RedPower will error even if it's got nothing to do with Red Power. I had Forestry and Factorization conflicting, but it was Red Power that was throwing the error.
yhea my thaumcrft was saying error when it was my redpower/extra bees crashing
After playing with the levitators a bit more, I have to agree they're kind of frustrating. Having to build a stack of them is rather annoying. Needing to have two stacks (one for up, one for down) is even more annoying.
Someone else suggested that instead of this system, simply two levitators are required. Placing both of them creates a two-way elevator in between. Way more convenient to implement.
Well, the Aura Nodes aren't appearing for me... tried to change the config, but it was all in machine language, which I couldn't use, nor dared to use... Guess I'll have to wait for the fix, then?
these candles are used as markers, but instead of marking a machine/chest hey create a border of magic(invisable intill you press f9 witht the goggles of revealing)
this border will keep golems inside so they dont start wandering outside your house/tower/whatever you live in.
the candles can be colored so you can use diffrent borders for the many golems you might have.
uses: people like to have brainy golems that farm right, well,advanced golems would also be a good option,but i think candles would be more useful for them.
the border goes 1-2 blocks down from the candle and 2-3 blocks up from the candle so you can place candles on tables and such so you dont need to place them on the floor.
the candles are made by infusing the candles with magic and sight , the candle's flame will look like colored nitor(orange default)
anyone know what mod causes 1-2 minuet delays between server and player on any gui I can right click and move several chuncks away before It opens even single player
Azanor can we please get the old wand from thaumcraft 1? the one that allowed you to pick up objects. I was thinking it could be like a staff that builds of the adept or thaumermage wand. (it could add flux every few seconds your holding something.) also all great and powerful Azanor can we please get the obelisks back (preferably with slightly different integration of the beacon block) (drains aura makes taint for potion like effects) i would really also like to see the eldrich tree make a comeback maybe not the same model tho just for some easier ways to get flux evil and darkness aspects. and finally a small request can we please have brainy zombies have a very rare chance to drop knowledge fragments so that i dont have to go miles on my map to find a dungeon I haven't looted,destroyed and burned down (so to speak. thank you for listening to my ramblings XD
Well, the Aura Nodes aren't appearing for me... tried to change the config, but it was all in machine language, which I couldn't use, nor dared to use... Guess I'll have to wait for the fix, then?
I've been fixing my own node issues this week, and I haven't seen machine code since . . . well, never, really.
The actual config is in english. and boolean. I think that's what it's called. True/false. That stuff. and numbers too.
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
You do realize when nodes merge there is excess aura right? when nodes merge they take half to 2/3 of the aura from the node that merged with it if the nodes where near the same size as one another.
Point in case I had two 1500ish aura nodes merge together the result was I got a 2100 aura node out of it. The excess aura that didn't get put into the top amount of 2100 results in an overflow. So the new node now has 2100/3000 aura. Know what happens to that aura? It gets put back into the environment by re-infusing dull infused ore or creating new infused ore. Crystal Clusters put aura back into the environment. The aura that is generated by the clusters can re-energize nodes and infused stones. And as I stated when there is an overflow of aura this gets put back into infused stones and creates new ones.
I'm sorry, but this is incorrect. I have tested this extensively. Here is how I know. This set up is easy to follow and gives reproducible results:
Make a new world and enter creative mode. Find a node that you haven't disturbed in any way and place a bunch of dull ore around. You will need to place several stacks if you don't want the experiment to take several real time days. Place several crystal clusters around the node. It doesn't matter what kind. Let the node overcharge and then remove the crystal clusters.
As time passes, you will see the node occasionally lose 10 aura. This is the node refilling one of those dull ores. You won't be able to see the ore itself change until you log out and log back on. What this establishes is that creatively placed dull ores are recognized by Thaumcraft and follow the same rules.
Now, create a similar setup, but instead of using crystal clusters, plant tons of silverwood trees. You will never see even one of those ores get restored. I have tested this up to 50 consecutive tree growths and consider this to be conclusive. The extra aura doesn't refill your ores, it just gets lost.
Also, your numbers on merging mechanics are a bit off. What happens is that the new node is equal to the max aura of the largest node + 1/3 of the max aura of the smaller node. I have observed over 100 merging events and have never seen this rule violated. It's also been verified by people have have read the code.
You can get some wonkiness with merging because "largest node" is determined by CURRENT aura instead of MAX aura. If your larger node gets badly drained by the nascent node, it might count as being smaller if it can't recover before merging and the merging will happen "backwards." You can actually lose max aura this way.
For example, a 100/100 has a new 50/50 node appear right next to it. The new node draws 75 aura from the old one and throws the remaining 25 points away. The nodes are now 25/100 and 50/50. If they merge like that, the 50/50 will strangely be counted as the "large" node, and the resulting new node will have a max aura of 50 + 100/3 = 83, which is less than the starting capacity of 100.
The solution is to plant Silverwoods far enough away from your node that the old one has time to recover. In the above example, if the nodes merged after the old one recovered, the new node would have 100 +50/3 = 116, which is an improvement. New Silverwoods create nodes with capacities ranging from 50-100 (confirmed by both extensive testing and by code), so you can stop worrying about bad merges when your main node hits 251.
Even without bad merges, building mega nodes eats up tons of Aura. You end up destroying about 4.5 Aura for every point of capacity you add to your node. You don't have to take my word on any of this. Reproducing my tests is easy.
I might do an in-depth post about my findings on the behavior of aura mechanics when I have time.
They SHOULD come from Knowledge Fragments. It's where I got mine.
I just realized I had to combine the fragments in a crafting table before I'd be able to research them. All my activity on this topic so far makes me seem like an ignorant moron.
Rollback Post to RevisionRollBack
It's better to ask a stupid question than not knowing the answer.
I just realized I had to combine the fragments in a crafting table before I'd be able to research them. All my activity on this topic so far makes me seem like an ignorant moron.
Haha, don't worry, making stupid mistakes occasionally doesn't make you stupid.
They are fragments after all. BTW, having to combine them like that makes it rather hard to acquire all the researches that you can only get through these. Even with Mystcraft it still takes a while.
Ugh, I never remember what Aspects are needed for the Thaumometer research...
And a bonus pic, was quick-exploring a cave [just walking around, not placing torches] and then moon. Thought it looked really nice.
Edit: Is there any source of Instrumentum that stacks? HATE having to make dozens of shovel/picks/whatever, my inventory is always full when I'm researching...
Ugh, I never remember what Aspects are needed for the Thaumometer research...
Edit: Is there any source of Instrumentum that stacks? HATE having to make dozens of shovel/picks/whatever, my inventory is always full when I'm researching...
I can't remember Thaumometer off the top of my head, either.. I think Knowledge?
I can't remember Thaumometer off the top of my head, either.. I think Knowledge?
As for Instrumentum -- flint is your friend.
personally the "stack-able" thing is overestimated imo I find it better to make a bunch of stone shovels that are cheaper (and made of renewable components) and have more tool aspect... also for motus the best source is boats... them don't stack but you can solve it by having a clean inventory and a crafting table near the research table (if it's a TC3 one is even better you just put the planks in and take out the amount of items you need)
Edit:
also @moonra I'm 90% sure TXMount is right you miss knowledge
I agree, I like boats for Motus -- 4 Motus for 5 wood, where trapdoors or doors give you something like 1 or 2 for 6 wood. I'm a little surprised that rails don't give any Motus, though.. They don't go anywhere, by themselves, but they certainly do facilitate fast movement.
As for the flint/shovel thing, gravel is basically a waste product for me.. right now I'm running Ars Magica, so I have spells for ranged combat, thus no need to save flint for arrows. I don't really actively seek out gravel, but I usually run a fairly large branch mine (40 x 20 as a starting point) and generally end up with several stacks that I've had to clear to get my mine laid out. Obviously everyone's gonna have a different opinion, but for me, gravel -> flint -> Instrumentum is a logical use of an otherwise useless resource.
mark-crops is the config I'll try that
yhea my thaumcrft was saying error when it was my redpower/extra bees crashing
Someone else suggested that instead of this system, simply two levitators are required. Placing both of them creates a two-way elevator in between. Way more convenient to implement.
The ADD little keeps running off and harvesting things a chunk away. And I'd really rather not have to completely redesign my farming area.
these candles are used as markers, but instead of marking a machine/chest hey create a border of magic(invisable intill you press f9 witht the goggles of revealing)
this border will keep golems inside so they dont start wandering outside your house/tower/whatever you live in.
the candles can be colored so you can use diffrent borders for the many golems you might have.
uses: people like to have brainy golems that farm right, well,advanced golems would also be a good option,but i think candles would be more useful for them.
the border goes 1-2 blocks down from the candle and 2-3 blocks up from the candle so you can place candles on tables and such so you dont need to place them on the floor.
the candles are made by infusing the candles with magic and sight , the candle's flame will look like colored nitor(orange default)
Same here... is MCEdit supposed to work with mods? I should search into this, but, eh, whatever, I'm not needing it right now.
Also, I am, too, getting the bug with Mystcraft where it "shuts down server" if I save while in an Age. Oh well, at least it doesn't crash.
Edit: That mod looks... quite meh, Ross. Also, being able to make Diamonds might be OP, would have to use it to say, though.
thank you for listening to my ramblings XD
Supposedly it did/does, but I've never got it to work right.
I've been fixing my own node issues this week, and I haven't seen machine code since . . . well, never, really.
The actual config is in english. and boolean. I think that's what it's called. True/false. That stuff. and numbers too.
I'm sorry, but this is incorrect. I have tested this extensively. Here is how I know. This set up is easy to follow and gives reproducible results:
Make a new world and enter creative mode. Find a node that you haven't disturbed in any way and place a bunch of dull ore around. You will need to place several stacks if you don't want the experiment to take several real time days. Place several crystal clusters around the node. It doesn't matter what kind. Let the node overcharge and then remove the crystal clusters.
As time passes, you will see the node occasionally lose 10 aura. This is the node refilling one of those dull ores. You won't be able to see the ore itself change until you log out and log back on. What this establishes is that creatively placed dull ores are recognized by Thaumcraft and follow the same rules.
Now, create a similar setup, but instead of using crystal clusters, plant tons of silverwood trees. You will never see even one of those ores get restored. I have tested this up to 50 consecutive tree growths and consider this to be conclusive. The extra aura doesn't refill your ores, it just gets lost.
Also, your numbers on merging mechanics are a bit off. What happens is that the new node is equal to the max aura of the largest node + 1/3 of the max aura of the smaller node. I have observed over 100 merging events and have never seen this rule violated. It's also been verified by people have have read the code.
You can get some wonkiness with merging because "largest node" is determined by CURRENT aura instead of MAX aura. If your larger node gets badly drained by the nascent node, it might count as being smaller if it can't recover before merging and the merging will happen "backwards." You can actually lose max aura this way.
For example, a 100/100 has a new 50/50 node appear right next to it. The new node draws 75 aura from the old one and throws the remaining 25 points away. The nodes are now 25/100 and 50/50. If they merge like that, the 50/50 will strangely be counted as the "large" node, and the resulting new node will have a max aura of 50 + 100/3 = 83, which is less than the starting capacity of 100.
The solution is to plant Silverwoods far enough away from your node that the old one has time to recover. In the above example, if the nodes merged after the old one recovered, the new node would have 100 +50/3 = 116, which is an improvement. New Silverwoods create nodes with capacities ranging from 50-100 (confirmed by both extensive testing and by code), so you can stop worrying about bad merges when your main node hits 251.
Even without bad merges, building mega nodes eats up tons of Aura. You end up destroying about 4.5 Aura for every point of capacity you add to your node. You don't have to take my word on any of this. Reproducing my tests is easy.
I might do an in-depth post about my findings on the behavior of aura mechanics when I have time.
I just realized I had to combine the fragments in a crafting table before I'd be able to research them. All my activity on this topic so far makes me seem like an ignorant moron.
It's better to ask a stupid question than not knowing the answer.
Haha, don't worry, making stupid mistakes occasionally doesn't make you stupid.
They are fragments after all. BTW, having to combine them like that makes it rather hard to acquire all the researches that you can only get through these. Even with Mystcraft it still takes a while.
And a bonus pic, was quick-exploring a cave [just walking around, not placing torches] and then moon. Thought it looked really nice.
Edit: Is there any source of Instrumentum that stacks? HATE having to make dozens of shovel/picks/whatever, my inventory is always full when I'm researching...
i remember the good'ol days when we talked about the ideas we made.
seems like people only like to talk about problems regarding aspects/crashes...
I can't remember Thaumometer off the top of my head, either.. I think Knowledge?
As for Instrumentum -- flint is your friend.
personally the "stack-able" thing is overestimated imo I find it better to make a bunch of stone shovels that are cheaper (and made of renewable components) and have more tool aspect... also for motus the best source is boats... them don't stack but you can solve it by having a clean inventory and a crafting table near the research table (if it's a TC3 one is even better you just put the planks in and take out the amount of items you need)
Edit:
also @moonra I'm 90% sure TXMount is right you miss knowledge
As for the flint/shovel thing, gravel is basically a waste product for me.. right now I'm running Ars Magica, so I have spells for ranged combat, thus no need to save flint for arrows. I don't really actively seek out gravel, but I usually run a fairly large branch mine (40 x 20 as a starting point) and generally end up with several stacks that I've had to clear to get my mine laid out. Obviously everyone's gonna have a different opinion, but for me, gravel -> flint -> Instrumentum is a logical use of an otherwise useless resource.