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May 29, 2014Sourpowerpete posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)Mith, we really need a config option to turn off Earth Guardian destroying blocks, it's getting really bad on the server I'm on. Please do consider it and don't brush it off as design choice, this poor town I'm trying to help out is really getting griefed to oblivion.Posted in: Minecraft Mods
Feb 24, 2014Posted in: Future UpdatesQuote from Leftypower123
I'd sure hate for there to be another snapshot solely for rewrites and bugfixes..
That sounds like a great snapshot to me personally. I'd much rather Mojang fix bugs rather than add more broken features. This is coming from a mod user's point of view though.
Jan 26, 2014I think a lot of modders are throwing a fit. If you release your mod, why do you all of a sudden have to tell us how to use it? It doesn't make sense that you would make a mod for people to play and then say only these people can play it. There is nothing new here, anyone who was gonna use the mod anyways without permissions are still there, and anyone who was gonna rage at shutdown code is still gonna be there. If modders, who work OPTIONALLY, leave over nothing changing, then they can go ahead and do so.Posted in: Mods Discussion
Jan 25, 2014Good grief, what is going on here?! Most all of us are not against asking to use your mod! BUT GET THIS! Alot of times, even when we ask, we get the flipping middle finger!Posted in: Mods Discussion
"As a habit I ignore every PM in regards to mod-packs - both private and public. Everything you need to know about them is listed below. I don't ignore them to be an ass, but I get at least 10 mod-pack requests per day and I honeslty can't be bothered to reply to them all.
Public Mod Packs:
All mod packs I want to include Thaumcraft already have my permission. Only people I am personally acquainted with have any chance of me giving permission for their mod pack."
Or how bout Optifine?
"The mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright."
How bout Mo'Creatures?
"This mod can not be distributed in any other way than through this thread. You don't have the permission to distribute this mod through 'mod packages', installers or pluggins. A multiplayer pluggin is allowed as long as it requires you to download the unmodified single player mod to work. An installer can not host this mod, it must redirect the user to this thread. You can't modify or redistribute my mod without my written permission. Copyright © 2011 DrZhark."
These guys won't even let you ask, with a please! It's NO! NO NO NO NO NO! YOU ARE AN EVIL AND BAD PERSON!
Do you see the problem here? I do, not sure about you guys.
Jan 23, 2014Posted in: Mods DiscussionQuote from Marc
I picked the less nonsensical choice, but don't misunderstand me. I think the poll on this topic was created from a misinformed viewpoint, so the poll itself is sort of invalid, regardless of the results. It's not that modders should or should not copyright content, it's that they cannot do so.
I'm going to be honest with you guys here, I am not a lawyer, and I don't want to delve too deeply into arguing which parts of which viewpoints expressed in the previous posts are correct or incorrect. I can tell you that the EULA is fairly clear about most of this, and I'm awaiting further clarification on the "malicious code" bits.
What I can say though, is what the spirit of the EULA is supposed to be: don't be a jerk, and we won't either. Mojang likes modding because it's good for the community. We don't allow people to sell mods. If you're going to make a mod, know that people will probably use it in ways that you didn't necessarily anticipate or intend for. Once you release a mod, it's out there, and all you can do is update that mod with some measure of consistency, and know that most people who enjoy the mod will go to you for the download/info/etc.
You shouldn't put malicious code in your mod that shuts down the game, or somehow infringes upon someone else enjoying the game. If you're butthurt about your mod, that you released to the public, being included in a mod pack, you may be in this for the wrong reasons. That being said, people who release modpacks also shouldn't be jerks, and in my opinion should correctly attribute the individual mods to their authors with some sort of contact info (Twitter, website, MCF post link, etc).
If I may also clarify, it's not that I'm against giving the modders credit, or even contacting them! What I AM against is that I can't even use a mod privately. Often times I will add a mod to a pack that's not mine, so I have no rights to be asking permissions for, say, the FTB Unleashed pack.
Edit: And if you thought this poll was in anyway biased, hoo boy, check Guff's poll out. http://www.minecraftforum.net/topic/1775798-164050-plunder-rummage-forge-9111dynamic-treasure-hunting/
Jan 23, 2014Just gonna leave this here. https://twitter.com/Marc_IRL/status/426466903909859328Posted in: Mods Discussion
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Sep 4, 2011Posted in: Maps
Over 5 Million Downloads!
Trailer made by slamacow for skyblock v2.1
If you want to skip the download and play Skyblock Multiplayer, feel free to check out the official Skyblock server!
Connect with the IP: skyblock.net
All original downloads hosted here if the below links are broken.
NOTE:As of Minecraft 1.3.1, spawning on Skyblock after dying is nearly impossible. It is recommended that you should either sleep in your bed, so when you die you spawn next to it, or download a fix made by King Korihor. If you would like to download the fix and read a more thorough explanation on why, Please click http://www.minecraft.../#entry17458006 and hopefully this issue will be solved in a later update.
Challenges and Rules for 1.0/1.1Rules:
Do not purposely jump off the island to regenerate your health.
Do not make a bridge to the mainland.
Play on at least easy difficulty
Lava + Water = Cobblestone.
1) Build a Cobble Stone generator.
2) Build a house.
3) Expand the island.
4) Make a melon farm.
5) Make a pumpkin farm.
6) Make a reed farm.
7) Make a wheat farm.
8) Make a giant red mushroom.
9) Build a bed.
10) Make 40 stone brick's.
11) Make atleast 20 torches.
12) Make an infinite water source.
13) Build a furnace.
14) Make a small lake.
15) Make a platform 24 blocks away from the island, for mobs to spawn.
16) Make 10 cactus green dye.
17) Make 10 mushroom stew.
18) Make 10 Jack 'o' lanterns.
19) Build 10 bookcases.(As of Minecraft 1.3, crafting bookcases is only possible if cows spawn on your island)
20) Make 10 bread.
21) Collect 10 Ender-pearls.
22) Cook 10 fish.
23) Craft 10 Black Wool.
24) Craft 10 Gray Wool.
25) Craft 10 Light Gray Wool.
26) Craft 10 Lime Green Wool.
27) Craft 10 Red Wool.
28) Craft 10 Yellow Wool.
29) Craft 10 Pink Wool.
30) Craft 10 Green Wool.
31) Craft 10 Orange Wool.
32) Craft 10 Snow Golems.
33) Craft 20 Paintings.
Feel free to post pictures of your achievements and progress!
Skyblock version 1.1/2.1 are both different, 1.1 is not outdated.
Want more of a challenge? Play 1.0/2.0 for a smaller island.
Video made by captainsparklez for skyblock v1.1
Download Skyblock 2.1
Download Skyblock 2.1 Hardcore
Challenges & Rules for 2.0/2.1:If you wish you may skip the challenges you completed in 1.0/1.1
Do not purposely jump off the island to regenerate your health.
Do not make a bridge to the mainland.
Play on at least easy difficulty.
1) Build a Cobble Stone generator.
2) Build a house.
3) Expand the island.
4) Make a melon farm.
5) Make a pumpkin farm.
6) Make a reed/sugarcane farm.
7) Make a wheat farm.
8) Make a giant red mushroom.
9) Craft a bed.
10) Make 64 stone brick's.
11) Make 20 torches.
12) Make an infinite water source.
13) Craft a furnace.
14) Make a small lake.
15) Build a platform 24 blocks away from the island, for mobs to spawn.
16) Make 10 cactus green dye.
17) Make 10 mushroom stew.
18) Craft 10 Jack 'o' lanterns.
19) Craft 10 bookcases.(As of Minecraft 1.3, crafting bookcases is only possible if cows spawn on your island)
20) Make 10 bread.
21) Collect 10 Ender-pearls.
22) Cook 10 fish.
23) Craft 10 Black Wool.
24) Craft 10 Gray Wool.
25) Craft 10 Light Gray Wool.
26) Craft 10 Lime Green Wool.
27) Craft 10 Red Wool.
28) Craft 10 Yellow Wool.
29) Craft 10 Pink Wool.
30) Craft 10 Green Wool.
31) Craft 10 Orange Wool.
32) Craft 10 Snow Golems.
33) Craft 20 Paintings.
34) Build and light a nether portal.
35) Craft 5 Gold Ingots.
36) Craft 16 Glass Panes.
37) Collect 50 birch logs.
38) Collect 64 arrows and craft a bow.
39) Craft 10 stone buttons.
40) Craft 30 stone slabs.
41) Craft 10 signs.
42) Craft 20 ladders.
43) Craft 20 fences.
44) Craft 20 fence gates.
45) Craft 10 levers.
46) Craft 10 trapdoors.
47) Craft 10 stone pressure plates.
48) Craft 10 wooden pressure plates.
49) Collect 64 bonemeal.
50) Craft 20 cobblestone stairs.
Feel free to post pictures of your achievements and progress!
Old downloadsAs requested, the first versions of SkyBlock!
First version of SkyBlock 1.0
First version of SkyBlock 1.1
Do NOT leave the island.
NO Mods, Hacks, Flying, etc.
Post pictures of your achievements and progress!
Lava + Water = Cobblestone
1.Build a Cobble stone generator.
2.Expand the island.
3.Make a mushroom farm.(1.0)
4.Make some glass.
5.Make a reed farm.
6.Make a cactus farm.
7.Make a wheat farm.
8.Make some bread.
9.Make a bed.
10.Build a forest.
11.Build a house.
12.Make a small waterfall and a lake.
13.Make atleast 5 torches.
14.Make a infinite water source.
15.Make a furnace.
Optional Master Challenge:
Make an area for mobs to spawn at-least 24 blocks away from the island.
Thank you TheJupiterSailfish for the first series ever of SkyBlock!
Check out his channel for part 2,3, etc.
Note: Removing the block that you spawned on, and not placing a block back (So if there is no block on your spawn point) then dieing may spawn you elsewhere as it is too small to pick a spawn close by. So it will spawn you on the mainland, and it will be impossible to get back. Be careful! (This problem is fixed for the versions that are above this spoiler.)
Instructions on how to install the map and if you are having trouble downloading the map:Place what version you downloaded in the saves folder, to reach your saves folder follow the instructions below.
Go to view options
Check the 'show hidden folders' box
Go to your home directory
Are you having issue's downloading the map?
You might click download in mediafire and it will just refresh the page, and not let you download or just show the ?processing download request? instead of providing an option to download. This occurs because mediafire is prohibiting some countries from downloading at a certain time. You can easily solve this by deleting your browser cookies.
Google Chrome Users: Click on the Customize button -> Option -> Under the hood -> Clear browsing history -> Make sure Delete Cookies and other site data is checked -> Click Clear browsing data
Internet Explorer Users: Go to Tools -> Internet Options -> Delete? -> select only Cookies -> Delete
Mozilla Firefox Users: Go to Tools -> Options -> Privacy tab -> Show cookies -> Scroll down and look for mediafire cookies folder and delete it
If you are using other browsers, just find a way to eat the cookies.
Change the biome for SkyBlock 2.0/2.1:If for some reason you are tired of your water turning into ice and don't know how to place a torch next to your water source, you can switch the snow biome to a non snow biome.
Download the level.dat that corresponds with the version of SkyBlock you are playing, and replace it.
2.0 Hardcore: http://mediafire.com...6irv2leok9l9k4r
2.1 Hardcore: http://mediafire.com...e2cciicgw0863pb
Note: You will have to skip challenge #32.
Make sure you replace the level.dat before you start the map, or place everything that is in your inventory in a chest. If you do not do so, your items in your inventory will be gone.
Let me know if you have any problems.
Frequently Asked Questions (FAQ)Read the title of each spoiler. View the contents of a spoiler to answer your questions. Not everything will be here, as this map is meant to be a challenge, so not everything can be answered.
Here is a video from KerflumexedPenguin about the basics of SkyBlock. Thanks
"How do I keep my water from re-freezing?"
This is a very simple fix. To stop your water from re-freezing, as this is in a Tundra (snow) biome, simply place a block above your water source, or a torch next to the source. There are alternative downloads for the level.dat file, but this will eliminate a challenge and therefore you can't complete them all.
Alternative level.dat downloads
Version 2.0 -> http://mediafire.com...fono1f2g7mpbyxb
Version 2.0 Hardcore -> http://mediafire.com...6irv2leok9l9k4r
Version 2.1 -> http://mediafire.com...2ydk4db417hou91
Version 2.1 Hardcore -> http://mediafire.com...e2cciicgw0863pb
Note: This will take out challenge #32, (32) Craft 10 Snow Golems.) If you have any problems, check in with Noobcrew.
"How do I light a Nether portal without Flint & Steel?"
This is very simple to do, but it may take a few tries. The basic idea is to get your lava to light a piece of wood or something else flammable, and have the fire spread through the portal frame so it ignites, therefore activating it.
Step-by-step guide by iiTzWho
How to light the portal without Flint & Steel
It is actually really easy, if the wood burns out before it lights, try again
The rest will be in spoilers, each step in a separate spoiler
First, set up the portal (I wasn't in SkyBlock for this, therefor had 14 obsidian not 10)
Set up the wood, and a little barrier so the lava doesn't go everywhere
Place the lava down, let it catch fire to one of the planks, then grab it back up
Both planks should be burning..
The portal should be lit, if not - try again
Hope this helped somehow, good-luck with SkyBlock
TL;DR - Set up portal, put wood at base and back of portal, light wood at base, let it spread to back, BAM portal lit.
"How can I make an infinite water source with only one ice block?"You can't. The solution is to go to the Nether, using the guide(s) above - once you're there you will find a chest with the second ice block, and many more necessary items to finish all of the SkyBlock challenges. (Items included in the Nether are 27 blocks of glowstone, brown and red mushrooms, the chest, second ice block, sugar cane, and birch sapling).
"My Sand island fell ... can you put a layer of sandstone on the bottom?"This is a very easy fix as well. If you want to be able to collect of your sand (to finish challenges), build down below the layer of the spawn island with the bedrock by 2 levels. You can do this by using "water scaffolding" (If you don't know what this is, YouTube or Google it) then build over to the sand island. Once your over there, build a 3x3 or larger platform directly under the sand, and it will all fall down onto your platform where you can safely collect it.
Note: Be careful while using water scaffolding! Make sure the water can't form back into ice or you will fall into the void! Also, make sure you collect the cactus block on the sand island, or it may fall into the void when the sand falls.
"Can you fix the snow biome please?"It's actually not broken, it's meant to be in one to replace it, read the spoiler above - "How do I keep my water from re-freezing?"
"Can you reduce the amount of wool for the tasks?"There are easy ways to get all of the wool you need, and more! You can create a spawner designed just for spiders to get plenty of string.
Here is somewhat a guide by PopuptwoRS. Thanks
"How do I get gold ingots?"Go to the Nether (with guide above) and make a platform there for zombie pigmen to spawn on. Kill them for gold nuggets. Once you have 9 gold nuggets, place them in a crafting table in a 3x3 fashion, which creates one gold ingot.
Check out Oasis Survival!
Like Skyblock on Facebook!
If you love this map, and wish to support, copy one of the codes below and place it in your signature. =)
"Skyblock" is a registered trademark and intellectual property of Mineverse, LLC.
Oct 6, 2013Posted in: Minecraft ModsI had been wrestling with the decision for a while now, and unfortunately I have decided to stop working on Thaumcraft and other mods.The simple truth is that between IRL commitments, work and studies I simply didn't have enough time to devote to modding. Something had to give and unfortunately the obvious choice was modding.
"Thaumaturgy... which giveth certain order to make strange works, of the sense to be perceived and of men greatly to be wondered at." - Mathematicall Praeface to Euclid's Elements (1570), John Dee
Thaumaturgy is the capability of a magician to work miracles. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker.
This is what this mod is all about - drawing magic from physical objects in the form of Essentia and reshaping it to perform miracles.
Simply find some vis crystals in the world, mine them and follow the clues.
The first thing you will need to craft is a wand. The first one available to you is the Iron Capped Wooden Wand crafted as shown here (using a stick and iron nuggets):
You then place a bookshelf in the world and right click on it with the wand. This gives you the Thaumonomicon which explains almost everything else you will need to know about Thaumcraft.
Suggestions are welcomed here
Please help support me via Patreon Also go check me out on Twitter @Azanor1 for announcements and such.
Direct Download Links6.1.BETA26 for Minecraft 1.12.2
Older versions6.0.BETA8 for Minecraft 126.96.36.199.4 for Minecraft 188.8.131.52.3 for Minecraft 184.108.40.206.5 for Minecraft 220.127.116.11.1.14 for Minecraft 18.104.22.168.0g for Minecraft 22.214.171.124.5b for Minecraft 126.96.36.199.4c for Minecraft 188.8.131.52.5i for Minecraft 184.108.40.206.4c for Minecraft 220.127.116.11.3 for Minecraft 18.104.22.168.1c for Minecraft 22.214.171.124.1b for Minecraft 126.96.36.199.6d for Minecraft 188.8.131.52.6 for Minecraft 1.1
For ModdersThaumcraft API for 6.1.BETA26Thaumcraft DEV Build for 6.1.BETA26Thaumcraft API for 6.0.BETA8Thaumcraft DEV Build for 6.0.BETA8Thaumcraft API for 5.2.4Thaumcraft DEV Build for 5.2.4Thaumcraft API for 5.0.3Thaumcraft DEV Build for 5.0.3Thaumcraft API for 184.108.40.206Thaumcraft DEV Build for 220.127.116.11If you want a slightly more cutting edge version of the api, go to my GitHub
Language Localization and bug reportsI have set up a Git repository so people can easily add localizations and create issues for bug reports - HERE
Thanks to the following folks for their help with translationsVexatos, jualme, crafteverywhere, Mexahoid, FrancescoDeSa, TheVikingWarrior, Hgmoa, VeryBigBro, avttrue, ferzrrn, RustyXXL, bgh251f2, Egor305, Zaltora, PlatonCraft, XuIIIHuK, Sternes, DancingPeral, GLaDTheresCake, BrunoLG, dmf444, aucunn, tyrope, m9731526
shadydeath created an IRC channel at irc.esper.net:#thaumcraft I check it regularly so pop in if you want to chat.
WARNINGThere is a very tiny chance that updates may break your save. Backup just in case.
Change LogCurrently the Eldritch & Aurmancy tier of research are still heavily WIP. There is some things I need to sort out and balance before I can implement them properly.
- fix altar particle related crash on servers
- API: deprecated IStabilizable
- API: added IGogglesDisplay
- API: added oredict support in json research entries for required_item and required_craft.
- fix for crash related to the latest versions of forge (18.104.22.16868)
- infusion instability mechanics have been completely reworked. Check your thaumonomicon. TLDR version, stabilizers simply add a lot of stability to infusion now, but when paired with redstone inlay can do other fancy things. They no longer use RF.
- added advanced break seal
- golem press will now properly consume crafting components
- more fixes to seal & logistics GUI's
- custom thaumcraft shaders should once again work
- buffer will no longer draw essentia from adjacent blocks if that side has been disconnected
- added Lamplighter infusion enchantment
- I now prevent most thaumcraft UI elements from overlapping
- when riding a minecart the arcane bore will not switch off if there are no tracks below (for whatever reason)
- tainted animals & critters will now do damage instead of just aggressive nudging
- changed the way itemstacks sync to clients which should get rid of a lot of odd behaviour in certain gui's
- greatwood trees now require 4 saplings to grow like large vanilla trees. They drop more saplings to account for this change.
- thaumatorium should now display all recipes (occasionally a recipe would be lost, like the spiritus vis crystal recipe)
- thaumatorium recipes are now sorted alphabetically
- cultist armor now have their own material types
- made many thaumcraft blocks rotateble with modded wrenches that allow it
- entity aspects can now be viewed through the thaumometer
- empty & provider seal should no longer cause golems to drop items on ground when picking up something new
- water jar can now fill vanilla cauldrons & glass bottles again
- fixed several focal manipulator ui issues
- golem press now checks adjacent inventories for crafting materials as well
- golem appearance should now sync more consistently on servers
- provide and empty seals will no longer cause items to drop on the ground if the target inventory (as set by stock, fill, etc) is full
- stock seals will now check if the target inventory has room before creating a task
- greatly improved flying golem movement
- improved golem responsiveness
- fixed banner server crash
- fixed crafting recipe for primal crusher
- added console command to revoke specific research from a player instead of resetting it all. Format: /thaumcraft research revoke . This will also remove any research that relies on the revoked research.
- tweaked infusion crafting instability so that instability added is on a sliding scale - the higher the instability, the less chance it has of becoming worse.
- the amount by which infusion crafting stability increases after instability occurs has been increased.
- added aspect names to display name of vis crystals and essentia phials
- fix soft-crash when you tried to craft a multiblock by clicking on the top or bottom face of a block with salis mundus
- fixed a major bug that was causing you to only gain progress in the 'blue' theorycraft categories instead of all of them. Rounding is awesome!
- fixed void siphon crash on dedicated servers
- fixed stabilizer particles... again
- rebelanced some crafting recipes
- cloudstepper ring should now properly negate fall damage when double jumping and will not do silly things when you are underwater
- items with sounding effect will now only trigger it if sneak + right clicked instead of the other way around
- primal crusher recipe now accepts broken tools as ingredients
- rebalanced flux condenser essentia cost
- API: fixed the AspectRegistryEvent to use a proxy object (register) that contains the actual registration methods. This was done to prevent some ASM related issues.
- fix for thaumotorium not syncing in MP
- fire bats once again cause mob damage
- FORGE: Updated to Forge version 22.214.171.12405
- API: Certain mods that define their own item aspects have been accidentally doing so in the 'wrong' place. To prevent this I will now wipe all item aspects registration that occurs before TC defines the core item aspects.
- API: Additionally I have added an event mods can subscribe to that would be the correct place to define item aspects. The existing aspect definition methods will be deprecated and eventually will only be accessible through this event.
- API: Added events when a player gains knowledge or progresses research. See thaumcraft.api.research.ResearchEvent. The events can be cancelled.
- improved thaumatorium GUI
- harvesting golems will now try and right-click a crop first before trying to break it
- increased the knowledge gained from curios
- rebalanced some base item aspects and added a couple of alternate sources for hard to get aspects
- thaumium smelter is now 90% efficient instead of 85%
- improved arcane bore interaction with infusion enchantments like destructive
- fixed enchantment detection during research
- fixed triple meat treat recipe
- improved foci radial menu animation and unlinked it from fps
- fixed certain foci in radial menu not showing up if they are too similar to other foci
- you can now only have one scatter modifier per focus
- prevent crash with focus pouch if you click on it while it's inventory is open
- arcane workbench should properly choose the correct crystals to use between similar recipes
- to make early game mistakes a bit more forgiving the crucible will only turn 25% of spilled essentia into flux instead of the current 50%-75%
- added a 'noSleep' config option so you can get the salis mundus recipe book without having to sleep first
- fixed eldritch crab rendering when 'mounted'
- fixed the mod interaction bug with the hats mod
- fix out of bounds condenser crash
- increased condenser essentia suction
- flux generators now produce up to 20 rf/tick. The vis cost is still the same (1 vis = 1000 rf).
- flux stabiliser can now accept power from all sides except the front. This means 5 flux generators will be able to fully power a stabiliser as it can accept up to 100 rf/tick max.
- candles and other items are now slightly more effective during infusion and you can have up to 12 (up from 10) - a much more symmetrical number
- improved detection of enchanted books in research and recipes
- arcane ear now supports new instrument types
- scanning inventories with a thaumometer is now limited to the first 100 items to prevent lag spikes with massive inventories
- thaumcraft leaves will no longer decay if placed by a player
- entities ridden by a player can now pass through warding barriers
- fixed warded jar contents display in inventory
- warded jars crafted into void jars now retain their contents, labels, etc.
- arcane workbench now actually checks if you have the proper research
- added first bits of eldritch tier research. Much more to come
- everful urns now act as water tanks that contain up to 1 bucket volume of water and can interact with piping systems.
- switched liquid death and purifying fluid to use the forge universal bucket. Existing buckets will no longer be valid
- fix for stabilizer server crash
- allow traveller boots and cloud ring falling damage reduction to stack with other falling reduction items and each other
- improved thaumometer performance
- fix for pedestals incorrectly allowing more than one item to be placed in them via automation
- fix datamanager declarations for some thaumcraft entities that was causing mod interaction issues
- vis crystal growth, shrinking, and spread no longer causes flux as a side-effect. Flux crystals now properly grow and shrink based on flux instead of vis.
- improved recipe recursion checking to better account for container items
- flux rifts once again close when they spawn taint seeds, but the larger they are, the more potent the spawned seed is
- added a way to manage flux & flux rifts. This is still WIP and will be expanded and balanced in future updates
- fix for clientside particle crash
- fix for aura chunk related crash & cascading worldgen
- arcane workbench should now be able to craft vanilla recipes without the presence of crystals
- fix for chunk loading errors on server start
- fix for seeking projectiles causing client crash
- possible fix for pedestal desync issues during infusion
- fixed moon phase descriptions
- alembic can once again be emptied on shift-right click with an empty hand
- creative flux sponge can now also remove flux rifts
- fixed armor dyes
- fixed arcane bore dupe bug and made its digger radius a bit more accurate when stationary
- vis batteries will now drop when harvested
- pattern crafter now removes the proper amount of items
- fixed possible dupe bug with certain mods combined with arcane bore, seals and breaker focus
- new stuff: vis batteries, vis generator, stabilizer, stock seal
- fixed arcane pattern crafter
- relaxed nbt checking in crucible recipes, infusion recipes and research hand ins to account for other mods that add custom nbt tags
- fixed mod compatibility load order
- fixed an edge case bug where custom recipes from other mods could cause strange results in the arcane workbench
- tweaked amber block/brick recipes
- fixed seal filters to allow non-standard stack sizes. You might want to check all your seal filters to make sure they behave as they should
- API: seal filters now store stack sizes independently of the itemstacks themselves. New methods added to get and set those numbers.
- increased experimentation inspiration cost to 2, but also increased the amount of progress it gives
- fixed custom gui toggle buttons
- seeking focus projectiles are now 56% more seeky
- bouncing focus projectiles can now only bounce off solid blocks
- revamped infusion crafting stability mechanics
- infusion recipes now properly recognize damaged items and will transfer the damage to crafting results where appropriate
- toned down taint poison spawned by certain things
- loads of balance tweaks
FAQQ: What is this Baubles thing that I need? A: It is a required sub-mod that adds extra inventory slots to the player.
Q: How do I access the Baubles inventory? A: The default hotkey for baubles is 'b'. If your not running any inventory altering mods or spend a lot of time in creative it might be a good idea to swop your normal and bauble inventory bindings so you always open the baubles inventory by default.
(1) Install Forge (Modloader is NOT required - my mod uses the Forge modloader)
(2) Download this mod and place the jar into your Mods Directory.
(3) Config File Settings For the most parts it should be self explanatory with one exception: Adding TC 5 worldgen to existing worlds. See below for that.
Adding thaumcraft world gen to existing worldsYes, you heard that right. You can add all the ores, trees and other worldgen features to existing worlds by changing a few things in your config files. Remember: this could be risky so always backup your saves beforehand.
- If this is the first time loading Thaumcraft with that save, you can leave the regen_key setting as 'DEFAULT' otherwise set it to anything else.
- You need to choose what to regenerate. I strongly recommend you set aura_nodes to 'true' if this is the first time you are doing this. Without the aura you won't be able to do 99.9% of the things you could in Thaumcraft.
- Run the game. It will lag for a while and you should see some console spam about chunks being regenerated. This is fine - just wait it out. It shouldn't take too long. If the world had been explored a lot you might see the message reappear every now and again. This is also normal.
- If, for some reason, you wish to do this again or somehow your savefile got corrupted and your aura nodes have gone missing, all you need to do is set the regen_key value to something else. Any word would do.
Addon ModsThese are mods that use the API or other means to intergrate with or add content to Thaumcraft. More importantly they do so without breaking the balance of my mod (such as it is).
A friendly request to addon makers: I love all the addons that have been made recently, but I have a few requests. - Don't go too crazy when adding new aspects. If you do, drop me a PM. If it is something obvious or useful beyond your addon I might add it to vanilla TC. - Try not to add more than one research tab - Please try and keep your own researches on your own tab - Please don't move my researches around. You can make copies if you wish to show dependendies on your tab, but the research should remain in its original location. - Please don't alter any of my recipes. If you feel it is needed for the balance of your addon please drop me a PM. Partly to discuss if the change is required, but mostly since it might actually be a change that should be in vanilla TC.
Lastly, I've noticed some addons adding items from TC 3 or earlier. I don't have a problem with that, so go wild. However several of those items I have been planning to re-add myself. A lot of TC 2 stuff never made it into TC 3 simply due to time constraints. So don't come crying to me if and when I do that. Note - I obviously won't just copy-paste someones elses code for those items or blocks - I will implement my own versions.
If you want access to beta version of my mod to make version update go a bit smoother, send me a PM with your dropbox user info and a link to your mod (so I can check if you are actually an addon dev )
- Thaumic Tinkerer - Thaumcraft Mob Aspects - Electric Magic Tools
Texture Packs - Soartex - Faithful 32x Thaumcraft Addon
Mod Pack PolicyThe code of “Thaumcraft for Minecraft” in source or binary form is the intellectual property of Azanor. See below for copyright, terms and conditions.
As a habit I ignore every PM in regards to mod-packs - both private and public. Everything you need to know about them is listed here.
You want Thaumcraft in your mod pack? All you need to meet are five simple conditions: 1. Your mod pack needs a link back to this forum post. 2. You cannot make any money off of the mod pack. 3. You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Azanor). 4. If I ever ask you to remove my mod from your pack, for whatever reason, you do so. 5. Handle any queries and bug reports internally first. This is one of the main reasons I had such a strict anti-modpack policy for such a long time - people using modpacks would come here posting errors that have nothing to do with my mod or that have been fixed ages ago, but still occurs in the modpack because it is using an older version.
If these five conditions are met, then you have my permission to use it in a mod pack.
Special thanks to...My Beta Testers, you know who you areAll the folks on the Forgecraft server for your help and support.
Dan Scott ( for all the help he gave me with some of the sprites.mr.Hazard(d95) for his awesome models Lorc, creator of the icons I use for enchanting and other things bonemouse, creator of the Isabella Texture Pack for letting me use his chest textures and skin as well as ScottKillen for making the Thaumium armor graphics based on the Isabella pack. chicken_bones for letting me base my lightning effect and deploader code from WRCBE CovertJaguar for his custom biome spawning code. Rorax for allowing me to use some of her models. J. W. Bjerk (eleazzaar)for the use of his icons for certain research categories. Find this and other open art at: http://opengameart.org BitterBusiness for the use of his Pech model.
© Azanor 2012+ This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms are sole property of the Mod author (Azanor, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net by the Owner. They may only be mirrored or reposted with advance written permission of the Owner. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission. This mod isn't open source.
Long version:TERMS AND CONDITIONS 0. USED TERMS MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. MOJANG - Mojang AB OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code. USER - End user of the mod, person installing the mod.
1. LIABILITY THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Jun 17, 2014Posted in: Discussion
I'm JTE. I joined Minecraft around nearly the beginning, way back in the Summer of 2009, when Glass Blocks and Sponges were newly implemented and the only server mods for Minecraft were simple Batch file wrappers which would read the server's text output and input bans. It's been five years since then, so please forgive me if the details of this document are a little off, or missing.
With all this eula drama blowing my way, I don't know, I guess I feel the need to write my story down so I can let go of it. I don't expect to get much attention, I'm just here to get my thoughts out.
So let me tell you about Minecraft.
Hosting a vanilla server for Minecraft was some form of Hell. There was a giant list of all public servers which anyone could use to join, absolutely no form of hack detection/prevention, no automatic map backups, and all free accounts could join and grief the extremely limited area of your map to death at any time. The most basic of gameplay building blocks were there, but that was it.
In order to manage it properly, I had to build a convoluted player trap out of bedrock I called the "frying pan" just so I could keep people from wandering off to destroy things before I got the chance to fly over and keep an eye on them. This was actually common practice at the time, and served essentially the same function as whitelisted servers.
One of the flaws of Minecraft at this point was that if a player were to walk one block away, place two blocks down where they spawned, and then hit the respawn button, it would spawn them on top of wherever they were, allowing them to break out and escape. So I had a hive of one-block-wide spaces built on top of the 'frying pan' where players who tried to break out without asking nicely would wind up trapped, essentially putting them out of the frying pan and into the fire.
The dawn of mods
Being the tinkerer I am, and knowing that indie games like to keep things nice and simple, I soon created an intermediary server Perl script, to act as a proxy between my client and my server, and set to work figuring out all of the messages passed back and forth between them. My proxy server was quickly able to perform simple modifications, such as reading slash commands (including /me), spawning idle player dummies all around the map, or allowing the placement of coal and gold ores, and even liquids.
So now we could not only build with blocks, but we could build little blockmobiles on our roads and then sit actual player characters inside them. Neat. But there was more to be done!
Using the proxy server, and with help from another early modder's research, I eventually compiled documentation of the complete networking protocol now publicly available for Minecraft Classic servers. Armed with this private research, and over the course of 26 sleepless hours, I turned my Perl script into a fully fledged Minecraft server, which could generate maps, accept any number of clients, automatically detect hackers, allow the in-place painting of blocks (and other creative tools), build trees by placing a single block (before saplings had function), and even produce custom water and lava block 'physics'. I was even able to, astonishingly enough, trick clients into re-downloading the map from the server, and therefore could host multiple maps on a single server or reload maps from the last backup on the fly. (Now we could play Spleef without having to rebuild!)
All without looking at, modifying, or compromosing any of Notch's code. Notch agreed that my server software is entirely my own creation, and I am free to do with it anything that I please.
On the forums, these very forums before they were handed over to Curse, I was heralded as the "Minecraft Hacking God" for a day or two. All of my changes were big improvements to the core function and gameplay of Minecraft itself. Even the fact that I built in a safety switch to prevent the flood of lava covering the entire server from making the server eventually freeze over near-indefinitely from the exponential growth of 'thinking' blocks was a big thing. Notch himself came to my server from IRC and flooded it with lava just to ascertain exactly how well it handles. (Answer: Not particularly well, but at least it didn't die completely and admins were still able to simply reload the map without disconnecting anyone, right?)
( thread )
Back then, Notch arbitrarily had a golden name hanging over his head, being a VIP and all. I was jealous, so I invented colored names for different tiers of server moderators / administrators, the server owner (me) being colored Red (my favorite color), just so I can feel special. (The reality was that admins of my server could set their name to literally anything, at any time, on the fly, color code spam and all.) If you were ever on a Minecraft server and the server admins have red names -- I started that. Notch even went and specifically made the skin-grabbing code strip colorcodes out so that it would still show the correct skin despite having a colorful nametag in the next version.
Leaving the forum
And then I announced that I planned to add fancy new game modes to my server, so you could play a giant boardgame of Battleship with Minecraft blocks for pieces, or Zombie Tag versus like mods of other games do, and so on. The moderator Zuriki didn't like that idea, and immediately did a 180, revoking my custom forum title, and even threatening to ban me from the forums entirely should my server software ever be released there (for free and open-source or otherwise). After a lengthy and childish argument, wherein Zuriki claimed I would be "stealing money from Notch", and when finding my server software was 'production ready', I simply packed up my topic and left, dropping only my email address for anyone to contact me if they want it.
Here's where my story gets muddled, people thinking that I was fighting with Notch directly despite Notch previously stating outright that I am free to do anything I like with my server software in the first place. So I made use of that and started privately selling my server software to individual buyers for around $10 each, entirely by email, advertised solely by word of mouth. I only made around 14 sales out of that, before my server started spreading like wildfire, as each server admin shared the source code with their friends to try and program new features into it together, and those people freely shared it with more people, and so on until the market was entirely saturated. I did of course use the first bit of money to pay for my Minecraft account (which at the time, offered no benefits other than a custom skin) and the rest went to a couple Steam games and buying three more Minecraft accounts for my friends. This was the first and only time I've ever been paid for anything I programmed.
Anyway, among all of this open source server sharing (after all, it would be difficult and pointless to make a Perl script closed-source), all sorts of new game modes and life cropped up. Lava survival servers, floating water stairway challenges, I was quickly changing the very community itself by allowing the first real modding to take place. JTE servers were the best. And soon it was being replicated in other languages like Python, the same tools I pioneered becoming further expanded on with spout blocks, finite water systems, and the ability for players to cross between the server's maps individually. Now everyone could have their own sandbox to play in, and challenge packs could contain multiple "levels"...
Survival Test, indev, infdev, and Alpha
Meanwhile, Minecraft had been progressing seperately, having destroyed its basic multiplayer (and probably most of its engine) to introduce NPC creatures, zombies, pigs, and so on. With the account that I purchased, I was able to follow it all, every step of the way, from the beginning, and just sort of watch how it progressed. Since there was no networking in these versions, I didn't have much work to do, and just sort of kept my silence. Seeing Notch struggle with some of this, I offered to let me help him with programming, but he turned me down, saying he needed Minecraft to "get his name out there" first. He said that maybe he'll let me work with him on his next game, after Minecraft. (Then he went and hired someone else to be a 3D model artist, and then finally established the entire company Mojang around the success and continued development of Minecraft..)
When crafting was introduced, I made the first full recipe list graphical crafting page on my website at the time, EchidnaTribe.org
By using in-game sprites and GUI elements entirely ripped from screenshots with basic image editing software, I was able to show not only how to build every tool, but even which mobs drop what resources and how to smelt for iron. At the very bottom of the list, as a sort of in-joke, since Notch had recently removed the test Apple item from existance, I put that you need to kill Notch in order to get apples. Then right next to it, since apples still needed a use, I put that if you surround an apple with gold ingots (not blocks) you would get a golden apple.
I invented the Golden Apple, guys. (Proof, scroll down to the bottom of the page under the ??? section.)
When Secret Friday Updates rolled around, Notch loved randomly implimenting "community rumors" as actual features of the game to tease and delight everyone, based on what he heard secondhand. This is how pig saddles came to be, among other things, and to this day if you look in the source code you can see that any player named Notch will have a random chance of dropping apples, even if he had none in his inventory.
Finally, when the multiplayer mode of Alpha came out, long after scrapping nearly everything of the engine and remaking it for infinitely large worlds (a move I always felt was tremendously unnecessary and poorly implimented), it was full of bugs and problems, and split the entire community in half at the price-point, now allowing paid accounts for full servers that free accounts could no longer access. Time once again for JTE to come out and introduce things like persistent inventories and time of day locks and alternate map generators and whatnot, right? Well, not quite...
At this point, Notch kept changing up the network protocol faster than I could descipher it on my own, and this time I didn't have a random stranger leap out at me and hand me a half-finished document I could just fill in the blanks for or anything. With every new version, the client would just start crashing blatantly from the messages my server sent, and eventually I just gave up trying. Nowadays there's even full-on SSL-like encryption going on in Minecraft's networking, not just the hassle of HTTP logins to deal with.
I still have it sitting on my harddrive -- the half-finished OmniServer meant to bridge the gap between all Minecraft versions, be they Classic, Alpha SMP, or a new custom client written from scratch, with its finitely sized Classic-mode maps and day-lock in Alpha and infinitely-large segmented maps implimented in Classic, made to host all kinds of creative new arcade-like NPC-driven minigames I have a design document of, sitting forever in stasis now... It's a shame that never came to pass.
I'm sure you all know what happened next. Modders started de-obfuscating the client and server's source code and making amazing new add-on packages of blocks and game mechanics, directly implimented into the server and/or client, basically all hell broke loose and the community stance on modding had shifted entirely from where it was when I introduced my little server way back when. Even before Alpha SMP was out, people were modding the Survival Test client to connect to Classic servers and spawn client-side zombies anyway.
So now we have an army of deobfuscaters, coders, and inter-dependant modders all keeping up with an endless update treadmill, because Notch never made a proper modding system for Minecraft and continued to re-obfuscate every single build because it's not a free open-source software and never has been. The community has long outgrown me, as well as the morality that drives me. In fact, the community outgrew Notch, and now it's threatening to try and overthrow Mojang as well.
Such is the modding momentum we have built from that point long ago. It all started with one awesome wandering programmer's tiny server script.
The original JTE server distribution files, untouched since 2009 (and probably no longer functional)
The proxy tool I wrote and used to figure out the network protocol, including the original output logs.
more pre-alpha screenshots
"How Blocktopia Started", history of TheOne's JTE server.
The original "JTE's 100% Custom from-scratch Minecraft Server" thread. Ancient drama, immature mannerisms, and all.
JTE's Custom Spleef Server thread, the dumbed-down and closed-source release of the server software set up for a specific limited purpose.
Jul 18, 2013WayofTime posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29Posted in: Minecraft Mods
Hello, everyone! This is WayofTime, and I am currently updating this post for the 1.9 version of the mod. Because of this, I would like to request a bit of patience: many, many things have changed between 1.7.10 and 1.9 in the mod, so I need to make sure everything is well documented. The in-game documentation... will take a while, and is being planned, however due to how I want them to be story-driven they are going to take a backburner compared to the content in the mod.
Because of this, I will strive to document ALL SYSTEMS in the mod here. This will be a big post. There will probably be so much in it that you will need to look at posts below this in order to get the entire content. You have been warned!
Download: Curse Forge Download of Awesomeness
PLEASE NOTE!!! The Blood Magic in-game guide requires Guide-API to be installed, which can be found here: http://minecraft.curseforge.com/projects/guide-api/files Is the book complete? Haha, no. But it is being worked on. If you ever have questions, look at my developer commentaries found on my Youtube channel (WayofFlowingTime), or ask around here or on the official FTB wiki (http://ftb.gamepedia.com/Blood_Magic).
If you want to get the book, look up the "Sanguine Scientiem" in-game - the crafting process should be obvious and easy. If you do not find this item, it is because you need to download Guide-API.
A quick reference to point you in the right direction.
This section talks about how to start the mod. The main details of each of the blocks and items, along with some of the recipes, can be found in their respective sections. Think of this section as a quick and dirty way to start the mod, but it won't give you the nitty gritty details of the inner workings.
In previous versions of the mod, you would start by directly crafting a Blood Altar and a sacrificial knife, then go straight into creating a blood orb. This is no longer the case. To start the mod, you will need to craft a rudimentary snare, and throw it at a monster. When you throw the snare, it has a chance to inflict a debuff on the monster, so throw snares until you see white particle effects.
When this occurs, kill the monster. It will drop a piece of "Demonic Will" - you will need about two of these, with one of them having a "Will Quality" (seen on the tooltip of the item) of at least 1.
At this point you are able to craft a Blood Altar using one of the Demonic Will - it is recommended you use the one with the lowest Will quality. You can also craft your Sacrificial Dagger, for use in self-sacrificing. More details about the blood altar and sacrifices can be found in the "Blood Altar" section.
You will need to create a Hellfire Forge out of some stone, iron, and gold. This block will be used for almost all recipes that involve this "Demonic Will." Demonic Will, or shortened simply as "Will," is used as an energy source. As such, you will need a way to use it, store it, and get more of it, and this block will do just that. Once again, see the relevant sections for finer details.
Craft two petty tartaric gems (use JEI for the recipe) by placing the Demonic Will you still have in the right-most slot. It will use up one Will Quality from the Will. Then, take one of these petty tartaric gems and use it to craft a "Sentient Sword." When you kill things with this sword, you will get more Demonic Will when you kill things. What is more, when you pick up a piece of Demonic Will from the ground while you have a tartaric gem in your inventory, the Will will go into that gem, deleting the Demonic Will item. Naturally, there is a maximum capacity of the tartaric gems, which for the petty version is 64.
One quick fact, which is explained further later on: the more Will you have in your tartaric gems inside of your inventory, the stronger your Sentient Sword is as well as the more Will is dropped by entities. This will help you to gather enough Will in order to craft some of the more interesting items in the game!
So now that you know how to use the Blood Altar (by looking at its section briefly - no, seriously, look at it), you will want to be able to get some more information about the Blood Altar. To do this, you will want to craft the Divination Sigil. If you look using JEI, you can see that to craft this sigil you need a Blank Slate and a piece of redstone dust using an "Alchemy Array." The Blank Slate can be crafted using a piece of smooth stone in a blood altar with 1000LP worth (5 hearts using the sacrificial dagger). 1 heart in the blood altar = 200LP without upgrades. An Alchemy Array can be created by crafting some "Arcane Ash" using the Hellfire Forge and right clicking on the ground with the ash. This will create a circle on the ground. If you then right click on this circle with first the redstone dust and then the blank slate, the Alchemy Array will create a Divination Sigil. This is how Alchemy Array crafting works.
Right clicking on the altar with the divination sigil will then tell you how much LP you have in the altar, and if you have WAILA installed it will tell you the LP in the WAILA box while you hold the sigil.
You will then want to craft a Weak Blood Orb using a diamond and 2000LP in the altar. This can store LP for you and your items that use LP. For more information on this, see the section "Soul Network."
So with this basic knowledge, you will want to upgrade your blood altar each tier, and craft a new blood orb whenever you can. Likewise, you will want to continually get better and better Tartaric gems to get more demonic will. If you want to know more information, make sure to look at the sections that are relevant. Either that, or look at an updated spotlight.
The Blood Altar
Construction and basic mechanics
(Blood Altar Recipe)
(Angled T1 picture)
The Blood Altar is the main center-piece of the mod, used to craft major components as well as Blood Orbs used in the mod. By right clicking on the block with an item in-hand you are able to place the item into its inventory, which can be removed by right clicking with an empty hand. Because it is an inventory, hoppers and other means can interact with it.
As the name implies, the Blood Altar uses blood to transmute one item into another. By using a Sacrificial Dagger on yourself, you are able to put some of your blood and life essence into the altar's basin, sacrificing some of your health. One heart (2 hp) equals 200 Life Points, or LP, by default.
The altar has a base capacity of 10,000LP, and it has two internal fluid buffers with a capacity of 10% that of the main tank - LP that is pumped into the altar will go from the input buffer into the main tank, and then LP from the main tank will slowly transfer into the output tank, allowing it to be pumped out of the altar.
The operation of the altar is simple enough. Fill up the altar with blood using the available methods - at this stage of the mod, you are only able to use the Sacrificial Dagger to fill the altar with your own blood, but more methods will become available when you advance in the mod. Once you have enough LP in the altar, right click the altar to put the item you want to craft into it. You will start to see red particles emanating from the item, indicating that it is currently being transmuted into a new item. If gray particles start to smoke off of the item, it means that the altar is out of LP and the item is actually loosing progress - when this happens, you either have to add more LP to the altar to continue crafting, or simply loose all the progress on the item. Once the item stops emitting red particles, the crafting process is completed and you have a new item! Congrats!
You can also place a bound Blood Orb into the altar to fill up your Soul Network, up to the orb's maximum. More info about this can be found in the Soul Network section.
As you can see, the Blood Altar starts off relatively weak, simply a tier 1 (T1) altar with minimal capabilities. You can craft a few things with it, however you won't be able to do anything too fancy.
Tiers of Altars
Ethereal storage, not for the faint of heart!
All that you need to know about harvesting Demon's Will
The Rudimentary Snare is how you initially get into the mod. It is a simple device that can be thrown at a hostile mob to attempt to ensnare some unpleasant things attached to it. If thrown at a mob, there will be a chance (about 25%) for the mob to be inflicted with a debuff called "Soul Snare," and will start to emit white swirling particles - when these particles appear, you can then kill the mob to get an item called "Demonic Will." This item will have a "Will Quality" between 0 and 5, so when starting off make sure to get at least two, one of them with a quality of more than 1.
After you use it this first time, you probably aren't going to use it much afterwards. More uses for this will probably happen in the future, but for now it is simply a way to get started in the mod.
In the lore of Blood Magic, there is some form of demonic entity/energy that animates hostile monsters, raising skeletons from the grave to then attack the living. Because these skeletons don't actually have a soul to power their sentience, the demonic entity instead imprints its will to cause these creatures to move. It is this imprint of Demonic Will that is removed from a monster when slain by a blood mage that gives rise to some of the more esoteric abilities of the mod.
Demonic Will powers a lot of the items and abilities of the mod. Instead of just gathering LP from a Blood Altar to power your sigils, a blood mage now needs to go hunting monsters to gather Will. The main usage of Will is in crafting things, but there are a few offensive uses for this material.
The Hellfire Forge is one of the first machines that you will want to create in the mod. It is responsible for crafting almost everything involving Demonic Will, and thus you will be spending a lot of time with this thing. The Forge uses Will to craft stronger Tartaric Gems, sentient equipment, and even the stuff used for routing items.
The forge has four input slots on the left-hand side, a slot on the right for either a Demonic Will or a Tartaric Gem, an output slot at the center of the circle, and a progress bar to... indicate the progress of the crafting (all recipes take 5 seconds). When you place the four items in the forge in any order (because it is a shapeless recipe) and put in whatever you are using to store your Will, the forge will start to use the Will to craft the resultant item.
Keep in mind, though, that each and every recipe has two semi-hidden values: a minimum amount of Will required to be able to craft the item, and a value to indicate how much Will is consumed in this recipe. When you look up a recipe using JEI (Just Enough Items) and hover over the arrow in the recipe, it will give you a Minimum and a Drained value. For a recipe to even be craftable, you need a Tartaric Gem with at least the Minimum Will value. When the crafting is complete, though, the Forge will drain the Drained value. This is so that there are recipes that are gated behind having a lot of Will, but only use a little of it. And yes, the Minimum amount of Will will always be greater than or equal to the Drained value.
The Hellfire Forge will also fill up its contained Tartaric Gem if it is in a chunk that contains Demon Aura (explained later). It will fill up the gem in its slot with one Will per tick, and only if the gem is able to hold onto that Will. This can be helpful if you have a lot of Forges crafting large recipes, since there is no real way to replace the gem itself, or even fill it.
Tartaric Gems (translated: gems from the demon realm, Tartarus) are used to store large amounts of Will. There are currently five different levels of tartaric gems: Petty, Lesser, Common, Greater, and Grand, which store subsequently more will. When you have a tartaric gem in your inventory and pick up a piece of Demonic Will, the Will will be absorbed and stored into the gem. If you have gems in your inventory and all of your gems are full, the Will item will instead just be voided to avoid clogging up your inventory.
What is more, you are able to right click in the air with the gem to transfer up to 10% of the max capacity of the gem into other gems in your inventory. So if you have a petty tartaric gem and you just created a lesser gem, you can just right click with the petty gem to fill up your new lesser gem.
You will want to have one of these on you whenever you use Sentient equipment, because all Sentient items get stronger the more Will you have in your inventory. The various benefits of each of these will be discussed in their respective sections.
The Sentient Sword is a marvelous weapon that gets more powerful the more Demonic Will you have in your tartaric gems. When initially crafted, you will see that it does not have much damage at all - however, if you right click with the sword or attack something with it, it will check your inventory for how much Will you have and then increase its damage based on it. If you gain more Will while you have this weapon, your sword will automatically power itself up when you attack things.
Probably the major benefit of this weapon is that when you kill things with it the attacked mob (if a hostile mob) will drop more Demonic Will without the need of using Rudimentary Snares. The amount dropped is proportional to the max health of the mob. The Will dropped is also increased dramatically when the power of the sword increases, so if you have more Will in your contained tartaric gems the mobs that you kill will drop more Will.
Also, pro tip: Looting enchantments affect how much Will is dropped. Oh, and the sword is enchantable!
You can only repair the Sentient Sword using an anvil plus another Sentient Sword.
Depending on how which Demon Will you have the most of when you right click the sword, the sword will take on different abilities.
The Corrosive sword inflicts the targed with Wither, dealing a constant DoT that becomes longer and more powerful the more Corrosive Will you have.
The Destructive sword is more damaging, but slower. This is more in-line with an axe than anything, but still provides the useful ability of the sword's slash.
The Vengeful sword has a faster attack speed and provides a speed buff when held, however it does a bit less damage. Hold it to charge into battle like a demon!
The Steadfast sword has reduced damage, however when you kill a mob with it you will receive temporary absorption hearts proportional to the max health of the mob killed. Helpful for keeping yourself alive, but not so much for killing things as efficiently.
The Sentient Armour is not craftable in the traditional sense. Instead, you need to craft a Sentient Armour Gem and right click with it while you have at least 30 Will. This will replace your armour with Sentient Armour (or just equip sentient armour when you have no armour on). If you right click the gem again, it will remove the sentient armour and equip your old armour again.
This armour becomes more powerful the more Will you have, and will drain Will from your contained gems when you are attacked. If, however, you run out of Will your armour will revert back to its original form.
There are four unique styles of the Sentient Armour, depending on which type of Demon Will you have the most of in your inventory at the time of activation, and as you can probably tell they all have different abilities.
Corrosive makes you immune to poison and wither, making it a good armour for when you are fighting witches or cave spiders.
Destructive adds to your attack power while reducing your attack speed, which is helpful for those more powerful monsters.
Vengeful increases your movement speed while still offering good protection.
Steadfast increases your defence, and imparts a large amount of knockback resistance. This is the tanky armour, but doesn't provide anything like health or movement speed buffs.
Demon Will Aura
Demonic Will is the ethereal manifestation of the will of demons, which normally is found in "nature" through reanimated or controlled monsters. So far in the mod, we have harnessed this power to gain more strength, injecting it into our tools to make us more powerful. However with any other type of power source, we can only do so much with it when it is confined to a particular form (in this case, our tartaric gems). Thus, if we were to find a way to release this Will into the atmosphere, we may be able to find more advanced uses.
This is what is called "Demon Will Aura," or Demon Aura. It is a measure of how much Demonic Will is released into the air in a given region. Think of it like Thaumcraft's aura, in the sense that it is a chunk-based aura that holds an energy that can be used for other things. However, Demon Aura is not able to spread from its own chunk without outside influences - once released, although this aura has a mind of its own (it's called "Will" for a reason), it tends to stay in the same region, seeking out things that it can attach to. If left alone, it will eventually try to seek out a host to inhabit again: but because this is a relatively new system, a lot of the stuff planned has yet to be implemented.
The Demon Crucible is a block that is required to convert the Will contained inside of tartaric gems into Demon Aura. By right clicking the Crucible and placing a tartaric gem inside it, the Will in the gem will slowly be drained and released into the air.
By default, the crucible call only inject up to 100 Will of a given type into the aura at a rate of 1 Will per tick. Later on, you will be able to place upgrades into the crucible to increase the rate as well as the max amount of Will in the Aura. Alone, this block won't be able to do much, but combined with other blocks it can be very useful.
The demon Crystals can also be placed inside of the Crucible to melt down into Demon Will, and they will pump the Aura up with its particular type.
With Will flowing around in the local Demon Aura, it becomes advantageous to focus the Will into a more concentrated form. The Will found inside of the Tartaric gems and the Demonic Will items is the ethereal manifestation of the Will, however the Crystallizer allows you to grab this essence and convert the ethereal to a physical form.
The Crystallizer acts as a point for the Demon Aura to latch onto, allowing the Will to start to crystallize on top of it. When enough Will congregates onto the Crystallizer, a Crystal Cluster of pure Demonic Will will form on top of it.
Because the Will is put into the air and then grabbed from the atmosphere, you will sometimes notice you get different colours of crystal clusters. There is a 10% chance that when a cluster is grown, it will be one of these unique types. Try to catch them all!
The crystallizer requires 100 default Demonic Will in order to form one cluster. Also quite a bit of time, so you may want to have more than one crystallizer in the chunk at once.
Demon Will Crystal Cluster
Crystal Clusters are a way to grow crystallized Demonic Will from the Demon Aura. When in an area with a high enough concentration of Demon Aura (any amount, currently), the crystal will act as a place for Will to latch on to, sprouting more crystals off of the main shard.
There are two main ways to harvest the crystals from the cluster. Either you can mine the cluster, destroying it but dropping the shards, or you can right click on the cluster when you have more than 1024 Demon Will in your contained tartaric gem (a common gem has a capacity of 1024, but a greater gem has a capacity of 4096). This will drop a single crystal, and will leave the cluster intact. And yes, a cluster that only has one crystal on it won't be destroyed if you right click it.
The crystal clusters come in all five of the different types of will.
You need to build more of these! *Ahem*
The Demon Pylon is used to draw Demon Aura towards it. What it does is it looks at how much Will is in its own chunk and attempts to equalize it with the other chunks by syphoning from the neighbouring chunk in each cardinal direction. By equalize, I mean that it will try to draw the Will from its neighbour until both chunks have an equal amount of Will. If the chunk beside it has 100 Will and its chunk has 0, both chunks will have 50 Will each by the end of it. Of course this is barring other Pylons messing with the Will and other draining effects.
Pylons are good to transmit Will throughout your base, so you will only need one area of Crucibles for your Demon Aura generation. For larger distances, it is probably not very good since you will need multiple chunks loaded.
Different Types of Will
There are five types of Demon Will, which includes four unique types of Will: there is the normal Will, which is the "Default" Then there is: Corrosive, Destructive, Vengeful, and Steadfast.
"Corrosive" (green) deals with breaking stuff down. So in combat, this would be the type that you use to apply DoTs like poison and wither.
"Vengeful" (red) deals with seeking things out for various purposes. This could be things such as increasing your speed or hastening a quarry ritual.
"Destructive" (yellow) is used to cause large amounts of damage - if you use this Will, it will cause a bad time for other things... Sans any unexpected circumstances.
"Steadfast" (purple) is used to mitigate destruction and damage. Defence, protection, truth and justice... well, maybe not those last two.
The use for the different types of Will is mainly for changing the aspects of the Sentient equipment. Eventually, the different Will types will be used to change the effects of all of the various rituals.
(Show a picture of all routing nodes)
The Item Routing system in Blood Magic is used to, well, route items.
Ritual of the Full Spring
Perhaps the simplest of rituals, this ritual grabs the moisture in the air and condenses it, forming a source block of water on top of the MRS. It costs 500LP to activate and 25LP per block created, but respawns the water every tick.
Serenade of the Nether
Slightly more sinister of a ritual than its cousin, the Serenade of the Nether draws lava from across dimensions and generates a source block of lava on top of the MRS. Having an activation cost of 10,000LP and a refresh cost of 500LP per lava block, this ritual can run your network dry if you use it too quickly.
Ritual of the Green Grove
A ritual that is helpful for those stubborn plants that you need to grow quickly, the Green Grove force-grows plants by sending the plants in its range (3x3x1 horizontal pane two blocks above the MRS) a growth tick once a second. Each of these ticks cost 5LP per plant, and the ritual costs 5,000LP to activate, so it can help to give you a steady supply of plants and crops.
(Yes, it works on sugarcane - anything that is IPlantable or IGrowable)
Ritual of the High Jump
This ritual looks for any living entity that is above the MRS and then shoots them into the air. If a person is pressing shift, the person will be able to land safely without being sent flying. This ritual costs 5,000LP to activate and 5LP per operation.
Well of Suffering
One of the old stand-bys for anyone who loves self-sacrifice, this ritual checks for a blood altar within a 11x11x21 area centered on the MRS. If there is an altar in its area, it will then attack mobs in a 10 block radius to fill up the blood altar.
When a mob is attacked, it is dealt 1HP of void damage and 10LP is placed into the blood altar (this respects sacrifice runes). Since this happens to every mob inside of its area at a period of 25 ticks, this is basically your go-to for automated sacrifice!
It costs 40,000LP to activate and uses 2LP per operation per mob.
Ritual of the Feathered Knife
The Ritual of the Feathered Knife is quite simple in its execution. Similar to the WoS, this ritual searches an 11x11x21 area for a Blood Altar. It then checks a 31x31x41 area for a player (so a 15 block radius horizontally, 20 radius vertically) and damages them for 1HP. For each HP taken, the ritual puts in 100LP into the altar, respecting any self-sacrifice runes used. This ritual will not put the user of the ritual under 3 hearts, however, but will thus leave you a bit vulnerable when using it.
This ritual takes 25,000LP to activate and costs 20LP per operation. It also has a frequency of operation of once per second.
Ritual of Regeneration
Reap of the Harvest Moon
Ritual of Magnetism
Ritual of the Crusher
Ritual of the Satiated Stomach
Ritual of Interdiction
Ritual of Containment
Ritual of Speed
Dome of Suppression
Aura of Expulsion
Call of the Zephyr
Sound of the Cleansing Soul
This ritual is a temporary ritual that removes all upgrades from the living armour of a person that walks on top of the MRS. These upgrades are then given to the player in the form of Living Upgrade Tomes. Because of this, it allows the player to compile upgrades to perfect their living armour for an LP cost.
Ritual of Living Evolution
Note: this is a temporary ritual that WILL change later on.
When you first create Living Armour, it has a maximum upgrade limit of 100 points. By activating this ritual and stepping into it while you have a set of Living Armour on, you can upgrade your armour so that it has a cap of 300 points. This ritual will change, because it can be considered pretty imbalanced.
Ritual of the Shepherd
Gathering of the Forsaken Souls
Le Vulcanos Frigius
This makes cobblestone in the 5 blocks of empty space on top of the MRS. Not a very -useful- ritual, but later on it will be upgradeable.
Laying of the Filler
This ritual searches for an inventory on top of the MRS for any placeable blocks. When it finds some, it will then place the blocks in the 5x5x1 area on the same level of the MRS. This is a good ritual for automatically placing saplings or other things that need automation.
It costs 5kLP to activate and 50LP per operation (needs adjustment)
Crash of the Timberman
The Crash of the Timberman searches a 10 block horizontal radius and 30 blocks above the MRS for any trees and leaves. The ritual will then cut down the leaves and logs of the tree and put the drops into a chest that is above the MRS.
This ritual takes 500LP to activate and uses 10LP per operation.
Hymn of Siphoning
The Assembly of the High Altar
The Gate of the Fold
The Gate of the Fold is one of the more complicated rituals. When activated, it will create a portal that, when walked through, will teleport the user to a portal that has the same key. If multiple portals have the same key, it should teleport the player to a portal randomly.
The key of the ritual is defined by who activated it and which blocks are placed in its defined area - this area can be seen by the wooden planks in the above picture. In other words, if you have different blocks surrounding the portal, your portals will be linked differently.
The key for the portal is set when the ritual is activated or when the ritual is turned back on using redstone. If you were to deactivate the portal with redstone, change the blocks, and then reactivate the portal, the portal will have a different key. This will allow you to build more complicated portal networks.
Since the key is set when the ritual is activated, you can activate the portal and then rearrange/remove the blocks around it and it will still link to the same destination. This allows for decorating the portal if you plan to never deactivate it.
It costs 50,000LP to activate and costs a bit of LP to go through. Items and animals and other entities can go through the portal, and it works cross-dimensionally (costs more if you teleport cross-dimensionally, and less if they are items).
Miscellaneous Items and Sigils
Powering your general needs since 2014!
Mar 9, 2013Posted in: Minecraft Mods
What's this mod about?
This client mod allows you to easily manage your inventory, in both single player and multiplayer. It works out of the box, and will make you gain a massive amount of time!
- It automatically replaces your tools as they break, and item stacks once emptied
- It sorts your inventory and your chests in a single click/keystroke
- It provides lots of powerful shortcuts to move items around
- It allows you to customize entirely the way your inventory is sorted, thanks to clever configuration files
Warning: The mod can be blocked by certain servers using plugins such as NoCheatPlus.
Installing the mod
1. Make sure Forge is installed
2. Put the jar in your mods folder
3. Run the game!
Otherwise, everything is explained on the official website.
Compatibility Inventory Tweaks works with almost any mod, and even allows to sort the most popular mod containers. The main conflicting mod is Convenient Inventory, though there might be others. Note that servers can block InvTweaks from working correctly by using anti-cheat plugins. In the case of NoCheatPlus, "inventory.fastclick" and potentially "combined.improbable" have been reported to cause conflicts with the mod's rapid movement of items.
MagicLauncher Please don't unless you know exactly how to work it. Installing Forge is quite different as of 1.6 and it is extremely easy to mess up if you are not using the Forge installer and the vanilla launcher.
Mirrors & Older[1.8] InvTweaks v1.59
[1.7.2/1.7.10] InvTweaks v1.58
[1.6.2+] InvTweaks v1.56
Old Thread - Older Downloads - Behind the scenes - Translations - Development Versions & API
Requires Forge | Included translations:
Known 1.61 problems
- Bukkit/spigot have been known to cause issues with sorting. This is not something that can be fixed on the client.
- Horizontal/Vertical modes for chests may be screwed up.
- Rules using explicit IDs may not work due to new ID handling.
Changes from 1.60 to 1.61
- Default file creation works with larger files.
- Config backup files are now created in the correct location.
- 'Cooked Fish' now has the correct current ID in the tree file (Mojang originally misspelled it, then fixed it later).
- The item tree has learned how to compare item data in JSON format, needed for 1.9's potion changes.
Changes from 1.59 to 1.60
- Network handling for server-assisted mode should be more consistent.
- Sorting works in creative mode inventory again.
- Move-all-of-type shortcut works more often in situations where the first item in the section was not the clicked item.
- Horses/Donkeys equipped with a chest are now sortable.
- Default sort of items not in the item tree altered to provide better results in most cases.
- Mushroom stew auto-refill works again.
- Various other small changes
Changes from 1.58 to 1.59
- Auto-refill is more consistent.
- Compatibility XML file can now disable display of buttons.
- Shortcuts try harder to merge stacks instead of filling up empty space.
- Tool damage ordering can be reversed by configuration file.
- Sorting rules should be less likely to cause strange behavior. (KNOWN ISSUE: Chests still frequently act strange in horizontal/vertical sort mode)
Changes from 1.57 to 1.58
- Better handling of bad Forge Ore Dictionary entries for item tree.
- Silenced some debug output that appeared to be an error.
- Added keybinding config to default Minecraft keybinding options.
- Various enhancements to the API for other mods.
- Configuration screen can now be accessed from the mod list on the main menu screen.
- Sort-on-pickup should work in single-player again. (MP/Server support is more complicated)
- Shortcuts using shift should now work correctly.
- The F3+H display has an added line showing the string ID of items, like Mojang added to the 1.8 snapshots.
- Auotrefill and sort-on-pickup now immediately resync the inventory with the server.
I have a bug to report/suggestion to make!
If you find a bug or have an idea to improve this mod, post in in this thread, or even better, contribute to the issue list!
I want InvTweaks in my mod pack!
Inventory Tweaks, being under the MIT License, is frequently used in modpacks. Feel free to redistribute it! My only request is to provide a link to either this thread or the mod's website.
I want to contribute!
If you feel like doing some modding, the source code of this mod is freely available here. Feel free to improve it by adding new features or fixing bugs! Some ideas are already listed in the "issues" section.
- to jimeowan for creating the mod,
- to cpw and Fostenel for their code contributions,
- to Ahmaz, AJFire and Larandar for their long-time support and feedback,
- to DoingIt and Tain101 for their videos that helped the mod become popular,
- to translators Ryo567 & Aledrobt (Spanish), 0l1vR (German), TH3steven (Dutch), Ezspecial & Ricalou (Portuguese), Hugsim, Doyle3694 & Brott (Swedish), JonathanHertz (Danish), Fishy (Polish), Necrontoend & VADemon (Russian), Ricalou & NTWalker (Japanese), IvyMichael & NTWalker (Chinese), and a few more contributors,
- to Evenprime for his Convenient Inventory mod which inspired this mod,
- And of course to every minecrafter who took the time to report bugs and/or leave supporting comments!
Jul 18, 2012aidancbrady posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!Posted in: Minecraft Mods
Over two million downloads!
Mekanism is an independent tech mod that brings low, mid, and high tier machinery to Minecraft. The mod doesn't have an actual goal, and you'll understand this when you see all the random content Mekanism contains, from jetpacks to balloons. However, I can assure you that you'll notice all the content blend together as you get to know the mod better!
Mekanism uses a tier-based system when organizing several of its core features, including Energy Cubes and Factories. There are four tiers: basic, the simplest tier, advanced, the second-most basic tier, elite, the second-most complex tier, and ultimate, the most complex tier. You can upgrade tiers by placing the component in a crafting grid and surrounding it with the necessary resources for the next upgrade (I recommend NotEnoughItems!).
By the time you've been using Mekanism for a while, you'll have a near-instructible suit of Obsidian Armor, be obtaining four ingots for each ore you mine, have the ability to fly wherever you want with the hydrogen-powered jetpacks, and have a cute robotic friend following you around while you mine.
FeaturesCompatibility Compatibility comes first. While Mekanism will run just fine alone, I have spent so very long adding in integration to make Mekanism seem like it blends in perfectly when you have other mods installed. Whether you are powering my machinery with EU, RF, MJ or whatever it is, they will work. IC2 and TE recipes are implemented in my respective machines, and just about everything else will work as well. I like to think of this as one of Mekanism's best features.
Ore Processing Mekanism features an extremely advanced, extensive ore processing system. From simple machines used to process ores into ingots electronically, to complex chemical-based ore injection used to gain four ingots for every ore mined, Mekanism covers basic smelting, as well as 2x, 3x, and 4x duplication. All machines have configurable input and eject sides, allowing you to have complete control over how you want to manage your machinery. Mekanism also features the Combiner, which allows you to recreate the ores you've already processed.
Here's a cool picture of an automated ore processor I set up (using purely Mekanism) that can create four ingots for every ore.
Factories Although this really belongs in the "Ore Processing" section, Factories are just too cool to be mixed together with other content. Mekanism introduces the concept of "factories," which are multi-operation machines that can process multiple stacks of ores simultaneously. In a single machine, you can be smelting several stacks of ore into ingots, enriching several stacks of ores into dusts, or crushing several stacks of cobblestone into gravel. The Factories follow base Mekanism tiers, with the Basic Factories processing three stacks at once, the Advanced Factories processing five stacks at once, and the Elite Factories processing seven stacks at once. In other words, the Factory can be seen as seven machines in one in it's elite tier.
Here's a screenshot of an Elite Factory interface; it's too awesome to not show off.
Ores All Mekanism ores have configurable spawn rates and disable options in the config (Mekanism.config). It's pretty self-explanatory.
Mekanism is founded off the resource "Osmium" which generates pretty commonly at any Y level below 60. Osmium can be used to create tools and armor, but it is primarily used in the makings of machinery. If you have NEI, you'll see that you really can't do much without Osmium.
Mekanism also generates Tin and Copper, both of which can be easily disabled (and I'm assuming many people will since 99% of mods have their own form of tin and copper).
Armor and Tools Mekanism brings five new sets of armor and tools to the table, as well as the ever-famed Paxel (an all-in-one tool).
However, as Mekanism is a "tech mod," it has to have some cool techy gadgets. The Atomic Disassembler is an expensive, electronic multi-tool that can be set to mine at different speeds. The Walkie Talkie is a super fancy device that allows for SMP-based voice chat. Can't forget the Jetpack and Scuba Mask/Tank combination (which don't need a description).
Here are a few pictures that highlight the Jetpack and the Scuba Mask - note the Walkie Talkie in the second picture.
Robit A cute little electronic robot that will follow you around and collect item drops for you. He also serves as a portable furnace, workbench, anvil, chest, and spirit lifter.
Here's a screenie.
Mining Mekanism introduces the "Digital Miner" - an automated mining machine that can sort through terrain and pick out the resources you specify. It uses a filter-based system, and will then go through the range you specify and mine the blocks it needs to. It can be configured with ItemStack-based filters, which will check to match the block ID and metadata of the blocks it mines with the stack you define in the filter, and OreDict filters, which allow you to only mine blocks with certain flags registered in the Ore Dictionary. You can find OreDict keys of items and blocks by using the Dictionary, a handy tool Mekanism provides. Examples of OreDict keys below:
- oreDiamond: all blocks registered as Diamond Ore will be mined.
- *Gold: all blocks with an OreDict key that ends with "Gold" will be mined.
- ore*: all blocks with an OreDict key that starts with "ore" will be mined (note this will mine just about all ores under the surface).
Here's a screenshot of the Miner itself as well as it's Config interface. Note the ItemStack and OreDict filter in the interface. She's a beaut, eh?
Dynamic Tanks Dynamic Tanks are the best of both worlds: whatever is in between Multi-Tanks and Iron Tanks. These are multiblock tanks that can be shaped as any rectangular prism (capping at 18x18x18). Use Dynamic Glass, Dynamic Valve, and Dynamic Tank blocks to create a tank fit for you!
Here's a screenshot of a 4x4x4 Dynamic Tank.
Transmitters Mekanism features ways of transmitting items, fluids, gasses and energy from once place to another, devices we call "transmitters." Transmitters all have some similar characteristics, and these are as follows:
- Transmitters (excluding the Logistical Transporter) will not function when powered by a redstone signal.
- All transmitters seamless work with Forge Multipart.
- Excluding the Logistical Transporter which obviously behaves differently, transmitters hold buffers that are dependent upon how many transmitters are in the network. For example, if you have two Universal Cables connected together, your network will have a capacity of 20 KJ.
- All transmitters look really cool.
Universal Cable: Capable of transferring, well, universal energy from one place to another. These guys are super fancy and can be configured on their sides to behave differently.
Pressurized Tubes: Capable of transferring gasses from one place to another.
Mechanical Pipes: Capable of transferring fluids from place to another. These guys are a feat of rendering, they look way cool.
Logistical Transporters: Capable of transferring items and blocks from one place to another. These function identically to RedPower tubes, and have a fully-implemented color-coded sorting system.
Here's a screenshot of all the current Mekanism transmitters.
Sorting: Don't lie, you miss RedPower. Everyone does. For me, the biggest hit was the loss of the Pneumatic Tubes, which were the core of my sorting systems until development stopped. Well I did my best to replace them, and with it I've created a system possibly even better than RedPower had. Here are some of the features:
- Color-coded transporters without the need of dyes. Just shift-right click with a Configurator.
- Sort items based off the same principles implemented in the Digital Miner, but with even more features.
- Round-robin sorting to equally distribute your items.
- Configure Mekanism-based machines to only input items with specific color tags, and output items with other color tags.
- Designed efficiently using an advanced A* pathfinding algorithm.
- Use the Restrictive Transporter to create path restrictions, and the Diversion Transporter to set up your sorting networks with redstone logic.
- Configure Logistical Transporters to automatically take items out of connected inventories without using an ejector of some kind.
- Watch beautifully-rendered items and color tags flow through your transporters.
Other things I wanted to put here Mekanism's Bins, also known as "complete ripoffs of Factorization Barrels" by some, are actually really cool (and in my opinion unique) devices. Not only do they serve as barrels do, but they work as portable storage units. Upon breaking them, they maintain their contents, and you can retrieve them as items by simply placing them in your crafting grid. You can then take individual stacks of items out of the Bins, and put them back in by combining a Bin and another stack in your crafting grid.
Balloons. You heard me.
Energy Cubes are also cool. Aside from just looking awesome, they serve as universal power converters in their block form. Even cooler, they keep their energy when broken, and work as batteries.I'm done writing here, but this barely touches what Mekanism can do. Trust me, you'll find Mekanism satisfactory. You're gonna like the way your Digital Miner looks, I guarantee it.
Mekanism has its very own wiki! Please contribute if you know anything at all about the mod.
Source Code & Modpacks
Mekanism is under the MIT license, giving you, as a user or developer, near-absolute rights to my mod. This means you can go through my source code and learn from it yourself, even take some of its code and use it in your own public works. This means that I encourage modpack owners to use Mekanism in their packwithout asking me. It's annoying to approve every single owner's modpack request, and I honestly may just say no if you send me a PM asking. If you need proof, just link this page.
Please submit pull requests if you have any ideas for my mod. This is the easiest way for me to add new features. 99% of the time I will put your code into my mod!
Mekanism now has its own website, hosted by GoDaddy and based in WordPress. Kudos to Tyrantelf (IonGaming) for hosting my build server at a great price.
I have a blog! Please check it out if you're interested in knowing what I'm up to, I try to update it as often as I can!
If you want to get in contact with me, IRC is the best way! Mekanism's channel is pretty obvious: #mekanism, irc.esper.net.
Due to popular demand, I have included a donate button below. I pay about $20/month for website and server hosting, as well as an additional yearly fee to keep my domain name. All donations are greatly appreciated, and if you include a message with your username on any donation over $5, you'll get your very own MekaCape™
Thanks for reading!
Oct 12, 2013Mithion posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)Posted in: Minecraft Mods
A look into what Minecraft could become when you add a splash of magic...Ars Magica is a mod about casting powerful spells, fighting bosses, and having fun with magic! It features a unique spell creation system where you can create any
spell you can imagine!
PLEASE DO NOT PM ME YOUR BUG REPORTS. I will not reply, and will delete them.
Taking your first steps.
Getting started in AM2 is quite simple to do.
First, you need to find a pool of liquid etherium:
Place an item frame within a few blocks of the pool, and put a book into the item frame, and watch the show.
This will give you the Arcane Compendium, which has everything you need to continue using the mod, from guides, to structures, to items, to bosses.
The Compendium by default is staged to unlock as you go - this can be turned off via config.
Keep in mind, the compendium doesn't limit progress, so even if something is locked, you can still craft and use it. Using and crafting items/blocks that you haven't yet unlocked will unlock them, as well as other items directly related to them.
Pics, or it didn't happen.
3-part spotlight by Direwolf20!
Part 1: The basics
Part 2: The Blocks and Mechanics
Part 3: Cool stuff you may not know
The section you're most interested in.
There is a chance with any update that your save may get broken. Back up your world and configs, just in case! Also, be sure that you read the patch notes before upgrading! There may be special considerations.
AM2 requires the AnimationAPI! Go get that too!
A brief note about 1.7.2/1.7.10 - I do not guarantee complete stability! This is a late BETA version and may have problems. Of these, note that shrink doesn't reduce your viewport properly and thus is exploitable. On servers you may want to disable it. Also the Ender Boots do not properly flip your view. There may be others! You have been warned!
1.7.10 - 1.4.0.009
Download | API (Coming Soon)
1.7.10 - 1.4.0.008
Download | API
1.3.0.008: Download | Mirror
1.3.0.007+ API: Download | Mirror
I have a question... (bug reporting instructions too)
I'm having trouble with Optifine...
AM2 supports Optifine only in the main mods directory. It will not work if optifine is in a subdirectory. Move optifine there and it should work.
Note that disabling optifine by changing the extension to .disabled currently will not work - you need to move it out of the folder completely.
When is the next update?
When it's ready.
Something Something Something Complaining About Textures
I never claimed to be an artist. Go make your own texture pack. If you do, feel free to send me a message and I can put a link to it in this post.
No PMs please! Details below.So here's the deal. You want Ars Magica in your mod pack? All you need to meet are three simple conditions:
- Your mod pack needs a link back to this forum post
- You cannot make any money off of the mod pack
- You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Mithion)
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Some textures present in Ars Magica 2 were created by the amazingly awesome D3miurge for this mod's exclusive use. The license for those textures can be found at http://www.minecraft...6-d3miurge/#am2
Spell icons used include Painterly Spell Packs 1 through 4, courtesy of J. W. Bjerk (eleazzaar) at opengameart.com.
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Jan 21, 2014Posted in: Mods DiscussionQuote from Darkhax
You are ignoring the part where I say the Minecraft EULA can be arguably invalid. As mods are separate pieces of software any issues between mojang and the authors terms would be between them and a judge in a legal trial. It's more of a matter of what legal document takes the priority in that case. Is it the relevant Copyright Act or is it Mojangs EULA? This is a question neither of us is qualified to answer.
Mods are subject to the Minecraft EULA.
Edit: I have been told that "content" in the terms may not refer to modding. Questions about this should be emailed to support, wherein I will have someone else answer the question.
Quote from Darkhax
As for how the forum rules trump mojangs eula in regards to content posted on this site. That was a disclaimer stating that even if mojang gives permission for things such as hacked clients for griefing to be distributed, if it's posted on the forums, the forums can still remove and infract that user. All content posted on this site is subject to the forum rules.
Since this post is still being referred to two years later, I'll update and say that if there is a question about whether or not you can do something, go to account.mojang.com/terms. If you still can't figure it out, consult a legal professional or don't do that thing.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Jul 9, 2013Mr_TJP posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016Posted in: Minecraft Mods
Project Red is all about tech. If you love redstone, you'll wonder how you ever lived without it. It allows you to do so many things, and in a lot cleaner and more compact environment then doing them with normal redstone would allow. The two main things added by Project Red are Wires and Logic Gates. Wires work sort of like redstone dust, except they can be transmitted for up to 256 blocks, and go up and under blocks as well as around corners. Logic gates allow you to fit what would otherwise take a huge building of redstone craziness and squeeze it into a tiny logic gate, that can be placed on any solid block on any side.
This mod gives you the tools you need to push redstone to its true potential.
If you like what I do,
Also, follow me on twitter, where I will soon start posting updates and screenshots about things I am working on.
ProjectRed is a massive mod. It has been split up into several modules that you see below.
For details on what each module does, simply go to the site linked below.
Some mods only work if other mods are installed:
MrTJPCore is required for anything to work.
ProjectRed Base is required for any other modules to work.
ProjectRed Integration is required for Fabrication.
Forge Relocation is required for ProjectRed Mechanical.
Again, all the details are found here.
DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!!: Forge Relocation IS NOT associated with forge itself. DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!! report bugs to them!!: Forge Relocation IS NOT associated with forge itself. DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!!: Forge Relocation IS NOT associated with forge itself. DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!! report bugs to them!! report bugs to them!!
Forge Relocation is a library designed to assist mod author in creating blocks to move other blocks. It is used by ProjectRed's Frame Motors to manage the movement of frames. It is open source and has a powerful, easy-to-use API. Because of this, the Mechanical package requires you to install Forge Relocation.
The Forge Relocation FMP Plugin is a simple mod that shows how the API can be used to allow proper movement of a block that otherwise would not move correctly. FMP blocks are a good example of this. Because of the way they work, moving FMP tile entities without this plugin would cause unexpected behavior. This plugin is created to show how a mod author can fix it. It also adds the ability to stick parts inside of frame blocks so they will move along with the frame itself.
You may use any of my mods in map packs as long as they are nonprofit and legal. DO NOT message me about mod packs, I will ignore them.
- Eloraam, of course, for the most professional and intuitive mod ever created.
- ChickenBones, for his brilliant library of tools, and for coding the best parts of PR
- Simon816 and kenzierocks, for their frequent contributions on Github
- All my patrons on Patreon
- Everyone who contributes, by coding or donations.
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