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    posted a message on [32x] Derivation RPG - Reborn

    I'm very excited about the potential of this rebirth. I downloaded the pack, and I have a couple of issues:


    1. The zip file is zipped up wrong. I had to extract the zip file and move the folder a layer up in order for Minecraft to recognize it.

    2. I'm using 1.10.02 and it's telling me that the resource pack is from an incompatible version of Minecraft.

    Posted in: Resource Packs
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    posted a message on Excalibur [16x Medieval]

    This pack looks amazing! Really polished. Can't wait to try it out.

    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG

    JetStorm's continuation is now dead, too.


    I wish someone else would pick the torch back up. I want to believe...

    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    When I try patching, and then I do "Test minecraft" it fails. This is the relevant part of the log:

    MCPatcher version is 4.3.1_01
    OS: Windows 7 6.1 x86
    JVM: Oracle Corporation 1.7.0_25 (32 bit)
    Classpath: C:\Users\Arthur\Documents\Minecraft stuff\Programs\mcpatcher-4.3.1_01.exe
    Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
    Minecraft version is 1.7.4 (md5 f9ffe7e56b26d459560c48e228cc6ad4)
    
    --bunch of stuff I cut out--
    
    Exception in thread "main" joptsimple.OptionMissingRequiredArgumentException: Option ['userType'] requires an argument
    at joptsimple.RequiredArgumentOptionSpec.detectOptionArgument(RequiredArgumentOptionSpec.java:48)
    at joptsimple.ArgumentAcceptingOptionSpec.handleOption(ArgumentAcceptingOptionSpec.java:256)
    at joptsimple.OptionParser.handleLongOptionToken(OptionParser.java:496)
    at joptsimple.OptionParserState$2.handleArgument(OptionParserState.java:56)
    at joptsimple.OptionParser.parse(OptionParser.java:433)
    at net.minecraft.client.main.Main.main(SourceFile:87)
    Minecraft exited with status 1

    How do I fix it?
    Posted in: Resource Packs
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    posted a message on [16x](1.7.2) Pixel Daydreams (Beta) Updated 12/2
    Hey Steel. Haven't seen you in forever, not since I got involved with the angry charge to do something about the current copyright policy for the forums as it was being implemented via hanging out in the Enchanted thread -- Whatever happened to Enchanted, anyway?

    I've been thinking lately I wanted a forum thread to hang out it somewhere on the Internet, and I like you, so I might set up camp here for a bit. And start using this pack.

    As for obsidian, chunky obsidian never looks right to me, I'm in the smooth-and-royal-purple camp myself, but heck I've seen red chunky obsidian in Starbound and it worked. If you're gonna go with chunky obsidian, highly-defined lines between the chunks makes it look old-school video game. Which is cool if that's the look you're going for, but it breaks immersion for me, makes me notice I'm playing a game all of a sudden. And I agree with corner about turning the right obsidian texture into endstone. The one on the left is gonna have massive tiling issues because of the piece made by the corners that looks like a butt.
    Posted in: Resource Packs
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, what's the latest news on map creation from Vaks? I know he's super-busy with his full-time job as a YouTuber now. I heard Fallen Kingdom ain't happening, nothing else. We still getting a Canopy Carnage remake?
    Posted in: Maps
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    posted a message on Direwolf20's Modded Lets Play series
    Have you seen this mod? It's an addon for Thaumcraft that adds some really cool stuff. Some of it might be really OP, but take a look at it for yourself: http://www.minecraftforum.net/topic/1813058-thaumic-tinkerer-thaumcraft-addon-evolve-knowledge-v101/
    Posted in: Let's Plays
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from IStoneI

    no, hes right. thats something, that i was wondering too. not everyone whos playing with thaumcraft even knows about this thread. some people just got it as part of a modpack.

    due to the nature of the crafting method, you cant even look up the recipe in NEI.

    maybe the thaumonomicon could be placed in the starting chest, or there could be some other way to get people started, by giving them the crafting recipe for the wand and thaumonomicon somehow.


    Thank you, that's a very concise way of putting it. And like I said, Zisteau's LP of FTB is a good example of how that type of player reacts to Thaumcraft.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I'm watching Zisteau's FTB Let's Play and when he starts off with ThaumCraft, he has no in-game way of telling him how to get the Thaumonomicon. The only way you know how to get it is if someone's told you it, or you read it somewhere. If the player started the game with a "Lost scrap of paper" item with a sketched out crafting recipe for Wand of the Apprentice that was drawn being used on a bookshelf, turning it into a Thaumonomicon, you'd have an in-game way of knowing how to get started with Thaumcraft that would make it more inviting to new players to use who don't want any spoilers about the mod.

    EDIT: Zisteau's Let's Play is an excellent example of what a very smart person who thinks very, very differently from a programmer (see also: Howard Gardner's theory of Multiple Intelligences) does when playing Thaumcraft. Zisteau trying to pig-headedly figure out Thaumcraft without "cheating" by looking up the answer reminds me Wikipedia's entries on Imposter Syndrome and Dunning-Kruger Effect, and how maybe they're not so gendered after all, that different people have wildly different skill sets and forming an effective whole requires diversity. Have you ever been in a D&D game where the magic-users are all arguing in-character and the one guy who plays a barbarian gets asked what he does and suddenly the story is moving forward instead of getting stuck in what wizards are good at, talking and arguing instead of acting? Zisteau and Joe Hills are some of the most informative LPers because the more points of view you look at something from, the fewer things you miss. Take artistic, caveman-character-playing types like Zisteau or Simple-Country-Folk-character-playing types like Joe Hills, and put them in situations designed by Evil-Mastermind-­-character-playing types like Vechz or for more-INT-than-DEX-and-terrible-CHA-wizard-playing-characters like the assumed protagonist of Thaumcraft, you get a whole lotta "I never saw that / thought of that before!" Sometimes I think the IRL human playing the Internet character of Vechz is a lot like the character Joe Hills plays for his Super Hostile Let's Play series. In fact, Zisteau has found a whole lot of things in Vechz maps specifically put there for players like Zisteau to find where he drops the Vechz character and shows some of his true side, something he also does in his Uncharted Territory II Let's Play on occasion.

    EDIT II: http://en.wikipedia.org/wiki/Impostor_syndrome

    http://en.wikipedia.org/wiki/Dunning–Kruger_effect
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I'm playing IM and I've got a chunk error. How do I fix it?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Vechz, I've got a bit of feedback and a question.

    I have to say that with my playstyle, not having a base to work out of early on is frustrating, and I really don't like moving my base around once the VM is discovered. In future maps, I'd like to see more of the victory monument being found very early on in the player's progress. Obviously you're gonna make them how you make them, but I'm sure you like feedback on what players like and don't like in a map.

    Secondly, I don't know what you're making next, but I really hope it's Canopy Carnage II, since that's something I've been excited about ever since I started playing minecraft again a few months back. Do you know what map you'll be doing next and when Canopy Carnage II is coming out/started construction?
    Posted in: Maps
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Does anyone have a list of texturepacks with ThaumCraft 3 compatibility?
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So what map is Vechs doing next, after the full release of Inferno Mines? I'm hoping for Canopy Carnage II or Fallen Kingdom sometime soon...
    Posted in: Maps
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Things that make me happy: Discovering Azanor has started partial cross-compatibility with InfiCraft.

    Things that make me confused: Their alternate workbenches don't have Fabrico on them.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I'm looking at the Google doc and I'm not sure what everything means. On the first page, with the grand list of metals, there are column names I don't understand: Slot, Exp, Vein Count, Ore Count, and Density. I would guess that Vein Count is how many max in a vein of the ore, and Ore Count is a measure of how common or rare the ore is, but I'm not sure.
    Posted in: Minecraft Mods
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