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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    This is just a minor nitpick but, in the future, instead of all items in a crucible produce both equal taint and vis, some items will produce more taint or vis then others. A example would be silverwood, it would produce a lot of vis, but very little taint, likewise a soul fragment would produce a lot of taint and very little vis.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I think for the this mod, there should be more ores other the crystals, quicksilver, thaumium igots, and void ingots. Also there should be more resources to deal with.

    Runic Bars

    The result of cooking thaumium bars in a Arcane Furnace. They are even more enchantable then there thaumium counter parts.

    Enchanted Taintwood

    By puting a taintwood log and a taint crystal in a dark infuser, you can get enchanted taintwood. The resulting wood can be used to make a variety of tainted objects. A example of one is the soul engine. Combined with some soul fragments, enchanted taint wood, glass, and a piston, you get this. What it does is like the thaumic generator, it produces any type of energy, however, it runs on soul fragments instead of vis.

    Canoptic Stone

    To get this, you meraly have to infuse 5 stone a dark infuser. Canpotic stone is useless on its on other then the fact it gives off a light level of 4. What it can do is, it can be made into a container which can store all our soul fragments that can be used to fuel machines later.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I have a few new ideas for enchantments that could be in this. Also a few will be able to be added to Wands!


    This enchantment in the lost category is one of the first enchantments you get for wands. This increases the damage caused by all attack wands such as the wand of bones or the wand of fire.

    Dusk Aspect
    This enchantment is in the forbidden category. It increases swords,wands and bows damage by 1.5x in the night but reduces damage you deal by 1.5x in the day.

    Dawn Aspect

    This enhancement is the lost category. It increases swords, wands, and bows damage by 1.5x in the day but reduces the damage you deal by 1.5x in the night.

    ​Eclipse Aspect

    This enchantment to be found requires both the Dawn and Dusk Aspect to be researched. It gives you a 1.5x damage boost to all weapons day and night.

    (Note that the 1.5x is the level 2 version. The level 1 for all three is 1.25x the level 3 is 1.75x, and the level 4 is 2x.

    Void Cloak

    ​This enchanment is Eldritch research for armor. It has only 1 level but, when applied, it decreases the range when mobs will aggro you.

    Phase Strike

    This enchantments is Eldritch research find. It can only be applied to swords. It will allow you when you attack, add a second swing to the attack. The first level the damage is 1/4 of the main attack. The second level is 1/2 of the main attack. The Third level is 3/4 of the main attack. Finally, the Fourth Level is equal to the amount of damage you did on the first attack.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I never liked the fact the research is just throwing items in, the new research system you are doing is very neat, however, i have a few ideas how to make it better.

    Block Boosts

    Currently, only the brain in a jar and book cases can increase research speed, and the chance you will get something. I have an idea to change that. In the new system, a bookcase gives a boost to only lost stuff, and it is very low. However, you can modify the bookcase by adding a few different items, mostly artifacts but other stuff can go in it. Lets call this block, for now, the modifier (name most likely to change.) Lets say you want a bigger boost to one type of magic, so you go the modifier, throw in a bookcase, and lets say it you want to learn more about the holy things in the lost section. So you add a few silverwood logs along with your bookcase, once thats done you get your new and improved bookcase. Now this new bookcase will give a larger boost, however, it will only give a boost to that category. So the question is, do you want a large boost in one area, or a smaller boost in many areas.

    The Winds of Aura.

    Aura, does not stay in one place at a time, it moves around like a wind, in areas affected heavily by the winds, you can expect to find a lot of silverwood trees and strange magical objects. But, how are you going to track it? This is were many other paths come in. You first need to place a 1 block high and 2 block wide pillar made out of stone bricks, then you make a nether port shape on top of it made out of Glowstone. Once you make it, it gives you a basic GUI. This GUI at the start, only shows you how strong the wind is and what type of element it is. Thats were other paths come in. If you map out areas you a star map and a modified normal map, you could figure what way the wind blows. If you add singularities to it you could possible shift the way the wind blows. However, it is not all fun and games.

    The effects of the Winds.

    The winds can have some nasty effects if they are to attuned to one element or tainted. A tainted or, black wind, can spread taint far and wind, but it can be prevented if you do not mess with the winds to much. A to much attuned wind can be nasty as well. If it is fire, very slowly in the winds path, dirt can become sand, and desert dunes can become very large. A water effect can slowly turn parts of the ground to water, eventually creating vast floods. A earthen wind can make nature attack, making you very angry when that tree you would cut down has transformed into a ent. A airy wind can slowly remove the ground, eventually creating great islands in the void. A perfect wind, however, which is very hard to create can slowly regernate crystals in chunks and pureify the land, allowing it to counter the effects of a tainted wind.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I have a few ideas on how to slowly change your biome and structures that have a few unique effects.

    Biome Phaser

    This is thing just like the coke generator from rail craft. You place a vis crystal on top of a stone brick pillar in the center, and 2 blocks diagonal you place one type of crystal. Each crystal on the sides has to be different, and you can not do tainted. The element pillars are 2 blocks high and the vis crystal is 3. Once you make it, you will be able to use a GUI. In this GUI, there are 3 slots. One slot is were depeted crystals go, one is to change the secondary element type, and another for the main element type. Once you place your crystals, the crystals on the Phaser that you put into the GUI will glow, showing that slowly, the biome type will change. It takes several crystals to do it and the more you do it, in one area, the harder it gets.

    Biome Stabilizer

    This device is used by building a 5 block high stone pillar with on the top it be surrounded, (no corners for the other blocks.) By stone brick. You place a vis crystal on the top parts and once you do that a GUI will appear. In this GUI, there are two slots. One slot you place vis crystals (normal ones) that will last awhile, and the other slot goes depleted crystals that will spawn. Once you put a vis crystal in, it will stabilze the biome, making it much harder to change biome type.

    Biome Destablizer

    Built the same way as the Stabilizer, it makes is easier to make biomes shift. Instead of using vis crystals on top and in the GUI, you will use taint crystals.
    Posted in: WIP Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from safire

    Hi Azanor (and everyone else in the thread!)

    I'm new to this posting in forums stuff, but I wanted to post here because Thaumcraft is my favourite mod and has inspired me to attempt modding myself. I made a mod yesterday, but eclipse eated it, so I have to start over. I was thinking I might do a big detailed feedback post like many have done here, but right now I'm feeling too lazy for all that jazz.

    So instead, here's some art I made!

    Thanks for the awesome mod.

    That, is a awesome painting or drawing. Please make more, you are good at what you did and it looks nice.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Azanor, I read though your suggestion and i love it so much. I love this mod so much because of the "arcane" and "unknown" feel. Unlike EE, you have to go out and explore your world to find all the good things like artifacts, silverwood trees, greatwood trees, and all sorts of goodies. I read all the ideas that you other people had, they are all very awsome and clever, and because of that they are good ideas to add to thaumcraft 3.

    On my on personal note, i love the idea of the Eldritch machines. It reminds my of the adeptus mechanicus from Warhammer 40k for a simple reason. If you find a Eldritch machine and you take it and it still works, you do not want other people touching it. What would happen if they touched it? It could be as simple as a explosion to as crazy as a ancient horror released into the world again. Because of that, it goes back to the adeptus mechanicus. You do not want other people touching your stuff, you are going to hide it in a bedrock room filled with loads of seals. You will, in the end, guard that thing with your life. That makes thaumcraft awesome, the fact it can be light and whimsical, our grim and very, very evil.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Maximo_Artorio

    dear god use spoilers for crash logs... TC2 and IC2 shares all the blocks IDs...
    "Slot 249 is already occupied by thaumcraft.world.BlockCustomPlants@1dba9f9 when adding ic2.common.BlockTex@742397"
    you need to go in .minecraft folder in config folder and edit TC2 or IC2 configs to make them not use the same blocks IDs

    Thank you for that information. I will do that. Thank you.

    Edit: I found the files, yet how do i change them? Is there a readme i need to find?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    I have a bit of a problem.

    Mods loaded: 33
    ModLoader 1.2.5
    mod_CodeChickenCore 0.5.2
    mod_NotEnoughItems 1.2.2
    mod_ReiMinimap v3.0_04 [1.2.5]
    mod_4096Fix v4 for 1.2.5
    mod_BuildCraftCore 3.1.5
    mod_BuildCraftBuilders 3.1.5
    mod_BuildCraftEnergy 3.1.5
    mod_BuildCraftFactory 3.1.5
    mod_BuildCraftTransport 3.1.5
    mod_LogisticsPipes 0.2.2 (built with Minecraft 1.2.5, Buildcraft 3.1.5, Forge
    mod_BuildCraftSilicon 3.1.5
    mod_EE FTB SSP Edition
    mod_EnderStorage 1.1.0
    mod_BuildCraftZFP (Forestry Package)
    mod_IC2 v1.95
    mod_IC2AdvancedMachines v4.0
    mod_InvTweaks 1.41b (1.2.4)
    mod_CompactSolars 2.1
    mod_IronChest 3.3
    mod_MusicBox 1.2.5v1
    mod_RedPowerControl 2.0pr5b1
    mod_RedPowerCore 2.0pr5b1
    mod_RedPowerLighting 2.0pr5b1
    mod_RedPowerLogic 2.0pr5b1
    mod_RedPowerMachine 2.0pr5b1
    mod_RedPowerWiring 2.0pr5b1
    mod_RedPowerWorld 2.0pr5b1
    mod_WirelessRedstoneCore 1.2.0
    mod_WirelessRedstoneRedPower 1.2.0
    mod_ThaumCraft 2.1.4

    Minecraft has crashed!

    Minecraft has stopped running because it encountered a problem.

    --- BEGIN ERROR REPORT f32eb57c --------
    Generated 5/7/12 4:58 PM

    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (x86) version 6.1
    Java: 1.6.0_30, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Intel 965/963 Graphics Media Accelerator version 2.0.0 - Build, Intel

    java.lang.IllegalArgumentException: Slot 249 is already occupied by thaumcraft.world.BlockCustomPlants@1dba9f9 when adding ic2.common.BlockTex@742397
    at pb.<init>(Block.java:249)
    at pb.<init>(Block.java:281)
    at ic2.platform.BlockCommon.<init>(BlockCommon.java:12)
    at ic2.common.BlockTex.<init>(BlockTex.java:30)
    at mod_IC2.load(mod_IC2.java:154)
    at ModLoader.init(ModLoader.java:891)
    at ModLoader.addAllRenderers(ModLoader.java:189)
    at ahu.<init>(RenderManager.java:86)
    at ahu.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT a6c7c72b ----------

    I know it crashed and it was a problem with IC2, but how do i make Minecraft not crash? I want to really p,lay thaumcraft 2.
    Posted in: Minecraft Mods
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    posted a message on **Natural Selection**24/7 dedicated / 150 slots -- factions, hard-difficulty, mcmmo, ultra-survival, PvP and More!
    Minecraft IGN: MrL567
    Timezone:American Eastern
    Age: 13
    Have you read through the rules and understood them?:Yes
    How did you learn of Natural Selection?:Found it through the forums.

    An no, i did not vite for you people, yet...
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Outpost 87
    I love the warhammer 40k reference. Other then that, you should make later a balloon field, so they can use airballons to search the air.
    Posted in: Screenshots
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    posted a message on The City of Balewind
    Quote from kistoul

    I suggest you change your texture pack. This kinda looks muddy...

    I can use 32x packs, but lately they been laging to much and the default minecraft texture I hate with a passion. Do you know any good 16x rpg texturepacks?
    Posted in: Screenshots
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    posted a message on The City of Balewind
    As I was reading the port of Hambeck thread, I realized I wanted to make a city. I just started it, and it will probably never be as good as his, but, here aer the pictures.

    The founder of the town was not a king, nor a explorer, but a normal man who decided that he should build a pub were the strangely well kept fountain was and near the trail to other places. So naming his pub "The lone road pub" he built it and kept a second floor for guests.

    Traders who stopped on the path there often need to rest there horses. So one day a few trades helped the man build a small, but useful stable. It could only fit a limited number of horses but, it would do for now. One day he could make it larger so other animals could fit into it. The man wondered that soon, with some of these traders coming, that he should soon make a warehouse...

    I would love to have suggestions to see what I should build next. I have plenty of ideas, but I would love to see what ideas you would want to see in it.
    Posted in: Screenshots
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Vechs can now make more rougelike maps now. The reason is that he can make massive amounts of floors for his maps, the way mob eggs and dispernsers works now can make thing intersting. And fallen kingdom is going to be I hope a epic map.
    Posted in: Maps
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