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    posted a message on how do i defed angainst taint in thaumcraft 4?
    the best way to fight taint would be to destroy or the tainted node (or seal it in a jar and forget about it). the best way to contain it while still allowing it to exist it to surround it with silverwood trees.
    Posted in: Mods Discussion
  • 2

    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    has anyone been able to access the downloads page? all i get is "502 Bad Gateway nginx".
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 3.0.5i (Outdated)
    i have a bit of an idea about how to hint for research. if you need to combine aspects to finish the current research, have a tiny bit of tinting along the top border of one, and the bottom border of the other. it would only hint one pair at a time. if you have the aspect you need to research, have the tinting all along the outside. the tinting wouldn't show at all at first, but over a period of time, it would become slightly visible. possibly have an option to disable/enable/change this in the config.
    Posted in: Minecraft Mods
  • 2

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    i have a few suggestions that i hope will be useful. i think that they go along with the spirit of millenaire.

    --herb merchant should sell jungle saplings.
    --a way to set priorities for people moving in to new houses (like in a controlled village, say i want them to move into the quarry before the farm)
    --a way to make dirt wall (possibly learned, recipe could be 4 or 9 dirt in a square)
    --quarries will get coal. they will use coal if possible to smelt or cook
    --buildings: (seems that the oceans and lakes are mostly ignored by millenaire)

    --new lone buildings;
    --ship wreck: would be a group of people who may or may not attack you. they would mostly buy food and basic materials. possibly sell fish.
    --fishing ship: would be on the ocean or a lake. they would sell fish.
    --new building:
    --fishing huts. they would have a small boat (made of blocks) and they would gather fish. (like some of the Japanese do) they would be partly on water (if possible)
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Maximo_Artorio

    ooook as promised added the TC banner at my sign... also wanted to ask Azanor for permission to make new banners for TC2 if he likes the idea...

    i guess you dont like my banner...
    again it is
    http://i.imgur.com/TMtqJ.png
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Quote from Nulpe

    -snip_



    any chance you could make that a blueprint?

    also, i am completely dependent on id resolver. it is one of the most useful mods, next to modloader. i do have a question about the 1.2.3 version. will you be providing us the use of the new block ids? i know that they don't actually work yet.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Mod] Tall Trees {1.2.3} no modloader
    this would be great combined with the timber mod. 10x wood for free!
    Posted in: Minecraft Mods
  • 1

    posted a message on [first mod][1.1] noob mod v 1.1
    there is no reason to spam the post. you do know that you made 3 copies of this?
    Posted in: Minecraft Mods
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