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    posted a message on Thaumcraft 3.1? (not 4)
    I'd like the ability to shoot lightning bolts from my eyes and fireballs from my ****, has to be activated with blue paint though.
    Posted in: Requests / Ideas For Mods
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    posted a message on (Xeno's) Reliquary v1.0.6d
    Grants a merciful death..........with much bloody bludgeoning.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from MehfromMinecraft

    OK, i get that parts of EE2 are sort-of OP and that you removed them in EE3. And I get that you are getting tired of people comparing this to EE2, and saying that this is crap. And I respect that. But I agree that this seems to be crap, but I understand that it is just an "Alpha" version of the mod. So, here's an idea.

    Why not have one of you (pahimar/xeno) work on this mod and keep updating it, and the other one work on EE2 and get it up to date, and please everyone instead of creating a fan war? This is just my opinion, but I know others will agree, such as Rythian from the Yogscast, or my friend j246879, as well as my other friend, Matthew_Kane1. Just an idea, and if you all don't like this idea, then that's your opinion. I for one would use both mods at once if it were possible, because the effect the red water gives to places as bloody rivers or such, but the condensers and collectors and flying rings let you build massive structures like Duncan's castle in survival without cheating in items.

    If you agree with me, or are neutral, then good for you. Otherwise, at least you had the decency to not post a snarky remark or rage at this comment. And if you did either or both of those things, I feel sorry for you and your hatred towards all others who have different likes than you.

    I'm not going to flame you or "rage at you" all I am going to say is that both Xenophobe and Pahimar do not want to update EE2 so it isn't a time issue, it is that neither of the people able to update EE2 wish to update EE2 so it also isn't what I like it is what the mod developers who are able to update EE2 like. This has been stated by both multiple times in this thread and in other places so frankly you and anyone else who wants an updated EE2 is out of luck.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    heh my Hecate rate of spawn won't go down at all, even though in my last couple of worlds they are the only thing that has killed me (apart from my own stupidity.....oh and creepers, getting double creepered from the top of a ravine really sucks, ninjaaaaaaa, boom you're dead, ninjaaaa2, BOOM all your stuff is dead as well, though the funniest death was getting double creepered by my own Austere bees) since they add an element of actual danger to running around nearly naked.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Quote from Jayjake

    Is there a way to enable see through portals?

    Not currently as iChum wants to wait for the renderer rewrite that is coming in 1.5 before rewriting that part of his code.
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from MachineMuse

    People still do that? O.o

    Depending on the mouse, it might use edge-scrolling or two-finger scrolling, which should work, but if not, I'll just have to add alternative keys I guess.

    I probably wouldn't add any alternative for edge cases like that unless it is something that can be done with less than a couple taps of your magic fingers, I suspect it would be this guy alone that would even use a feature like that (dude buy a damn $10 mouse you'll thank me) :)
    Posted in: WIP Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    I keep seeing posts about making research more of a puzzle game (code breaker\tiles etc), please don't, I hate them and I suck at them and having the sheer joy that is Thaumcraft removed from my play due to a mini-game would be rather annoying. As I stated in my post the lottery aspects of research seem to be mostly in the actual refining of the theory "will it take me 2 or 20 pairs of boots to get this to the edge" so some alternative method of doing that part would be good but a mini-game? no thanks. In general you can logically work out what aspects will be in a particular research (there were a couple that stumped me and I was reduced to "throw random item in and see" but that is part of real research a lot of the time anyway :D)
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    When I closed my game just now I got this in the console,

    2013-02-27 16:40:15 [SEVERE] [ForgeModLoader] [AppEng] AE prevented crash while drawing slot: java.util.ConcurrentModificationException
    2013-02-27 16:40:42 [INFO] [STDERR] java.util.ConcurrentModificationException
    2013-02-27 16:40:42 [INFO] [STDERR] at java.util.HashMap$Ha­erator.nextEntry(Unknown Source)
    2013-02-27 16:40:42 [INFO] [STDERR] at java.util.HashMap$ValueIterator.next(Unknown Source)
    2013-02-27 16:40:42 [INFO] [STDERR] at bq.a(SourceFile:24)
    2013-02-27 16:40:42 [INFO] [STDERR] at cd.a(SourceFile:114)
    2013-02-27 16:40:42 [INFO] [STDERR] at bq.a(SourceFile:25)
    2013-02-27 16:40:42 [INFO] [STDERR] at cd.a(SourceFile:114)
    2013-02-27 16:40:42 [INFO] [STDERR] at bq.a(SourceFile:25)
    2013-02-27 16:40:42 [INFO] [STDERR] at by.a(SourceFile:26)
    2013-02-27 16:40:42 [INFO] [STDERR] at cd.a(SourceFile:114)
    2013-02-27 16:40:42 [INFO] [STDERR] at bq.a(SourceFile:25)
    2013-02-27 16:40:42 [INFO] [STDERR] at cd.a(SourceFile:114)
    2013-02-27 16:40:42 [INFO] [STDERR] at bq.a(SourceFile:25)
    2013-02-27 16:40:42 [INFO] [STDERR] at cd.a(SourceFile:114)
    2013-02-27 16:40:42 [INFO] [STDERR] at ca.a(CompressedStreamTools.java:140)
    2013-02-27 16:40:42 [INFO] [STDERR] at aam.a(AnvilChunkLoader.java:198)
    2013-02-27 16:40:42 [INFO] [STDERR] at aam.c(AnvilChunkLoader.java:184)
    2013-02-27 16:40:42 [INFO] [STDERR] at aiw.b(SourceFile:29)
    2013-02-27 16:40:42 [INFO] [STDERR] at aiw.run(SourceFile:22)
    2013-02-27 16:40:42 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)

    just reporting it in case it's something you may need to fix, the game didn't crash and all I was doing was shift clicking a few bits and pieces in and out of the access terminal.

    Also after playing around with this a bit more damn it is good, possibly too good. Honestly I don't think you can balance the recipe cost to make them as expensive as they should be for the amount of utility that this provides, they'd have to be utterly ridiculous and basically uncraftable (I'm talking Holy Planks of Sengir level of cost).

    Absolutely excellent mod thank you.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from feldaemon

    Quick question for anyone who might know the answer: is it actually worth putting level 30 enchantments on thaumium tools/armor, especially when I have diamond versions avaluble? (well, for the tools at least). I know thaumium enchants well, but does it enchant well enough to be worth loosing the huge increace in durability that you get from diamond things?

    Yes it is, afaik they are as enchantable as gold work almost as well as diamond and are also able to receive the Repair enchantment which nothing else can, so with a good enchant they can have infinite durability effectively :)
    Posted in: Minecraft Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    It is.
    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!
    Quote from Marvl101

    you know how when you hit a mob it goes red



    yeah the skeletons don't :(

    Explained a couple of pages ago by Davey, something to do with their weapon swap animation.
    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
    For me the recipes are pretty much spot on (and I do play with Gregtech on default\hardmode TE\hardmode Forestry) you WILL be limited in the size and complexity of the network you are able to make via the amount of quartz you are able to find even a dual 9x10 heads TBM didn't find an overwhelming amount, yeah it found a bit but when you are storage blocking Iron\Tin\Copper because your barrels are overflowing the few stacks of quartz I had is not a large amount.

    I sort of expect in my new world (the old one got slightly corrupted due to my screwing around) that I will be back with a request to either drop the usage a tad or up the spawn :D
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Personally I do like the current system but I do also agree that the sheer number of aspects is at times unwieldy (I have jars in chests full of "destructive" aspects that currently I cannot use up, the non destructive ones I've dumped into the aura) so a reduction in the number of aspects would be a good idea as it would allow all aspects to be used. The aura nodes while graphically and mechanically insanely good do cause a fair amount of overhead so scrapping them would probably go a long way toward greater computational friendliness.

    Ideas for funner research and also the possible method of powering your thaumaturgical endevours, there has been an idea kicked about in the TC3 thread about phenomenon based research, I kinda thought that with the scribing tools already in place it would be neat to be able to go and directly observe something to gain a theory to then research which would remove some of the lottery aspect of current research. The current research mechanic itself is fairly good at having the aspects that make up the theory make sense and you can discover the aspect required through logical thought in most cases, it is a bit of a puzzle solving mini-game in the initial phase to discover which aspects are in the theory the latter phase is more like a random lottery in that I burn X amount of resources = I gain the theory. That part of it could be done differently though exactly how I have no real idea though possibly it could require a certain amount of distilled essentia to meld with a theory before it is active.
    The distilled essentia part of it fits in with the next idea I have, I like the idea of a single wand that you use to focus certain magics through (spellcasting by any other name) powered by a store of essentia you have incorporated into your own being, I don't much like the idea of an XP driven leveling system however as XP is becoming more and more a limiting factor in many mods and one of things I have always liked about Thaumcraft is it's utter disregard of XP. I would probably work more on the idea of tiered wands allowing you to access a tiered store within yourself, from an item\gameplay perspective possibly a single use focus (composed of essentia\clusters and some rare item\items) that "sets" your personal ability to store essentia or it could be an item you must have on you to power your wand.
    As for powering your thaumaturgical devices a possibility would be an altar tied to a specific aspect which allows devices under that aspects research tree to function within a radius of it (small\med\large multiblock structures composed of blocks which represent the aspect and the current crystal clusters, since they just look cool) how you gain the research to set up these altars though is tied to observing a (worldgen) locality which serves as a template for your own altar (scribing tools and in the field research again).
    I could see your list of aspects as enough with the addition of Eldritch (which is in opposition to everything, hey it has to come back, the alien old ones are too cool to pass up).
    The opposition\affinity idea could also be more fleshed out as well, having opposing types of essentia either in your personal store or having their altars too close together (world gen localities could have a very very large range which is considered "too close" to give back the oh crap this area blows feel) could cause all kinds of interesting effects ala the current flux effects having compatible essentia altars within close proximity could have beneficial effects (a return of limited more unwieldy seals :D)
    Anyway just a few ideas, what ever you do I'm certain the result will be enjoyable and unique in it's implementation since you haven't let us down yet.
    Posted in: Requests / Ideas For Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Azraile

    This mod and FMA are based a lot off alchemy....

    and in alchemy the phlosephers 'stone' is derived from or is a red liquid

    and it's also none as the water stone of life...... red water and the stone are not a FMA creation... nore is trasmutation or transmutation circles



    I don't see why he can't just get some help to update EE2 instead of reworking the inter mod from the ground up x.x

    Because the owner of the source code for EE2 does not want it updated and since he or Pahimar who also does not want to update it are the only ones who can it will not be. As has been stated on almost every page over the last 160 pages.
    Also given the massive changes in Minecraft between 1.2.5 and now, it would most likely be a full rewrite anyway.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from SolemnSoul

    Just digging up this post to reiterate the problem between Thaumcraft's thaumium pickaxe and Metallurgy. The guys at Metallurgy say they don't change anything in concerns of how what mines what. I'd like to note the last time I used a thaumium pickaxe it *was* mining obsidian, even though you said it isn't supposed to. Honestly thaumium was acting like a complete replacement to diamond in many ways.

    Edit: Tested it again right now. Thaumium pickaxe, with just forge and thaumcraft installed. It was mining obsidian, but only taking slightly longer (~1 sec) than diamond.

    Edit2: Installed RedPower2 and Metallurgy 2. Redpower 2's gem pickaxes work similarly to how thaumium should work (though I think thaumium should be stronger than the gems).

    Diamond pickaxe stops mining Metallurgy fantasy metals on the third to the last ore type of that submod (can't mine Orichalcum, Adamantine, and Atlarus).

    The gem pickaxes stop a few ores prior to that (can't mine Astral Silver, Carmot, Mithril, Rubracium, Orichalcum, Adamantine, and Atlarus).

    The thaumium pickaxe mines *all* of these. I think the inclusion of RedPower2 in this test shows that it's Thaumcraft that is the problem, not Metallurgy 2 itself.

    Known issue that Azanor has posted about, I recall he said something about it may or may not be adjusted due to some funky issues in the coding though that last part is from my somewhat vague recollection.
    Posted in: Minecraft Mods
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