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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more
    Quote from Zeno410»

    Sadly, ForgeAmidst is not being maintained. The author hasn't logged in to the site for months.


    Unfortunate, but good to know.

    Are there any plans for supporting the Lost Cities worldtypes in Geographicraft?
    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    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.

    Posted in: Minecraft Mods
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    posted a message on Catwalks 3
    Quote from Snipe13051»

    Are u planning to give us the possibility to use ur mod in mc 1.10.2 aswell?


    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.

    Posted in: WIP Mods
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    posted a message on [1.12.2] [1.4.4] Ore Shrubs - Everyone loves ore shrubs!

    ... 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!

    Posted in: Minecraft Mods
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    posted a message on Catwalks 3

    I see that activity has picked up again relatively recently on github. Dare we hope that things are on track towards a release again?

    Posted in: WIP Mods
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    posted a message on Catwalks 3

    Belated: oh wow, that looks amazing.

    Posted in: WIP Mods
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    posted a message on Catwalks 3
    Quote from TheCodeWarrior»

    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.



    This sounds amazeballs.

    I just had an issue in my current game where I went, "Y'know, this project would be so much easier with catwalks. ... I should check on the status of that." Lo and behold, I see that you are pretty well rolling in the github.

    REALLY glad to see this moving.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    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.

    Posted in: Minecraft Mods
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    posted a message on Catwalks 2

    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)

    Posted in: Minecraft Mods
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    posted a message on Storage Drawers - [1.7.10 - 1.12]

    Just want to go ahead and note here, jaquadro, you're one of my favorite mod devs.


    In case you haven't been told that recently.

    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    That makes sense, given that the ender chest could belong to anyone. The only way I can see this working is if the Greedy Chest would recognize who placed it, then specifically access that player's Ender Chest inventory.


    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.

    Posted in: WIP Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Tuhljin»
    No promises, but a device which you can attach a wand and focus (or at least a focus) to and activate by redstone signal is something I've been thinking about.

    "Just" a wand+focus in a redstone-aware device doesn't get us anything we can't already get via TT's dynamism tablet or TE4's autonomous activator, so unless you can somehow suppress the normal vis requirements I feel it doesn't really enhance our options much.
    Posted in: WIP Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from mineguy46»
    If I were to implement something like that. I would make it constantly drain aer and perdito (the same as the wand focus) centi-vis from a nearby relay for as long as the hole was open.

    Like AlphaeusXVIII mentions, I was thinking using a jar of essentia for basically the same reason as the Arcane Bore doesn't use match its requirements to the excavation focus vis costs. CV has its place, but I feel some machinery should be happy with jarred essentia.

    Or it could accept either-or, that'd be cool too, but I personally wouldn't be very happy with an implementation of this which fully mandated energized nodes.
    Posted in: WIP Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from netmc»
    This is what I have done, except I have a lever on the front that I manually flip when I want to repair something. I will be adding a filtered essentia pipe along with an extra buffer and bellows to isolate the system from the main alchemy processing line. That way, if I forget to turn the restorer off, all it does is prevent instrumentum from filling up the jars instead of halting my entire system.

    I was hoping there was a more elegant or interesting way that I hadn't thought about.


    Restricted essentia tubes? They halve the suction passing through them. Four of them would take 128 to 16.
    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Hello, wanted to note I am /loving/ the mod. I'm not far into the tech tree so far, since I haven't yet gone down the warp branches in my current world, but what I've seen so far delights me. I am gleefully replacing my redwire with redcrystal where feasible, although I'm still needing to use projred blocks for certain logic elements. I don't know if you're intending on adding more redcrystal logic devices, but it'd definitely be well received here at least.



    A comment on something I saw earlier: last I checked, JABBA barrels only offer one 'slot' for normal inventory access, and beyond that, they utilize the 'DSU' api from Minefactory Reloaded. You might want to investigate that.



    Something I'd /really/ like to see is a deployable machine that works much like the portable hole focus, but maintains the portal indefinitely (versus having to be 'recast' regularly), controllable with redstone and aimable ala arcane bore. Could require something like a point of alienis for it to open, if there needs to be a resource consumed.
    Posted in: WIP Mods
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