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Maximus930

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Posts posted by Maximus930

  1. I don't see how the cutscene would add anything to the game, and it'd piss people off if it wasn't skippable. Plus, it'd be hard, if not impossible, to implement in minecraft. I don't know why you'd say no to new mods just because what we have in the pack is good. Mo' Creatures is easy to configure so that it's less invasive (can do it from inside minecraft even), and ars magica can mostly be ignored (except in pvp, but there are certainly ways to beat a wizard without magic). It won't make the pack any worse, and it contributes to the Hexxit feel. Besides, you can remove it or play on an older version. It's easy enough.

  2. Ars Magica is perfect for Hexxit.

    Mo' Creatures however may not be. Hexxit desperately needs some better animals (birds), but it has things like cats and pandas that detract from the mood and game-play. It has some positive qualities (Wyvrens, Ogres, Wraiths) but I dont want all the insects and Bears running around causing me extra trouble. If you want more Hexxit style mobs, I recommend Divine RPG, although it may be to large to add to Hexxit

    Might be a slight one week necro, but I don't get on all that often so I missed this. Don't get me wrong on this, I love Divine RPG, but some of the mobs, especially the nether ones, can be a pain. I don't mind a feeling of danger, but I don't want to spend five minuets spamming left click to take something down, and Divine RPG is particularly bad about this (one of the end game bosses has 5000 health, and your average nether mob has 100-120). There's not really that much strategy to the fights either, they just hit like a truck if you don't keep knocking them back into a corner, and the +80 damage sword renders every other weapon in the game useless. It also nerfs vanilla armors into oblivion, with full diamond only giving 50% mitigations. You can't play like it isn't there, and I believe that a lot of people won't like it because it can turn into such a grindfest (especially getting armor). If someone spends two hours grinding for armor, and a mob that will one shot you on full health if you're not wearing anything kills them, expect hard raging if keep inventory isn't on. It's virtually necessary to have a good time playing Divine RPG (the same goes for Mo' Creatures to a lesser extent, what with werewolves spawning as often as creepers by default).

  3. I like Mo' Creatures overall, but some features of it can be quite annoying, such as how common the new mobs are. I had to nerf the spawn levels of pretty much everything it added into oblivion just to see some vanilla mobs. With the spawn levels for absolutely everything set to the same level as endermen, I still could get the resources I needed from vanilla mobs, and see the Mo' Creatures mobs as well, without them becoming annoying (let's face it, werewolves should not have the same spawn rate as creepers, skeletons, and spiders, to the point where that and blue slimes is all I'm getting). I agree that Mo' Creatures should be in the pack, but only with tweaking to the spawn rates. Ars Magica is a perfect fit for Hexxit, 'nuff said.

  4. Ars Magica is very much in keeping with the spirit of Hexxit, encouraging exploration to find spells, and even has a unique tower guarded by tough bosses that is necessary to unlock the highest tier of casting. Mystcraft is an ok fit, but it really would serve no useful purpose in an adventure mudpack, aside from creating linking books to places. Thaumcraft would, surprisingly, be a terrible fit for Hexxit (in my opinion, feel free to have your own), because it encourages settling down to research all those technologies, go mining to get more stuff to throw into your research table, and offers no way to progress through adventure. For all intents and purposes it is a tech mod.

    What I do think would add a lot useful features is the camping mod, because it offers bags and on site crafting through the special items, has a nice GUI to put those in and use them (pressing r opens your bag and crafting, you don't need to keep your camping tools on your hotbar or even in your normal inventory), and offers the ability to put down a temporary bed and furnace (tent and campfire). You can even have tents store things like a chest for you. Although tent functionality could be achieved through other means, the bags are truly useful, and neither overpriced nor overpowered.

  5. I think that tekkit pvp battles are pointless, because they take so long. The thing that you need to do to lure them into a trap, there are some electrocution traps that kill quantum instantly. Tekkit is about cunning and planning in advance, not spam clicking like vannilla battles.

  6. Sorry for the two month necro, but I think that just putting it a few thousand blocks away from spawn would do it. You could also build a fortress in the end, no nether to teleport in. Teraform it to look like the overworld, and put a force field around what you want.

  7. I know it's a temporary fix.

    1. Assuming the blocks spread themselves in some way, as the wiki page would seem to indicate, for blocks to spread indepemndantly of the aura, they need to be next to an adjacent block.

    2. If they are not next to a non corrupted corruptable block, then the infection will only spread after the aura takes the time to drain into the surrounding chunks.

    3. Totems of dawn raise the vis aura.

    4. One of the requirements for becoming a tainted chunk is to have a low vis concentration.

    Therefore: Nuking will have the same effect as a cobblestone wall, buying you time to set up a perimeter of totems of dawn, increasing the aura of the surrounding chunks, and making it impossible for the taint to spread.

  8. Thank you, that's exactly what I've been trying to say the whole time! But, the question remains, will the nukes be as effective a temporary fix as the wall of cobblestone? I assumed it would work for a time, like the wall, because it cuts off the blocks from the outside world, but am I wrong, and the nukes do less than the wall?

  9. Quoted from the Thaumcraft 2 Wiki

    "Once the Taint has a hold in an area, it slowly spreads like a surface infection. A Taint infection can be considered severe once you have a local infection that encompasses at least three or four chunks, each of which has a Taint level above a rating of 7000 or more (you can see the exact amount of Vis and Taint in the atmosphere with the Goggles of Revealing.

    A local infection will not penetrate the ground and only infects the blocks on the surface. Note that while the Taint does not infect water it can, and will, spread along the bottom of lakes and rivers, emerging on the other side some time later. The infection also only spreads to the blocks next to other already infected blocks.

    This has important implications both for preventing a Taint infection from spreading as well as for cleaning up an existing infection. If there are blocks the Taint cannot infect adjacent to infected blocks, the Taint will not be able to spread beyond them. As will be shown later, this can be used to create barriers that can temporarily stop a local infection from spreading. Taint will mostly infect naturally occurring blocks."

    I added the emphasis. The bolded text would seem to indicate that the blocks themselves infect other blocks directly or that the atmospheric taint needs to have an already infected block next to the block it wants to corrupt. The second cannot logicly be true because there are no taint blocks spawned at the start of a map, so the atmospheric taint would need to corrupt blocks that don't have a tainted block adjacent to them. I assumed that the crater would have an impact on direct spread, not atmospheric spread, similar to the barriers the last paragraph mentions. The atmospheric spread of taint is easily contained with a perimeter of totems of dawn. Lastly, I did feel like you were being hostile with the "I suggest you read the last line of my post" part. Also, I didn't have the purification items reserached. The potions only temporarily save the terrain, and the totems only boost the aura level, not nuke taint. I needed concentrated evil, which I didn't have.

  10. Okay, thanks for clearing that up. I was under the impression that the blocks could infect adjacent, non-player-made blocks, hence cobblestone walls being used for containment of the physical spread, as recomended by the technic wiki, but if the blocks don't spread independantly of the atmospheric taint, then nuking wouldn't help at all, and neither wpuld the cobblestone walls. I thought that the atmospheric taint corrupted a few blocks, those blocks infected others, and so on in a chain reaction, and unless the taint itself was removed, it would keep manifesting itself through corrupting blocks, as well as leeching into other chunks. If that isn't how it works, then does the atmospheric taint creat all tainted blocks directly?

  11. I've tried to explain to you why that is wrong. I suggest you read the last line of my post.

    Tainted blocks aren't taint itself, they're symptoms of taint. Taint will eventually spread to other chunks, doesn't matter if there's a massive crater.

    It's been my experience that the atmospheric taint spreads more slowly than the blocks, which transmit themselves to chunks that otherwise don't have the conditions to become tainted. If I prevent the blocks from spreading, then I can protect against the atmospheric taint with just totems of dawn, which are within my capabilities at the moment. The nuke just prevents the faster spreading blocks from uglifying my world despite the normal aura levels in the surounding chunks. The taint levels also went down slightly due to all the smashed taint crystals. There's no need for hostility, I read your entire post several times, and I think you're just misunderstanding my reasoning on using the nuke. I apologise that my first posts made it unclear as to what I meant.

  12. I had the same problem myself shortly after using a lever to power a rotary macerator. I removed the mod, and the server worked. After a little testing, I found out that any advanced machine (except the induction furnace, that's from "vanilla" IC2) will cause this bug. I'm afraid you'll have to remove the mod and use overclockers for the time being. Shame, as I really like those machines. Good news is, the solar arrays work just fine. Hope this helped!

    EDIT: It seems that transport pipes put blaze rods into the output slot of macerators now, so that screws over my blazerator. I think it isn't worth playing this version it's so buggy, I should just save the world file and wait until I have acess to advanced machines and functional pipes.

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