- Qwertygiy
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Member for 11 years and 5 months
Last active Sun, Apr, 28 2019 19:15:09
- 1 Follower
- 1,660 Total Posts
- 208 Thanks
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Oct 28, 2013Qwertygiy posted a message on Community Creations - Canon (in D) with Minecraft SoundsCanon in D is one of my favorite songs, and I cannot think of a more appropriate melody to make this sort of Minecraft mashup. Seriously awesome. I'm only disappointed that I didn't get to do this myself. I'm a little surprised that there were no cows or chickens singing along with the melody or a chorus of ghasts, but the beat was pretty well done.Posted in: News
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Jun 17, 2013Qwertygiy posted a message on Community Creations - "Go Get Building" A Parody of Pitbull's Feel this MomentThe song this is based off of is also known as "Why A-Ha and Lady Gaga Should Have Collaborated with a Rapper."Posted in: News
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Jun 13, 2013Qwertygiy posted a message on Snapshot 13w24a Ready For Testing!One invisible spider, ah ah ah!Posted in: News
Two invisible spiders, ah ah ah!
Too Many invisible spiders, ah ah ah! -
Feb 23, 2012Qwertygiy posted a message on 12w08a Snapshot ReleasedIs it just me, or is Minecraft becoming Battlecraft? Yes, it's nice to have something to build against, and almost nobody will tell you that having villages to protect is a bad thing; but I seriously haven't seen much official attention to the actual mining basics of the game.Posted in: News
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Jan 29, 2012Qwertygiy posted a message on Community Spotlight Series Begins; The Laser Mod@ozonerayquaza There's a program that does that, it's called Minecraft Nostalgia...Posted in: News
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Nov 18, 2011Qwertygiy posted a message on Minecraft 360!If they release it as an alpha version, you'd have to buy it again when it updates. Although that worked fine for Gran Turismo 5...Posted in: News
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Nov 18, 2011Qwertygiy posted a message on Minecraft 360!Uh, dude? Minecraft isn't supposed to be HD. It's 16 pixel by 16 pixel blocks. Not to mention that if they make it Konnect (spelling ?) compatible... THAT would be pure epicness.Posted in: News
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Well, I am 90% of the way complete with a version for Minecraft 1.6.4, which will then be ported to 1.7.10 and 1.8!
It will include a much simpler "stick it in the records folder" method of adding new records, and all records will take up just one item ID! This means you will be able to play on a server with friends and still be able to play your music in-game, though they will not be able to hear it.
10 records will come packaged with the mod itself; 7 of my songs from the classic version of the mod, as well as 3 new ones. It will also download more new songs automatically from my website once installed; this can be disabled via config.
Though it is not yet written, I plan on the return of the Portable Disc Player, as well as a Redstone Jukebox that will play as long as it has a redstone signal.
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Check out a mod called "Better Storage." It has crates, lockers, backpacks, reinforced chests, locks, and keys, and it looks really well done. Maybe that'll work for you
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Your IGN: Qwertygiy
Where did you hear about the server: The front page.
Do you understand and accept the rules: Of course
What's our policy on raging: "To not to" and if I find things too challenging I'll just take a break for a while.
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Now we both get to eat it. Mwahahahaha.
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My industrial Norman hamlet, with two quarries, has been completely built up. It has also filled up its chests with glass to the point where the village understands it has enough glass, and the miners will not put any more sand in the furnaces.
However, they keep digging up sand instead of stone, and leave it there, in their huts, instead of mining the [cobble]stone I, and the other villages/hamlets, do need.
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I've gotten AM2 to "work" -- work meaning that it now only crashes randomly every few minutes instead of upon loading my world -- by, strangely enough, updating the PortalGun mod, but every time the crash happens, I lose all progress on my spell creation in the Crafting Altar and then have to NEI back in all the reagents to try again.
I'm not sure anything can be done about the crashing, because oddly, nothing gets truly logged, but I'm wondering if the leaving-and-reloading cancelling the spell progress is intended behavior, or if my crashing-out is what's making it fail.
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My carefully-planned Rainbow Eucalyptus house looks so terribly out of place now...
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Step 1: Build a sturdy house without a wooden door entrance in it. Iron door, trapdoor, wooden gate, portal, link, Reinforced Door, Carpenter's Door, ExtraTrees door, all those are fine.
Step 2: Line your house with some sort of mob defense that harms mobs but does not destroy items. Tinker's Construct's Consecrated Soil is what I use, but it's not super effective and of course it's not the only thing. Stone of Warding is no good because it doesn't kill things.
Step 3: Find a village. Sometimes this is easy. Sometimes it is not.
Step 4: Kidnap -- er, kindly lead some villagers to your house. For their own protection.
Step 5: Wait for nightfall. You will get hordes of zombies around your house trying to get to those villagers.
Step 6: Wait for daybreak. Try not to go crazy from the distressed moaning of the zombies, and the contemplative hemming and hawing of the villagers. You may want to spend your night elsewhere.
Step 7: Collect all the rotten flesh.
Step 8: Put all the stuff in a deconstruction table. Every 2 or 3 items, you will get a research point.
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I've got a Java crash involving rendering items. I haven't gotten any Ars Magica items in my world yet. Removing Ars Magica stops the crash. This crash does not appear in the Forge Log, Mojang Log, or anything, just a hs_err_pid.log file when I enter the world, and the game crashes out to the launcher. This happens every time I load the world, after it was working once.
It should be noted that I have a reasonably old Acer Aspire laptop (from Circuit City days, circa 2008), running Vista (if that's not in the log) and Mobile Intel 965 Express Chipset Family graphics card (drivers cannot be updated further). Forge version is 871 for 1.6.2.
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It should be noted that I have a reasonably old Acer Aspire laptop (from Circuit City days, circa 2008), running Vista (if that's not in the log) and Mobile Intel 965 Express Chipset Family graphics card (drivers cannot be updated further).
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Perhaps there's a conflict with another mod that loads before Thaumcraft. I remember that IC2 used to have this bug too.
Here's the config file for you, although I think the IDs are not default. Check your other configs, and change any conflicting numbers.
Thaumcraft.cfg
####################
# block
####################
block {
I:BlockAiry=3300
I:BlockArcaneDoor=3301
I:BlockArcaneFurnace=3302
I:BlockCandle=3303
I:BlockChestHungry=3304
I:BlockCosmeticOpaque=3305
I:BlockCosmeticSolid=3306
I:BlockCrystal=3307
I:BlockCustomOre=3308
I:BlockCustomPlant=3309
I:BlockFluxGas=3310
I:BlockFluxGoo=3311
I:BlockHole=3312
I:BlockJar=3313
I:BlockLifter=3314
I:BlockMagicalLeaves=3315
I:BlockMagicalLog=3316
I:BlockMetalDevice=3317
I:BlockMirror=3318
I:BlockStoneDevice=3319
I:BlockTable=3320
I:BlockTaint=3321
I:BlockTaintFibres=3322
I:BlockWoodenDevice=3323
}
####################
# enchantments
#===================
# Custom enchantments
####################
enchantments {
I:ench_frugal=151
I:ench_haste=153
I:ench_potency=150
I:ench_repair=154
I:ench_wandfortune=152
I:potion_fluxtaint=30
I:potion_shoulshatter=29
}
####################
# entities
#===================
# Entity id's
####################
entities {
I:alumentum=210
I:aspectorb=212
I:dart=209
I:fallingtaint=213
I:firebat=207
I:followitem=204
I:frostshard=208
I:giantsmartzombie=205
I:golem=201
I:smartzombie=202
I:specialitem=200
I:taint_chicken=220
I:taint_cow=221
I:taint_creeper=222
I:taint_pig=223
I:taint_sheep=224
I:taint_spore=217
I:taint_spore_swarmer=218
I:taint_swarm=219
I:taint_villager=225
I:taintacle=215
I:taintacle_small=216
I:taintspider=214
I:thaumicslime=211
I:wisp=203
I:wizardvillager=206
}
####################
# general
####################
general {
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=false
# If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
B:allow_warded_stone=true
# Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
B:display_aspects=false
# If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
B:golem_chest_interact=true
# How many ticks a golem waits between checking for tasks. Setting it higher will save server ticks, but will make the golems slower to react.
I:golem_delay=5
# The fx quality of the line connecting golems to marked blocks. Setting this below 4 deactives the effect entirely.
I:golem_link_quality=16
# Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
B:hard_mode_nodes=true
# How rare nodes are in the world. The number means there will be (on average) one node per N chunks.
I:node_rarity=36
# Determines how fast notifications scroll downards.
I:notification_delay=5000
# The maximum amount of notifications that are displayed onscreen.
I:notification_max=15
# This is a comma-delimited list of any block-id's the portable hole is not allowed to pass through.
S:portablehole_blacklist=71
# The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
I:special_node_rarity=18
# Set to true to have the wand dial display in the bottom left instead of the top left.
B:wand_dial_bottom=false
}
####################
# item
####################
item {
I:ArcaneDoorKey=25043
I:BlockJarFilledItem=25042
I:BlockJarNodeItem=25048
I:BootsTraveller=25070
I:ElementalAxe=25074
I:ElementalHoe=25075
I:ElementalPickaxe=25073
I:ElementalShovel=25072
I:ElementalSword=25071
I:FocusExcavation=25017
I:FocusFire=25014
I:FocusFrost=25019
I:FocusHellbat=25018
I:FocusPortableHole=25020
I:FocusPouch=25013
I:FocusShock=25015
I:FocusTrade=25016
I:GolemBell=25033
I:GolemUpgrade=25034
I:HandMirror=25044
I:HoverHarness=25045
I:ItemArcaneDoor=25041
I:ItemEssence=25108
I:ItemGoggles=25060
I:ItemGolemCore=25031
I:ItemGolemDecoration=25032
I:ItemGolemPlacer=25030
I:ItemInkwell=25001
I:ItemNugget=25106
I:ItemNuggetBeef=25102
I:ItemNuggetChicken=25101
I:ItemNuggetFish=25104
I:ItemNuggetPork=25103
I:ItemResearchNotes=25000
I:ItemResource=25100
I:ItemShard=25107
I:ItemThaumometer=25040
I:ItemThaumonomicon=25002
I:ItemWispEssence=25109
I:PhotoPlate=25047
I:Robeboots=25078
I:Robechest=25076
I:Robelegs=25077
I:ThaumPick=25066
I:Thaumaxe=25067
I:Thaumboots=25064
I:Thaumchest=25062
I:Thaumhelm=25061
I:Thaumhoe=25069
I:ThaumicCamera=25046
I:Thaumlegs=25063
I:Thaumshovel=25065
I:Thaumsword=25068
I:TripleMeatTreat=25105
I:WandCap=25011
I:WandCasting=25010
I:WandRod=25012
}
####################
# monster_spawning
#===================
# Will these mobs spawn
####################
monster_spawning {
B:spawn_angry_zombies=true
B:spawn_fire_bats=true
B:spawn_taint_spores=true
B:spawn_taintacles=true
B:spawn_wisps=true
}
####################
# research
#===================
# Various research related things.
####################
research {
}
####################
# taint
#===================
# Biomes and effects
####################
taint {
# Eerie biome id
I:biome_eerie=164
# Magical Forest biome id
I:biome_magical_forest=163
# Taint biome id
I:biome_taint=162
# The chance per chunk (1 in n) of a Taint biome spawning during world gen. Setting it to 0 prevents the spawning of Taint biomes.
I:biome_taint_chance=2000
# Can Taint be caused by flux effects.
B:biome_taint_from_flux=true
# The chance per block update (1 in n) of the Taint biome spreading. Setting it to 0 prevents the spread of Taint biomes.
I:biome_taint_spread=200
}
####################
# world_regeneration
#===================
# If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
####################
world_regeneration {
B:amber_ore=false
B:aura_nodes=false
B:cinnibar_ore=false
B:infused_stone=false
# This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
S:regen_key=DEFAULT
B:structures=false
B:taint=false
B:trees=false
}
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You could go all technomancy on it and wear a Quantum Suit or such to negate that con, couldn't you? Maybe put up a beacon or two... of course, by the time you have either, you may not need research points anymore.
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I left out multiple vanilla aspected-items, and the addon adds aspects to non-aspected vanilla items, such as Horse Armor, Name Tags, Cocoa Bean Pods... and also adds aspects to items that need better ones, like bonemeal and cocoa beans.