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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Nearly finishing my own first Floor. After I get about 2/3rds of the way done with my tower, I plan on adding a TON of Lava to the moat surrounding it, but saving up on that until after I am unlikely to fall into it. My tower will probably be something along the lines of 70 blocks tall, floor wise, with another 10 for a spire at the top that will make heavy use of the Sword Pedestal mod's Beacon like function for looks. Ill post a screeny once the floor is done.
    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]
    monsterfish, you seem to have broken your front page. Your buttons for the download links are overlapping the text.
    Posted in: Resource Packs
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from nukularpower

    If it's only 2x2, just piston them to death ^ ^


    Again, it is 200+ chickens. I want that xp. Pistons won't get me XP.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Anyone have a good AoE spell that clears a large number of mobs? Trying to find a way to make it easy enough to instakill my chicken pit that doesn't let the xp go to waste. Before you ask... there are about 200-300 chickens in this pit, which is a 2x2 pit. Messy. Can't use a fire based spell, or I will destroy the drops, so...
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Keybounce

    The 127 limit only applied to the ground blocks (the stone that would becomes dirt, grass, sand, ores). I think 125 allowed trees to go above that, so at that point you could make buildings higher.

    I'm still waiting for the giant caves world addon, mystcraft compatible :-).


    Nope. ANY generated block had to be below 128 then. You could build above 128, sure, but the game generation was not allowed too. I had a old 1.2.5 world that had biome glitches that made the TF Highlands generate in the overworld, no tree topped 128 ever. They brushed it, but never topped it. There was a reason the Twilight had to have ground level at 30 blocks, and it wasn't so that the trees could have wide open sky above them.
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Im pretty sure the reason that Tracestone was made to need iron was just because the fact you could get things that normally needed iron+ tools to obtain, like gold, redstone, and diamonds.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Would be nice if there was an in-game wiki/info source similar to what Thaumcraft 3 uses. So many parts of this mod require you to either go to the web, find out about via crafting guide style mods, get plain lucky about, or never find out about at all. Doesn't have to be clear as day, just giving hints, just some help in moving along progression wise would be nice. Perhaps after you click on a block/item with it it provides information/updates itself with info relevant to that item. Changes such as how the chestplates are made different would probably never be guessed, and really be a luck based find, without hints.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    I think I figured out what it was Blue, it was the Massiviece, or however it is spelled, built from netherite and Bloodgems. When I right clicked it, it seems to apply a buffer to my HP bar that prevented fall damage it seemed. Not sure if it protected from everything, or just fall damage though. Seemed to be about it's only purpose though, as it dealt near no damage when used as a weapon, and no projectile was emitted when I tried to use it like a bow. Can't mine with it either (Only tested that because it was worthless for damage, lol).
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Curious, does anything from this mod make you take no fall damage? Recently started using a Realmite Pickaxe that I enchanted (was hoping to get unbreaking III, lol, so that I could have a near impossible to destroy pickaxe). Noticed I am not getting fall damage while digging out my deep hole to my mineshaft. Is this an effect of Realmite? Would check the wiki but... Seems that it doesn't exist anymore, lol.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Wistful_Dread

    Can you try and make the next update a little more compatible with MultiMC? Not a real priority, can still install it manually, but it does make Ars Magica the odd man out of my mod list, right now.
    That would probably require a very large rework of how it works. Or, as is more likely, couldn't be done.

    Forge made a Coremods folder for a reason.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I also have a tower going, but only the ground floor plan is up currently, as I get my thaumic Research done on the world (Mostly getting a wood golem up and running, so that my two Arcane Furances can be set with thousands of cobble to make myself enough bricks). My tower is perfectly situated in the middle of a valley, so it will have various bridges made of DarkBridge (a Divine RPG material that is only solid if powered by Redstone, and if not acts like an air block) to the nearby mountains.

    Also, does anyone have a working TreeCapitator config for Thaumcraft? I can't get mine to work, sadly. I don't like spending 10 minutes cutting down trees, lol.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from BluShine

    Hey, I've been playing your mod in combination with the Feed The Beast Magic World pack, and I noticed that your mod has some conflicting item IDs with Thermal Expansion (one of the mods in the pack). The first one I noticed was Arcane Ash was overwritten by Pulverized Iron Ore. Here's a link to his mod if ya need it, and here's a paste of the FTB launcher log, which hopefully helps.

    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20002 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@29c7d97 while adding thermalexpansion.core.item.ItemWrench@6ff945d7
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20006 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@56585faf while adding thermalexpansion.core.item.ItemTE@43f20672
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20001 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@46854937 while adding thermalexpansion.core.item.ItemTE@5889de0c
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20005 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@4351133d while adding thermalexpansion.core.item.ItemTE@7fc62c51



    There is a config exactly for the problems you are stating. Use the thing and change Ars Magica's IDs around so they don't overlap.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6] [Forge] Icynewyear's Minimods. All SSP, SMP
    Managed to fix the multiple animals benefiting from one feed item yet? Managed a record 8+ chickens on one seed to bring my total egg farm chickens up to 12, lol... I think. It is hard to tell with them all in a 1x1x1 square.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Really nice looking, and the tallest generated structure ever in Minecraft? Making good use of Forge managing to get rid of the under 128 height limit, lol.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from T_Weezy1990

    Yeah I've found and conquered several of them so far, just wanted to know if there was a better way of finding them. Like, better than looking for rounded hills lol. Oh well, guess not.


    There is an easier way. Rei's Minimap makes them show up quite easily with its overhead view. Also useful for marking them for later raiding, if you are not in a position to clear em out currently.

    Quote from VladtheMad

    I seem to have an issue with my crop gathering golems despawning. I have a brainy straw golem and a perceptive wooden one on a chest in a small wheat farm. It seems that when my server goes down for a save and restart, when I come back they are gone. strangely, another wood golem that i have gathering eggs in a chicken coop is fine. I had placed both these golems on the same chest, if that helps any.


    They might not be despawning. If you have any flux in the aura causing lightning strikes, the lightning strikes prioritize the golems over anything else. Then they prioritize you, lol.
    Posted in: Minecraft Mods
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