• 1

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from ArloTheEpic >>

    How is this not a thing already?


    Maybe too difficult to add/balance? My idea was that it would be really fragile, but do bonus damage based on how much damage it recieved. The idea is that a glass weapon shatters and leaves shards in your enemy's body. Or maybe, rather than bonus damage, some damage over time effect.

    Posted in: WIP Mods
  • 1

    posted a message on [1.12.2] [Forge] [SSP/LAN/SMP] AbyssalCraft V.1.9.4.14! +4.4M Downloads!

    So, I just had an extreme case of Lesser Shoggoth infestation on my server. They just started spawning like crazy without reason, built their towers everywhere, turned a lot of blocks into slime, we didn't stand a chance. I had to set the difficulty to peaceful. My question is: what the nether happened??? Pretty sure there is no abyssalcraft biome nearby. What exactly causes random appearance of Shoggoths?

    Using AbyssalCraft-1.7.10-1.9.1.1-FINAL

    Posted in: Minecraft Mods
  • 1

    posted a message on [TC4 Addon] Forbidden Magic - v0.575

    I don't really see the point of more caps/cores, unless they do something really special. For example, some mediocre caps, but they automatically drain nearby nodes. Or steal XP orbs and use them to recharge the wand instead of giving you actual XP. Or some caps which have a usage multiplier of 40% or so, but the resulting wand has only 1/4 of it's capacity.


    Hm reminds me, some mod was planning to add one-way wands, aka, the wand comes precharged with about 50 aspects when you craft it, but it can't be recharged. With a rather cheap recipe, so that you can quickly craft a replacement wand when you died and need to get your stuff, or when you go somewhere where you will probably die. Was it this mod? If not, I hereby suggest this.


    Oh lol, now I had the stupidest idea ever. Instead of just using plain old caps, combine them with tools, like an axe head or a sword blade :D

    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct 2
    Quote from boni»

    They are. The mining slowness effect is only for visuals.

    Oh. In that case, could you add a config option to remove that? It causes problems with Thaumic Tinkerer's Talisman of Remedium. The talisman attempts to remove all negative effects, and if they are restored right away, it gets used up rather fast
    Posted in: Minecraft Mods
  • 1

    posted a message on [Thaumcraft Addon] Witching Gadgets

    This feature is available in Automagy.

    It is? Hm maybe I should get Automagy then.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Thaumcraft Addon] Witching Gadgets
    Quote from BluSunrize»

    Part of a world-gen feature that I never managed to make work. The magical lock is from the same structure, requiring you to solve its puzzle to get to the loot. Problem is, I'm terrible with worldgen, so I never got it to work x3

    You could turn it into some special kind of a player bed, maybe usable only once you have enough warp. And then it does.... things. For example, you keep your inventory if you respawn in the coffin. It would have to be rather expensive and maybe either only usable once or needs to be recharged in some way after each use.

    Or it just gives you random buffs if you sleep in it, which you could pick by putting certain gems in the coffin, which then use durability each time you sleep in it.
    Posted in: Minecraft Mods
  • 1

    posted a message on Gravestone mod
    Quote from NightKosh»

    I tried to make it compatible as much as I can. Unfortunately not all mods have such feature in theirs API..

    Furthermore I don't know about every "villagers" mod. But you can help me with it - just post links on this mods here https://github.com/NightKosh/GraveStone-mod/issues/86

    As for Thaumcraft's villagers - Thaumaturge must be supported(except when you cange its id in config file)

    Hmm, I'll have to look at it again. I'm pretty sure I didn't change any IDs. Also, posted about Witchery on github.
    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct 2

    Can I suggest new tools/weapons for any potential new version?


    - Wrench. Actually his idea, but still.

    - Trident: Crafted from one tough tool rod and 3 knife blades. OK melee weapon, mediocre thrown weapon, but could have extra features like working better under water and/or useable for spear fishing. Like, you right-click on a water block with the trident, it loses durability and has a chance to produce a fish.

    - Boomerang: Either 2 knife blades + 1 tough tool rod or 3 knife blades + 1 tough tool binding. Not that good in regard of damage, but comes back to the thrower and can be reused

    - Large tongs: you would need to craft two arms from 1x large plate, 1x tough rod, 1x tough binding first, and then craft them together, maybe also with a spring or an additional rod. The idea is that this thing can be used to pick up a single block, especially a chest, and place it somewhere else.

    Posted in: Minecraft Mods
  • 1

    posted a message on Advanced Genetics Mod

    tbh I was thinking about trying to make my own biotech-based mod, so I came up with some ideas. But since I'm way too lazy to actually do it, I thought I better post them here.


    I was also thinking about having to clone mobs using large nutrient vats, and applying genes to the player using some kind of a "bio-reconstruction tank" ("when a caterpillar pupates, it's body liquefies and reforms as a butterfly while preserving it's memories, and now your body can, too!"). Both would need a liquid nutrient slurry, created from food, which could also serve as a form of balancing: the more invasive the changes to your body are, the more slurry you need for it. That slurry could then also be turned into nutrient bars, which would be an extremely good source of food, but might require a genetic upgrade in order for your stomach to handle it. Or even going as far as making the player create new and improved bodies and then die in some special way in order to transfer into it. Thaumic Horizons does that already, though.

    Posted in: Minecraft Mods
  • 1

    posted a message on Advanced Genetics Mod

    If you are planning a rewrite, then I guess I can suggest even more stuff:


    - some kind of a metabolism mechanic. Basically, food could be the "mana" for powers like flight. Also, genes which increase the amount of food points and/or the saturation gain from food. Pigs might have some special metabolism-related genes for example

    - radiation breeding. either with blocks of uranium placed next to mobs/plants, or an x-ray machine, or inject them with some uranium or something similar. It causes some damage, but also has a chance to produce some genes which don't occur in the mob naturally. For example, chickens could gain Flight, cows could mutate into mooshrooms or vice versa, such stuff

    - genetically engineer cows to give other liquids than milk. potions, for example, or fuel, if there is a mod installed which adds it. maybe even lava, but then it would need the fire resistance gene, too.

    - genes for aggression. make hostile cows or peaceful creepers!

    - actually make the player gain wings from the fly gene. Bonus: bat wings if the gene comes from a bat, feather wings if from a flying chicken. Even more bonus: color genes, which can be aquired from colored sheep and can be combined with wing genes for colored wings.

    - player cloning! it would be just a villager which looks like a specific player, but why not? :D

    - beastmen! add human genes to a cat -> cat villager, wolf/dog -> dog villager, etc :D


    Also: dna harvesting mechanic suggestion:

    - poke a mob with a syringe, craft the syringe with a petri dish, get a "<mobname> cell culture petri dish"

    - the dish has a damage bar, like tools do, which is almost empty at the beginning.

    - Put it into an incubator, and it slowly gains health

    - when at full health, it can either be crafted with an empty petri dish, which gives you two which half full health each, or put it into a DNA extractor, which then creates a glass tube of DNA, which then can be used for the usual stuff

    - the incubator could have a large-ish inventory (3x3 or so) for processing multiple cell cultures, plus a slot for additives. putting a pathogen (potion of poison for example) into that slot will make the cell cultures lose health instead of gaining, but it has a chance to create a mutation for resistance to the pathogen.

    Posted in: Minecraft Mods
  • To post a comment, please .