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    posted a message on Xeno's Reliquary
    Quote from PixelForager»
    Hi, im kind of a noob when it comes to modding, but when i download the file and put it into my mods folder (which i have used for other mods and they work fine) the game wont launch. Ill press Play and it will load and come back to the launcher screen with a bunch of code that i cant even begin to understand. Help?

    People can't really help you fix it without knowing what that bunch of code is saying; you'll need to include it - either here on the forum inside Spoiler tags (the red circle with a white ! in the editor here on the forums will put your selection in a spoiler), or by uploading the WHOLE THING to somewhere like Pastebin and linking back here.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I thought things like wands were awfully scant on aspects... but I hadn't quite put two and two together. Wow. SO MANY ASPECTS NOW!

    Looking forward to the new stuff - as soon as I sort out a few cross-mod crash problems...
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Thanks for the prompt update! I came here wondering if there was a way to turn off things related to the now-removed enchantments, but this is even better!
    Posted in: Minecraft Mods
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    posted a message on Xeno's Reliquary
    Also wondering what's up with the recent builds; I was hoping to find a version wherein spent casings were actually useful, and it looks like the dev builds fixed them, but now they're inaccessible. :(
    Posted in: Minecraft Mods
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    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    If the mod could automagically work with "normal" blocks - solid, opaque, no tile entities, don't need silk touch to harvest if it's easy to know that - that would be lovely. Failing that, a config section for adding blocks to the list would be very welcome indeed.

    Also, could concealed pipes thereby block light? It's a bit jarring, and also breaks mob farms, when the fans and the pipes behind them let in light.

    Speaking of fans, while I like that they don't use much steam, I think their buffers - or maybe those of the pipes - are a little too big. I've got a system with twenty fans pushing mobs toward a drop pit, and after cutting the steam flow, they take a LONG time to stop running. Even using another valve pipe as a steam purge takes several minutes. While it makes perfect sense that pipes and devices have capacity, I think the distribution could stand to be skewed somewhat toward the boilers and tanks. As it is, valve pipes may help vent dangerous overpressure, but they aren't nearly responsive enough to do any meaningful control.

    Moving onto other things: One of the big things that's kept me from really getting into FSP in the past has been the inability to automate it. Block placers, hoppers, and a redstone clock help greatly by allowing the rock smasher to be automated (and with that done, it's actually one of the faster means of ore processing, albeit not very efficient with default settings compared to other tech mods; I appreciate having that be configurable). I've been trying to think on how some more automation could be implemented while keeping a more steampunk feel.

    First: a redstone-sensitive valve pipe would be really nice. It would make sense to be somewhat tricky to craft - a weeny little redstone signal isn't going to turn those valves all by itself, not without some clever amplification - and that would be in order to keep it from trivially replacing rupture discs. It would also allow for somewhat easier remote control of steam mechanisms, although I'm not unwilling to change my pipe layout to have that be my "signal" process - except that casting a lot of brass for long runs gets tedious. I could see this being in the form of a wye pipe, where one end is always open and the signal changes which of the others is open and which is blocked; this would allow it to act as an automatic steam purge if placed appropriately.

    Speaking of the tedium of casting a lot: a system for automating crucibles. A little bit of metalwork around crucibles/nether crucibles and molds could produce variants of them intended to link up to a cam shaft. This shaft would run along a line of the things, or possibly in the same block as / part of the modified molds. Put a device on the end that accepts steam to turn the camshaft, and it will rhythmically work the crucibles, then, some seconds later, the molds, spitting the ingots out opposite the crucibles to be collected by hoppers or whatever other mechanism. It'd still take player action or ingenuity to deliver ingots to the crucibles, especially in an appropriate ratio for alloys, but it would take care of the more labor-intensive and boring part.

    Steam-driven conveyors would be nice as a more controlled, if more complicated, option for item transport than the fans, and would work really nice for such an automated smeltery, too. Automatically pouring metals from the crucibles to the molds, then parting the molds once the ingots have had time to cool, dumping the ingots onto a conveyor belt, which brings them over to a hopper - I think that'd be a very suitably steampunk-y factory setup.

    Speaking of hoppers, a variant that only places one item could be really handy for making a regulated boiler. Perhaps a rotary arm mechanism - feed it steam, and it'll grab an item from the container behind it (or from its own internal inventory, relying on hoppers etc to feed it), placing it in the one in front if the input slot there is empty. This could also sensibly double as a block placer if the input item is a block and the destination space is empty air, meshing well with the rock smasher while being a decent stylistic fit for the mod. It might drain a little steam constantly even if it's trying but failing to place (either because there's something in the way or because there's nothing to place), which would encourage clever use of it - or at least putting it behind a valve pipe and turning it off when not in use. Could have a configurable cycle time and corresponding steam cost by way of the wrench.

    Sorry if you've already got plans, or don't intend to introduce this sort of thing at all; I just thought I'd put a little more work into the methods than just saying something like "you should put in some automation." I like the feel of the mod, I just don't like the amount of time spent standing around cycling crucibles and molds once a system gets big.
    Posted in: Minecraft Mods
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    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Is there a way to add blocks for pipe concealment? I want to remake my home using Chisel blocks, but they (and ProjectRed marble, for that matter) won't go on the pipes - shift-r-clicking just places the blocks next to the pipes. I am using solid blocks, not clear ones.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    I think your problem there is the mining level. I can't recall offhand what coal is set to, but it may be higher than normal. Can you mine stone with that wooden pick?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4-1.7.10] Thaumic Exploration [0.6.0] - Thaumcraft 4.1 Addon - MOAR CONTENT
    Thanks, Korina, that did the trick, and following similar thought I was able to get the seals to show up.

    So they both use prerequisites rather than hidden research; that at least is reassuring. I still wish they were breadcrumbed somewhat - I would never have guessed that the Urn has the prerequisite it does, and that thing is one of my utter lowest-priority researches. Also, I think the Thaumic Esoterica tab could stand to be pulled in a bit tighter; it takes up a lot of space, which correspondingly makes it harder to tell if anything new has been unlocked.
    Posted in: WIP Mods
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    posted a message on [1.6.4-1.7.10] Thaumic Exploration [0.6.0] - Thaumcraft 4.1 Addon - MOAR CONTENT
    Quote from joeyjam»

    If you're using Thaumcraft alone, then the only real advantage to automating milk in such a way is purely to automate acquisition of Sano, a relatively rare aspect; or for always having a bucket of milk on hand for negating negative potion effects. Allowing you to pull bucket after bucket of milk out makes Sano as readily available as you're willing to melt down iron, whereas being able to have an area that can alleviate nausea, weaknesses or potentially flux flu is something that would enrich the actual mechanics of Thaumcraft without making anything too cheap.

    Are they definitely hidden researches? I've seen them both in a creative book in a test world, and neither the seals nor the urn have the yellowy background that vanilla TC hidden unlocks have. If they are, this is an oversight, either on ThX's author's end, or Azanor's, if this clarification isn't in the API.

    It's "a relatively rare aspect" in that not many things have it. However, one of those things is, in vanilla+ThC, very easy to acquire in quantity, as has already been established at length; it's just a pain to work with and there's no way to get golems to do it (short of using MFR to make milk a fluid and acquire it with the rancher, which has a cooldown in recent versions, and using some other means to get it into a bucket). It is also pretty much essential for anyone who delves heavily into Thaumcraft, because warp attacks are an incredible nuisance if you don't get those salts. A well-established player has next to nothing to fear from those attacks - they're just very annoying and disruptive. Only a singularly bad combination of warp afflictions, at a very nasty time, is actually threatening.

    Insisting on making the purifying bath salts annoying to autocraft may please a few balance fanatics, but outside of that? It makes me, personally, just want to turn the mechanic off. Let me reiterate a key point here: dealing with warp is not hard, it's just annoying. I don't mind jumping through some hoops to automate the production of bath salts. Specifically advocating against such an item because it could help with this is advocating keeping the nuisance factor right up at "can't be bothered to deal with this" levels.

    Which, in Thaumcraft, may have the unfortunate side effect of rendering some content inaccessible; the Eldritch tab requires that you gain warp to access it. I'm not sure if the relevant config shuts off warp gains outright, or just the negative effects.

    Regarding the researches, I'm admittedly not sure if they're hidden or just invisible until prerequisites are researched, though I've researched enough that I'd hope the Urn would be available by now, to say nothing of the seals. If they are hidden research, their status as such should be carefully considered, and if they stay that way, the icons adjusted to suit; if not, having some more "echoes" of prerequisite research pointing into the Thaumic Esoterica tab, rather than have things be completely invisible, may be nice to get some direction. Or at least have the ThX stuff show up. (I don't mind Forbidden Magic's emerald transmutation having a non-displayed prerequisite, for instance, since it's not all that hard to tell what you need for it and it's not a very deep research.)
    Posted in: WIP Mods
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    posted a message on [1.6.4-1.7.10] Thaumic Exploration [0.6.0] - Thaumcraft 4.1 Addon - MOAR CONTENT
    Quote from joeyjam»
    Several mods do try to balance milk by stopping cows from being spam-drained. Seeing as milks main purpose outside of those mods is either cake making or negating potion effects, I'd recommend that an Everfull Urn spraying milk everywhere should not be accessible for removing that milk, but just removes any and all potion effects that milk can stop from players nearby. Still has a useful function that makes sense, without breaking balance in Thaumcraft or other mods.

    That doesn't follow for Thaumcraft alone, though. With just Thaumcraft (and addons to same), a single cow is as many buckets of milk as you have iron for and can be bothered to collect. (Addendum: Even WITH cow milk timer nerfs, the ONLY difference is making it take longer / requiring more cows to be bred. Eventually you can readily have a cow farm that completely outstrips your demand for milk. All those mods do is make it take longer to get there, which is a questionable design decision as "balance" goes. It doesn't need substantially more effort or ingenuity, just time.)

    That said, having there be some modest cost to the thing (Terra and Aqua vis, say, and taking a configurable amount of time to fill up) would not be unreasonable either. I just don't see why other mods that have nothing to do with Thaumcraft are important to balance for right at the outset. A source of milk would not do anything that you couldn't accomplish with vanilla alone - it would just be a touch more convenient than needing a cow pen in your workroom, and, as previously pointed out, would give golems a way to interact with it.

    As for why you have seals and I don't, my guess is that it depends on what I've already scanned and you haven't as of putting ThX in. It does bring to light, though, why research that needs clues to unlock is probably best used sparingly.
    Posted in: WIP Mods
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    posted a message on [1.6.4-1.7.10] Thaumic Exploration [0.6.0] - Thaumcraft 4.1 Addon - MOAR CONTENT
    Seriously, it's not as though a cow farm doesn't give you infinite milk already, as was rightly stated. Balancing for the mods that make it more tedious is not something your default options should do. Let the people who don't want it, turn it off.

    Anyway...

    I added in Thaumic Exploration (and Forbidden Magic) after already being well along in my world, and it seems I thereby don't have access to a number of things in the mod. No chest/jar seals, and significantly, no everfull urn, which is kind of the big thing that led me back to the mod in the first place, so... yeah. Do I have any way to get that research short of completing EVERYTHING ELSE and spamming research fragments?
    Posted in: WIP Mods
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    posted a message on Tinkers' Construct 2
    Quote from e9504»
    hello guys, I wanna ask a question about molten obsidian

    In recipe's screen, It says I can mixing lava and water to get molten obsidian.

    but I tried put one bucket of lava and water into smeltery controller, it doesn't working.

    can someone help me find out how to get it works? thanks.

    If you have a drain on the top level of the smeltery (I don't think facing actually matters), you can put most tanks above and one block over, and a faucet on the side of the tank to pour into the drain. That's a way to do it without any other mods to provide fluid transport. Bucket the fluids into that tank, use your liquid transport means of choice to deliver them to the drain, repeat.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Well, drat. :( I was looking forward to some stuff being fixed, thinking of making a "seablock" pack focused on Mariculture, as it always seems to fall by the wayside in packs that include it.

    Happy trails, and I hope you find something to enjoy.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Quote from MatrexsVigil»
    So, what's some more stuff you guys want config options for?

    - Turning on/off garden spreading

    - Changing garden spread rate



    Other things I know folks want:

    - Shearing gardens and fruits

    - Bonemealing ground to get gardens and saplings

    I honestly just want to reiterate my request to section the config file. It's hard to navigate as it is.
    Quote from felinoel»

    I think all salt should have the same oredictionary.
    Even food salt and other mods' salt like saltpeter.

    Sure they are definitely not at all the same but meh they are close enough to not warrant both salt ore and saltpeter ore all over the place.

    As has been stated, they're not even CLOSE to the same. Rock salt, the edible kind, is sodium chloride, while saltpeter is potassium nitrate. While I think saltpeter might be useful in fertilizer (and is definitely useful in gunpowder...), it's not good people-food at all. All they have in common is both being, technically, salts.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    I hate to seem ungrateful in the wake of the big config update, but as it stands, finding exactly what you want can be difficult. Would it be possible to split the config into categories? Say, one for seed drops from grass, one for tree generation (and maybe salt/beehive frequency as that's also worldgen), and one for everything else. It'd make it somewhat easier to find the exact options one wants to tweak.
    Posted in: Minecraft Mods
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