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    posted a message on Arcana RPG - 5 Dimensions - 100+ Mobs - Bosses - Minibosses - Updated July 15 2016

    Is there a way to disable certain mobs? Twistox are absurdly hard for a first journey to the Nether, and Reavers are just useless difficulty (they don't even drop anything good, just wheat).

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Tomm_cz»

    But bolt + break mine block but doesnt put it to your inventory like excavation did before. pulling it with axe of stream or magnet mod is annoying. I hope Azanor add this again in next updates. Also still cant figure out how to make something like void cage.


    What are you talking about? Excavation Focus never pulled items to you.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dayyer»

    @Azanor, after TC for 1.12 is finished, will you be finishing 1.10 TC?

    Although by the time 1.12 is finished, other mods might be finished too, so we'll see.



    Wasn't 1.10 TC5? Pretty sure he's moved on. What reason is there to stay on 1.10?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from detsuo042»

    I can not find anything in the world that contains Humanus. I need to get humanus in a jar but i cant find anything to melt down. Rotten flesh has no aspects, and jumping in the thing myself produces nothing and just hurts me. does anyone know what i can melt down for humans?


    Which version are you on? Rotten Flesh definitely has aspects, and the Crucible causing damage was removed in TC6 (not sure about TC5).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from eking84»

    Does anyone know what items contain alkimia for version 6.1 beta 13?


    Gunpowder is my go-to source, and I assume most potions would have it (haven't found any yet to check).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Spookies»

    Weird, recipe shows up in my book & JEI just fine.


    Which research has the recipe? None of the ones I can see have it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    It doesn't. It's the only thing so far that doesn't do it.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So...how do I make Arcane Stone? I haven't found the recipe anywhere at all in the Thaumonomicon (TC6). I assume it's the same as the old method, but there really should be a page with the recipe, especially considering how many early pages have recipes requiring it.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Is there going to be information on the dragons added to the site soon? I didn't even know they existed until it was almost too late c:

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!
    Quote from BobMowzie»

    I love Ocarina of Time and Deadhand, but my concern here is that if I add it directly, then Mowzie's Mobs becomes a Legend of Zelda mod, which ruins the integrity of the fiction I am trying to create. If I add it with a different name and appearance, then people will accuse me of "ripping off" Zelda. I already do receive such accusations, but this mob is much less archetypal and would be harder to make my case for.
    I'm sure the community and I can think of another mob that fits the same atmosphere and role in the Minecraft world.


    How about this: the main mechanics are still the same, but instead of a main body and arms, it's a Summoner of sorts? Maybe a dark swirl of black smoke that forms into a somewhat solid shape, would also explain how it goes in and out of solid walls. At this point it would probably be different enough that it wouldn't even resemble the Dead Hand anymore, really.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Zaesar_AoH»

    ANY?!
    Even hostile ones?
    I was quite sure that did not work

    I remember one of the trade-offs being that Instilled Loyalty overrode the mob's native AI in most cases. So a Creeper would follow you, but wouldn't explode (also couldn't attack, because no attack AI other than exploding). Zombies and Skeletons should still work, though.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from ZennyKenny»

    Interesting development when playing the latest version of Lycanites Mobs tonight. I headed into the Nether, when suddenly a mob event started playing! I had my internal clock set to December 17th, so it was Satan Claws. But I had already been attacked by Geonaches when mining ore, so I just thought "okay, I guess that these things happen in the Nether now".



    But then when I left the Nether, the event started again! And soon after the chat said that it was no longer spawning mobs. Cool. Fun times.



    Except later when I go back into the Nether, there are Satan Claws EVERYWHERE! As I'm walking along, I see the framerate start to stutter. It's like they're still spawning all around me. And then I realize that the chat never said that it stopped spawning them in the Nether, only the overworld! So I warped back to the portal to get back to the overworld and am inundated with more Satan Claws than I can count!



    So anyways, I figure that wasn't supposed to be happening, so I'd better report it.


    That second picture is nightmare fuel damn.
    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!

    Now, I know you don't want to add creatures that exist already in mythology or other games or whatnot, but hear me out: the Dead Hand.

    If you've played Ocarina of Time up to Beneath the Well, you'll have an idea of the nightmare I'm thinking of. I just feel you and your amazing animations could really do a good job with this. Some changes, of course, to both avoid being a direct copy, and to make it more feasible in Minecraft.

    Possible modifications & other details:

    - Only reveals itself when there is a single player within a certain distance. If more players arrive, it hides itself and retreats.
    - Possibility to force it into visibility by finding the hiding place, perhaps a Lens of Truth-sort of thing.

    - This would not be an enemy to spawn anywhere, but something for a structure, like the Ferrous Wroughtnaut. Some sort of underground crypt-like chamber.

    - When hiding, it goes into blocks like Silverfish, but the block is marked with a dark shadow of sorts. Would start out hidden in the center block of the chamber, only popping out when a single player enters. Perhaps limited to hiding inside certain types of blocks, to prevent it from getting too far away or following the player if they decide to flee.

    - Can move up to a few blocks away when hidden, but not too many. Perhaps it only appears to move, moving the shadow on the block, while the real entity remains in the initial position, although this is really only effective the first few times.

    - Minor loot, or visibly fancy chests in the chamber, to tempt a lone player into entering unawares? Greater loot for killing it, of course (still working on that bit).

    - One drop could be the Lens of Truth type item itself, to allow future encounters to be made somewhat easier.

    - Option: a certain number of hands/arms have to be killed/destroyed before the main entity reveals itself/is able to be harmed.

    - Option: the blocks it hides in become unbreakable via normal means, but explosions can force it out into the light.

    - Since this would likely end up counting as undead, thus being flammable in sunlight, perhaps it is quicker to resume hiding if exposed to the light.


    An alternate name would probably be needed, along with some minor visual differences unless you wanted to just make the Dead Hand as-is. I'm struggling on thinking of a name, though, at the moment.


    I could see this being both really fun and potentially terrifying. Good on servers, where you might accidentally break into this underground chamber, and maybe you realize what it is and retreat for backup, or maybe you don't...


    Go get backup, to collect some minor loot? Or challenge what lies in the darkness, all alone?

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Scythes could have the beheading property, with cleavers getting a new property giving extra drop chance for things like gunpowder, rotten flesh, or ender pearls. Cleavers are typically a sort of dismembering weapon anyway, so it could still work.

    Beheading for Scythes, Dismember/Eviscerate for Cleavers.

    Posted in: Minecraft Mods
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    posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]

    If the developer of this mod comes back to it, wanted to say the following, epic mod and thank you so much for it! Now for a requested feature. Id like to be able to add mobs using entity ids in a config file to the various levels, so far ive been able to do this with lycanties and a couple others due to their mods having a feature that allows for their mobs to spawn in other dimensions other than the overworld, but I'd like to be able to add in certain advent of ascension mobs etc to your levels. A Similar system for ores, that allow custom oregen veins to spawn by giving the block id, this would allow me to be able to free up my overworld from an over abundance of ores by blacklisting them in the overworld but whitelisting them to spawn in various sensible deeper caves levels,this would also allow me to give myself and fellow players rewards for digging so deep, etc etc.


    If its alot to code in, then nevermind, however if not, it would definantly help with the mods useability. Its already a must for me, but being able to tweak it even more would be awesome!


    Finally one feature that may be impossible to code in, a feature that adds a custom level for us to drop into that is configurable via config as well. Say the Abyssal Wasteland etc from Abyssalcraft by dropping down from the labyrinth, or the erebus, or a secondary overworld that is on the oppisate side of the map. etc etc added this suggestion in on a whim so.


    Perhaps, for the third option, an option to simply use an existing dimension as a layer.

    Would need two variables:
    1: The dimension above, AKA where to insert it in the layer order
    2: The ID of the dimension in question

    So for example, after the chasm layer, you could fall into the Twilight Forest or the Deep Dark or something, would be absolutely amazing.
    Posted in: Minecraft Mods
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