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    posted a message on Magic island: A modded survival questing map
    Has the Ars Magica 2 ability Prosperity somehow been disabled on the map? I made a spell that was Touch + Dig + Prosperity + Prosperity + Prosperity, but every diamond and coal I break just gives me one piece instead of the usual extras. I've even gone into creative mode to place more of the ore to test it, and it's always just one no matter how many times I break the ores.



    I made a separate map to test it as well, and on a map besides the island, it seems to work fine, but when I'm on the actual magic island, prosperity doesn't do anything
    Posted in: Maps Discussion
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    posted a message on Magic island: A modded survival questing map
    I've been playing this map recently, and am I encountering a bug, or is water not regenerating on this map? It's not filling in like it normally would. I'm getting weird patches of flowing water in my ocean when I place blocks
    Posted in: Maps Discussion
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    posted a message on [1.6.4] - Forge, OptiFine, Liteloader, and Magic Launcher (No Jar modding)
    followed the directions for the magic launcher section, not working for me and not 100% sure why :x

    started with a clean 1.6.2
    installed forge
    installed liteloader and chained to forge
    used magic launcher, i used the liteloader environment and added in optifine and moved it to the end of the list
    added the -Dfml.ignorePatchDiscrepancies=true bit in the advanced section

    Loaded up a world to test, i could play the game just fine, but my liteloader didnt seem to be working. I had optifine installed, and i had access to my forge mods, but macros mod wasnt there at all, and its the lite loader mod i need the most
    Posted in: Mapping and Modding Tutorials
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    posted a message on Macro / Keybind Mod
    is there any good tutorials for how to add new tweaks to liteloader?

    http://www.minecraftforum.net/topic/1888939-162forgeoptifine-hd-u-b4-forge-9100xxx-installer-linuxwindowsmac-compatible/

    I've used this tutorial to play using forge and optifine at the same time, but the problem is that now i dont have access to any of the mods in that version. I can either play with liteloader and use the macro mod, or i can play the optiforge version and use all my other mods, but i dont know how to do both at once :x
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]DNS TechPack ~My God, Dont play this pack~ [SSP/SMP] v6.0.2 10/29/13
    hell yea, new pack! is the google doc for what mods to add up to date? i'm not sure what needs to get changed yet
    Posted in: Minecraft Mods
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    posted a message on Many Minecraft mods illegally redistribute Mojang assets.
    mojang says " if it isn't covered please don't do it without getting permission from us." and " Basically, mods (or plugins, or tools) are cool (you can distribute those). . . "

    so bam, right there they gave permission to everyone to distribute mods. problem solved.
    Posted in: Discussion
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    posted a message on [1.6.4]DNS TechPack ~My God, Dont play this pack~ [SSP/SMP] v6.0.2 10/29/13
    nice to see DNS on the forum, should help popularity :D

    a few errors i noticed on the google doc: steamworks, condensed blocks, armourstatus, transformers, and mo creatures are all up to date for 1.4.6

    and you have "foresrty" instead of "forestry"

    i cant wait to get started with the pack though! i heard that mo creatures was removed because it was causing bugs, is that still true? i enjoyed my extra monsters
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Mumfrey

    Just make a conditional macro (click the tab at the top of the edit screen), put the condition as CTRL and put your two commands in the respective boxes.


    cool thanks :D i had no clue how to get the scripts working but that works perfectly
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    can anyone else help me set up a command that i have had no luck on? i'm afraid i really have no idea what i'm doing with scripting

    i want to be able to press a button and make it to /home $$h

    but i also want to be able to hold control, press the same button, and make it do /warp $$w

    what i thought was that

    IF(CTRL);/warp $$w ;ELSE; /home $$h ;ENDIF;
    would do the trick, but it always just gives me /warp no matter what i do
    Posted in: Minecraft Mods
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    posted a message on Building Laputa in Minecraft, 100% Legit!
    Quote from rodabon

    Nicely done sir, nicely done. Put down your tools and take a well deserved rest.

    Damn, now I may just have to visit this server. What minecraft version are they running?


    tools down, rest being taken :) but my crazy minecraft brain already has a few dozen ideas partially in the works for new projects to work on . . .

    Please do visit the server! apply at bit.ly/amcapply and mention me so i can win delicious prizes. We have 1.3
    Posted in: Survival Mode
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    posted a message on Building Laputa in Minecraft, 100% Legit!

    Update 11: Finally We're Finished!

    Sorry for not getting back to this sooner everyone! rumors are true, the castle was indeed finished a while ago, but i've been out of town for a few days so updates were extra delayed. I was out on vacation all this week, and only got home a day or two ago.

    Quote from HakimAthalla21

    Awesome! can i buy it from you?

    what, the whole castle? how much would you pay? XD

    Quote from finiteinfinity

    Can't wait to see your final updates ousire!

    I've been following this for a while, only just registered recently to check it out!

    have you considered building the valley village (towards the beginning of the movie) somewhere?

    Quote from caba111

    U mad bro? Build the air ship Goliath.

    sorry guys, but no more laputa after this is over. i've got other projects i want to work on, and this whole thing has been pretty tiring.

    Quote from rodabon

    Is he still working on this? It got pretty quiet lately.

    yup, just been delayed on updates due to being out of town :D

    The Progress:


    First, I mapped out using dirt the general area where i wanted to build the inner areas of the castle. the large octagon is where the main chamber is going to be, and the pillar of dirt in the middle is the size of the aetherium crystal


    Here we can see the build up walls, and the final size of the crystal. I elevated it above the pool of water slightly so it appears to be floating, and gave it the same amount of space below the roof, which i marked with a little circle of brick. The sign in the front was a warning to people who fell down the hole that they were trapped and would need to use /warp laputa to escape


    Here's the view of the chamber from above. This little platform i'm standing on to take the photo from is the entrance to the chamber, and will connect through a maze down to the bottom of the core and the crystal chamber itself


    here's the finished inner chamber. The floor's been sloped upwards to meet the walls, and small pillars are in the inner bottom most portion. Each one of the pillars is a different height. Each of the little 3x3x3 blocks floating in the air all line up to meet and slot into the matching gaps in the walls. In the movie, each one of these was moving around and sliding, presumably doing important magicy stuff we dont get to see


    Here's a shot of the guts of the door. It's a pretty simple piston door, sliding into the wall to the left when you walk in, and a button on the right hand side. The wire connects to a signal extender, then loops around to trigger both pistons. All of this is hidden behind more stone brick walls at the end


    The walls look something like this. There is no simple way down to the main chamber, its a maze that wraps around the octagon and snakes its way down slowly to reach the floor. From the main chamber, on the opposite wall, there is a second opening that loops even lower down and eventually leads you to the crystal chamber itself. I didnt make the maze too hard, because the goal wasnt to keep everyone out, it was just to create a bit of a challenge down. I designed it with one path straight through and then added a bunch of little loops and dead ends going off of the sides, so it will throw you off, but it shouldnt be impossible to get down with a bit of dedication


    eventually you reach here. . . . the crystal chamber itself. Sorry for the poor camera angle, but i'm keeping it a bit secretive ;) if you want to see more, join the server and descend to the bottom chamber. The whole chamber has no torches in it, its all lit by glowstone sunk into the water. I designed it so every block of dirt had at least one water block next to it, so every square could be filled with reeds and grown to the max height. I avoided torches to help give the area a bit more of a magicy feel to it, and because each torch i had to place would remove a spot where i could place a reed.


    The Next Step:
    None! We're done! huzzah!


    unless we count bonus updatesssss ;D
    Posted in: Survival Mode
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Azanor

    There won't be a lot of different node types. Just the normal "magic" node and maybe a small handful of rare and special ones. Nodes will not be linked to the tag system in any way beyond the flux they contain.

    The area of influence of a node is directly proportional to its current aura strength, so it will constantly be growing and shrinking as their magic is used. Nodes only interact with each other if their auras overlap - in other words if a node gets depleted enough it will start borrowing from its bigger neighbours, or if it gets overcharged enough it will start dumping magic into neighbours. If a node shrinks small enough it might lose contact with it's neighbours and just sit there - unable to gain aura, but happily gaining flux instead.

    The baseline strength of a node will vary according to several factors - possibly biome. I might make this baseline number dynamic as well - in other words if a beefy jungle node is somehow moved to a nearby desert biome its baseline will suddenly plummet which means it will be vastly overcharged and start shedding magic and gaining flux.

    The centre points of nodes will be invisible and intangible... except possibly if you have some special way of seeing them. Some form of eyewear perhaps? ;)



    Not a bad idea :)


    i like the idea of certain plants only existing in certain nodes or node overlaps, but i think that the node system should be at least a little biome-dependent. for example it wouldnt make much sense if a node was full of, say, fire energy was located in the middle of a snowy area, would it? :P

    so maybe something vaguely similar to how the thaumcraft 2 crystals work, with fire more common in deserts, water more common in ocean biomes, earth more common in forests, etc etc etc
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Azanor

    I'm still nailing that aspect down, but in a way it will be.


    you able to give us some hints/previews of what you're planning?
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Azanor

    I currently have only limited internet access so there won't be teaser videos till at least the end of the month.


    its past the end of the month azanor! where's our teaser video?! *shakes fist* :P
    Posted in: WIP Mods
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    posted a message on Building Laputa in Minecraft, 100% Legit!
    hey everyone, important thread question here!

    after reviewing what i have build on the server, and checking my backlog of photos, i've realized that my next update could be my last! i have an idea or two for bonus updates, but i want to poll my audience here. when the castle is finally done, is there any particular areas you want me to cover in a bonus update, or certain parts of the castle you'd like to see in more detail?

    i've heard interest in seeing my mines, which is a good idea! but what else?
    Posted in: Survival Mode
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