Unfortunate, but good to know.
Are there any plans for supporting the Lost Cities worldtypes in Geographicraft?
Is Forge Amidst maintained anymore? I found it invaluable on older versions of minecraft, but the only version I have access to is prone to crashing nowadays, even in vanilla worldtypes.
As much as I would desire to get to use this in my own pack (which happens to be 1.11.2), I think at this point I don't think we should expect backports given a ) our dev here was suffering some significant burnout on the project a while back, and b ) the modding community appears to be trying to standardize on 1.12.
Which is all in all probably a good thing.
... I'm vaguely astonished nobody else has commented here, so I'll go first.
This is a delightful find. I definitely miss the TiCo oreberries, and these have lovely meshes and textures. I look forward to giving it a try!
Yep. I'm working on 1.10.2 as we speak. It's going to be a big update, we'll have 3d models for the blocks, MCMultiPart support, and support for theoretically infinitely many materials.
I won't be releasing until all this is done because if I do new builds can and probably will either corrupt worlds, make worlds crash on load, or cause blocks to be deleted.
Speaking for myself (although I see others echoing something similar) a big part of what engaged me with Thaumcraft was the management of resources, and the need to sometimes search far and wide for a sample of something I needed, be it something for making a finished product, or a sample of a plant I might go through a lot.
The concept of 'aspects describe what is already in reality' really helped me build associations between the aspects and the materials, and in particular, I liked when the aspect system rewarded strong comprehension of compound aspects.
As an aside, I felt TC5, while having a stronger gameflow for the research process itself than TC 4.x, lost some of that reward for familiarity with deep compounds, due to the fact the research points were all primals.
I just found this mod and I am absolutely amazed; i've been wanting this for years. (thanks to /r/mcmodfinder for finding it). I had a question, though: How hard would it be to provide a second 'version' of objects to that a user-defined texture could be used for them? I'd be completely willing to handle my own labor for recipes (via minetweaker) and textures, I just have an application for a shared world in which two (or optionally more) aesthetics is appropriate.
(Specifically: using these catwalks both for an industrial base, and for a magic base, using wood-based textures)
More to the point: vanilla ender chests do not belong to anyone at all, and have no notion of ownership or who placed them.
They have no inventory except at the moment a player accesses them, and even then, they are not an in-world inventory. They more strongly resemble bags which you can only open at specific places in the world than item bearing containers.
There's not a lot of reasonable/reliable/safe ways to approach this. The general answer is 'use something like Ender Storage'.
Having the Greedy Chest remember its owner then attempt to access Ender Chest data is possible, but I wouldn't be comfortable with it.
I was hoping there was a more elegant or interesting way that I hadn't thought about.