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    posted a message on Flying Whales - New Airships
    Ah goody. I still want basketed whales, but I suppose I could make a request for some variety to be added to the airships mod, with different balloons (turtles and whales and pufferfish and flying spike balls...)
    Posted in: Requests / Ideas For Mods
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    posted a message on Flying Whales - New Airships
    Can somebody make a mod that adds whales - preferably flying, though also including water ones if liked - and mountable baskets with which to ride them, along with upgrades allowing control, upwards fireworks launchers, and weaponized fireworks launching turrets? I suppose I'm just feeling morose I never got around to trying the Aether mod, along with missing pchan3's airship, so if somebody could design something like this, I'd be very grateful.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    It'd be kind of cool if there was a way to set up the oby totems to function as simpler wisp traps.
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Got an Idea for an automod for the plasma cannon. Basically, you set the mechanism to tick off after a certain amount of charge time, configuring to taste. Also, some sort of laser would be fun. Talk to Azanor about that one, he's really good at lasers.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from Trigrhappy1

    Ok well looks like the best way would be to start over and just copy the code over to a new base mod. Lot of work to be done but Ill do my best guys, I dont have a ton of time for this though.

    Edit: Quick question, do I need to get sir entropy's permission to use his work? I want to take this in a new direction and maybe enlist the help of another modding group and integrate this a little bit.

    You need his permission to release it. You should ask him beforehand, but you can always work under his nose in the mean time.
    Posted in: WIP Mods
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    posted a message on Traincraft 4.2.1.
    Quote from watsonj11

    Can Mr Brutal make this compatable with tekkit please!

    Please don't mention tekkit/technic on the forums, it just starts flame wars. This also goes for youtube.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Wliu, what is your avatar from? I know this is off topic, but must ask, regardless.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    A lot of the enchantments don't work like they should. For instance, many of the wand-only (in omnomicon) enchantments can actually be used on anything (charging, for instance) while some that function as replacers for wands (treasure/fortune) are actually swapped with the preexisting variation.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Found a curious bug; Apparently, if you destroy the block under the arcane pressure plate, it adamantly decides to stay in the air. I know it's supposed to be unbreakable, but within reason it should pop off. You should just make it break under that condition, and add a mention to the omnomicon about putting warded stone under it.
    Posted in: Minecraft Mods
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    posted a message on [DEAD] The Laser Mod
    Should ask Azanor over on Thaumcraft 3 or Calclavia over on Universal Electricity about how they did the new arcane bore/old ICBM railgun. A fancy schmancy death laser/tractor beam/crop watcher/signal lamp/spotlight would be really interesting to have.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Oh god, having hilarious flashbacks of TC2, and reappropriating the usage of taint to the common euphemism...
    Quote from Cobra1117

    Also, does anyone know the best way to clean flux out of a node? (I assume Silverwood trees don't work the way they did in Thaumcraft 2.)

    Find it using goggles or thaumometer, like exact location, then put a 5x5 box around it, and kill wisps as they spawn. Alternatively, make lots of cake or healing potions, get some alembics (prefferably all four) and flood the aura with the healing aspect. That'll either work, or overtake the current trouble causing aspect. I can't remember which, though I did it once. Gimme a few minutes, and I'll try and reproduce my results.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Strange... Minecraft "white screens" after the mojang logo with these mods installed. May have to check if it's not one of the packs specifically.
    Lo and behold, of course I downloaded the buckit files.
    Posted in: Minecraft Mods
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    posted a message on Electrodynamics - [UPDATE]
    Small problem with nickel ore: I can't discern it from nikolite.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    Should talk to Azanor about custom wands, and his magic-metal-who's-name-I-forget.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    To everyone complaining the mod lost all its good parts, the minium stone is already broken. I can make diamonds with a cobble generator, or any capacity to reach an ocean or clay-filled lake.
    Posted in: Minecraft Mods
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