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    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod
    Just curious if anyone has had any success using this with TerraFirmaCraft. I know TFC does something to world-gen that doesn't allow most (any) other mods to generate anything in the world. I was wondering if this could possibly be used as a work-around to that restriction.
    Posted in: Minecraft Mods
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    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Hi Gwafu...I noticed that there hasn't been any new updates for a couple of weeks. I hope all is well, and it's just disinterest/lack of motivation that's keeping you away...nothing serious.

    I was wondering if you were open to anyone creating an addon-module that would (hopefully) fit with Growthcraft. I have been thinking about learning how to mod Minecraft and thought adding a little something to an existing mod like yours would be a good place to start.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Hi Azanor,

    I was wondering if you'd mind giving us (me) a rough guesstimate on how many block & item id's Thaumcraft 3.1 (4?) is going to be using?

    I'm completely re-doing all of the block/item/biome/etc... configs for all of the mods that I use. I know most of them are registered with Forge to try and prevent id conflicts, but it still happens all the time...so I'm just creating a personal database (I'm getting more and more anal retentive as I age) of id's that I can quickly assign to the appropriate mod in the event of a fresh install. I'd like to set aside a group of id's in reserve for Thaumcraft's new release, but I want to make sure I set aside enough id's without going over-kill and creating a huge window of unused id's in the middle of my database.

    I definitely don't need a list, or even a super accurate count. I'm leaving (what I hope to be) a reasonable number of extra id's in between each mod to account for future growth.

    If it's an inconvenience, no worries, I'll just guess...but I thought "why not just ask, in case he doesn't mind giving me a more accurate number than the one I will just pull out of.....thin air?".

    Thanks,
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Custom Mob Spawner
    Quote from Gurrok

    I'd like to point out that if CMS is disabled and you use an alternative spawner mod, you will not experience these issues. Perhaps you may want to try this until things get straightened out.

    Have you gotten this to work with the 1.6.2 dev build? I tried doing this, and it works fine if I disable CMS in game...however, if I log out and log back in, Minecraft gets stuck on the "Building Terrain" screen and never actually finishes loading.....no crash, no crash-log, no feedback from the system at all...it just gets stuck until I "ctrl-alt-delete" into the task manager, kill Minecraft, then go into the Mo'Creatures config and turn CMS back on.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Can you and TTFTCUTS (developer of ATG http://www.minecraftforum.net/topic/1932156-152-162-atg-alternate-terrain-generation/) get your two mods together, so they can make a baby?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Azanor


    Hi Azanor...very excited for the new version, with all of the updates you've been working on.

    I can't help but notice that there are no Vis Crystals used in creating a wand anymore. Are they still going to be part of the world-gen, and be used in crafting? I know you were revamping Aura, Nodes, Vis, and....pretty much everything, but I don't remember hearing (reading) mention of Vis Crystals. Can you give us a little hint/teaser about what your doing with them?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from MorrinChivay

    Btw. I've tried TerrainControl mod but it is not compatible with mod biomes, only vanilla ones.


    Did you try TerrainControl with both the Highlands world type and the Default world type (with Highlands biomes generate in default world config set to "true")?

    I wonder if TerrainControl is incompatible with mod BIOMES or biome-mod WORLD TYPES.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Hello SDJ64....Let me get the prerequisite ass-kissing out of the way by saying: "I love Highlands! It's definitely my favorite Mod that adds biomes to Minecraft."

    Now that that is out of the way, I'd like to provide a little feedback/constructive criticism on Highlands. Not so much on the mod as a whole, but on the one biome that I continually feel is...off...just a little bit: the Seasonal Forest.

    I was flying around, last night, in a generic test word that I generated to test mod compatibility for my dream mod-pack that I am looking forward to playing with in 1.6.2 (when everything is all updated). I was going through the world to see if anything felt like it was missing or wrong, trying to make a decision on whether I really wanted to download Biomes-O-Plenty or if I could live without the couple of biomes that I really like from it. I feel like it's such a waste (not to mention a pain to edit configs) to download such a large & robust mod, only to use one or two of it's components. The only thing that I felt the need to change in my Highlands world is the Seasonal Forest Biome. Once I came to this conclusion I tried to pinpoint the reason that this biome feels so strange to me compared with Biomes-O-Plenty's Autumn Woods.
    Initially, the most noticeable difference is the color of the leaves: Highlands has 2 (Yellow & Orange) very vibrant colors (besides the pine trees, which I think are a nice touch), BOP has 3 (Yellow, Orange & Red) dull, toned down colors. I feel the toned down colors make it feel a little more like the actual autumn season, but that's not what was really nagging at me. After flying around my world a little more, I found another Seasonal Forest that was right next to a Woodlands biome...that's when it hit me. There are no big trees in the Seasonal Forest! They are all the basic 5-7 log high trees with your standard clump of leaves on top. There isn't much variation in them. There is no larger versions with branches like there are in the vanilla forest biome (or more exagerated in the Woodlands biome).

    Seeing the Seasonal Forest right next to the Woodlands like that really highlighted what had been irking me all along. It went from a sprawling forest with many different shaped & sized trees in the Woodlands to a very standardized set of trees, all the same(ish) shape & size in the Seasonal Forest. Instead of blending together like one big forest with a change in seasons, it felt like an invisible barrier was separating them...like they used to exist in two separate worlds, with different rules on how trees can grow, then both picked up and plunked down next to one another in my world.

    Can you tweak the Seasonal Forest to generate the larger trees like in the vanilla forest (or perhaps even the huge trees in your Woodlands)? It is the one thing that I've noticed that really makes that biome feel...off, to me.

    Does anyone else feel the same, or is it just me being quirky?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from Cohaigan

    go to azanors profile and go to posts. look for the one with the video as in that one he shows how the enviromental learning is done.

    Thanks for the heads-up. I like it!!
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    It's probably a little too late for suggestions at this point, but I just found this thread and had some ideas pop into my head after skimming it. I wanted to put them down here just in case Azanor has not finalized any/all of his revamps:
    Quote from Azanor

    Aspects
    After giving things some thought I have decided not to cull the aspect list to less than 24 or so different aspects. I'm still deciding if I'm just going cut off the dead wood (quite literally - there are 5 plant related aspects) or completely reorganize the aspect breakdown.

    I like the idea of generalizing aspects. I think they should be taken to their most basic forms though. Instead of elements, think what makes up elements. Before I explain, let me make a list of the aspects I have in mind: solid, liquid, gas, light, dark, natural, mystical, mechanical(man-made), hot, cold, active/hyper, "a good name for the opposite of active", etc...
    Now, use those VERY basic aspects to build everything in minecraft....water=natural+liquid....air=natural+gas...leaves=natural+solid+liquid...glowstone=natural+mystical+light+solid....etc...

    I imagine this would be horrendous to set up initially, since everything in the game would have multiple (possibly tons of) aspects, but I think it would be fun & realistic while making it a little more straight-forward for mod developers to assign aspects to their items & blocks....maybe.
    Quote from Azanor

    Research
    I've had a bit of an inspiration with the research system which I think will add an intresting dynamic to it, though I don't want to go into details just yet. Lets just say that more than half of your research time would NOT be spent in front of a table staring at a GUI.


    You mentioning being away from the GUI gave me a thought about research. What if your research was tied to your wand? Follow me here....research is basically finding new ways for aspects to interact with one another to form new items, right? So what you're researching is the relationship between aspects. What if you use your wand (or a special research wand) on blocks in the world to find out what aspects they contain? Then, using a cauldron, you melt down a block of your choosing into it's essentia form(s). Once you have that liquid essentia, you use it to imbue your wand (or multiple wands) with one type of essentia that you want to research. Then you use one imbued wand to supercharge another item/block/entity with that aspect. Once that...thing is supercharged with that aspect, all other aspects that may have been part of that item's make-up are overwritten...you've basically transformed that supercharged entity into a one-aspect item/block/entity. Then, you pull out your other imbued wand....you see where I'm going with this?....and, ZAP!!....you see how the two aspects interact with one-another. ***warning....results may cause injury, burning, or death***

    As far as how you could limit research, so the most powerful items cannot be obtained right off the bat, it can either be limited by how much aura you can absorb (explained below) or how much aura/vis is in the general area.

    I like the idea of actually having to experiment with aspects in order to both learn what aspects make up blocks, and how to combined them to create new items.
    Quote from Azanor

    Aura
    I'm still wracking my brain on the whole matter in regards to the aura and nodes. I'm still leaning heavily towards making them blocks, but there is several problems with the approach. This needs a bit more thought.


    My vision of Aura Nodes is not entirely dissimilar from their current implementation. I envision Aura Nodes spaced (fairly evenly) throughout the world. However, I think their effective range should work similarly to how redstone works now....it starts out at a certain strength, but gets weaker with every block you travel away from it. So, the center point between two nodes would be the weakest point along that line. This would make it so that the most powerful magic needs to be done close to Aura Nodes.

    Along the same train of thought, I don't think any of the natural Aura Nodes should be powerful enough to allow you to work the most powerful magic in Thaumcraft...you should have to manipulate the nodes to make them larger and more powerful in order to fuel your continuing research & experiments.

    I see two methods of making Aura Nodes more powerful: The balanced way of manipulating all adjacent nodes, and the Brute Force method of sucking a node completely dry in order to dump it's power into your node.
    The balanced way would involve creating totems between your node and other nodes. This will shift the balance of the nodes...instead of the Aura network distributing the Aura between all the nodes, totems will give your node priority. The more totems you have around your node, linking it to adjacent nodes, the more priority your node has. I envision a spiderweb-like network of totems with the Aura Node you want to power being in the center.
    The Brute Force method would involve you being able to (through a leveling system, or through making more powerful wands) absorb ALL the energy from one Aura Node, completely destroying it, and bringing it back to your base, to fuel your home-node. You would also need to have some way to keep all that power from being redistributed to other adjacent nodes...probably more totems, but of a darker, more sinister nature.

    In essence, instead of moving nodes around with gadgets, or constantly planting silverwood trees to generate new nodes on top of one-another, you have to manipulate the pre-existing world-gen nodes to prioritize YOUR node, while either weekening ALL nearby nodes a little bit, or completely destroying them one at a time (thus creating Aura dead-zones that would spawn & cultivate Taint)
    Quote from Azanor

    Vis
    The overwhelming opinion seems to be to keep vis as a resource. I'm still in two minds on the matter, though I am leaning slightly towards keeping it however. It is linked to auras so depending on what I do there will determine if it stays or not.


    I like the idea of Vis (especially in it's liquid forms....I loved having tubes of liquid green and purple Vis being piped around my Thaumcraft Lab), but I'm not sure what purpose it would serve, if Aura is handled like I described above....
    Quote from Azanor

    Spellcasting
    Nope. Well, not in the traditional sense of the word at least - it will have a definite magi-punk flavor :)


    My only issue with spellcasting is that it can get cluttered and overwhelming pretty quickly. Once it reaches that point it becomes easier to just ignore completely, rather than spending time & effort to try and keep things organized & not forgotten once a new spell is learned.
    To my mind, I'd rather have a combination of wands, and a more beefed up enchanting system, than spells. There are already enough items/weapons in MineCraft (especially if you play with other mods as well). I'd rather find magical ways to make them better, rather than having to choose between a sword or a spell on my hotbar.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.x][Forge] WildCaves 3 (v0.4.3.3)
    I was wondering how difficult it would be (something in code, or just texture) to change the appearance of the stalactites & stalagmites to look more like the ones in LotR Mod...they seem more minecrafty IMO.

    http://lotrminecraftmod.wikispaces.com/Stalactite
    Posted in: WIP Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks
    Quote from Cuchaz

    There are currently no plans to add cannons. After I get done with all the features I have planned already, I'll consider adding cannons. The primary goal of the mod right now is to allow exploration using ships. Ship combat is currently not a priority.


    Sorry for the confusion. I didn't mean that you should implement cannons. I only meant that I would like it if the composition of your ships (what blocks are included in their make-up) allowed the inclusion of blocks from other mods...like the already existing cannons from Balkon's Weapons Mod:
    Posted in: Minecraft Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from Daveyx0

    Lots of feedback. This is great! I can't continue without leaving a preview :P

    It's not much but I like the tail :3



    I like both the Moose & Fox. My only question/criticism is: without having some sort of background image for size comparison, it's hard to tell how big the fox is, so just judging by how large I expect it to be, the fox's legs seem a bit too long. Most (pictures of) foxes that I've seen, the legs [from knee to paw (the part that extends below the body)] is about the same height as the body itself (chest to shoulders). Your fox's legs seem to be a bit taller than the body, making it look a little too tall.
    Posted in: WIP Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from sdj64

    The More Oceans setting currently only affects Highlands worlds, but a small change could make it affect default worldtype worlds as well. I would make it so it only takes effect if "Use Highlands Biomes in Default Worlds" is turned on.


    This change would be very welcome. I miss my beaches and oceans.
    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks
    This looks incredible. I've always had an interest in building ships in Minecraft, but have shied away from it, since they don't serve much purpose except as a house-boat due to being immobile.

    As far as suggestions, I'd just like things like Balkon's Weapons Mod (cannons) (and other mods like Balkon's) to be able to be included in the ship's make-up.
    Posted in: Minecraft Mods
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