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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Chriss87»

    yea the potion of invisibility. got 6 of those and need 4


    You are aware, that there are several items named "Potion of Invisibility"?
    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Chriss87»

    The Quest Invisibility seems to be broken too. have 6 pots but cant submit it


    It must be a very specific potion.
    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Chriss87»

    Nonono. i meant i have some clear land but no normal mobs were spawning. then i switched to peacefull for a moment (since it wipes all hostile mobs) and back to hard and instantly new one were spawning.


    so is there a limit to mobs and no auto clear of mobs to make spawning new one posible?


    Many tainted mods persist even if you leave the area. Tendrils and Swarmers definitely do.


    Past a certain point mobs can still be spawned, but won't naturally spawn.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Chriss87»

    yea i guess the question sentence could be a bit more precise even tho i meant because this modpack is kinda old so i expect no answer.
    is it posible those mobs dont spawn because there are too many "blighted" mobs? (Tainted Sheep. pig. cows)

    Yep. you need to clear a rather large area before non-tainted hostiles spawn. But enterng healthy areas as well as conventional attacks kill tainted mobs, except for tainted hybrids.
    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Chriss87»

    Dont really expect an answer here but i noticed there were no normal mobs spawning like zombies, spiders creepers even tho i cleaned a pretty big area in front of my base. was setting it to peacefull and back to hard and suddenly a huge load were spawned instantly.


    You can't expect an answer if you ask no question.
    Posted in: Mod Packs
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»

    Off topic



    Someone seems to have killed the vermin and all associated posts so it's on-topic now.

    "A magic sword". You betray our traditions, my friend, because this is not a Zephyr sword.

    Also is it just me or is tht an abnormal number of cacti?
    Posted in: Minecraft Mods
  • 0

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

    However, I don't think if that will exist, it should actually be called Thaumcraft.

    Posted in: Minecraft Mods
  • 1

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

    rage


    Bite the hand that feeds us?
    Posted in: Minecraft Mods
  • 1

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

    This is an unfortunate development. Thaumcraft is the sole reason I made an account on these forums to begin with. Indeed, Thaumcraft 5 was the first mod I downloaded for Minecraft, after years of playing strictly vanilla.


    Same here. First thing I did on this site was invading 'zanor's privacy and saying that Thaumcraft was my favourite thing ever.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from protnore»

    So i have been working on my enclosed taint biome - what i am trying to do is keep the taint contained inside the area on the minimap and not decay away (so i have a 30 water node thats tainted in the center)to stop it i had a wall with ethereal blooms that are placed in strategic areas to make the most of the 8 8 radius of them, however with the first attempt i tried to use about 16 blooms but the taint would keep eating away at the wall. so now what ive done is stuffed a bunch more blooms along the wall and now its fixed the issue of the taint eating through my wall and corrupting stuff, but now ive got another issue which you can see in 1 of the images, the taint now keeps trying to expand and ends up going under the ground a fair bit and then when it hits a surface block in the bloom area it decays away and slowly starts making these holes which just make it look nasty, im willing to put up with it if i absolutely have to but i really would like some help in trying to figure out what i can do to get a steady balance, that or a block that i can use to fill in the holes that taint wont eat that still fits in with the look i have goin here.

    Thanks!



    Nothing stops taint from corrupting blocks except incorruptible blocks (such as air) Ethereal bloom also doesn't stop it,it just destroys it faster than it spreads.


    And it spreads through the air, too. Kind-of. But you'll know that.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Angeltxilon»

    Sad news.

    From Azanor through Patreon this morning :

    Azanor posted Sorry folks




    Now playing in survival, in versions higher than 1.7.10, it seems almost impossible to me.


    Many great mods have already died after 1.8.9, and many others have worsened their quality (for example: twilight forest does not exist, witchery does not exist, ars magic does not exist, metallurgy does not exist).


    With every great mod that dies, a piece of minecraft also dies.

    Seriously, Mojang should facilitate and support the creation of mods, minecraft would not be a famous game if it had not been for its mods. It would have been nothing.


    They seem to be intentionally attacking modders with arbitrary changes.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from codebracker0»

    well they did say that the 1.14 update will be a big one, so we'll have some time after 1.13

    What a relief for all the people who still play 1.7
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Well I guess after the combat update their changes won't be as major.


    But I would very much welcome if they stopped making completely arbitrary changes in rapid updates, it ruins the game for 99% of us.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    It's not Azanor being slow, it's Mojang being too damn fast

    Posted in: Minecraft Mods
  • 0

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

    Hardly anything "belongs into a skyblock challenge anyway".



    Ex Nihilo
    Posted in: Minecraft Mods
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