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

    It seems that the Vampiric Wand's right-click (the Withering projectile) gives Regeneration even if it doesn't hit anything, because it applies the effect when you first use it instead of on-hit like the healing with left-click.

    Oh also, your copper isn't in the Ore Dictionary. Don't know if this mod even has other metals yet...lol.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from codebracker0»

    Hmm, if the crimson cult is trying to enter the outlands, they are definetly experimenting with gateways, considering one boss fight is one of their portals that surrependiously opens in the treasure room, so I magine using gateways would have a decent chance to lead to a crimson cult invasion occasionally.


    I love how when they do finally get a portal working, it leads directly to a treasure chamber. I want to know how they made their portal.
    Quote from Nnystyxx»

    I like the idea of an enterprising/masochistic thaumaturge purposefully miswiring their gateway to go to a random one in search of distant treasures.

    Can't say I wouldn't do this...
    Posted in: Minecraft Mods
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    posted a message on Starminer... Reborn! [Realistic gravitational player rotation]

    Combining this with Ars Magica 2's Ender Boots has some interesting results. If I flip with the boots when already upside down, it makes me slide on my head across the ceiling with almost no friction.

    Posted in: Requests / Ideas For Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CornPlanter»

    Thanks!


    And another question, how exactly do you use Warp Glass from Chromaticraft? Place #1, place #2, stare into it? Anything else? Any special rules about placing (facing the same direction, different direction?) Any usage for manipulator wand (pairing... turning on/off..?) Because I just can't get them working :(


    You need the Linker, and you need to pair both A to B and B to A. It also needs a frame of certain materials, but I think the book mentions that.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from minenine1255»

    I have a suggestion, could you add some special components, shapes, or even just some stand alone spells that you get once you get to levels 75-100 that are like super tier spells? for an example a meteor shower that rains down large fireballs in a large area around you doing large amounts of dmg. The general basis of these spells is they are flashy, massive, and do high dmg. just something to give those that really work for the very end tier ars magica and are not disappointed for it.



    Sounds like you haven't tried out the Firestorm spell yet.

    Also, try this:

    Shape box: Zone, Zone
    Component bar: Random teleport, Zone, AoE, Starfall

    SHOULD work...

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Seems like most of the shots aren't hitting, though, since the slimes have a bit before they can get hit again. Probably can't do anything about that, though, and I'd imagine it's still useful with large numbers of mobs.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Builderb0y»

    Depending on how much progression you have, it may or may not give you x-ray vision.

    Hmm...what progression is needed for this?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Alright, what does the bloody Void Gaze do? And why does it always give the level II effect?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I can't believe it took me this long to realize where Avolite crystals are from...although I still have yet to actually find one...

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


    Do you have any biome enhancement mod?


    I do have Ridiculous World...and of course a bunch of mods add a biome here and there, but I haven't found any at all.

    Mod added Overworld biomes:


    Chromaticraft
    S:"Ender Forest Biome ID"=61
    S:"Luminous Cliffs Biome ID"=63
    S:"Rainbow Forest Biome ID"=62

    Ars Magica 2
    I:WitchwoodForestBiomeID=64

    I:biomeOilDesert=131
    I:biomeOilOcean=130

    I:biome_eerie=194
    I:biome_magical_forest=193
    I:biome_taint=192

    Ridiculous World
    I:"Botanical Garden"=185
    I:"Mountain of Madness"=186
    I:Murica=187
    I:Ossuary=188
    I:"Rock Candy Mountain"=189
    I:"Shadow Fen"=190
    I:"Spooky Forest"=191

    ...Huh. Less than I thought.


    All mod biomes (I just copied my ID backup list):

    Twilight Forest
    I:biome.id.Clearing=49
    I:biome.id.DarkForest=55
    I:biome.id.DarkForestCenter=53
    I:biome.id.DeepMushrooms=52
    I:biome.id.EnchantedForest=56
    I:biome.id.FireSwamp=57
    I:biome.id.Glacier=48
    I:biome.id.Highlands=43
    I:biome.id.HighlandsCenter=54
    I:biome.id.Lake=40
    I:biome.id.LightedForest=51
    I:biome.id.Mushrooms=44
    I:biome.id.OakSavanna=50
    I:biome.id.Snowfield=47
    I:biome.id.Stream=46
    I:biome.id.Swamp=45
    I:biome.id.Thornlands=58
    I:biome.id.TwilightForest=41
    I:biome.id.TwilightForestVariant=42

    Chromaticraft
    S:"Ender Forest Biome ID"=61
    S:"Luminous Cliffs Biome ID"=63
    S:"Rainbow Forest Biome ID"=62

    Ars Magica 2
    I:WitchwoodForestBiomeID=64

    Chromaticraft Chroma
    S:"Aura Ocean Biome ID"=106
    S:"Central Biome ID"=109
    S:"Crystal Forest Biome ID"=104
    S:"Crystal Mountains Biome ID"=105
    S:"Crystal Plains Biome ID"=102
    S:"Glowing Forest Biome ID"=103
    S:"Island Biome ID"=101
    S:"Skyland Biome ID"=100
    S:"Sparkling Sands Biome ID"=110
    S:"Structure Biome ID"=107
    S:"Voidland Biome ID"=108

    I:"Elysian Fields"=123
    I:"Fields - Forest"=127
    I:"Fungal Forest"=125
    I:"Submerged Swamp"=126
    I:"Subterranean Savannah"=122
    I:"Ulterior Outback"=124
    I:"Underground Jungle"=120
    I:"Volcanic Desert"=121

    I:biomeOilDesert=131
    I:biomeOilOcean=130

    I:biome_eerie=194
    I:biome_eldritch=195
    I:biome_magical_forest=193
    I:biome_taint=192

    I:"Limbo Biome ID"=148
    I:"Pocket Biome ID"=147

    Betweenlands
    I:"Coarse Islands Biome ID"=69
    I:"Deep Water Biome ID"=70
    I:"Marsh 1 Biome ID"=71
    I:"Marsh 2 Biome ID"=72
    I:"Patchy Islands Biome ID"=73
    I:"Sludge Plains Biome ID"=74
    I:"Swamplands Biome ID"=75

    Ridiculous World
    I:"Botanical Garden"=185
    I:"Mountain of Madness"=186
    I:Murica=187
    I:Ossuary=188
    I:"Rock Candy Mountain"=189
    I:"Shadow Fen"=190
    I:"Spooky Forest"=191

    I have this list so I have guaranteed non-conflicting biomes in any instance with these mods.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from kopc0801»

    Hi! I have unpleasant problem with Nightmare Horse in the Curative Vat.

    If I place Nigthmare Horse into the Curative Vat and relogin, the Curative Vat is empty. In server console I see error:

    http://pastebin.com/raw/7CQzRvBN

    Thermos build 58 (Forge 1614) (what information is necessary?)

    Any ideas?


    Gonna take a guess that it's something with Thermos. kCauldron, Bukkit, all those things always seem to have problems with Forge mods.

    Of course, it could simply be the fact that this mod is unfinished...
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Xardion469»

    OH, yeah, you're right, the actual source block sinks too. NEVERMIND :P

    Well if you have it flowing off of a platform made of a stable material, it should be fine, right? Just not a direct vertical waterfall (petrofall?)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Xardion469»

    As an aside, I don't know if anyone else has done the math, but it appears that using Tectonic Petrotheum (viscosity 1.5x water, density 4x water) as a waterfall fluid will cut the necessary height in half. (for the curious, I've attached the formulas Reika uses to calculate the torque for a hydrokinetic engine given the fall height, density and viscosity).


    Doesn't Petrotheum sink, though? May or may not also sink THROUGH certain blocks, like Pyrotheum.

    I seem to recall things happening if it is placed on stone...
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Fallen_Snipez»

    The casting room only requires one diamond, though the casting temple and casting complex require two and three diamonds respectively.


    Nope.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Xardion469»

    HEH, considering the name (Pain in the "End" - my quotes for emphasis), I'm guessing he's trying to make a modpack with a focus on complexity and difficulty.


    I think they were asking Reika if he was making a new mod...



    I feel like every time I post asking for help, I've gotten even further behind than before. Now I can't even get the basic Casting Room to work...what obvious mistake have I made this time?

    Posted in: Minecraft Mods
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