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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from NimbusCloud26

    I seem to be having difficulties with this mod. I created a crafting altar out of lapis lazuli and stone bricks, but when I place the book in the lectern nothing happens and I remain unable to continue. What do I do from here? Screenshots should be in the spoiler below.

    Can anyone tell me if i'm messing something up here? I really want to try out this mod.



    First of all, is that a spell recipe book?

    Second of all, did you try and throw a blank rune into the center of the alter (most people forget that spells all require two additional ingredients that are not listed in the recipe books. The blank rune, to trigger spell creation, and the Parchment to finish the spell off).

    The alter for the most part looks fine though, unless you maybe misplaced a block or two.


    A personal recommendation from me for spell crafting... Keep a chest (or two) directly beside your spell crafting alter. Keep all ingredients to make the spell you are making (including extra blank runes and spell parchments) inside this chest so that you can gather everything up before hand and make sure you have it ready, as spells do have a time limit before they will decay and every single part will break out (some things, like essences from the Nexi, will not be refunded at all), sometimes with loss.


    I'll also recommend setting up a Light Nexus with a Mana Battery very close behind that alter, as it will allow you access to the two most commonly used essences for crafting spells, light and neutral.
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    New Server IP information.

    I've got some interesting news guys. We now have an official server host that will be able to run 24/7, provided to us by qqq122. The new IP for the server is 198.8.95.59

    Note to the people who have not yet joined the server.... This IP won't get you on it. You still need to PM me to get access via the modpack and it's configs.

    So for everyone who has been on the server before, just use this IP instead of the old one.


    Also, some instructions for keeping your old waypoints. To keep your old waypoints, go to your mods folder, and look for the Voxelmap/zan map folder (can't remember which one). Go a little further in the folder, until you see a few files called blablablabla.points (blablabla just being random name I made up). Change the name of blablabla (The old server IP) to the new server ip (meaning it's name would be changing it to would be 198.8.95.59.points). Change it to this, and you will keep all old waypoints. If you are not worried about losing them, don't bother, and just remake them in game.
    Posted in: PC Servers
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    posted a message on Chisel
    Quote from YanFull

    You don't understand



    Dude... you do realize all of the recipes for most of the blocks are made via the mod's chisel, right? They don't HAVE a recipe.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Eerie biomes are not that bad Banana. Honestly, just keep it lit up, and have the node someplace where anything it spawns won't get in your base (deep underground is an option) and it isn't a problem at all.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Ran into an issue today. It seems like I was perma-effected by the effect of a rain storm (I have an air affinity) and regardless of how deep I ran into the ground, and even if the rain itself stopped (rain had long stopped about 20-30 minutes ago), I was constantly being pushed around. Into blocks. There wasn't a single access to the sky within 100 blocks of me and I was still being pushed around/shoved into walls/ect. It wasn't super-consistent, but came and went in spurts of me getting shoved like 40+ blocks in a few seconds.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    the thing with moving spawners is, that its actually pure convenience. like, youre not gaining more power out of it than you already have.

    when you have found a spawner (and theyre not too uncommon), it doesnt matter where you set up your mob farm.

    right there, or if you take it closer to home.


    Not really. Having more mob spawners in the same location (that you dragged there) increases the rate of the spawns. Increasing the power of it. Increasing the output. It isn't just convenience, it is compacting things that can be impossible to compact (I.E. dragging a spawner from the Nether into the overworld).

    Also, if you have your spawners all located at your base, they will very consistently stay chunkloaded. And stay consistently outputting mobs. And making more stuff. Rather than that one spawner 20 chunks away that usually won't be loaded, or worth it for you to visit.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Ethinolicbob


    I concur on the balance side.
    When playing Thaumcraft I like to play it pure.
    I am not sure about the balance of Direwolf's mining setup as I don't play those other mods but everything that Direwolf is doing in that latest video can be done by Thaumcraft alone.

    Arcane Bore > Magic Mirror > Golem network for storeroom storing

    The only thing that I have been unable to do is chunkload things that are away from our main complex

    I have been very hesitant on adding other mods as I don't want to compromise the current balance (more than the junk added to vanilla already is). The only one I am on the fence for is Thaumatic Tinkerer. What limited information I have found about it has not helped me make that decision.


    The only part of Thaumic Tinkerer that I feel has any balance issues personally is the Osmotic Enchanter, and perhaps the use of the Dislocation Focus to move spawners. Other than that I consider it pretty good.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from Stormweaver



    You could always have a section called 'Stuff that will not kill you' and leave it blank.


    Actually, I am pretty sure cats won't kill you.


    Everything else probably will do it's best, but not our trustworthy cats/overlords.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    I think this is more accurate Vazkii.

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

    Warded Blocks currently aren't in Thaumcraft 4, so any Warded Blocks that exist will be removed upon updating.


    Not only that, so many mechanics have changed since then, that the world would almost be invalid regardless for anything Thaumcraft.
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Changelog for Magipunk 2.0.2.1.

    1. Re-added Forge Micropart and Rivist's villager revamp.
    2. Updated Biomes O Plenty. Within this update, there are 3 important things. The Nether has a new biome (and Nether biomes should be working... I hope). The Nether has a new structure generation, the Hive. Hives have the wasp mob within them. Finally.... ATG CRASH FIX. So we should no longer get crashed constantly by that (client side, that is).
    3. Chisel mod update. Several new chisel blocks/items, including eldritch stone and factory blocks. Many blocks also have built in connected textures now. Usually tiles.
    4. Witchery update to 9.0 from 7.0. Check their thread for all of their changes (big change log).
    5. Blood Magic update to fix a few bugs.
    6. Thaumic Tinkerer has had a small update, adding Forge Microblock support to a few Thaumcraft things as well as some small content additions.
    7. Tinker's Construct update. Wood armor, stone ladders, SDX (slime TNT/Mining TNT, does not destroy drops, making it great for mining large areas. Known bug of it not rendering in lit form, once you see it disappear, RUN!), and wooden rails are the 4 biggest things in this update. Smeltery changes have been put on hold while bugs are further fixed.
    8. Hunger Overhaul update. Sugar cane no longer takes 4x longer to grow (but if you grow it in the wrong biome types, takes 2x as long. It was already doing this though). Fixed golems farming wheat a little bit. Further Pam's Harvest Craft plants being Golem farmable soon (TM).
    9. Barrels update. Should fix a few rendering issues with barrels not updating client side hopefully.
    10. Bibliocraft update for a few carpet/table changes. Nothing massive.
    11. ATG update. Magical Forest (the Thaumcraft biome) will generate now. Has a massive abundance of Greatwood, Silverwood, and Manabeans.

    On the topic of Manabeans, any mana beans in world will be destroyed do to an ID bug. Any that were in chest are safe. If it is a problem, I can refund you a few mana beans if you had a mana bean farm going and have no other beans.

    EDIT: Small bugfix post. There was an ID issue that didn't show in the dev, fixed now. Redownload to fix it, OR you can go into your config, and change the Biomes O Plenty Flesh Block ID to 239.
    Posted in: PC Servers
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from gatekeeper258

    I'm having a problem with topaz blocks dropping moonstones, as well as swappage with sunstone, and chimerite. There is nowhere I can change id's for those, and there isnt any splash of conflicting id's. Any ideas?


    Sigh. You have no problem at all. The blocks are not meant to be looked at with NEI tooltips/Walia (I hate both tooltip parts, quite frankly. They are prone to messing with other mods stuff, especially Thaumcraft's Great and Silver woods), and what you are seeing is the fact that they had their names mixed up for some reason or another. The ores are dropping what they should drop. Blue Topaz (found very deep underground) drops the topaz, Moonstone is a very rare spawn at night that you find on the surface. Chimerite is a common ore found from about Y 20 to Y 50 or so. Sunstone is a very rare ore that spawns in lava, both on the surface world (abite rarely) and in the Nether (much more commonly).



    Also, Mithion, on the topic of Sunstone, would you mind giving it a Nether specific texture? It looks weird to see overworld stone in the Nether, when that is where it is the most common. It would make more sense for it to have a Nether-ish texture in the overworld than a normal stone texture in the Nether, that's for sure.
    Posted in: Minecraft Mods
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    posted a message on [Forge][WIP][POLL] Triangulum Equinox ~ The Paths of Lore
    So this is what you've been doing Eyrion? Well, I'll keep an eye on it some more.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Bunkaz94

    what is this... twilight forest place you are talking about? I'm only a thaumaturge and a tinkerer, I have no knowledge of the existance of such place.


    As a fellow Thaumaturge who has explored the realms of the Twilight, I can only describe it as a land in which time stood still long ago. It lies within a perpetual veil of twilight, with the stars forever in the sky, yet the sun forever resting on the horizon. The ancient magics which ravage the land, and perhaps cause the frozen time of this place, have heavily effected the environment. The most "normal" parts of this forest lie within a near complete shadow of it's canopy, with rare glimpses of the sky. If it wasn't for the ambient light quite often from the wildlife, many parts of this world would be dark enough that the rift would spew forth the undead. As is, for the most part they are constrained to under the ground, or in the various relics of older times where some less... malevolent... forces once occupied the forest.

    The Twilight, perhaps due to it's magical nature, has much stronger enemies than what we are used to in the world we know, with many of them being as dangerous as the beast we find in the tainted lands. Many times though, they are trapped to the ruins of the old civilizations, perhaps bound there by mages or Thaumaturges of the days of old, either to protect the world from them... or even more sinister, protect their loot from the world. While there is no trace of any human life left (not even the village folk can be found in these strange lands. Perhaps these are lands older than the days of these villagers?) there are plenty of places, like the tower of the Arch Lich, or the Carnite Tower where it seems the people first found the gateway to the primeval realms of the Nether. Then there are the labyrinths that lie beneath the grottos, where strange crosses between human and bovine guard a maze made of stone that is nearly impossible to break with your usually trusty pickaxe. Then there are the swamps. While most of them are like what we are used to, about 1 in every 4 seems to be volcanic in nature. Fire and smoke spews from the ground in these swamps, and where usually you would see pools of water, you instead see volcanic rock in molten form. Deep within these swamps lie a dangerous Hydra, which only seems to gain more heads the more you rip off. There are many more features than I can continue to list here, but after you have learned the ritual to unlock this realm in these pages, you can see these lands for yourself.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Soooo.... what was that little angel like thingy floating over one of the villagers?
    Posted in: Minecraft Mods
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