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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from megaJiynx»

    Hey guys, one more question from the Thaumcraft noob.


    I can't craft a hungry chest. I've tried every kind of wood trapdoor, and greatwood planks, and the damn thing won't craft. Halp?


    Stupid question, you do have the research completed right?
    Other than what other people have told you to check, that's all I can think.of.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from ldog»

    Made a mistake, the void thaumaturges robes is where I seem to be stuck.
    Have made a void metal sword and chestplate, tried scanning. At a loss.

    I finally figured it out after a few days of fruitless googling and a lot of standing around headscratching ingame. Seemed to be 2 things, the grinning devil faceplate...pretty positive that was stopping me from getting the eldritch revelation (that was where I was stuck) the other was possibly not enough warp. I used the console command to give myself ridiculous amounts of warp, started getting the really bad events but still no revelation. Took my helmet off, went and fought some guardians and boom.

    So my advice is don't craft that grinning devil faceplate, just suck it up and deal with those warp events.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Pentigan»

    A decently high amount of warp and having read the book that drops from Crimson Cultists

    Made a mistake, the void thaumaturges robes is where I seem to be stuck.
    Have made a void metal sword and chestplate, tried scanning. At a loss.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Jack_0_Spades»

    I am having trouble with mirrored glass. I am unable to place it on any surface. I have the latest version of thaumcraft installed for 1.8.9. Blood Magic and rogue like dungeons are also installed. This is on a forge server. Can anyone help?



    I could be wrong, but I think it's only a crafting component. You need to make a mirror in the infuser.

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

    A decently high amount of warp and having read the book that drops from Crimson Cultists

    Figures. I took a warp ward bath prematurely then.Thought I had all my relevant warp events over with.
    Thanks.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Yeah that. Dunno if it is intentional or not. I expect there is no way to farm mushrooms either.


    So I know this works (cause I did it in another game not so long ago), but for the life of me can't remember how the hell do I get "Opening the eye" to unlock? Scanned a guardian, do you just need to wait for a warp event after that? Those last 3 Eldritch down that branch, primal pearl, and the Warp Thaumatorium are all the research I have left.


    To the guy above, I'm sure Azanor will drop whatever he's doing and upgrade TC5 to 1.9.4 just for you and your friend. So everyone a big round of applause!

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

    So I had an "interesting" experience today. 5.2.4 of course. Doing some infusion, forgot I had excavation focus equipped. Picked up the runic matrix. Pillars stayed as they were. Fortunately was able to just put it back and click it again with wand (sans focus this time) and go about my business. That probably shouldn't happen.


    While I'm thinking about it. Crystal farmer says last shard shouldn't be taken, but it always does if you aren't careful. Focus or no focus.


    Oh, and farmers not farming netherwart.

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

    What do you need that the Brain in a Jar doesn't do specifically? You mean the ability to transfer XP from the player to the brain?

    I could see that as a nice Warp-heavy addition.


    Yeah, exactly that. Maybe an "eldritch brain in a jar"

    Because 3 levels at level 3 not equal to 3 levels at 30. Between the research, focus upgrades, and regular enchanting it's a PITA (but then 1.7.10 and before we had a lot of other mod options to deal with that). Like I said, I think it is a great mechanic Azanor added, especially with the research as it is now the tedium of 3/4 are gone but the "flavor" is there. I'm on a 2nd playthrough with 5 and it doesn't feel like a horrible chore doing the research all over again. Granted Botania and/or Blood Magic may have a solution as well for all I know(I'm playing with them too currently) but I'm such a novice with them I don't know (and BM seems really tedious as well)

    Although honestly it's more an early-mid game care. Late game when you're rolling in XP it's less a concern. If you are into XP farms, then it's a non-issue altogether probably. So if it were made a "late game" item, it wouldn't really be THAT useful (but I'd take it anyway)

    That and some kind of capture device. I dunno about the rest of you, but my number 3 most hated vanilla activity is getting animals/villagers where I need them (#1 is fishing, #2 is cutting down trees). So those 2 things are all I really feel the pain of not having playing a primarily TC5 focused game.

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

    Be warned. You'll be stuck in 1.8.9 it's THAT good.

    Loved TC 1 & 2...3 & 4 not so much. 5 is just so much fun, I even removed most of the techmods from my current pack to be more TC focused.

    I know a lot of it is just little refinements to 4, but some of it is make or break.

    Research is the same with 1 tiny change...you don't need to make yourself batshit crazy trying to scan everything.

    Aspects are more or less the same, except there are far fewer (still too many for my taste, but it's a big improvement). Little tweak here, little tweak there.


    I got a couple item suggestions : Like I said I removed MOST of my techmods my current play. Not that there are a ton of 1.8.9 options, I kept EnderIO for really 1 thing only (not saying EnderIO isn't awesome too, just that the techmods tend to overpower the magic mods when used together...trying to keep it magic man). The ability to store XP. Minecrafts crappy level system is what it is. With the current heavy use of XP in TC (and I think it is very well done btw) it does exacerbate the madness of "I need to spend X levels NOW!!!" (OpenBlocks where are you!!!)


    A golden lasso replacement would be really handy too (****ing hate extrautils anymore...yeah...I need yet another ****ing power system like a ****ing hole in my head...).


    Really other than that and the usual info/mapping/utility mods, I could play happily with pretty much only TC5.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)

    Wow this mod has come a long way. From the early days of just 1 of the replacements for MightyPorks packs to something with the bells and whistles of Forestry packs without the irritation. This latest iteration is just fantastic. Thanks!

    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)

    Nice mod. Good to have a techmod for 1.9 and it's nice to see a fresh take on it.


    So how do you get steel to make a centrifuge without a centrifuge to clean up your dirty iron or am I missing something?

    NM, figured it out. Put ron ingots in the crucible.


    Also the pumps are not working for me. Tried various combos in creative. Pump 1/2 blocks above water/lava, various tanks attached directly and by interface pipes at various angles, solarpanels attached on top, creative RF storages attached wherever. Pipe drops like in the video, but nothing ever pumps. This is with latest (12.16.0.1813) forge.


    The logger is nice, but if there are any issues it surrounds itself with trees. Would work better with frontal instead of centered area of operations (ala MFR). I hope farmer and livestock are planned; those are the 2 most annoying activities in vanilla MC.


    Some thoughts on recipe balance: Too heavy iron use and not enough of the mods metals. Especially when you are spawning overly generous amounts of them. Even tripling your gains, it doesn't make a lot of sense when still ALL your iron and then some is going towards it. I know this isn't a TE copy, but don't hesitate to blatantly rip-off whatever they did right. The tiering and materials balance in TE went through a **** ton of testing and feedback, don't reinvent the wheel.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    One thing I still see a lot of is desert to swamp. I realize the reason is because desert is hot and swamp is temperate and since the Mojang does not include humidity there's no way to control that. Adding humidity factors to vanilla biomes and the climate zones would definitly be a great feature.

    So as for MultiWorld , it is supposed to be selectable which worldgen is used, default is one of them, and one would think that since Climatecontrol changes default it would work, but the configuration in MW doesn't seem to work 100% or I am not doing it right. Awaiting response from fabricator77 on that end.

    One thing it does allow you to do though is to copy an existing save into a new dimension folder so this could be made to work by generating a world with a custom climatecontrol config and then copying that over. At least if I understood you correctly, since once the world seed is generated the config file could be thrown out and it would continue with the values from initial generation. Is that correct?

    Also just to confirm, but any config changes (to CC) seem to require reloading the client. This is the norm for most mods anyway, although I have seen a few that you can make changes on the fly.
    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Zeno410

    I also love Highlands and used it for my first journal. I'm really looking forward to it updating.

    I considered having quartersize be the default. IMO the quartersize zones were too small but the halfsize were too large. I picked halfsize because with quartersize the zone smoothing - which occurs right after the quartersize step - often erases hot and snowy zones and it gets kind of touchy trying to adjust the climate frequencies. There's also a problem in that hot zones get erased first, so there's a bias to snowy zones. I tried 1/1/1/1 (hot/warm/cool/snowy) and was getting too few extremes; with 2/1/1/2 the snowy bias got pretty noticeable; and that's when I decided to go with quartersize. Maybe you could try 4/2/2/3. Let me know if there's a setting you think works well and I'll modify the recommendation on the OP.

    I like oceans even in vanilla. Coastlines/land structures are fun to explore; actually once you've seen all the biomes it's about the only reason to explore in vanilla. Ocean exploring is also nice in that you can look around some while you move and you can stay out all night. The boats are fragile but a couple lily pads and some spare boats allow you to manage the occasional squid strike and there's nothing else to hit out there.


    Yeah, I remember what it was about Highlands that made it stand out for me, the rivers. I don't think I've seen anyone else fix the derpiness. I still don't understand why Mojang can't fix the dry riverbeds in hills.

    So far so good, but granted I haven't explored extensively yet. Sucks not being able to use Amidst for custom world gens.

    I did do a little tweaking of the biome weights as well, especially since jungle and mesa are so rare. It was downright annoying when they first added jungles and that was all you could find anywhere, but then they went too far the opposite direction.
    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Zeno410

    The approaches are complementary and I plan to write a new version in perhaps a few weeks that will allow combining in the extra biome mods, which I actually like.

    I haven't tested it with any dimensional mods; however, it works by patching the default biome generator and I assume all the dimensional mods are using their own biome generators. So, it shouldn't affect any of the alternate dimensions. I would be reluctant to change any of the alternate dimensions because I don't know what they other dimensions *should* look like (I'd be happy to advise any other modder on how to get a particular effect, though.)

    With vanilla, working on the code made me even more willing to change things. It's clear from looking at the code, particularly the RemoveTooMuchOcean layer, that Mojang was *trying* to get a particular result (reduced ocean crossings) and couldn't figure out how to do it. Basically, they made the existing continents bigger and more complex than they had been in 1.6. However, because the continents were still very large, the intercontinent crossings were still often quite long. So they just completely filled up the oceans with land. I'm pretty sure that I'm not stepping on a vision of theirs, not even an poor one. Likewise the climate zones look not-too-bad on a map and the *travel* distances are at least acceptable, but when you play them you find the *search* distances are frequently ridiculous.


    That'll be huge, since those are very popular, especially BoP. I've actually used Highlands quite a bit myself in 1.6.4 but I have yet to check out the 1.7.2 (alpha just came out yesterday I think). More compatibility is always good. Always nice to have options.

    Generally I would agree about the dimension providers, since most if not all are customized. Multiworld is the one I'm not real sure about (kinda part of Toomanybiomes but released as a seperate mod) exactly how it works, but I'm using it and I will get around to checking it out soon. Will be pretty easy to tell. It would be awesome if they could be made to work together, but each dimension have it's own config. Multiworld is a bit like Mystcraft lite. You can pre-define additional dimensions by command line or config file. It's somewhat basic (which I like), but seems to have a lot of flexibility and potential.

    Exactly. The search distances are still a bit large even with your mod, I'm about to try quartersize climate zones with doubled hot and snowy as suggested. I'm torn between the convenience of random biomes vs hating seeing desert next to ice plains and swamps lol.

    Getting rid of the oceans is a good move for vanilla, since the boats are awful and there's not much to see or do. Their timing sucks of course since there are more than a few ship mods that are becoming more and more mature, with no oceans to sail on anymore.
    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Great mod. I've tried all the other biome mods and it's too much mucking about with configs to get them even how I am remotely happy with them. Playability trumps realism and looks for me, and most of the other mods seem to go the opposite. True continents and oceans, a bit more sensible placement of biomes (they had the right idea for 1.7.2 with climate zones but the execution is just horrible....big blobs of the same biome over and over and then a still pretty abrupt change to something else is what I've seen so far), small subtle changes. That's all I'm looking for.

    Does this mod change other dimensions world gen as well? (for example Multiworld, Twilight Forest, Aroma's mining world, etc)
    Posted in: Minecraft Mods
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