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Author Topic: Minecraft - Mods Thread  (Read 976154 times)

Micro102

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Re: Minecraft - Major Mods Thread
« Reply #810 on: May 05, 2012, 11:04:00 pm »

Haven't seem them in the latest technic, but I have seen them, and they are awesome  :D
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alway

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Re: Minecraft - Major Mods Thread
« Reply #811 on: May 05, 2012, 11:56:16 pm »

In a better dungeons stronghold. This is certainly not a trap at all.
Spoiler (click to show/hide)
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bombzero

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Re: Minecraft - Major Mods Thread
« Reply #812 on: May 06, 2012, 12:00:27 am »

nope certainly not, please proceed to the light in the dark room.
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Seriyu

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Re: Minecraft - Major Mods Thread
« Reply #813 on: May 06, 2012, 12:11:34 am »

Don't be silly, it's just for central heating.

Mephisto

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Re: Minecraft - Major Mods Thread
« Reply #814 on: May 06, 2012, 12:22:32 am »

Welp, there goes that idea.

I found a nice little Norman village situated around a Thaumcraft monolith. The villagers decided they would very much like to place a fountain on the monolith when I gave them some resources. Cue destruction of the monolith.

What does destroying a monolith do? We're on Bay12 - we should already know. It releases the HFS. Luckily my home is situated between two silverwood trees.
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Trapezohedron

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Re: Minecraft - Major Mods Thread
« Reply #815 on: May 06, 2012, 12:28:38 am »

Wait, monoliths are destructible?
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Mephisto

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Re: Minecraft - Major Mods Thread
« Reply #816 on: May 06, 2012, 12:31:49 am »

By the villagers, yes.

I can't break one with explosives or diamond picks, but Lady Builder can break it with her bare fists.
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Peewee

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Re: Minecraft - Major Mods Thread
« Reply #817 on: May 06, 2012, 12:40:32 am »

 Yep, and they apparently release a ton of taint when they get destroyed.

Though, it takes more than 24 industrialcraft nukes to destroy one with an explosion, so i've no idea how to without a millenaire villager.

alway

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Re: Minecraft - Major Mods Thread
« Reply #818 on: May 06, 2012, 01:01:12 am »

And this, along with the terrible cycle-hungry AI, is why I keep Millenaire permanently disabled. An occasional NPC place is one thing; spamming 10 towns surrounding me with a hundred villagers and reducing my FPS to 2 is another.
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sluissa

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Re: Minecraft - Major Mods Thread
« Reply #819 on: May 06, 2012, 01:09:42 am »

Yeah, I love the idea of millenaire, but it doesn't tend to play well with a lot of other mods and slows things to a crawl if you decided to live somewhere where a town is in a loaded chunk most/all the time. I often try to throw it in, but it usually gets pruned from my list of mods pretty quickly
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Peewee

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Re: Minecraft - Major Mods Thread
« Reply #820 on: May 06, 2012, 01:25:25 am »

So I just came across a pair of skele spawners in vanilla dungeons RIGHT next to each other. One had a Sword of the Zephyr, the other had an Axe of the Stream.

Not sure if thaumcraft loot is based on the map seed, but if it is:
Seed: 759012525
x: 159
y: 70
z: 144

Seriyu

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Re: Minecraft - Major Mods Thread
« Reply #821 on: May 06, 2012, 02:36:50 am »

Yep, and they apparently release a ton of taint when they get destroyed.

Though, it takes more than 24 industrialcraft nukes to destroy one with an explosion, so i've no idea how to without a millenaire villager.

AHAH, wow, I didn't know it'd taint the area if the blocks were destroyed, that's kinda neat. Does the craftable tainted stone thing do this too, or to a lesser degree? Would be a neat idea for a custom map using thaumcraft. Explosion, all the weaker, craftable tainted stone is destroyed, area is suddenly tainted. Cue escape sequence/end/whatever.

Deon

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Re: Minecraft - Major Mods Thread
« Reply #822 on: May 06, 2012, 05:24:23 am »

I think only the monoliths themselves do it. And you can already release a lot of taint through very simple means.

By the way, did anyone find my Thaumcraft mobs' textures useful? I've made an updated version for myself (not recolored Dokucraft :P), and I am working on blocks. I can share it if you want.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

alway

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Re: Minecraft - Major Mods Thread
« Reply #823 on: May 06, 2012, 05:25:37 am »

Yep, and they apparently release a ton of taint when they get destroyed.

Though, it takes more than 24 industrialcraft nukes to destroy one with an explosion, so i've no idea how to without a millenaire villager.

AHAH, wow, I didn't know it'd taint the area if the blocks were destroyed, that's kinda neat. Does the craftable tainted stone thing do this too, or to a lesser degree? Would be a neat idea for a custom map using thaumcraft. Explosion, all the weaker, craftable tainted stone is destroyed, area is suddenly tainted. Cue escape sequence/end/whatever.
While initially I thought this silly, I also thought it deserving of testing. Craftable stuff, is in fact, a different block, as expected. However, the taint-inducing, 'indestructible' one can be put in your inventory through the item mod Technic comes with. I also learned some very interesting, potentially groundbreaking info about these 'indestructible' blocks; named 'tcbhidden.' Apparently, you can put them in deployers and they will dispense them onto the ground, as with any other block. The same goes for the block breakers. Which is VERY significant, as it means if someone is able to spawn them into a multiplayer server (haven't messed with tekkit, but if it has inv edit features for anyone in there, you could have the server admin spawn it in or something), you can set up an automated system to generate a HUGE quantity of taint. How huge? This HUEG. Keep in mind that not only did this area have no taint 15 minutes ago, but it had enough aura to grow greatwood trees:
Spoiler (click to show/hide)

Testing also included attempting to generate the blocks with EE; unfortunately, that can't be done, so the system can't be entirely automatic. But if you fill the deployer, it won't run out until long after the area has become a zerg hive.

So to reiterate: a fully automated system, after initial setup consisting of spawning 'tcbhidden' blocks, creating a redstone repeater, creating a deployer and block breakersand hooking them to the repeater, then putting the tcbhidden blocks in the deployer, you now have a system which pumps 1.5k taint into the air every full repeater cycle. It also means you can destroy these indestructible blocks with the block breakersin technic. Science Accomplished! :D

Edit: currently testing whether "Fort Purity," a fort created using 4 full stacks of dawn totems and 4 full stacks of silverwood logs (and built next to a silverwood tree) can withstand the effects of the generator a bit away from it.
« Last Edit: May 06, 2012, 05:41:03 am by alway »
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The Scout

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Re: Minecraft - Major Mods Thread
« Reply #824 on: May 06, 2012, 06:17:59 am »

Need ModloaderMP. So dumb.
« Last Edit: May 06, 2012, 06:29:37 am by The Scout »
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