• 1

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


    kind of but as it has little to no usage (neither of its own nor as component for later on recepies) it seems like artificial point in progression tree

    I must admit that I would like to see return of arcane singularities (maybe as alternative fuel for machinery instead of vis)



    O!, and that would be a nice reason to use it



    nice idea as well

    arcane singularities... dear Lord, it sure has been a while since TC1 hasn't it? Almost completely forgot about those until you mentioned them just now. Those were fun to toss around :-)
    Posted in: Minecraft Mods
  • 1

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


    Meh ._.

    Is this a bug or an antifeature?


    personally, I would consider it a bug since, in my opinion, all dimensions should have an aura and therefore be able to power a caster. Hopefully archwizard Ro'naza will agree...
    Posted in: Minecraft Mods
  • 1

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

    note: I haven't played with the latest iteration of the mod since Beta 6, so hopefully you've already addressed some of this. However, since B6 isn't that long ago, this feedback should prove valuable nonetheless


    you know, as much as I love some of the changes you've been making to the mod, I feel that, in the process of changing research and the aura system, you removed some of the stuff I liked about those things.

    aura nodes, while obviously problematic in that it can be incredibly frustrating when the Random Number Gnome is against you and you can't find the node with the aspects you need, it's also incredibly fun to try to build up a huge node to use as a power source for all your operations. Perhaps you could add them back as blocks from which energy flows into the aura, but that you don't have to directly draw from because the aura is all around you. I'm not sure about the details, but I know if anyone can pull it off, you're one of them.

    As for research It's absolutely brilliant for the most part, but theory crafting still feels just a bit... monotonous. I'm not sure what to exactly do about it, but when in doubt, look at what worked before. For instance, while a full-blown "connect-the-cells" minigame like in previous versions obviously doesn't fit the current model, perhaps you could still implement a theory crafting card that uses a smaller minigame involving linking 2 distant aspects. Example flavor text: "You decided to do some meditation (...with arcane mini games). Perhaps if you examine how aspects interconnect, something will come to you"

    Posted in: Minecraft Mods
  • 2

    posted a message on Witchery 0.24.1
    Quote from Fairess»

    i actually thought he was dead, since he suddenly stopped posting anything without saying that he wish to discontinue the mod. also which successor r u talking about? emoniph never released a src version of witchery so i dont think anyone would be able to modify it :/

    yeah I thought he was dead as well, and while one person I know of claims he's not, I'm a bit skeptical of it because they don't seem to have actually talked to him.
    Besides Bewitchment , there's also the possibility I'll make a "from scratch" port of the mod (or at least its content) for 1.10, perhaps as a project for college. That said, no promises and please don't beg me.
    Posted in: WIP Mods
  • 1

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

    Currently, Azanor is updating Thaumcraft for 1.10.2. He has said that he will release a stable version for this MC one and later he will update for the lastest


    this is good to hear. I've been trying to maintain a 1.10 mod pack and server but, without Thaumcraft, it just feels like something is... missing. Would you mind notifying me (either by PM or some other means) if/when he manages to finish? The presence of Thaumcraft is one of the primary reasons I'm still playing FTB infinity, with the other being Witchery
    Posted in: Minecraft Mods
  • 1

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

    Sad news.

    From Azanor through Patreon this morning :

    Azanor posted Sorry folks




    Now playing in survival, in versions higher than 1.7.10, it seems almost impossible to me.


    Many great mods have already died after 1.8.9, and many others have worsened their quality (for example: twilight forest does not exist, witchery does not exist, ars magic does not exist, metallurgy does not exist).


    With every great mod that dies, a piece of minecraft also dies.

    Seriously, Mojang should facilitate and support the creation of mods, minecraft would not be a famous game if it had not been for its mods. It would have been nothing.





    agreed. Injustices such as Mojang's failure to appreciate the modding community properly really —if you'll forgive the profanity, which is apparently auto-censored— ****ing **** me off. They're too busy catering to the Kidz that just get it on Xbox because it looks cool and not respecting the people that like it so much they want to add content at their own expense. It's a disgrace and I won't tolerate it much more. I haven't decided yet what I'm going to do about it, but I think Mojang should either clean up their act or watch their back, because I think if I put my mind to it, I could easily make something that would top Notch (punintended)


    edit as to avoid a double post:

    also, I support what others have said directly concerning the hiatus. It's a lot more work than most players realize to even get started modding. I know a bit of Java but I also need know things like how to use forge effectively and use version control software like GIT. And I don't yet...

    take care of what you need to take care of, take a break from modding, but we really hope to see you back at some point doing what you're clearly very good at: making magical blocks n' stuff. Hopefully if it's as important to you as it seems to be with as much as you put into it, your family will understand if/when you decide you want to come back to the modding scene. We'll miss you, and take care of yourself :-(

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from maxanier»

    Release Version 1.1


    After some testing and bugfixing (big shout-out to macks2008 and LemADEC for reporting many bugs) version 1.1 of Vampirism is finally released.


    Changelog:


    Compared to 1.1-beta.2:



    Fixed falling through blocks when coffin is broken while sleeping


    Improved sunscreen beacon and added config


    Improved garlic beacon and added config


    Fixed blood container interaction if there is an item in the offhand


    Minor fixes





    Compared to Release 1.0


    Vampires do not need to breath, so they do not drown


    But vampires are weakened by water. So if you plan to frequently
    cross water you might want to unlock a skill which makes you resistant
    to this.


    Added alchemical fire which can burn indefinitely, but does not
    spread. As well as a new crossbow arrow type which uses this to create a
    flame wall.


    Added disguise skill for hunter players to hide from mobs and to
    become far less visible to other players if you are a little bit away
    from them


    Added obsidian armor (for hunters) which is very strong, but slows you down. Also protects you from any fire damage except lava.


    Added Holy Water (In three different "purity"/"holy" degrees. Also available as splash potions to damage vampires and undead.


    Added Holy Salt which can be used to craft Holy Water


    Added new villager priest which trades Holy Water and Holy Salt


    Added Alchemical Cauldron for hunters used to craft things


    Added Garlic Diffusor, which repels nearby vampires and weakens
    them. (Available in two different tiers, and can be temporarily boosted
    (blinds players) with purified garlic)


    Added cheat command option to unlock all skills at max level


    Added some new items to some loottables


    Added icons for Vampirism's potion effects


    Advanced Hunters now drop valuable items (Vampire Blood, Garlic, Holy Water, Holy Salt)


    Fixed castle block recipe #137


    Fixed bat flying problems with some mods #139


    JEI integration for Alchemical Cauldron


    Modified vampire (spawning) behavior in vampire biome


    Improved hunter camp generation by making it less random, less dense, more spread and more awesome (not sure about the last one though)

    Fixed a placement problem of coffins and med chairs


    Low level vampire barons avoid high level players


    Fixed a blood bottle to glas bottle conversion problem


    Made a few more converted creatures drop items on death


    Made rabbits convertible


    Updated translations


    Minor GuideBook formatting fix


    Update video by JSQ:


    Download:

    https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2419297


    nice, and thanks for the shout out. I have to admit I'm kind of disappointed you didn't manage to make coagulated blood balls edible. Maybe instead of making them directly edible, you could make it possible to convert it to liquid form, whether that means bottles or blood container?
    Also, could we please please please get a way to turn off night vision? Sometimes I actually want to be able to see darkness. Case in point: the deep dark, where the dark is lethal but I can't see it because I'm a vamp that didn't get a choice other than "take this ability or don't use your level points".
    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!

    have you considered making coagulated blood from thinkers construct an exception to the rule that normal food doesn't work? After all, it's blood and the tooltip is "one vampiric snack". If you decide to add this, I suggest making it so the slime ball variant is more restorative than the drying rack "droplet". justified because "drying removes some of the 'nutrients', including the poison which vampires' fangs require."

    Posted in: Minecraft Mods
  • 1

    posted a message on Intangible (0.0.25 Alpha)

    On my todo list for after I finish learning java and how to mod:


    resurrect Witchery and Intangible for MC 1.10.x or whatever the latest forge version is at the time.

    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4 - 1.7.X] MineTweaker 3: customize your minecraft experience

    I seem to be having a problem with modtweaker. For some reason when I try to put anything in my script like "mods.thermalexpansion" I get a "no such member" error.
    Take this script for instance

    mods.thermalexpansion.Sawmill.addRecipe(2400, , * 1, , 100);

    and here's the part of the log showing the exact error I get


    ERROR: ?:3 > No such member: thermalexpansion
    ERROR: Error executing custom-thermal-expansion.zs: 4
    java.lang.ArrayIndexOutOfBoundsException: 4
    at stanhebben.zenscript.type.natives.JavaMethod.rematch(JavaMethod.java:152)
    at stanhebben.zenscript.expression.ExpressionCallVirtual.(ExpressionCallVirtual.java:37)
    at stanhebben.zenscript.type.ZenTypeAny.call(ZenTypeAny.java:201)
    at stanhebben.zenscript.expression.Expression.call(Expression.java:81)
    at stanhebben.zenscript.parser.expression.ParsedExpressionCall.compile(ParsedExpressionCall.java:42)
    at stanhebben.zenscript.statements.StatementExpression.compile(StatementExpression.java:19)
    at stanhebben.zenscript.ZenModule.compileScripts(ZenModule.java:124)
    at minetweaker.runtime.MTTweaker.load(MTTweaker.java:153)
    at minetweaker.MineTweakerImplementationAPI.reload(MineTweakerImplementationAPI.java:624)
    at minetweaker.MineTweakerImplementationAPI.onServerStart(MineTweakerImplementationAPI.java:555)
    at minetweaker.mc1710.MineTweakerMod.onServerAboutToStart(MineTweakerMod.java:166)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.serverAboutToStart(Loader.java:809)
    at cpw.mods.fml.common.FMLCommonHandler.handleServerAboutToStart(FMLCommonHandler.java:273)
    at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:91)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

    The full log is uploaded at pastebin here

    Posted in: Minecraft Mods
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