[0.12.0] 1.7.10: Technomancy Discussion Thread

Discussion in 'Mod Discussion' started by theflogat, Jul 5, 2014.

  1. theflogat

    theflogat New Member

    http://www.mediafire.com/download/mn5z3m5ga9niq9g/1.7.10_Technomancy_0.9.0.jar

    Here is the final 0.9.0 version. Wouldn't have been possible without @Mordenkainen Enjoy the full changelog:
    - Thaumcraft and TE modules updated
    - Dynamos now calculate energy properly
    - Config options for ratio
    - Disabling items and blocks
    - Essentia Reconstructor is disabled
    - Condenser Fixed
    - Fix for the energized rod recipe
    - Fix crash when linking wireless coils
    - Balanced the ratio for ore processing
    - Fixes for Eldritch Consumer
    - TileMachineBase now properly saves current energy stored. This may fix the galvanized bellows
    - Fix Sanguine Infuser drawing LP on both client and server, causing it to draw twice the essentia.
    - Fix Electric Wand absorbing power and not recharging.
    - RItuals with Crystals and Catalysts (in-game documentation coming in the near future)
    - Animations for Wireless Coil fixed
    - Animations and Sounds for Node generators
    - Redstone settings and upgrades for Dynamos
    - Node Fabricators now have a full bounding box that is actually able to handle essentia and energy income.
    - Fixed a whole bunch of rendering problems
     
    Last edited: Feb 8, 2015
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  2. squ1b3r

    squ1b3r New Member

    Sounds really good! The only thing is that download link seems to be dead.
     
  3. Eruantien

    Eruantien New Member

    It's alive again.
     
  4. squ1b3r

    squ1b3r New Member

    Great! Thanks.
     
  5. Mordenkainen

    Mordenkainen New Member

    Thanks for the credit!
     
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  6. Nigelcheese

    Nigelcheese New Member

    I don't know if it's actually possible but Ive always thought something cool would be a blood magic altar that instead of being augmented by runes Is augmented by mechanical upgrades which cause it to use power as well as being able to have multiple slots and infinite upgrades and an actual gui no clue how possible this could be just an idea I had thought of for a while I do notice though it is a thaumcraft focused mod there is still some blood magic
     
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  7. theflogat

    theflogat New Member

    That's doable. I think it is a very good idea.

    Edit: Actually, it isn't possible.
     
    Last edited: Feb 14, 2015
  8. pc_assassin

    pc_assassin New Member

    Quick question, does this have minetweaker support?

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  9. theflogat

    theflogat New Member


    It doesn't. What for?
     
    Last edited: Feb 14, 2015
  10. pc_assassin

    pc_assassin New Member

    Oh just building a magic/tech pack and this was a good bridge between the two

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  11. Mordenkainen

    Mordenkainen New Member

    Not much in the way of support required. I believe minetweaker can override the recipes. The rf costs of most things can be modified by the config, as well as disabling any specific items and blocks.

    Minetweaker can probably also remove or modify the smelting recipes for the purified ores.
     
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  12. pc_assassin

    pc_assassin New Member

    That's what I was wondering, if I can change the recipes with minetweaker. I know that if you try to change the recipes of mods that do not have minetweaker support the scripts for those recipes will just error and not run.

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  13. Democretes

    Democretes New Member

    Anything crafted with vanilla crafting can be adjusted with MineTweaker. Any mod crafting, such as infusion crafting, cannot. There is ModTweaker which is MineTweaker with mod crafting support for some mods.
     
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  14. epidemia78

    epidemia78 New Member

    Thaumcraft has really good minetweaker support.
     
  15. WayofTime

    WayofTime New Member

    It is possible, you would just have to build your own Tile Entity - you wouldn't be able to just simply extend the TEAltar class. Everything needed is there.
     
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  16. theflogat

    theflogat New Member

    I was thinking of creating runes working with energy. Didn't read the original post corretly :D
     
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  17. Mordenkainen

    Mordenkainen New Member

    @WayofTime posting in the Technomancy thread! It's hit the big time... Now I wonder what it would take for Azanor and Vazkii to pay us a visit!

    Lol
     
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  18. Sephlington

    Sephlington New Member

    Modtweaker definitely covers all Thaumcraft, Blood Magic and Botania crafting mechanics. The only one I'd be unsure about is the ore purification system.
     
  19. theflogat

    theflogat New Member

    Since we have plan for it to auto-detect ores, it probably won't be useful at all.
     
  20. Mordenkainen

    Mordenkainen New Member

    I am coding in a "disable" for each ore as well as configurable ingot output amounts, so hopefully that meets everyone's needs.

    I had considered allowing "custom" entries for any ores that are not auto-detected, but I decided not to do that for the moment because it is too prone to errors if the user sets invalid inputs. But, perhaps it could be added as an enhancement for the future.
     
    Last edited: Feb 17, 2015

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