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    posted a message on Factorization 0.8.108

    For anyone having problems with the Sentinels not dying, using /fzds + then /fzds resetbody, will cause the sentinel to do it death animation. Helpfully for when you have one without any health left.

    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore

    One thing that I would love to see, is create-able waypoint catergories. Just like having deminsion seperated, having user defined categories that the user can add or remove waypoints would be nice. Especially for TC4 node tracking, or structure tracking, stuff I don't want taking up my waypoint list all the time.

    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108

    On my server, the Colossus likes to glitch, by becoming intangible. By logging in and out we are able to mine the rest of the blocks, and deplete its health, but it bugs to where it does not die, prevent anyone from grabbing a LMP. The Colossus stays up and annoys my residents with its health bar, but it does not do anything. Forge 1291, Factorization 8888h

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    @Chickenbones



    A feature i would love to see in NEI, is a mob drop browser. Give what items a creature can drop, along with if the item can be enchanted or not. Especially for mod mobs, it would be useful to look up what a monster can possibly drop.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Proeliatorus»
    would it be possible in a future version to make it so that, on a server, admins could control which players can use magic?(perhaps using a whitelist in the AM2 config) as in have the mana to power spells, and the skills to make/formulate them; the reason behind this would be to make people chose a class/playstyle, as in either mage or non-mage. and as an extension of that, maybe make some item which would have a spell and energy source/battery, so that a mage could make a spell and sell it to for a non-mage to use, said item could be a wand, scepter, staff, whatever. I am making a similar request in a different mod, which adds aspects for warriors.

    Since this is to be the last update I doubt he would be able to add that in, also to prevent servers from charging people to use magic, i don't think it should be configurable.It is against TOS to do so, but i still see servers doing it.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Mithion, first I want to say thank you for a unique and amazing mod, and secondly any chance you could remove the Ars Magica forcing of the setSize all the time, so Morph's setSize will not be overridden. Its one of the few conflicts that is annoying, and prevents the use of morphs 1x1 sized morphs, which are very useful for cable running and behind the wall workings. Finally Good luck in your endeavors.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    There is a mod compatibility bug, that involves Morph. Small sized morphs, like the chicken, when Ars Magica is loaded, you act as a standard height, not the morphed height, so you will hit one block higher, and suffocate in 1x1 areas, which is annoying, I enjoy both mods thoroughly, I found it only is the Ars Magica mod causing this, and I know you only have one update left, but I would be ecstatic to see this issue fix. Otherwise thanks for such a great mod, and good luck in your endeavors.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Two things, I absolutely love the changes to the ward of warding stones. No more spiders hopping over the stones.



    2nd anyone using a thaumcraft mod that uses the jar rendering, may want to avoid 4.2.1.2+ until the mod authors update. Thaumic Explorations Obliviion Jar will crash your client just by having its research icon loaded.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from djcosmic2»
    Cannot catch a pech in a safari net. Does anybody know if this is intended, and if it is, is there a way to change it in the configs? It worked in 1.6.4, but it doesn't in 1.7.10

    I do believe this is intention to prevent abuse. Pechs are supposed to be timid rare mobs, that you need to befriend to benefit from, and mob spawner/grinder farms took out the whole mechanic of being a pech's friend. Although they do spawn on cursed earth, and will rip you to shreds when empowered.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from OdinTGE»
    So, is there a post(s) buried deep in this thread that covers some things learned regarding node bullying?

    I fed a 23O/35T node to a 28Aq,45O,41T and ended up with 28/57/44. Talk about underwhelming. I'm trying to make a large node to turn energized and that was not a grand start.

    I'm wondering if I should try to feed a pure node and use that? I saw that Azanor posted that things like fading/pure/pale etc. affect the outcome of turning a node energized. I've got a 18Aq/18O/12I/11P/18T node I could try to feed.

    I haven't done much testing on energized nodes, I'm building a super node, (100+ primal, 25 plus compound aspects.) So far it just a normal node with 75+ of each aspect and all but 3 compound aspects. It seems that nodes that feed it only increase the prime node about 1/5 of their max aspects. I do know about 100 of a primal aspect gets you a vis rate of 10, 130 is 11. so it drops off sharply at 100 of an aspect.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Sanati»
    I'd be curious to see if anyone made a monster though

    I'm working on a node with 100+ primals and 30-50 of the compounds, got 18 of the aspects, all primals are 50+ now. Twilight forest is where i grab most of my aura nodes, since they tend to be very large primal nodes.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Couldn't find the original poster, but feeding pale nodes, other nodes, will eventually turn them back into normal.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I used sky stone from AE2, it can't be eaten by a hungry node, then using equal trade, switch out the stone for glass then tap again to jar it. Then put it in a friends base and enjoy.
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Thanks for a great map mod, since zan's minimap maintainer refuses to containing making the mod for forge, I had to find something forge compatible that does not require a third party mod-loader. Your mod is stupendous, only thing that does bother me is the map texture itself, which is no fault of yours. I believe its just due to the ability to zoom in and it looks a little bleh at closer zooms. I hope you will continue making you mod for forge. One thing though is the light sphere from Thaumcraft's arcane lamps show up on the minimap as black dots. and since I have a insane fear of dots (or anything that resembles pox like symptoms) i would love to have this fixed, or a way to disable it. As shown in the image
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    A really good Balance shard recipe for manual crafting is 4 sugar, 2 dirt, and 1 gunpowder and order shard for the catalyst. Very little left over vis. just 4 herb per 2 shards.
    Posted in: Minecraft Mods
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