• 1

    posted a message on Attaching Leads Between Fences - Decoration

    Aren't leads treated as entities when they're attached to mobs? If they are, letting players spam leads on builds would probably lead (no pun intended) to a lot of server lag. It'd look pretty cool for builds if they wouldn't stop rendering from a certain distance.

    Posted in: Suggestions
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    As much as I've enjoyed Thaumcraft over the years, work and family are definitely more important and I wholeheartedly respect your decision to postpone development. I wish you the best of luck in all of your endeavors. Thanks for everything Azanor.

    Posted in: Minecraft Mods
  • 0

    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    Quote from RodrigoTaipe93»

    Hello! I just wanted to informed that there seems to be a conflict between the latest version of your mod [1.7.10] and the latest version of Primitive mobs [1.7.10]. Whenever, I enchant an armor with the enchantment: "Reading" I got this:


    >>> https://pastebin.com/Tkc9y64K


    That doesn't sound like a Galacticraft conflict. "Reading" is an enchantment added by bibliocraft and is meant to be applied to a helmet. I can't say more about the crash because it looks like you copied and pasted the console log instead of crash report.
    Posted in: Minecraft Mods
  • 0

    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    Quote from Platinum_Fox»

    Are there any known Mods that conflict with mob spawning on the moon. i have just made it to the moon on my server and no mobs spawned what so ever


    I believe CustomMobSpawner (Used with Mo' Creatures) Prevents mobs from spawning in non-vanilla dimensions unless you tweak the configs. I've never really gotten it to work though.
    Posted in: Minecraft Mods
  • 3

    posted a message on ⍟RemnantCraft is BACK!!!⍟ ~ Witchery And Thaumcraft Server

    I like your idea Nuclear, but most people on the server are kind of off in their own groups. There's maybe 4 main factions, but a lot of players are lone wolves (Slight pun intended). Factions aren't really hostile to one another but some people are really into PVP'ing in the arena from time to time.

    Posted in: PC Servers
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    posted a message on ⍟RemnantCraft is BACK!!!⍟ ~ Witchery And Thaumcraft Server

    If this issue was caused by a player eating a mana bean again, I recommend pulling their player.dat from the save and deleting the potion effect using NBT Explorer. NBT Explorer also works well for removing a player's bugged item if something about it is causing them to crash. It's pretty rare that a modded server issue requires a rollback.

    Posted in: PC Servers
  • 1

    posted a message on ⍟RemnantCraft is BACK!!!⍟ ~ Witchery And Thaumcraft Server

    Just logged on long enough to do a bit of mining and the server runs pretty well and people seem nice. I'll try to get on again when I have a little more time on my hands.


    Also, because I'm crazy about exact mod versions, here's a list of mods with their respective versions if anyone's having trouble finding them.

    Bibliocraft 1.11.2 (1.7.10)

    Custom NPCs 1.7.10d

    Thaumcraft 1.7.10-4.2.3.5

    Thaumic Tinker 2.5-1.7.10-164

    Witchery 1.7.10-0.24.1

    Posted in: PC Servers
  • 0

    posted a message on ⍟RemnantCraft is BACK!!!⍟ ~ Witchery And Thaumcraft Server

    It's awesome to see that this server is making a return because I really enjoyed it when it was around before. I won't be able to get on this weekend, but I'll happily give it another go early next week. It's been a while since I've been super into Minecraft but the thought of playing on a magic modpack server again is really enticing.


    PS, as the almighty Trollking has stated, the link takes anyone to their dropbox home page.

    Posted in: PC Servers
  • 0

    posted a message on A Better Ending

    Imma say no support. I really dislike the idea of forcing players to have to achieve a certain goal or else face some sort of punishment. A big part of what makes Minecraft fun for a lot of people is the freedom to do whatever you want. If you enjoy the overworld and have no desire to go to the Nether, nothing's forcing you to go there. I like the current bosses that are in Minecraft because you can choose to fight them at your own pace on your own terms. I think I'd enjoy the game less if I was forced to focus on progression from the beginning because of something like the taint idea. To be perfectly honest, I don't even like focusing on getting an enchanting table until I'm at least 10-15 hours in the game unless I have a specific reason I want to go to the End.

    Posted in: Suggestions
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from AllenWL»

    Just a question. I note that some mobs in this mod have 'special requirements' of sorts to (effectively)kill them, like ents and axes, werewolves and silver, etc.

    The thing is, I use tinkerer's construct, so all my tools are tinkerer's construct tools. Will these effect the mobs like vanilla weapons?

    Like, if I make a silver sword with TiC, will it be effective against werewolves? Can I use a hatchet or lumber axe to kill an ent?

    I'd like to avoid things like running at a ent with a lumber axe, then learning I can only damage it with a vanilla axe or something similar.


    I'd just messed around with that yesterday, but unfortunately it doesn't work like that with TinCon. It's a shame because I can get silver in a world with IC2, but I can't seem to find a way to really use it to fight werewolves. And in case anyone was curious, the silver swords that silver skeletons occasionally drop cannot be repaired in an anvil with silver ingots. (If DrZhark is reading this, I'd love if this one detail could be changed!)
    Posted in: Minecraft Mods
  • 2

    posted a message on How to make vanilla survival fun again! (more difficulty)
    Quote from Maximux12»

    EXPLINATION:


    Before we can fix the problem however we must first identify it's source.

    After going through many survival playthroughs myself I have found what is the cause of this "lack of fun". Progression.

    When you first started minecraft you didn't really know what to do, this caused you to progress very slowly. It meant you actually experienced the little things in the game and enjoyed it when you finally got that full set of iron armor. But the more you play, the more you learn. Now when I play the game I quickly make a wooden pick, then a stone pick, and get full iron gear by the end of the second day. And so on and so forth until you have reached the endgame. When you progress fast you quickly run out of things to do in game and are never in real danger of dying. This as you might expect gets very boring quick, effectively killing your minecraft experience.



    I agree with this point you make, but I disagree with the idea of prolonging the enjoyment you get by artificially slowing down the in-game progress like that. I feel like that would make gathering materials for a building feel like such a chore. What sometimes bores me in Minecraft is not sticking to casual goals (Finding wolves/cats, building a nice big base, searching for specific biomes, etc) because I end up getting too focused on progression, making me a lot less attached to the world, thus making me bored of it quicker. Playing multiplayer with a group of close friends can definitely help with that aspect, but adding tedium to a game like Minecraft doesn't really strike me as being all that fun.

    Props to you for your post. Even if it wouldn't work for me, you were very articulate in your points and I can definitely see where you're coming from.
    Posted in: Survival Mode
  • 2

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from DrZhark»

    Hi


    I'm happy to report that my new pc is up and running, with all the needed tools for minecraft development. I restarted work on the update. I'm doing 1.10.2 first and then I'll finish the 1.7.10 update (as the use rbase for 1.10 is bigger). It is a lengthy and tedious process.


    Regarding the chimeras, I have not touched that code in a while. I had the most of the basic mechanics of the mod ready, but then I got really busy in my personal life and couldn't continue.


    I feel like you don't get enough credit considering how much time and effort I'm sure you've invested into its development. This mod's been in development since before I started playing the game, and I started way back in Beta 1.6. I'm glad to hear you're working on updating to 1.10.2 since that's the version I'm most interested in using right now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Why I think snow biomes are the best biomes

    Snowy biomes are alright, but I generally prefer forests because of the grass color. Besides, in snowy biomes, it can be a pain to keep roads from getting covered in snow unless you use tons of half slabs or torches.

    Posted in: Discussion
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    So I have been toying around with a few ideas (because thinking about TC is about all I have time for most days).

    One of these has been a complete rewrite of TC from the ground up. I'm not just talking Thaumcraft 6.0 here. More accurately it would be Thaumcraft II.


    In the past most of my updates have built upon previous versions and in general mechanics between versions had been evolutions instead of complete redesigns. This time around I am thinking about fundamental changes with only some of the core concepts and the flavor of the mod remaining the same.


    The question is: should I? I usually get a itch to shake things up during a big update push, but this will probably be one of the biggest departures yet. Would you guys be cool with something like this?


    You are probably wondering what I want to change. Honestly, I am not 100% sure yet.

    One of the basic changes I am toying with is turning the whole burn-items-for-aspects thing on its head. I have floated the idea in the past with mixed opinions.

    In short: Instead of breaking complex aspects down into simple ones it will work the other way around. You will start out with primals and combine them till you get the aspects you want. Burning items for aspects might not even survive this change - raw primal essentia will probably be gathered for worldgen crystals initially and later using some aura related mechanic. See what I mean with big changes?


    What is your opinion on all of this?


    I've always enjoyed any version of Thaumcraft I've played. If it's something you're interested in doing, I say go for it and don't let negative opinions limit what you see for Thaumcraft. There's always going to be people who enjoy what you produce.

    Now in terms of gameplay, the hypothetical Thaumcraft II sounds like it'd be a lot less alchemy/aspect oriented and more aura-centered. I'd be fine with this change, but I'd like some alternatives that wouldn't be based on the aura, but have some more limitations/costs associated with them. Whenever I've played any iteration of Thaumcraft, I've always tended to avoid doing anything too crazy with the aura just because the source of Aura was never fully explained/understood and I like to imagine that by using vis, you're draining some unknown force from another world (Think some Fullmetal Alchemist 2003 alchemy source level crazy). I've read and really like some ideas like being able to infuse/unlock an inner aura-node and be able to draw from that as a source of vis (even if it wasn't necessarily spellcasting). I could ramble on and on, but I feel like I can sum it up by saying I'd like anything that comes out of Thaumcraft as long as it provides more interesting lore and gameplay elements.
    Posted in: Minecraft Mods
  • 0

    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]

    I wish this mod added its own drills and futuristic armor. It feels odd running around in space with a pickaxe wearing iron/diamond armor. Drills/armor are the main reason I use ic2 whenever I'm playing galacticraft.

    Posted in: Minecraft Mods
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