D

    Looking forward to the future of this mod.

    I might have some notes around of ideas I had for you guys.

    Edit: Not sure if I mentioned this in the old thread or not; but Glimmerwood Fences and Gates would be a nice item. Other Vanilla wooden items could be nice as well, Steps, half slabs, and doors come to mind.
    Posted in: Minecraft Mods
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    posted a message on [Open Source, Abandoned] Pchan3's Mods
    SQUEEE!!!

    So happy to see this updated again. ^,^\/
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.1.0] [WIP] Arcane Ascension [Forge]
    Quote from Areus

    unfortunately since they are random some islands have less trees than others and some oceans have lots of islands.
    i have seen oceans with 0 islands so i think the current spawn rates are as good as they will get.
    i personally would love all the islands and biomes to be perfect but i can't do that.


    Have you guys taken a loo at the new snapshot yet to see what may be possible with the "Anvil" system?

    I expect it is going to force quite a rewrite to the code but it may also give greater control over the spawning of islands.

    I know you will not be able to start playing with the code till MCP updates (which will not happen until MC1.2 is released for those who do not know.) I am hoping it will make things much easier for you guys in the future.

    ~~~

    Oh, and another suggestion. Glimmerwood Fence and Gate. I would, personally love to have something like this. I think it would be awesome to have fencing that also emits light :smile.gif:

    I also had a thought on an airship thingy to facilitate getting around the islands. Something along the lines of Pchan's mod, especially since they seem to have abandoned their mod :sad.gif:
    Posted in: WIP Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from captain_chemosh

    Did exactly this, and all I got was black screen right before where the Mojang logo is supposed to pop up.


    Did you delete the META-INF from the Minecraft jar?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Kyn.A.N.

    minecraft 1.2
    4096 BLOCK IDS, CUBIC CHUNKS with biome data & 256 map height WOOT

    finally i can build towers taller then 64 blocks

    oh and anzanor can go crazy with blocks yayay


    http://www.mojang.co...p-format-anvil/

    Official posting on changes. These changes will be in next snapshot and in effect for 1.2 ^,^\/
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from JyxxGirl

    OMG!! YES!! Thank you so much XD

    BTW great mod! Im having lot of fun on it :smile.gif:

    By chance, is there anyway to put traveling trunks back into inventory? I hate that they are just... sitting there taking up space. If not then I might make a special basement just for them lol


    I second this. I would like a way to pick them up. Maybe a special bag you could right-click on trunks and it will store them inside. Right-click on air or anything else opens the inventory and you could drag trunks back to your personal inventory or hotbar. Could even tier the bags so you start out with 4 slots and then upgrade for more

    Maybe even a function to click on chests will dump the contents of the trunks into it? :cool.gif:
    Posted in: Minecraft Mods
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