A while back I sent Emoniph an invite on Steam. For a long time, it had been 90+, then 100+, all the way to 140+ days since he was online. This was screencapped tonight.
Let us hope for the witch king's return =D
Sad to see YGC die out, but I understand the reason why. Looking forward to what the future holds for your mods.
Two things that I wanted to come on here and say.
1. Chloe, I -love- your videos, and they've been an inspiration to both my wanting to use IC2 (I used to be heavily anti IC2 but the more I tinker with it and GT, the more I want to use it) as well as my industrial buildings.
2. MP, hope all is well with you. I also would like to see the rendering bug fixed when you look away from the nuclear blast doors, as they are amazeballs and have been implemented in a lot of my builds as well.
Downloaded the mod, expecting some sort of 'hurr durr april fool's' message. Am now riding robotic T-Rex around my nuclear power plant.
10/10 would download again
A placeable "air" block that represents a floor. Given a stack of arcane levitators acting to levitate a column, the player would place these blocks above the levitators to define floors.
Stepping onto this block, Steve does not go up (or down) until shift or space is pressed. Obviously pressing shift allows steve to move down, through the block. When Steve reaches the next block he stops, until shift or space is pressed again.
I just thought (because of my cluelessness) that I left this lines posted herein this thread. Watch that I didn't so, I will just repeat what is (at first) appealing to Azanor only, but for everyone else to give their points of view:
-Golem factory mulitblock in TC5 had an acceptable interface, but a horrible shape/texture.
Specially coming from the same person that made the Advanced alchemical Furnace multiblock in TC4 http://i.imgur.com/M1nEp7h.gif
-It is nice that Vis Crystals had this growing ability in TC5,
but ¿why did the awesome TC4 design had to be lost and replace?
-The thaumometer may not have the same appearance, ok
but it was beautiful when steve holded it with his two hands in front of him,
while you were just keeping pressed the right mouse button. It was great detail.
-It looks better, when you just learn the aspects from the thaumometer
instead of watching them every time you use the artifact. It allowed you to the get rid
of needing to set aspects for every another mod's items and blocks, yup.
-The Crimson Cult is not being properly approached/exploited. They may have much moar to offer...
and ¿what about the additional textures?
-You were able to make things like the hover harness... but you keep yourself from adding essentia fueled (flying and ground) vehicles to the mod, turning it into a bombshell. Why? I don't relly think you had to relinquish to the mod's style just because of it... after all, magic and technology are the same thing... look these ones: http://vignette3.wikia.nocookie.net/jakanddaxter/images/9/98/Zoomer_single-seaters_concept_art.png/revision/latest?cb=20150123234034
-New totems are nice, but also were the old obsidian ones.
-And lastly, something you may have noticed, when reading your followers:
You have a really bad habit of totally replacing things when you could just add new stuff without deleting the old.
Some of your ideas seem a little bit bizarre, misleaded and a hint like demands.
Realize that there is a limit to ho much a developer can do in a given time and Azanor is scrapping and replacing features, because he is going for a very specific feel in Thaumcraft, not to get in as many features as possible.
It is true that Thaumcraft has a steampunky feel about it, but if you compare magic to technology, then you are missing the obvious mysticism of magic.
If stuff is just high-tech, then that's just modern.
If something is high-tech beyond plausibility it's science fantasy.
If something is explained with unexplainable unseen inner workings of our world then that's magic.
Though technically, yes. Understanding the world and utilizing it's mechanics for ourselves is what science does and if something like the aura is fully understood and thoroughly wrtten down it's more science, than magic.
But in particular Warp is pretty much purely mystical in nature.
Have you searched for hours and hours, looking for a way to properly animate your entities? Well look no further! The AnimationAPI is a mini-library that allows modders to (more) easily animate their entities.
Although the AnimationAPI is supposed to be easier for modders to use, it still is quite complicated, so a tutorial has been made to guide you modders along the way. For other information, you can check the rest of the wiki.
Can't believe unless you see it? Check out these photos and a video by ThnxCya of some of my animated mutant creatures.
If your mod uses the AnimationAPI, PM me, and I'll add it. The following mods use the AnimationAPI:
Mutant Creatures Mod
Animated Player Mod
Magical Talismans Mod
Better Horses Mod
Ars Magica 2
>> Click Start and type %appdata% into the Search area
>> Click the folder that is called Roaming
>> Find the folder inside called .minecraft
Move the mod zip file to .minecraft/mods
Download the src files
Extract the src zip
Move the folder called 'thehippomaster' inside MCP's src/minecraft/ directory
Animate your entities!
AnimationAPI v1.2.4 mc1.7.10| (src)
AnimationAPI v1.2.3 mc1.7.10 | (src)
AnimationAPI v1.2.2_b mc1.7.2 | (src)
AnimationAPI v1.2.1 mc1.7.2 | (src)
AnimationAPI v1.1.2 mc1.6.4 | (src)
AnimationAPI v1.1.1 mc1.6.2 | (src)
AnimationAPI v1.0.0 | (src)
Requires Forge. Please note the AnimationAPI must be installed in servers as well.
* fixed issue where mod crashes servers
* updated to mc1.7.10
* fixed the packet sender to be more compatible with 1.7
* added a setScale method for ModelObjRenderer
* added ModelJoint class
* added ModelObjRenderer class
~updated to mc1.7.2
~updated to mc1.6.4
~added a getEntity method accessor
~updated to mc1.6.2
~added a boolean return type for setAnim() for convenience
~fixed some animation issues
~repositioned some files
Check out my other mods here!
Enjoy, and click the if you do!
KAMI IS NO LONGER A SEPERATE DOWNLOAD. ITS NOW A CONFIG OPTION, ENABLED BY DEFAULT
DISCLAIMER:Before installing/using these or any mods, make sure you backup your .minecraft folder, I (Pixlepix), or any other modders for that matter, am not responsible in any way, shape or form for any damage dealt to, but not only, your saves, your minecraft, your computer or others.
Psst, you can follow progress on this mod by me (Please feel enouraged to hop on irc. irc.esper.net: #pixlepix .
REPORT ALL BUGS AT: https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/issuesThaumic Tinkerer is a spiritual successor to Vazkii's Elemental Tinkerer mod, this is a mod about tinkering with thaumic creations. It's an addon to azanor;s Thaumcraft 4. The intention is to add new, and useful items you can create, using the knowledge you've acquired from the vanilla thaumcraft researches. Researches that come from this mod are prefixed as [TT] for easy labelling.
As this is a Thaumcraft Addon, I'll try to keep spoilers minimal, so, here's some non-spoiler-y images. I'll add videos if I happen to get any. So here's a little gallery:
What do these things do you ask? Well, you'll have to figure it out yourself
Down here there would be videos. But as of the 2.0 version of the mod, they're all outdated, since lots of superfluous items have been removed. Updated videos will be placed here as they come.
Thaumic Tinkerer by Pixlepix is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
If you want to do anything with this mod besides playing it, you should have a look at what it says. For modpacks, refer to the license under the Thaumcraft 4 thread, since my mod depends on it. You can distribute TT in modpacks at will, but Thaumcraft is a different matter.
(Hey you, read this)
KAMI is a separate module in Thaumic Tinkerer, you can download it in the typical downloads section alongisde the rest of the mod, just drop it in the mods folder as you normally would.It includes incredibly powerful and expensive blocks. How powerful you ask? Look below:See that hole? I dug it in a few seconds. See that pouch in my bar? It stores more than 4 mundane chests together. Still not convinced? Look at what you can do with it, check out this gif.
This mod includes features exclusive to ComputerCraft and ForgeMultipart, for the full experience, these are recomended, but by no means required.
Source Code (github)The Github contains localization files, the mod can be localized. Currently it's available in English, German, Chinese and Russian.
Banner (copy to your sig!):
Q: Can I use this mod in a modpack?
A: Read the License section of this thread.
Q: Any other mods by you?
A: Check my website.
Q: How can I contact you?
A: See above.
Q: (Insert any other question here related to me, not my mod)
A: See above, About me section.
Q: Haven't I seen those sprites before?
A: You may have. This mod makes use of either modified, or just copied versions of Thaumcraft 2 or 3 assets, the reason for this is that I can't make any sort of art at all, and I'd rather make use of fantastic unused assets than to reinvent the wheel and create my own, that would probably be sub-par.
Q: The latest version in the file index says it was compiled for an old version of thaumcraft, will it still work?
A: In theory it should work, it probably will, you should try it yourself to find out.
Q: Why are there things in the thread? (May or may not be)
A: Because Minecraft Forums is stupid.
Q: Why is the Awakened Ichorium Pickaxe so slow?
A: Enchant it with efficiency 5 and get a pair of Boots of the Horizontal Shield and tell me it's slow.
Q: I can't find anything from KAMI, what do you need?
A: Every single research not related to KAMI, and then it'll unlock. You can find it in the artifice tab.
Q: I get the above error when I try to load up KAMI, how do I fix this?
A: Redownload it.
Like the mod? Click that green arrow down there [represent]