• 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I have to say, I feel that the mod changing has become a staple part of what makes Thaumcraft so good. Its like different eras of magic with the understanding and technology evolving. It is basically part of the lore of Thaumcraft at this point.
    Thuamcraft 5:

    Rediscovery of seals, a lost art last seen centuries ago.
    A resurgence in aura node strength causes them to enter high energy states that can drift.
    Major upheaval in golem research occurs due to the resurgence and growth of auras granting them sentience. Many researchers died before they were contained. New research will be needed on the interaction of auras and golems.

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Ore Generation: First Revival

    cogEnableDebugging keeps throwing an Error: null message which is keeping me from checking if my server is actually spawning ores properly.


    Never mind, fixed it, did not realize that RC ores were disabled on purpose.

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Runic Dungeons v1.1.6a - A Whole New Dimension to Explore!
    Can a way to break the teleportation circle be added? I misplaced it and it would be easier to just make a new one then move my whole base to be even with it.
    Posted in: Minecraft Mods
  • 1

    posted a message on [ABANDONED/SOURCE AVAILABLE/1.7.10/Forge/SSP/SMP] TLHPoE's Mods (Exp chests, flappy world, TF2 crates, and fans!)
    Thank you for those additions to the fan mod, they are very helpful when building in dangerous terrain.

    Small bug I noticed, distance calculations seem to be based off the corner closest closest to -inf,-inf. This means depending on the orientation of the fans, they don't push as far.


    Any easy way to test this. Setup 2 fans with 6 packed ice blocks between them, so when stepped on you slide towards the center. You will end up closer to one of the fans instead of in between blocks 3 and 4.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from dogman035»
    Damn... This mod has a few things removed I wish were in thaumcraft 4... The seals for one...



    Anyone fancy making a nostalgia thaumcraft 4 addon mod that adds in a few items from back in the day?

    That necro, search the wip mods section, there is one currently being made.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I noticed a discussion on how to move biomes around, my suggestion is the nice and simple Biome Wand mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks
    I would like to recommend a new item: Trough and Trowel, which would let you copy a block and then update surrounding blocks of the same type and orientation to look the same(much like Thaumcraft 4's Equal Trade wand focus).
    Posted in: Minecraft Mods
  • 0

    posted a message on How do you know when you have too many mods? :P
    Quote from mastermoo123»
    I could release it and call it the Moopack :)

    It has an emphasis on nature and crops with a hint of magic. Modern / Industrial mods have been avoided but Buildcraft has been put in purely for its amazing pipes :3

    If you only wants pipes, try the Tubes! mod. Just pipes for transporting fluids and items.
    Posted in: Mods Discussion
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Actually, there is a slight balance aspect of multiple mid size nodes. To make enough smaller nodes to equal 1 super massive node, one requires more nodes in general.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    If it is known before hand that making a node to large increases the risks of creating a hungry node, then I see no reason not to have that as a mechanic. It would A: act as a balance to the easy of creating super nodes once started, B: act as a variable limiter(make the base size needed to have a 1% chance of turning into a hungry node per consumption event a config option. Also have a Max size at which the percent chance is 100%)

    Now servers have a way of limiting node power for balance.
    Posted in: Minecraft Mods
  • 0

    posted a message on [ABANDONED/SOURCE AVAILABLE/1.7.10/Forge/SSP/SMP] TLHPoE's Mods (Exp chests, flappy world, TF2 crates, and fans!)
    I have a request for fans.
    Could you make their strength fall off the further away you are, and also make it so they don't blow through solid blocks?
    The first is so that 2 fans blowing towards each other will push entities into the center. The second so that they don't get in the way of other structures.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Tubes! (2.0.5) 9-Nov-2014
    There is only one tube that I am missing, and that is a source sorting tube, that sorts based on the items source(Vanilla Minecraft, Tubes, etc). Also Ore Dictionary Support for the normal sorting tube in the form of an option would be amazing too.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    I have been thinking that it would be nice to be able to give the utility mobs their own unique lists for the purpose of attacking.

    Would it be possible to add this as a feature:

    Using a book, write the following:
    First line should set the book as a whitelist or blacklist.
    Then the next lines should be creature names separated by ;
    Then right click the utility mob to give it the book.

    It will now use those settings instead of the global targeting settings.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Yay, it is back. What ever happened to the other mod that this was going to be incorporated into(or was that the other way around)?
    Posted in: WIP Mods
  • 0

    posted a message on [1.7][1.6] DemoXin's Mods (Over 20k Downloads!)(FortuneOres (1.7!), MoreEnchants(1.7), Ender Pouch)
    Support for the descriptions of what enchantments do. Currently one must add descriptions for the enchantments manually in the config, instead of the mod registering them automatically.

    Quote was not added.

    Enchanting+ has a small api that allows you to add a description to an enchantment that will be displayed when you hover over the option in the enchanting+ table.
    Posted in: Minecraft Mods
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