• 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I Have A Suggestion for Thaumcraft 4

    Not sure if Azinor still reads this thread, but if not I hope it will be passed on to him We have a furnace to get the Essentia out of items, and we have a Centrifuge to break apart Essentia into one of the two components it is made from. Now we need a Fuser that when you give it two essential it spits out two of the one they combine into. So if you give it an Aer and an Ordo it produces two Motus. This a a vital alchemical process that is missing in TC4 at the moment and I see no reason why it shouldn't be added.

    Pass it on to Azinor and keep up the great work!

    -Llywylln
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Hello, I'm fairly new to TC, been testing it out on my server for a little while now and I decided I needed to come and make some comments. I don't know if what I'm experiencing are all bug per se but I don't think that they would be intentional. (If they are, I'm going to have to remove them, as the cons will be outweighing the pros.)

    Buggy things:
    The Smeltery is graphically derpy. Any glass or window used flashes a lot, and even the solid blocks twitch a bit.
    I made Seared stone for the first time today. I tried 18 cobblestone and made 1 seared stone. Uno, singular. seems a might unfair. I tried 18 stone (smooth stone ID 1) and got 1 seared stone as well. if 18 - 1 is the intended ratio, it's way too expensive.
    Speaking of expensive, 50 Blocks of Lapis for 1 enchant (fortune III) is also outrageous. Same for redstone and Haste.

    Balance issues:
    The TC weapons are all extremely weak. A wooden Sword Vanilla can out damage a Steel Long Sword. I use Damage Indicators so I can actually see the numbers fly by. If Steel can mine tougher than Diamond, it should hit harder than diamond etc. An Iron Sword, vanilla does more damage than a manyullyn Cleaver. Deems very screwy to me. Shortbows with custom arrows can seem to do mare damage than a vanilla bow, but if the vanilla bow is enchanted, all bets are off.

    Aluminum Brass seems to be the only way to make metal casts and aluminum seems far too rare. Suggestion : Bronze as a Mold Metal

    Where is the Armor? Copper, Bronze, Cobalt etc.? I realize the tools are the main focus, but come on...

    Otherwise, there are a lot of things about the way it is now that I really love. Auto Repairing tools is great, the Drawbridge is AWESOME, the tech level progression seems more natural and the smeltery doubles ore output. Super.

    -L
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)
    Here's an Idea for how to work Aura, Nodes and Flux to make it a bit easier for a server...

    Set the Aura for the whole World, base it off the Seed. Sometimes you get a high magic world, sometimes you don't.

    Positive effects, like the presence of Silverwood trees would create Nodes. A node would only occur in places that had a positive effect.

    Negative effects, like Flux would hand around once created, until they dissipate.

    So basically there is a flat amount of magic based upon world seed and it only changes when you do something to affect it.

    Also, Nodes don't 'feed' each other or update one another, They just recharge from the world aura, which we will assume is so vast that it never really changes except in small amounts on a local level. Much less maintenance and lag.

    -L
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    I was hoping for an update too. 1.6.2 has horses, yes, but not as many, not as good, and no carts. Maybe this mod needs to be upgraded to "Better Horses" for 1.6 and beyond. :)

    -L
    Posted in: WIP Mods
  • 0

    posted a message on Carpenter's Blocks
    Hello, I want to start off by saying I love this mod and I'm trying to use it in all of my MC worlds now. However, recently I encountered an odd issue I wanted to mention to you because it seems to be either a compatibility issue or a bug.

    I'm using Carpenter's Blocks 1.83 in my MC 1.6.2 TerraFirmaCraft server (MCPC+ R.02) and for some reason the TFC Pigs in a Carpenter's Barrier Pen are cycling textures as they bounce against the barriers. They start off by turning the dark color of the barrier texture (which is also one of the TFC blocks at this point) then they derp through a few varriations and finally they lost the body texture all together and become basically invisible except for their feet.

    I'm going to report this to the TFC folks but that is a different Forum and all so I... Anyhow, I wanted to mention it in case it might be related to CB.

    Also, when I started using the mod on the TFC server it was 1.75 and I didn't have any graphics derps with the barrier textures so I guess that's why I thought it might have been something in the new build.

    -L
    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks
    I really love this mod, so I have to drop in a suggestion for how it could be even better.

    A new Block or just a new phase of the standard and slope blocks... A Block with 2 textures. Example: a full block with Glass across one slope side and wood on the other so you could make an octagonal window. Or, two tone double slabs. There could even be a 4 part block that uses the two different textures for the opposing quadrants, like tile. Mostly the octagonal window and complex floor patterns are what inspired the idea.

    -L
    Posted in: Minecraft Mods
  • 0

    posted a message on Factorization 0.8.108

    Hello, I'm running the factorization 0.8.04.b2 on my MCPc+ server and while in the SSP for my client, the barrel recipes all work normally as far as I can tell, none of the base barrel recipes work on the server. The barrel pic pops up for a fraction of a sec and then vanishes. I don't see anything in the CFG that enables or disables barrels so it seems like a bug worth reporting.


    Nevermind, the jar got deleted accidentally, so of course it wasn't recognizing the barrels. :)

    -L
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    The Link for redlogic-56.0.3.jar is Not working because the file isn't in the directory.

    -L
    Posted in: Minecraft Mods
  • 0

    posted a message on The BigTrees Mod
    Hello, I've been a fan of Big Trees since I first discovered it back in MC1.2.5 Recently I added it to my 1.62 client and it works beautifully, but when I tried using it on my MCPC+ 1.6.2 server (yes, I installed it correctly) It caused an odd crash. Sorry, no crash report but here is what happened.

    It loaded fine, and world generation seemed to run without problems. (I do not know for certain that any Big trees spawned in the server world since I'm using Biomes O' Plenty and they have a few big ones too.)

    However the crash occurred several times related to the Sapling Grow function. you see I had left a few Post-Oak ready to grow since wood was scarce in my spawn area. I put down oak saplings diagonal from a block of Oak Wood as usual. Due to no bone meal and the bone meal nerf I didn't try to quick grow them, I just left them to grow normally. I went elsewhere in the world and about 10 minutes later I crashed. When I logged back into the restarted server, the sapling was gone. I didn't see it right away but each time It happened the sapling vanished. I tried to recreate the crash with bone meal and it happened each time. I had to remove it from the server :(

    Hopefully there is an easy fix for this, as I really miss it on the server. Thanks.

    -L
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)
    Hello, I don't know if this has been suggested yet, but it occurred to me today so I wanted to share it.

    I suggest the inclusion of a kind of Creative Mode for TC3.1 that will allow the setting of Essentia for Mod blocks that don't otherwise have them. For instance, Max X adds Basalt like RP2 did, but since it's a mod, it's essential are unknown to TC3.1. So when setting up the game, the OP goes into Creative Mode and Plops the Basalt into the Research GUI and chooses the essential for the Basalt. Then wen he goes back into survival mode, the Basalt now has the Essentia he chose. (Saved into a TC3.1 configuration file, not player data per world.)

    Anyhow, there's the idea.

    -L
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.7.2][1.6.4] Rediscovered Mod [WIP] (Unused, Unimplemented, and Removed Features)
    Hi, I really like this mod but I want to run it on a server and I keep getting this crash:


    java.lang.NoClassDefFoundError: RediscoveredMod/ModelRana
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
    at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:92)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:596)
    at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
    Caused by: java.lang.ClassNotFoundException: RediscoveredMod.ModelRana
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 29 more
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelBiped
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
    ... 31 more
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.model.ModelBiped
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 35 more
    Caused by: java.lang.RuntimeException: Attempted to load class bbg for invalid side SERVER
    at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
    at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
    ... 37 more

    I've checked inside the mod and the class file is there but the server wont run it.

    -L
    Posted in: WIP Mods
  • 0

    posted a message on Ars Magica 2 - Ideas
    Well this is my first time hearing about AM2 so forgive me if I didn't read all of the posts on the thread. I do want to throw in my ideas for the AM2 spell system in case it isn't too late to make a difference.

    Since you are calling it Ars Magica, why not hail back to the game it derives from. All magic is based on five basic forms, Creation (CREO), Destruction (PERDO), Perception (INTELLEGRO), Transformation (MUTO), and Control (REGO). It is also founded in one of 20 or more schools like Fire, Plant, Animal, Mine, etc... A spell is made up of one or more schools and is cast in one of the five forms. Your basic fireball is a PERDO-Fire spell, while a spell that paralyzed a raging bear is a REGO-Animal-Corpus spell. To keep it simple, schools and forms could be skills and when you use a spell you 'practice' the form you used and the schools you used. practice improves skills as well as the skill of that particular spell. Mastering a spell advances you greatly in that one spell and marginally in the schools and forms used. Once you master a spell, it isn't worth practicing anymore because you aren't learning anything new.

    This sort of a spell system Is very natural, learn as you do. Your spell school skills improve, so do all of the spells you use in that school. Simple and logical.

    Ok, that's my two copper pieces.
    -Llywylln
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Forgotten Nature [1.7.19] A Natural Addition to MC: Trees,Crops,Fruit,Flowers,etc...
    \/FN.png



    Creds to biouxtai for editing most of the leaf textures.
    Creds to Amon,Timmie3054,CadenDonuts,PCMaster160,HanFox for saw textures.


    plants.png


    items.png
    Posted in: Minecraft Mods
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    I've read a number of other posts with the same basic issue i'm having but none of the solutions fix the issue.

    When we use multiMC to launch minecraft, we get major frame lag. The java.exe pulls 75-95% of the CPU and almost 4 gigs of RAM and it still only churns out about 35 FPS. (my wife is getting 10 FPS on her Laptop) My multiMC has upto 8 Gigs to pull from in the settings and I even renamed the MultiMC.exe to minecraft.exe as one person suggested but Nada. When I run the mojang minecraft.exe llauncher in my .minecraft directory I get almost 200 FPS most of the time and about 80 in busy areas but i'm lucky to see 40 when running MultiMC.I'm using the latest Java, the latest video drivers etc. but even when I start a naked vanilla instance of MC with no mods, I top out at 60 fps.

    How do iget MultiMC to hand-off like minecraft.exe ? Do I have to write batch files to run the JARs manually?

    -Llywylln
    Posted in: Minecraft Tools
  • 0

    posted a message on Medical Mod [SP/MP] [1.4.6]
    I installed the mod and the items show up in game (in NEI) but none of the recipes work. I'm using TFC and I put TFC=true in the CFG file.

    Not sure why... does this mod use Permissions?

    -Llywylln
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.