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    posted a message on Tinkers Construct
    Quote from Superjager

    BUG!

    if you try to dig with a tool that has the flux upgrade while a TE3 flux capasitor charges you tool you can't dig any blocks until it if full
    hope it helps :)


    Vanilla bug/mechanic.

    Every time the item you're holding changes (A pick with more charge is not the same pick as before), the game makes you reset any length of progress that you've mined on a block. This was changed at some point, to prevent switching picks to save on durability.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CreepeRave

    EDIT: Also what is all this about a Thaumic Fishing system/add on? I hate fishing but if I can get it automated by Golems and get special thaumcraft stuff from it I would LOVE that.... just saying.....


    As far as I know, it was just my suggestion and nothing's happened yet. Be it Azanor that adds it, someone else, or no one at all. :P
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor

    the past two days (and pages) we have mostly been discussing magical fishing.


    The action of using magic to make golem minions fish, technically. :P

    ... I'd be all for taming a taintacle and having it fish for me, though. Tainted fish as a rare 'drop' that also gives some of the taint aspect?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CommanderEwok

    Every time I save and quit my minecraft game my Thaumcraft research gets reset. Can anyone tell me how to fix this? I keep my aspects but it's a pain and a half trying to remember which aspect does which research.


    Sounds like you're playing offline. If I remember, research is saved per character. Thus, offline mode is changing you to MiscSteve###### every time you log in... and causes it to 'reset' because MiscSteve55555 and MiscSteve55556 are not the same. I may be wrong, as research has done an overhaul at one point.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from LordEric

    Just download Growthcraft's Core and Fishtrap. That does everything a fishing golem would, and honestly seems more logical.


    But then I can't have an entire coastline covered in fishing golems, with a ton of gathering golems inland to pick all the drops up. You can't tell me those other mods add anything nearly as cool as that.

    Besides, Thaumcraft isn't about logic. That's just silly.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor

    The recipes are still in and has actually been expanded with the addition of fish nuggets. Any three combination of meat nuggets, suger and a bowl should give you a triple meat treat.


    Speaking of fish- Is there a fishing golem? If not, I'd like to suggest one. With the fishing overhaul, that NO ONE remembers, it would have some benefits.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from mDiyo

    Who needs protection when your armor does this?


    Extra Health VS Protection.

    Assuming it's being used in a super-hostile-you're-going-to-die-no-matter-what kind of map.

    Hrm... Protection wins in the end, especially in a large-scale fight- Unless some sort of Regen effect for a percentage of health was added. If you regen 5% of hearts per second: when you have '60' hearts you get 3 back in 1 second, while at 10 hearts you get 1 back after 2 seconds.

    Actually it would be best to have a mix. Protection to reduce overall damage, and extra health to soak super charged extra buffed explosion radius and damage creeper explosions. Custom data mobs are OP after all.

    Assuming it's just regular old Minecraft... Well, enough extra health will eventually even beat feather falling as you can only go so high (Ignoring TNT cannon launches).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I completely missed this thread, glad Azanor linked to it.

    Yay for Taintacles taking over the world!
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from mDiyo

    raa1337: Slimes are already immune to fall damage.


    Really? Never even thought to test it, as I assumed they would be like normal slimes...

    Unless normal slimes are immune now too.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from mDiyo

    I can say with certainty that floating islands will be new worldgen homes for blue slimes.


    Well...

    It's going to be raining slimes from heaven. What's next? Slimes being immune to fall damage? ... Actually kinda like that idea.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from jodi850

    why do you never aswer it? at least say you have notice it :/

    Quote from mDiyo

    I have made one last update to 1.5.2 fixing the electric modifier bug. All should be well now.

    I am quite aware of the bugs in 1.6.2. IC2 compatibility is down the tubes,


    ...
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from whythisname

    Was there a reason the Silver Ore berries got replaced? I mean XP isn't useful for Tinkers Construct either, or is there something planned for Tinkers that will use XP?

    I'm just curious why they got replaced.


    XP in Tinker's Construct doesn't exist. The 'End' in Tinker's Construct doesn't exist either.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from AngelFeather

    Is there a way to turn down the spawn rate of the blue slimes? Every night I have about a billion of them outside my house.

    Also, somehow, a creeper spawned riding a blue slime. http://i.xomf.com/wpzkl.png


    Dear god, Blue Slimes with payloads. Sounds like this is going to be a blast.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from assassindaybreak

    i am using the newest dire wolf pack, and have just started with t construct. I've used tinkerers construct in the past so i know what i am doing. or so i thought. However when i went to create my first tool out of iron i couldn't. i was putting iron ingots in the material slot with the iron pick ax head pattern, but no pickaxe head was coming out. help! Anyone know why this is happening?


    Reading could help. The first post has all sorts of information that will help you with the mod. Very important information may even be bolded.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Trajectory989

    I agree with laurtis12... Can I get this mod with 1.5.1?


    You can try the 1.5.2 download, as 1.5.1 and 1.5.2 mods/versions seem to work together.

    If it doesn't work, you're out of luck.
    Posted in: Minecraft Mods
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