I'd like to suggest that we look into adding Thaumcraft addons to the pack. The ones I know about are: Thaumic Tinkerer (which now adds KAMI) first created by Vazkii (Botania) and now mantained and further developed by pixlepix and Nekosune. Thaumic Exploration, by Flaxbeard. I'm not sure if they have public releases for 1.7 yet, I've seen it on DW20s let's play on Forgecraft and they had neat additions and late/end-game content. I'd also like to ask to enable warp on the server, it has been severely nerfed since the first 1.7 versions and there are more options to keep it at bay. Having it disabled blocks off the current top tier of the mod. If anyone knows about more intetesting addons or know about the status of these two, feel free to comment. Thaumic Tinkerer thread on mcforum. http://www.minecraftforum.net/forum...ic-tinkerer-thaumcraft-addon-evolve-knowledge Thaumic Exploration thread on mcforum. http://www.minecraftforum.net/forum...4-1-7-10-thaumic-exploration-0-6-0-thaumcraft
I would definitely love to see Thaumic Tinkerer back and also the eldridtch knowledge tree unlocked, I wouldn't mind warp being enabled but I'm cool with any alternative that might unlock it as well. Thaumic exploration looks interesting, I'm willing to give it a try. One thing about warp! It has a lot of players scared and prejudiced about it who don't even use thaumcraft! Honestly it takes fairly high teir in the mod to even start to have an effect, and it's only going to matter for the person that has it. I see no reason for it to be disabled in the first place... Unless it's something that you want to get into it's never going to bother you.
Two things I'd certainly like to see added are something akin to the enhancedportals mod we had. I realize for whatever reason it might not be good to that have one specifically, but some kind of distinct hardwired portal system other than the mek teleport portals would be nice, so that distance costs for power don't get prohibitive. Another is the mad science mod, showcased by Yogscast. it allows for a number of neat possibilities, such as modifying animals for various purposes, like giving more meat when killed, giving leather, being able to shear things other than sheep. Best part is the abominations and bastard mutants that can be made, including my favorite creature, the shaggoth. Actually, screw the mods altogether, and just give me shaggoths all day every day; squeezing through gaps and rolling over mobs as any space spawned eldritch horror should.
I'm sorry, but the only related word I found in your reply was Eldritch, I don't remember if TT or TX adds anything similar, but I really wouldn't want the thread going off-topic in reply #3 Is the mad scientist mod a Thaumcraft addon? It doesn't sound like one. Edit: I've looked it up and it's not. Please lab, you can make your own mod request. @FuzzyHarpyBug I enjoyed TT in 1.6, and I hope it has been expanded for 1.7 And yes, warp isn't as scary as it might first sound, and you don't even have to deal with it if you don't want to get involved with Thaumcraft.
I'm on tapatalk most of the time, didn't see that, sorry. Anyway, the point still stands for TX and warp then.
For starters, I don't think they will add EE yet, BUT I realized that the teleposers from BloodMagic works inunloaded chunks
EXCUSE ME I was the one to help you test that theory so don't take ALL the credit But yeah Some more thaumcraft addons would be nice may actualy get in to it then
Well I seem to be the only one taking in mod requests at the moment from the MPT of SKC...but this seems to be promising and useful. I may or may not need to nerf/disable some items depending on the materials needed to perform an action...specifically the Think Tank. As of now, assuming the testing goes well, this will nearly definitely be in the next update.
Siioh for best mod 2014! For reals tho, I'd be more concerned about the Crucible of Souls. The last thing we need is crazy mob farms.
Well of course, if we didn't want crazy laggy mob farms, then grinders, autospawners, powered spawners, spikes, autonomous activators, etc would have been gone already...but of course, depending on the rate at which this works at, we can nerf or disable accordingly. It's being tested, seems like it'll make it's way to the next update. SiiohTheMod2014 - Coming to a theater near you!