Version:
1.3.0
What is the bug:
As the title says, I believe the addition and configuration of the mod addonThaumcraft Mob Aspects http://www.minecraftforum.net/forum...1-7-x-thaumcraft-addon-thaumcraft-mob-aspects would be great for Thaumcraft progression in this pack.
Just so I can do Thaumcraft crafting without relying on randomly generated nodes.
There will still be the need to look for nodes, to energize, for example. I don't think there is a mechanic in this pack to transfer nodes without damaging them (*cough*BloodMagic*cough*), so it, I think, would balance early game progression.
I think it fits into the pack (killing to get stuff) and would help/bypass an issue inherent to Thaumcraft, that has been very changed in Thaumcraft 5.
Thanks for your consideration of this.
Mod & Version:
Paste.feed-the-beast.com log:
Can it be repeated:
Known Fix:
Installing and configuring a mod for a couple hundred creatures (give or take 50).
1.3.0
What is the bug:
As the title says, I believe the addition and configuration of the mod addonThaumcraft Mob Aspects http://www.minecraftforum.net/forum...1-7-x-thaumcraft-addon-thaumcraft-mob-aspects would be great for Thaumcraft progression in this pack.
Just so I can do Thaumcraft crafting without relying on randomly generated nodes.
There will still be the need to look for nodes, to energize, for example. I don't think there is a mechanic in this pack to transfer nodes without damaging them (*cough*BloodMagic*cough*), so it, I think, would balance early game progression.
I think it fits into the pack (killing to get stuff) and would help/bypass an issue inherent to Thaumcraft, that has been very changed in Thaumcraft 5.
Thanks for your consideration of this.
Mod & Version:
Paste.feed-the-beast.com log:
Can it be repeated:
Known Fix:
Installing and configuring a mod for a couple hundred creatures (give or take 50).