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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
  • 1

    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
  • 1

    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
  • 1

    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 Reika's Mods (Tech, WorldGen, Civilization, and more)

    The RotaryCraft manual needs a way to close it but remember what page you were on. Botania's book does this, and the Chromatic Lexicon has a button that specifically does this. When will the RoC one get this feature?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from awesomeaaron02»

    Dear Reika,

    I was wondering if i could use your mods( rotary craft, electric raft, and reactor craft) in my modpack i am currently optimizing things and fixing broken stuff. Thank you for your time! :)

    Also, nice job on the new cave feature, i could see myself using that 24/7 :lol:


    Read the pack guidelines again. You forgot something.

    And yeah this cave thing looks awesome. Can't wait for whatever the next version is (v17?)
    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Riyshn»



    Also, well played on Chromaticraft's 4/1 changes.


    That is amazing. Disappointed I missed it.
    Quote from Reika»

    http://i.imgur.com/Y1mTmhI.png


    So...either a visual change, or the monster gets more aggressive the more valuable stuff you have on you? Either way, I like it. I'm probably still wrong, though c:
    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 Robijnvogel»

    It seems that an Entity from another mod (see bolded words in your log) is acting as if it has AM2 mana somehow, even though (obviously) it doesn't.
    I also bolded the block, chunk and region coordinates for you, so you can rather easily open that region file with NBT-Explorer, find the chunk, find the entity and delete it.

    I've had this same issue before with the Familiars mod. I guess Rana just really wants to be a mage...
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Seems like this is slowly drifting towards customization in the realm of Ars Magica, which would be great. Keybind to switch to different "gestures" or targets, such as self or beam or projectile as suggested before. Or maybe actual gestures like Witchery's Mystic Branch?

    Also, if the Crimson Cult is staying with us, what if they still used wands? Thaumaturges may have moved on to the more powerful Arcane Gauntlets, but the cultists aren't exactly the sharpest or the most innovative (channelling those eldritch portals for nearly forever). Maybe they use wands still, which would drop when they die, and the focus could be extracted somehow for Gauntlet use? Like getting a Pech's Curse focus from the pechs, but the wand itself is near-useless to us now. Also I really want that homing electric fireball spell that they use.

    Posted in: Minecraft Mods
  • 3

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Even without wands, we need at least a Staff of some sort.

    Posted in: Minecraft Mods
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