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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Either I've missed something or is there no way to avoid the purple goo spillages from the crucible if you have leftover aspects breaking down in it?

    It kind of annoys me I'd like either a way to recover those aspects or possibly a bit of an out there idea, a Cloth Golem who's only job is to run around and mop up the mess you make (it'd be nice if he had an increased reach to get the ceiling messes as well).

    Maybe be able to set him to a water pool to give him a bath periodically and possibly then have to drain and replace the pool but it would be better than having to place blocks to get rid of something I think an experienced Thaumaturge should be able to avoid in some way. It would also be nice if he could clean up the Infusion Altar after I've made a mess I mean that's what minions are for isn't it :D
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Ardha

    The Warding Stone however has an invisible, intangible barrier, not an actual block. Think Arcane Levitator, but just a straight up blocking wall rather than a lifting breeze.

    Speaking of the Levitator, I still feel that there should be some variation which could push and pull mobs/items. Maybe specifically two different block types, the Arcane Repulsor and the Arcane Attractor, perhaps by using Perdito/Ordo shards, and if the two paths intersect then the shifting speed/strength is increased.

    They exist in the Thaumic Tinkerer addon (which has quite a few useful additions to TC) and is afaik Azanor approved.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Well, well , well now that is the standard of visuals I was talking about. That looks simply awesome and appears to be a clean non-fussy way of creating the power items.

    I'm guessing that would be the method of creation of major (armor\tools\machines) items but bulk items (tallow\alchemical transmutation\nitor\alumentum)will be created in the crucible?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I loved TC2 some very unique mechanics and an absolutely stunning visual presentation (especially at 16x, which I was limited to at the time due to poor ol pos puter), loved TC3 once again unique mechanics (my respect for golems is boundless as is my respect for your ability to code pathfinding, goddamn when a golem can find it's way across my entire base (20-30 blocks) through all the pipe\wire runs\machines, still get it's item and make it's way back...just damn, did cause a lot of slowdown but you'd expect that) and I still sit and watch the node recharging since the visuals are stunning again. Can't wait for TC4 to roll around, (well I can wait and patiently this is not a hurry up post just an admiration one) thank you.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    Probably not, I personally hate the end and only go there if I need giant piles of ender pearls XD.


    Fair enough, as I said, just a random thought :D
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    AE only spawns quartz in the over world, and I won't add nether gen options because I consider Certus to be the Opposite of Nether Quartz, and thus they should not spawn together, but you could probably use COFH to do it if you wanted too.

    Now here's a random thought, Certus in the overworld, nether Quartz in the nether and possibly "End Quartz" in the end used specifically for the quantum bridge and any other dimensional spanning methods you may have in the pipeline.

    Just a random thought it would push the bridge to shade later possibly but seriously by the time you have enough to make it you should have been to the end, it would also open up the possibility of cross dimensional limited buses maybe?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from IStoneI

    after what ive seen on dires stream, the decay really sets in a little soon. it should at least give us a minute, before the aspects start to break down.

    especially, since more complicated recipes sometimes require to double check, if we have thrown in all the components we need..



    how about something simpler? the pickaxe of the core, had a cool mechanic in thaumcraft 2. it summoned a small whisp like thingy, that would point into the direction of the nearest valuable ores.

    something like this could be made into a wand focus, to find aura nodes.


    I always setup a feeder system of some sort for the crucible, when RP2 was around it was a relay\tube\transposer so I could fill the relay and flick a switch to drop all the items in the crucible also allowed for easy double checking in the relay, without RP2 I used a hopper\MFR conveyor to do the same once again allows for easy double checking and also drops everything right into the crucible. With the new mechanic I can see these systems being more useful, set it up, flick the switch and drop the reagent by hand or possibly drop the reagent from another one. Though it wouldn't surprise me if Azanor has plans for a crucible buddy golem who throws things in for you..and if not well that would be great :)

    And I really like the idea of a node finding wisp wand focus.
    Posted in: Minecraft Mods
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    posted a message on Magic Bees: Magic themed bees for Forestry; The Successor to ThaumicBees
    Quote from Lady_Oolong

    Are the new cave, nether and end hives enabled in-game in the public 1.5 version? I'm doing texture pack work and I'm doing creative mode testing with the current reccomended FTB Unleashed which has both the most recent Magic Bees and Forestry. They don't appear in NEI (I had to /give myself copies to verify they even existed), and they aren't generating in world that I can see. I made an End portal and flew under the floating island looking for the chunks of obsidian like I saw Direwolf do on Forgecraft a while back and saw nothing.

    In my 1.5.2 world (magic bees 2.1.1 build 40) they were there (nether\end definitely the other one I think I found it in a Redstone vein?).
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142

    You can say the same about most mods. Leave an HV solar down and when you come back you'll have a full MFSU and lots of UU.

    How many other farms\systems etc are required to make a HV solar? In the 1.2.5 world I just started (probably around 9 hours so far) I have 2 slag furnaces, an iron furnace, a mining drill\chainsaw\batpack, 1 geothermal, one batbox, Forestry mining\diggers backpack, a philosophers stone, a transmutation tablet, a destruction catalyst, one copper chest, one double vanilla chest and one 17\5\1 powerflower (tier1) with just this I have access at this point in time to 180000 of any basic block and smaller amounts of higher cost blocks like metals\pearls etc and the only reason I only have access to 180k is I just finished the powerflower and I am producing 8192 EMC (a diamond) every 30 seconds or so with no input at all so if I afk in a hole for a few hours I can easily have enough EMC stored as diamonds to have thousands of anything.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Master_Aricitic

    Well, yes. Assuming you had a server and logged off of it-otherwise you'd still have to contend with mobs trying to kill you. (Yes, I know there are other ways around this.
    Frankly, there are other mods that do THE SAME THING, Buildcraft with RedPower2 (or without), set up quarry, wait, move quarry (which can be automated with RP2), wait, etc. A lot of things are put INTO mods to make it so you can play the AFK game. If that makes it OP then you can't use ANY of them for what they're essentially meant to be used for. IC2, BuildCraft, ThaumCraft, Forestry, Steve's Carts... just to name a few.

    And, on another note, what's wrong with being able to profit from your time away? Some of us don't have 12 hours a day to sit at a computer monitor picking at blocks-much less picking at blocks and not finding the resources we need to advance. Some of us want to get what we need and continue. True, we could play with people who obviously have no lives and 'trade' for the resources (if trading is available), but some of us don't want that form of social interaction (it's the interwebs, people, there be evil-uns abound). So why is not blatantly cheating via spawning stuff in a bad thing (creative mode or NEI)?



    Mobs aren't an issue, 2x1 sealed hole no mobs but you knew that :)
    The thing is EE2 is capable of giving you every single item in the game from a single multiblock producer that will generate considerable EMC for absolutely no input at all, all other automated methods are limited in what you can obtain and require infrastructure other than themselves. Your example of a quarry, sure it will give you a huge amount of stone\metals\dirt\gravel\other mining products but you can't turn around and make that into a huge amount of steak or wood or cactus or string or bones or gunpowder or netherwart or soul sand or .. you get the idea and to gain those metals\stone etc you have to have some method of power generation which requires more infrastructure to create a renewable loop and you have to have storage of some sort for all those metals\stone and infrastructure to transport those metals\stone if you want them easily available.

    EE2 covers all of that in a single multiblock.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    The main problem with EE2 was that even without using any exploits it was a simple matter of playing AFKcraft, set your first EMC generator of any flavor up and AFK your way to anything. It just took time but it wasn't your time it was runtime not playtime.
    Posted in: Minecraft Mods
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    posted a message on Anyone know what mod this is?
    Well it's not listed but that behaviour is from Inventory Tweaks.
    Posted in: Mods Discussion
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    This just keeps getting more useful.

    I initially came across AE while doing a bug finding test install (someone linked a crashlog on here in another mods thread and AE was the one mod I didn't recognise, so I installed it in a test instance just to see if it was the problem) but once I'd looked at it, it has been part of every mod loadout since.

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Mr_TJP

    Really? This is a 1.6.2 mod, not 1.5.2.

    Not possible yet.

    Odd I'm running the 1.5.2 version in my 1.5.2 world just fine.
    The error seems to be a conflict of some sort with Misc Peripherals or possibly that's a different error, either way remove miscperiphs (if you aren't using it) and try again.
    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Festive Creepers, Hecates and Firebats make the Nether a lot more fun........... :D
    (well more fun in a oh crap oh crap ohcraaaap way)
    Posted in: Minecraft Mods
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