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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Calcifire3691

    however, I DO think that what x3n0 has done with alblaka and eloraam is good, they talked and decided amongst themselves how valuable they think their items should be, alblaka specifially said that he doesn't want uranium to be transmutable because it messes with the balance of nuclear power, and eloraam said to balance tungsten around the rarity of it, rather than how useful it is, because she doesn't know what it will be used for yet.


    Actually she does have uses already planned for it they just are not implemented yet. In fact she has said to start hording it because you are going to want to have it ready when it is put into use. (I think it was in the FAQ on her blog page)
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from garul

    Hey cool mod but every time i conect a thaumic generator to a mining well or a quarry from buildcraft i get saving chunks and the worlds gone. I realy looked forward to using this mod as an alternative power source for my quarry but it destroys just about anything. Every mod is up to date, minecraft was a new clean vanilla version, everything else works fine. So what can i do? :steve_rage: :steve_tearful: :wacko.gif: :sad.gif:


    You probably have the wrong versions. There are different versions of TC for BC 2.x and BC 3.x. Get the proper version of TC for the version of BC you are using.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from MineiroBr

    how can thaumium ingot and philosopher's stone in survival mode ???


    Thaumium Ingots are made in an Infuser. Place Iron ingots in the top slot and Vis Crystals in the bottom slot.

    Philosopher's Stone is from Equivalent Exchange mod. Check that mods wiki for the recipe.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Azanor



    ... . .. .... .. ... .

    Sorry, just stroked out for a min. Pure awesomeness!!! I totally dig the seals
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from Aragoz

    Can u help me i was playing normally with all those mods but i started to deal with IC2 and the game lagged other worlds are fine so i think it's IC2 What should i do?


    I to have noticed lag near my IC2 machines. It got a little worse after I added some more solar panels and a couple more machines.
    Posted in: Let's Plays
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Azanor

    I was thinking about implementing the new API in my next patch. I'm not sure when that will be, but soonish.

    EDIT: Actually, I'll make it a priority this weekend. It looks like lots of people are having this issue.


    You just made my weekend :Diamond: :Diamond: :Diamond:
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] [WIP] Arcane Ascension [Forge]
    Quote from Murayama

    Thanks for the feedback! I'm not sure how Areus feels but I absolutely want coal to spawn on the islands. In fact the 0.2 version should also have trace stone spawning on the islands as well. Anything to break up the monotony of digging through just stone.

    I actually love that the islands overlap and stack on top of each other. I think it makes traversing them more interesting and makes for a more dramatic landscape. The lag, however, is another story. I haven't gotten any 30 second lag freezes but regularly get 10-15 second freezes whenever islands are generating. Enough to be annoying. I hope we can figure a way around it because the islands are kind of a big part of the mod :biggrin.gif:


    Yeah, I personally, do not mind the coal, in fact I would not mind being able to find Iron on them as well. Finding Trace on them as well would be nice.

    As far as the lag, i am currently running it on my older machine. I'll do more testing on a faster one this weekend. I do enjoy the size and shaping of them, but maybe making them spawn further apart might be a good idea. ( I got quite a few, quite close together ) Close enough to be in visual range of each other but a bit further apart. As is I get a good half a dozen at least near enough I could easily bridge between them with a stack of material.
    Posted in: WIP Mods
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    posted a message on [1.1.0] [WIP] Arcane Ascension [Forge]
    From my experience so far the spacing and size of Islands could use a little adjusting. I'll do some more testing this weekend when I have more time.

    They are causing quite a bit of lag. Occasionally causing a "lag freeze" lasting a good 30+ seconds. I also noticed what seemed to be multiple islands spawning in ways that looked like some were stacking and some combined with another (One spawning about 6-8 blocks higher but the two were joined together.

    Also quite a few seemed to spawn rather close together. I would be Ok with them spawning further apart then currently set.

    It seems most mods that alter terrain run into lag issues. RP2 Trees and Volcanoes come to mind (I know there are some bug in the spawn code for them that is yet to be resolved.) In my 1.1 build I am leaving out RP Machines and World for now because they are causing me such lag and corrupting terrain (swallowing up BC oil, IC2 trees, and Thaumcraft Obelisk and Altars.)

    As to the coal, I think it must be hard coded to spawn anywhere Stone is. I think I may have seen something similar posted else where once before. If you really want to keep coal from spawning on the islands then you might need to code a new block to use instead of the default Stone. (similar look and properties but the game would not try to load coal in it, does that make sense?)

    Any who, loving mod so far. Keep up the great work.
    Posted in: WIP Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Ran for over an hour for me with no errors. I did test and confirm the same issue with redstone as Sage.

    Clean MC, Modloader, Modloader MP, Audiomod, Forge 1.3.1, TC2-alpha.

    Also noticed no effects for overloading Crucibles. There was an overflow animation but no explosions or slime spawns, no spillage on the ground.

    Can't wait for this to get sorted out and finished, Conduits look awesome full of clean Vis. I'll be wiring some up for just pure aesthetics :iapprove:
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    I have not had a chance to run the test client yet but I had a thought.

    Could it be the Aura/Taint calculations going on "behind the scenes" as it were?

    I know a little about coding but next to nothing about working in Java, which seems to have it's own set of rules. However my thinking is that if it is trying to calculate Auras and Taint in all the loaded chunks then could that overload the memory? Also if this were the issue it would accelerate the more the Aura/Taint values fluctuate.

    Especially if running on default values.

    Have you tried giving Java more memory? (If your system has enough to spare) This could at least be a clue to if this is a factor in the problems.

    Going to grab the file and see how my mileage is.
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Mo'Reeds! [1.1][Added all from the Idea List! (5+)]
    Quote from josipbabok2

    where am i supposed to get 36 diamonds to get one diamond cane? O_O


    I do think a Diamond Block x4 would be a bit overkill. Maybe just adjusting the recipe for all to be 8 of the item surrounding the piece of cane and make sure the grow time is long. Like say, 5 full MC days for one segment to grow, maybe even longer.

    On to a more technical note. From the looks of it this mod needs to be dropped into the jar file. I am not to keen on this. You should probably make it so it is a zip to be dropped into the mods folder. I, personally, like to play with different mod load outs. By having to drop it in the jar means I have to make a totally different jar save to swap it in and out.

    You should also consider porting it over to Forge so that it doesn't take up so many IDs. Also the other advantage is that you could add compatibility with the Forge ore director and such for easier porting in of new materials (copper, tin, uranium @,@, rubber, RP gems.) Eloraam is usually very helpful to modders needing help getting their mods to work in Forge.

    The mod is off to a great start. Keep up the work and I could see this being a very handy mod.

    You may also want to include in the OP some more information. IDs used, Install instructions, recipes, information on functionality of mod (i.e. That ores and diamonds give pieces that need to be crafted, grow times, that kind of stuff.)
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from shantomken

    I agree. But the way he has right now, it only shows a cooling cycle if the reactor runs out of fuel. It should also show a cooldown if he turns the reactor off, because it would be in a cooling cycle since it would not be running


    That is the point. Direwolf wants to let it run a full course of fuel then let it cool down before loading in any more fuel.

    That is how the Type II reactors are intended to function. They run a cycle then need to cool down before you run it again or you start running into issues from heat gain, which eventually leads to explosions.

    A Type I reactor is intended to run indefinitely without any heat issues but produces less energy.

    A Type III will produce a lot of energy but you have to watch the heat. It will start generating to much before it burns through all the fuel.
    Posted in: Let's Plays
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    On the subject of the mobs.

    1, I too have noticed the E. Trees spawning frequently in "Hot Spots." Not always an everyday thing but I have had trees that seem to spawn within the same chunk at the least.

    2, Wisps, I had mentioned before some issues with them retaining agro on me. After a reply from Azanor I thought it was an issue of light levels. However I have recently seen that this may not have been the case. I walked out of my house just at dawn and got agro. I went back in my house and waited a bit. Azanor had stated that they are suppose to drop agro after loosing line of sight (or something to that effect) However It stayed around my house and remained aggressive. Even after it moved away and i left. When it got back in range and in full daylight it resumed it's assault on me.
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from llloyd4

    Maybe someone can help me here. I have the Technic Pack installed (IC2, Buildcraft, etc) and ran into some Tungsten ore, but I can't smelt it in anything. What mod uses it? Thanks!


    It is part of Redpower2, however it is not used yet. Eloraam has put in several materials into the game before ready to use them so that in the future you will be able to continue using the same worlds when use of them is implemented.

    From Eloraam's blog:

    “Does [material] have a use?” Some do, some don’t yet. I opted to add all the materials that I see myself using right away, so that people won’t have to generate new worlds when I add things that use them. Stock up on your Tungsten, you’ll be glad you did.
    Posted in: Let's Plays
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    posted a message on [1.1.0] [WIP] Arcane Ascension [Forge]
    Quote from jacko8000

    Awesome!

    but: Is it actually out yet?

    Not sure, cause i can't find the download. Or Installation.


    Short answer: No.

    Long answer: They are still working out bugs and such. The development team wants to ensure that the product they put out (even as an Alpha version) is in a state of suitable playability before handing it over for play testing.
    Posted in: WIP Mods
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