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    posted a message on Et Futurum - Brings the future to now!
    Quote from ganymedes01»

    I want to, but it depends on how difficult they will be to implement.
    I'm glad you enjoy the mod :)



    : D 👍

    the way dual wield works is kinda funny in 1.9 and kinda simple actually. you can't have 2 weapons. what you can have is 2 items equipped at the same time or a shield and a weapon. it kinda works like backtools mod but instead of going on your back goes in your offhand.

    for example say you have:
    [ sword ][ torch] [sword 2 ] [block ] [ block X ]

    moving trough from first to last item would create this combination

    main hand: sword
    offhand: nothing

    main hand: torch
    offhand: nothing

    main hand: sword 2
    offhand: torch (previously used goes as offhand)

    main hand: block
    offhand: torch

    main hand block X
    offhand: block

    weapons only go in main hand. all other items go in either hand. shields in offhand only. etc i may be wrong maybe they changed it. also how you use them is funny and i don't fully understand. we'll see when it comes out i guess. overall is much easier than say battlegear 2 which makes the whole dual wield experience highly complicated.



    OR ! is even more simple than that. they added a new inventory slot called offhand where if you place anything you want in it. whatever you place there becomes the item you use when you right click while your main hand no longer has an use function. you could make it so both main hand and offhand use their items. could be useful to have magic wands or potions or food etc.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    some things are hard to make like dual wield mode requires a lot of work and a lot of base edits /replacements so i assume we not gonna see that.


    apparently their dual wield works a lot like backtools mod by iChun except instead of going in the back goes in off hand. so whatever items you used last goes in off hand and can be used by using right click. otherwise game works the same way.


    you gonna add 1.9 wings and end strongholds?


    just wanted to say regardless of what you gonna do next is a great mod and thank you. i really wanted to play 1.8 with mods from 1.7.10 which haven't been updated yet.

    Posted in: Minecraft Mods
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    posted a message on Blood N Bones Gaming's Mods
    Quote from eyamaz»



    All of the documentation for Triumph is available here. It seems I'm going to ave to go through and add links for all the wikis to the project descriptions until Curse.com gets its overhaul as not all the info from Curseforge is transferred over atm.

    If you need any assistance, don't be afraid to ask!


    Hey

    Sorry for the necro. I was wondering if is possible to do a requirements/dependency for achievements like vanilla minecraft.
    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!
    Quote from apoclaydon»

    well done with the script looks good




    Thanks. i put it in a spoiler so i don't spam thread. And if you want to use it and have any issues you could PM me so i don't hijack the thread . The patch fixes at the bottom of the script are good forever since all it does is it removes the recipes and adds proper ones instead. Even if the mod gets fixed my script will re-fix it so the end result is the same as long as used items/blocks don't get removed which I highly doubt they will. Good luck!


    You need Minetweaker 3 AND Modtweaker . BOTH MODS. Modtweaker adds Thaumcraft aspect compatibility to Minetweaker 3 custom recipes.


    Back on topic.

    I highly recommend not replacing already existing items from the game because it will break compatibility with many mods. In the case of oak fence and oak gate simply use them the way they are even if they are called Fence and Gate with no mention of Oak. I'd rather deal with that than having to convert back and forth between same type of base object or having mods not work properly .

    Regardless, thanks for the mod. I hope you include a few more things maybe even guardians


    Also rabbits need to be faster and make smoke trails like they are always sprinting.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    btw if anyone is interested I have made a THAUMCRAFT + ET FUTURUM aspect compatiblity patch. adds thaumcraft aspects (including addons) to all items and blocks and potions from et futurum


    it also fixes the lantern, shard, crystals, fence/gate bugs


    you need minetweaker 3 mod AND modtweaker addon mod (BOTH!). Copy paste into a patch.zs and put it into minecraft/scripts.



    # adds missing aspects
    
    # VANILLA aspects
    mods.thaumcraft.Aspects.add(<minecraft:fish:3>, "venenum 3");
    mods.thaumcraft.Aspects.set(<minecraft:fence>, "arbor 1");
    # ET FUTURUM mod aspects
    mods.thaumcraft.Aspects.set(<etfuturum:stone:1>, "terra 2, ignis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:stone:2>, "terra 1, ordo 1, perditio 1");
    mods.thaumcraft.Aspects.set(<etfuturum:stone:3>, "terra 2, ignis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:stone:4>, "terra 1, ordo 1, perditio 1");
    mods.thaumcraft.Aspects.set(<etfuturum:stone:5>, "terra 2, ignis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:stone:6>, "terra 1, ordo 1, perditio 1");
    mods.thaumcraft.Aspects.set(<etfuturum:iron_trapdoor>, "metallum 2, motus 1");
    mods.thaumcraft.Aspects.set(<etfuturum:prismarine_block>, "terra 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:prismarine_block:1>, "terra 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:prismarine_block:2>, "terra 2, aqua 1, tenebrae 1");
    mods.thaumcraft.Aspects.set(<etfuturum:red_sandstone:1>, "terra 2, praecantatio 1, perditio 3");
    mods.thaumcraft.Aspects.set(<etfuturum:red_sandstone:2>, "terra 2, perditio 1, ordo 1");
    mods.thaumcraft.Aspects.set(<etfuturum:sea_lantern>, "sensus 2, lux 10, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:daylight_detector_inverted>, "arbor 2, lux 3, machina 1, potentia 3, sensus 2, vitreus 4");
    
    mods.thaumcraft.Aspects.set(<etfuturum:banner>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:1>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:2>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:3>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:4>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:5>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:6>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:7>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:8>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:9>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:10>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:11>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:12>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:13>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:14>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:banner:15>, "pannus 3, arbor 2, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:sponge>, "pannus 1, praecantatio 1, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:sponge:1>, "pannus 1, aqua 10");
    mods.thaumcraft.Aspects.set(<etfuturum:red_mushroom>, "herba 4");
    mods.thaumcraft.Aspects.set(<etfuturum:brown_mushroom>, "herba 4");
    mods.thaumcraft.Aspects.set(<etfuturum:slime>, "limus 10");
    mods.thaumcraft.Aspects.set(<etfuturum:coarse_dirt>, "terra 4");
    mods.thaumcraft.Aspects.set(<etfuturum:old_gravel>, "terra 6");
    mods.thaumcraft.Aspects.set(<etfuturum:grass_path>, "terra 2");
    mods.thaumcraft.Aspects.set(<etfuturum:end_bricks>, "terra 1, tenebrae 1");
    mods.thaumcraft.Aspects.set(<etfuturum:purpur_block>, "herba 1, perditio 1, alienis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:purpur_pillar>, "herba 1, perditio 1, alienis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:purpur_stairs>, "herba 1, perditio 1, alienis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:purpur_slab>, "herba 1, perditio 1, alienis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:chorus_plant>, "herba 4, alienis 1");
    mods.thaumcraft.Aspects.set(<etfuturum:chorus_flower>, "herba 4, alienis 1");
    
    mods.thaumcraft.Aspects.set(<etfuturum:fence_oak>, "arbor 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_spruce>, "arbor 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_birch>, "arbor 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_jungle>, "arbor 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_acacia>, "arbor 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_dark_oak>, "arbor 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_gate_spruce>, "arbor 1, iter 1, machina 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_gate_birch>, "arbor 1, iter 1, machina 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_gate_jungle>, "arbor 1, iter 1, machina 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_gate_acacia>, "arbor 1, iter 1, machina 1");
    mods.thaumcraft.Aspects.set(<etfuturum:fence_gate_dark_oak>, "arbor 1, iter 1, machina 1");
    
    mods.thaumcraft.Aspects.set(<etfuturum:door_spruce>, "arbor 1, machina 1, motus 1");
    mods.thaumcraft.Aspects.set(<etfuturum:door_birch>, "arbor 1, machina 1, motus 1");
    mods.thaumcraft.Aspects.set(<etfuturum:door_jungle>, "arbor 1, machina 1, motus 1");
    mods.thaumcraft.Aspects.set(<etfuturum:door_acacia>, "arbor 1, machina 1, motus 1");
    mods.thaumcraft.Aspects.set(<etfuturum:door_dark_oak>, "arbor 1, machina 1, motus 1");
    mods.thaumcraft.Aspects.set(<etfuturum:mutton_raw>, "corpus 2, victus 1, bestia 1");
    mods.thaumcraft.Aspects.set(<etfuturum:rabbit_raw>, "corpus 3, victus 2, bestia 1");
    mods.thaumcraft.Aspects.set(<etfuturum:mutton_cooked>, "corpus 3, fames 3, fabrico 1");
    mods.thaumcraft.Aspects.set(<etfuturum:rabbit_cooked>, "corpus 3, fames 3, fabrico 1");
    
    mods.thaumcraft.Aspects.set(<etfuturum:prismarine_shard>, "terra 1, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:prismarine_crystals>, "terra 1, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:wooden_armorstand>, "arbor 2, terra 1, superbia 1");
    mods.thaumcraft.Aspects.set(<etfuturum:rabbit_foot>, "bestia 1, motus 2");
    mods.thaumcraft.Aspects.set(<etfuturum:rabbit_hide>, "pannus 1, bestia 1, tutamen 1");
    mods.thaumcraft.Aspects.set(<etfuturum:beetroot>, "herba 1, messis 1, fames 1");
    mods.thaumcraft.Aspects.set(<etfuturum:beetroot_seeds>, "herba 1");
    mods.thaumcraft.Aspects.set(<etfuturum:beetroot_soup>, "herba 1, fames 1, tenebrae 1");
    mods.thaumcraft.Aspects.set(<etfuturum:rabbit_stew>, "corpus 3, terra 1, fames 1, tenebrae 1");
    mods.thaumcraft.Aspects.set(<etfuturum:chorus_fruit>, "herba 1, alienis 1, messis 1, fames 1");
    mods.thaumcraft.Aspects.set(<etfuturum:chorus_fruit_popped>, "herba 1, perditio 1, alienis 1, lucrum 1");
    mods.thaumcraft.Aspects.set(<etfuturum:tipped_arrow>, "telum 1, praecantatio 2");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion>, "vitreus 1, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:dragon_breath>, "alienis 1, ira 1");
    # regen
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8193>, "vinculum 1, sano 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8225>, "vinculum 1, sano 6, praecantatio 4, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8257>, "vinculum 1, sano 3, praecantatio 2, aqua 1");
    # speed
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8194>, "vinculum 1, motus 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8226>, "vinculum 1, motus 6, praecantatio 4, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8258>, "vinculum 1, motus 3, praecantatio 2, aqua 1");
    # fire resistance
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8227>, "vinculum 1, ignis 2, tutamen 1, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8259>, "vinculum 1, ignis 2, tutamen 1, praecantatio 2, aqua 1");
    # poison
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8196>, "vinculum 1, venenum 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8228>, "vinculum 1, venenum 6, praecantatio 4, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8260>, "vinculum 1, venenum 3, praecantatio 2, aqua 1");
    # healing
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8261>, "vinculum 1, sano 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8229>, "vinculum 1, sano 3, praecantatio 2, aqua 1");
    # night vision
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8230>, "vinculum 1, sensus 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8262>, "vinculum 1, sensus 3, praecantatio 2, aqua 1");
    # weakness
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8232>, "vinculum 1, mortuus 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8264>, "vinculum 1, mortuus 3, praecantatio 2, aqua 1");
    
    # strength
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8201>, "vinculum 1, telum 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8233>, "vinculum 1, telum 6, praecantatio 4, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8264>, "vinculum 1, telum 3, praecantatio 2, aqua 1");
    # slowness
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8234>, "vinculum 4, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8266>, "vinculum 4, praecantatio 2, aqua 1");
    # leaping
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8267>, "vinculum 1, volatus 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8235>, "vinculum 1, volatus 3, praecantatio 2, aqua 1");
    # damage
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8268>, "vinculum 1, mortuus 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8236>, "vinculum 1, mortuus 3, praecantatio 2, aqua 1");
    # water breathing
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8237>, "vinculum 1, aer 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8269>, "vinculum 1, aer 3, praecantatio 2, aqua 1");
    # invis
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8238>, "vinculum 1, sensus 3, praecantatio 2, aqua 1");
    mods.thaumcraft.Aspects.set(<etfuturum:lingering_potion:8270>, "vinculum 1, sensus 3, praecantatio 2, aqua 1");
    
    # ET FUTURUM fixes
    
    # remove etfuturum oak fence recipe and repurpose vanilla fence/gate to use et futurum recipe from 1.8 and naming convention


    <minecraft:fence>.displayName = "Oak Fence";
    <minecraft:fence_gate>.displayName = "Oak Fence Gate";
    
    recipes.remove(<minecraft:fence>);
    recipes.remove(<etfuturum:fence_oak>);
    recipes.addShaped(<minecraft:fence>, [[<minecraft:planks>, <ore:stickWood>, <minecraft:planks>], [<minecraft:planks>, <ore:stickWood>, <minecraft:planks>]]);
    
    
    # fix prismarine crafting bug
    recipes.remove(<etfuturum:prismarine_shard:4>);
    recipes.remove(<etfuturum:prismarine_crystals:4>);
    recipes.addShaped(<etfuturum:prismarine_shard>, [[<ore:gemQuartz>, <ore:dyeBlue>], [<ore:dyeGreen>, <ore:gemQuartz>]]);
    recipes.addShaped(<etfuturum:prismarine_crystals>, [[<ore:gemQuartz>, <ore:dustGlowstone>], [<ore:dustGlowstone>, <ore:gemQuartz>]]);

     

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    also you added so many fences that you have oak fence/gate twice. i assume you did that to change name. but for some reason oak fence gate is missing from creative tab (even though there are two of them yours and vanilla none of them have been added to creative tab :) ). also a lot of recipes from other mods use default fence which makes it so about most fence recipes don't work. i understand you have a convert between fences but i made it much easier. i simply renamed vanilla fence to oak fence and vanilla fence gate to oak fence gate then enabled the new recipe on it and disabled all your recipes. maximum compatibility mode. now all recipes with all other mods should work.


    still great mod.


    minetweaker 3 is such a good program . you can fine tune all issues make it run smooth as hell.


    also your mod is the best mod i have found so far. i wanted 1.8+ features in 1.7.10 since all good mods haven't been updated yet.


    thanks again

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    i have 1.4.4 and problem is still there . duplicate items for shard and crystals each involved in different crafting recipes but not used together. i will try again.


    i just cheked and it same not fixed.


    the quartz+lapis builds prismarine with metadata 4


    but no metadata is used to create lanterns so it means any prismarine shards/crystals you build cannot be used.


    you seem to have removed the medata 4 from creative but recipes are still buggy :)


    i am removing the recipes using minetweaker to build medatada 0 rather than 4 until this is fixed. no biggie


    see attached image 4 proof


    if you manually build them from quartz + glowstone + cactus dye + lapis you cannot use them for lantern since they are meta 4




    if you guys are interested install minetweaker3 mod then copy and paste this into a file called something like prismarinefix.zs and place it in minecraft/scripts folder


    # fix prismarine crafting bug
    recipes.remove(<etfuturum:prismarine_shard:4>);
    recipes.remove(<etfuturum:prismarine_crystals:4>);
    recipes.addShaped(<etfuturum:prismarine_shard>, [[<ore:gemQuartz>, <ore:dyeBlue>], [<ore:dyeGreen>, <ore:gemQuartz>]]);
    recipes.addShaped(<etfuturum:prismarine_crystals>, [[<ore:gemQuartz>, <ore:dustGlowstone>], [<ore:dustGlowstone>, <ore:gemQuartz>]]);
    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    i figured out why the lantern is not building .


    seems there are 2 prismarine shards and 2 prismarine crystals


    one shard/crystal you can build in the crafting table

    the other one builds the latern


    problem is the one you build in the crafting table is not the same as the one you use to build the latern. i will fix this using minetweaker.

    Posted in: Minecraft Mods
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    posted a message on Better Foliage

    hey OctarineNoise. thanks for the info.


    the grass block in vanilla has an issue where biome specific textures don't show up on the sides. in optifine you can select grass fancy that fixes it or better grass fast/fancy. both will use the biome specific grass texture. your implementation seems fancy but blocks that do not connect do not use biome specific textures on the sides making certain grass blocks pop out. could be your mod or an incompatibility between the mod and optifine. i had to turn off optifine better grass since it was causing issues. in fact if i remember correctly certain dirt blocks have the sides of grass block with default (non biome specific green) for no reason at all and this after optifine better grass was off.


    about the other possible bugs i mentiones it unconfirmed at the moment so it doesn't matter. i am still verifying.


    the reeds i'd rather see them server side so people can grab them . is kinda weird not to be able to touch those items. but the leaves foliage and little grass looks fine client side.

    Posted in: Minecraft Mods
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    posted a message on Better Foliage

    this mod makes the game look great but unfortunately none of the items it adds can be interacted with. another similar mod wild caves at least has destructible blocks or can be silk touched if they don't drop themselves. i think it might have some memory issues. once i removed it game started going much smoother. it may have a memory leak somewhere. i did a test started a bunch of new games and it got laggier and laggier until game crashes saying out of memory. still needs verification but i will get back and confirm . might be this or villager info or taverns mod. once i removed all those it works perfectly.


    and yes and it conflicts with optifine better grass. even if you turn it off this mod's better grass' colour is off and some dirt blocks have an extra grass covering of lighter shade. not a big deal but you know.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!
    Quote from AlmightyZing»

    The Sea Lantern recipe isn't working. NEI has the recipe, but it's not letting me craft them.


    use minetweaker and fix it using a script. very easy.
    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    this is exactly what i wanted.


    thank you!



    you forgot to add the oak fence gate to the creative tab but it exists and is buildable just fine. since i use survival it doesn't bother me.


    also i have been manually adding all the thaumcraft aspects using minetweaker 3 and modtweaker addon. for anyone that is interested i can post the zenscript here. would be nice to have thaumcraft aspects out of the box but this works too.

    Posted in: Minecraft Mods
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    posted a message on Tainted Magic

    forbidden magic addon seems to add more taint stuff like taint tree, crusted taint bricks and slabs and the ability to survive in taint biome by owning a taint core wand which neutralize flux damage and even heals you by tapping into flux flowing trough your veins from tainted lands. i guess you can make a taint free laboratory and wader around to collect taint shards and other taint land material by wielding this new wand. now i wish i could make my own tainted villager village.

    Posted in: Minecraft Mods
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    posted a message on Tainted Magic

    I love tainted land from Thaumcraft. I am going to try this mod out.


    I am more interested in living full time on tainted land rather than using it for damage spells.


    Some form of ritual to turn player into tainted player able to live on tainted land like tainted mobs can. Maybe instead of dying you can become tainted if your health drops below zero. Red hearts could turn into purple hearts and the food bar is gone. Picking up tainted tendrils or goo sustains and revives your health. Tainted villagers could have custom trades. The ability to ward off taint using certain blocks. Maybe have thaumaturge NPCs try to come and kill you and remove or clean up taint if you live there full time . Zombies and undead hate tainted mobs and they both fight each other.


    Also note that Crimson clan is connected with Eerie land not Tainted Land. Eerie makes odd things happen like frenzy zombies . I don't know exactly but it has a negative effect on undead and hostile mobs while taint takes over all mobs and land.



    I guess the ability to be a tainted player is my no 1 request maybe without natural healing and no longer require eating food. Regens health while on tainted land or is automatically healed by consuming tainted goo or tendrils from inventory.


    Tainted villager trades my no 2.

    Posted in: Minecraft Mods
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    posted a message on Intermediary - Run Minecraft 1.2.5 mods in 1.7.10!

    1.6.2 has the best mods ever made when minecraft was in it's golden age so to speak. if you wanna bridge the gap i'd for that.


    cool idea though.

    Posted in: WIP Mods
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