• 0

    posted a message on Tinkers' Construct 2

    So what's the deal with travellers armor? I have 3 pieces (head, chest, feet, + glove & belt), all of them with repair modifier and at full durability but it seems they do not offer any protection whatsoever. This led to several really annoying deaths as I was expecting the 7.5 armor icons' worth of protection as shown on my hud.

    Is this a conflict with another mod or has anyone else experienced this problem?

    Posted in: Minecraft Mods
  • 0

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

    I have been using mods for years now and I have never heard of this although I am sure I must have googled it multiple times. So thank you for the information sir.

    However, how do you set up a libraries folder for each different Forge version? In my experience, the new Forge version never worked if I installed them over the old version of Forge. I always first had to remove the libraries folder to prevent the new Forge from crashing.


    What are you talking about? You simply pick the appropriate version of forge from the drop down in the profile's edit menu. There's no need to mess with uninstalling/installing things besides running the appropriate forge installer and choosing the right folder.


    The only way you could be crashing is if you don't match up the version of forge to the mods you have installed in your folder. Maybe you forgot to change the version in the edit menu after you updated the mods

    Posted in: Minecraft Mods
  • 0

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

    I had this issue as well with ExtraUtilities (which has been updated since, and might work now). Bug the maker of evilcraft to fix this bug or try different versions of that mod until you find one that doesn't have the bug.

    Quote from drakray»

    Since I installed Evilcraft, I can't scan Oak Log nor Iron Block


    no crash, just unable to scan, and save where I already scanned those thing, they are now devoid of aspect


    Any idea why is that?(posted on Evilcraft too)


    Edit: in fact, I can no longer scan any metal block, modded or not, nor thing made of these block :/

    Posted in: Minecraft Mods
  • 0

    posted a message on Extra Utilities v1.1.0k
    Quote from Sutireme»

    When I installed this mod, it broke several aspect associations in Thaumcraft. (For example: coal, charcoal, sand and glass have no aspects now, even though they should, and the different flavors of sandstone are missing 1 aspect each)


    This was the case with 1.2.4a, and I've checked just now, is still the case with 1.2.4b.


    I enjoy this mod as well as thaumcraft & would really like to use both, especially if i could use Thaumcraft with the intended progression of difficulty


    Please advise (or fix =) )


    After some additional testing, I've discovered this problem is gone in 1.2.3, so I'll be switching to that version.


    Which, as best practices go, there really should be a link to in the description to 1.2.3, labeled "latest stable" or "recommended", as 1.2.4 also seems to crash the server as part of its startup routine, at least in single player mode.

    Posted in: WIP Mods
  • 0

    posted a message on Extra Utilities v1.1.0k

    When I installed this mod, it broke several aspect associations in Thaumcraft. (For example: coal, charcoal, sand and glass have no aspects now, even though they should, and the different flavors of sandstone are missing 1 aspect each)


    This was the case with 1.2.4a, and I've checked just now, is still the case with 1.2.4b.


    I enjoy this mod as well as thaumcraft & would really like to use both, especially if i could use Thaumcraft with the intended progression of difficulty


    Please advise (or fix =) )

    Posted in: WIP Mods
  • 0

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

    Update them, probably. Or nag their authors to fix the bugs causing it.


    Ok.


    Thanks!

    Posted in: Minecraft Mods
  • 0

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

    I've heard thermal expansion or something breaks all the aspect assignments. It's definitely another mod doing it.


    If I had to guess, it would be either openblocks or extrautilities, since those were the ones that I installed around the time I started noticing problems with my main world.

    Short of uninstalling those mods, is there anything I can do to fix that?

    Posted in: Minecraft Mods
  • 0

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

    Does having other mods installed change the attributes of items in this mod?

    I have a save that I copied from a just-thaumcraft profile to a profile that also includes extra utilities, openblocks, tinker's construct and NEI, and a lot of the items changed what aspects they have. For example, coal & charcoal now have nothing, and the sandstone variants only have 1 ordo or 1 praecantio rather than the usual.

    Posted in: Minecraft Mods
  • 0

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

    So I'm seeing some weird behavior after updating Forge. Basically a lot of my vanilla items lost their aspects. the ones I specifically remember off the top of my head are Coal, charcoal, flowers of all kinds, and cauldrons. A lot of crafted vanilla items seem to be missing their aspects as well.


    I'm running the current recommended version of forge, which I believe is a few minor revisions ahead of what TC4's latest version is built for... Is there any way to fix/restore these aspects?

    Posted in: Minecraft Mods
  • 1

    posted a message on Levelling hills without TNT
    Ethoslab did a mob grinder design some time ago (for like... 1.2.5 i think) that still works where creepers are able to spawn and give you gunpowder. There are many of those but this one is designed to work while you do other stuff too.

    I know it's not exactly what you asked but it's another way to maybe solve the underlying problem. Depending on the size of your build, building one of these might be a faster way to do it
    Posted in: Survival Mode
  • 0

    posted a message on New bottle/bucket feature
    I can see a couple good uses for that.

    It would certainly help making potions less tedious. you could set up 3 droppers full of bottles to drop one each at the push of a button. They fall into a source block that's on top of a hopper, which puts the bottles in the proper places in the alchemy stand. another hopper on top puts in nether warts, and you get 3 awkward potions at the push of a button. (that is, assuming hoppers work right with the stands... never actually tested that)

    the buckets would make emptying a lake much easier (a needed feature imo). you just spam the q button with as many stacks of buckets as you're willing to make, and the water sources definitely won't have time to replenish
    Posted in: Suggestions
  • 0

    posted a message on Enchantment Mechanics need improvement!
    imo there's no point wasting 30 levels enchanting a book. You get very diminished returns compared to enchanting the item directly and on top of that makes it much more expensive to repair the item later.

    That said, different enchants are more likely at different levels. as I recall, the wiki has a bunch of charts somewhere that show what level you need to be to maximise the likelyhood of each enchantment for each category of item, and it shouldn't be too difficult to make one based on the books if someone knows the equations used.
    Posted in: Suggestions
  • 0

    posted a message on SMP Double-Blaze XP Farm Help Please
    I've seen zombies down to one hit. the guy had them fall 3 blocks so they take 1 point of falling damage, and then a lava bucket is placed from a dispenser for a tick or so (the lava part of it is an ethoslab design, I think), and then you wait for them to burn down to 1 hit kill. It works on skeletons too if you drop them from a separate chute so they don't take fall damage.

    I'll see if I can find the video

    edit: found it
    Posted in: Survival Mode
  • 1

    posted a message on Sword Enchantment questions
    It's all there in the wiki, oh dear naysayers. You know, the one that 1 in 3 of those replies point to...
    edit: I've seen custom maps (by HiPixel) that don't require mods to play that have X level enchantments, so there is definitely a way to do it... so on to the damage amounts-- [/edit]

    Sharpness does 0.5 to 1.5 extra hearts of damage per level -- so at level 10 (X), that's 5 to 15 extra hearts, plus the diamond sword's base damage of 3.5 hearts, that's 8.5 to 18.5 hearts total, minus whatever protection the target gets from armors, etc

    Smite does 0.5 to 2 extra hearts per level so we multiply that again by 10 for X, and we get 5 to 20 extra hearts... for a total of 8.5 to 23.5 hearts at level X, minus protection from armor, enchantments, potions, and buffs.

    if you have Sharpness V and Smite V, then that's 2.5 to 7.5 extra from sharpness, and 2.5 to 10 extra from smite. SO if they stack, that's 5 to 17.5 extra, or 8.5 to 21 hearts total, and if they don't, it's 2.5 to 10 extra, or 8.5 to 13.5 total
    I can't tell you if they stack, though some experiments with armored zombies or skeletons might tell you that...


    EDIT: Actually, if you can set up a sword with Sharpness III and Smite III -- which will max 14 if they stack and 9.5 if they don't; you can test it on a bunch of (overworld) skeletons (not zombies). try to kill 100 of them without critical hits, and if they don't stack, you'll never be able to kill one with less than 2 hits. if they do, you'll kill a lot of them with 1 hit
    Posted in: Survival Mode
  • 0

    posted a message on Mob spawner help
    my trig says they're between 24 and 25 meters apart, but idk exactly how many blocks that is if you count all blocks the line passes through. Try and stand at -11.5, 10, -491, and see if both are active (I assume you know how to tell, the flame animation is pretty obvious unless you run with reduced graphics settings)
    Posted in: Survival Mode
  • To post a comment, please .