I´ve an idea how to use magical mirrors for personal transport. Travelling through them is mortal for living entities, however items can travel through them normally and ender pearl will teleport player, where it lands, depside how far is it. I wonder if player could throw ender pearl through magical mirror to teleport on the other side of it. I think this wolud require a basic magical mirror or just a little improved version.
I believe this actually used to work, until Azanor fixed it.
They're using ancient rites the likes of which haven't been known since the times of Ars Magica (which, in the Thaumcraft lore, is apparently a very old magic). They can channel Vis directly through their body, just as ancient magi did. In their time, it was known as "mana."
This shines a whole new light on Forbidden Magic's AM2 conversion wand.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Uh memories are still memories, you cannot extract and reshape them, otherwise you could do the same with warp.
Thaumaturgy is all about removing the border between mental and real things. Thaumaturge can extract "emptyness" from wooden box, or "antipathy" from wooden sword, pickle these and other philosophical concepts in jars, and then shove them into other physical objects.
If Thaumaturge can extract and reshape mental constructs from objects, or other mental constructs, he probably can do this with things in his own head too. Which does not mean that he has full control over it.
And Warp is actually an evidence that Thaumaturge's memories are more material than "memories are still memories". To be able to make, say, Primal Staff core, Thaumaturge first has to make it nearly all the way in his mind, that's what "research" is for him. And an object he intend to make exists in his mind in this nearly-finished, mental-real borderline form forever, sometimes acting up on it's own and breaking out in some mangled form to real world. This is what Warp is.
1. They NEVER manage to complete it.
2. They do attack you if you walk a bit closer.
Also the spawning behaviour of the Knights bothers me.
They just blink into position, without any effect or explanation at all and they are the only Thaumcraft mod, which does that.
This is minecraft afterall. They spawn in pretty much like mobs from a mob spawner.
you could go with easy mode research. allows you to buy every research with xp instead of doing the minigame.
if you get some sort of xp farm going, its just a matter of unlocking everything directly.
even with easy mode the problem is that it still costs to reaquire something, which i think is silly plus you just "buy" the eldritch epifiny. i know im just whining but still.
Crashed on 1.8.9 after placing eyes and being teleported after activating eldritch structure.
crash report says block vacuum over and over.
example:
---- Minecraft Crash Report ----
WARNING: coremods are present:
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.6.jar)
Contact their authors BEFORE contacting forge
// I just don't know what went wrong
Time: 2/24/16 5:09 AM
Description: Exception while updating neighbours
java.lang.StackOverflowError: Exception while updating neighbours
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.checkPackageAccess(ClassLoader.java:500)
at net.minecraft.world.World.func_180496_d(World.java:511)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:133)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:452)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:452)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:133)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:452)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
It would be cool of Azanor made it so that the further you progress in the research tree, there will be less aspects to solve a research, while having an algorithm to make sure each research has at least 1 solution.
Maybe the hardest researches should even be unsolvable by default and require extra research fragments for the additional aspects.
I agree that certain researches should be so difficult that they often would be unsolvable without using a knowledge fragment (I'm mainly thinking about those in the eldritch tab, the focal manipulator and the other researches that lets us create really powerful stuff).
Also, I think it would make sense if the infernal furnace research would be locked behind having scanned a blaze and/or netherbricks, and that the essentia transfusion research would require scanning a runic matrix and/or an infusion pillar. In addition, the transfusers could possibly require a morphic resonator to craft (as morphic resonators are vital components in the other machines that radically change the way essentia/flux slurry behaves).
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
The changes to research in TC5 were mostly to make it less complicated or reliant on the sources for research points you had laying around. Everyone got tired of the "scan everything" game after a few games.
I like more research equipment though. To research things that are "too complex to inspect with a simple thaumometer", and you'll "need a more precise instrument to investigate."
The idea for a research note-merging tool (for creating one research note with more aspects to use) may also be worth exploring. This would, of course, mean that there are at least some researches that you can not get by simply clicking on a Thaumonomicon entry.
Anyone else got any ideas?
I like the fact that each research note comes with its own pool of research points. However, I think we should keep(return to) the "Scan all the things" requirement. However - the scanned research points contribute to your aspect knowledge total, and the square root of that would be your point allocation for each page. If you scan 25 points of ignis, you have 5 points of Ignis for each subsequent research note. Once you have scanned 100, you have 10 points. This means that, initially, very large research notes will be largely unsolvable, or require especially cunning solutions.
I also think that research notes should be a bit more space constrained, with some high tier aspects in the middle area, so that optimal solutions arn't always go as fast as possible to primals, and then chain primals and tier 1 combinations across the board.
I also think that the Thaumanomicon should have an inventory in which completed researches are slotted, and the actual solution used should have ongoing influence on the crafting expense of a recipe, instability of infusion recipes, and vis cost. Each player would have to have a bound thaumanomicon, that had *their* personal research, but they could take pages out of it to give specific research to other players. (They would need to re-research that page themselves). Loosing this thaumanomicon would be a disaster.
Oh god. Guys, I just realized: Essentia aren't made of concepts, They're made of patterns! When you think about something the electrical and chemical processes in your brain forms a fluid pattern; The pattern essentia naturally forms from, And this pattern mimics the natural patterns of the object in question. Any abstractions are merely the differences that comes from translating the electrochemical pattern into a recognizable, Written form.
When you melt down something into essentia you are melting it down into its very patterns that makes up its physical form. Still, that makes it feel as if no object should posses a singular aspect, but rather a mix of several ones. Maybe the essentia aspects are only revealed after smelting it down, and before that you can only see the primals it is composed of?
Also, i once had the idea that the pattern formed by a completed research would be shown as a constellation behind its respective icon in the book when moused over. (The aspect points look like stars and their lines makes it look like a constellation.)
Also, seeing the (3D?) forms of essentia on DW20forgecraft really looking good, It feels as if it should be transported that way. Much prettier than it traversing tubes you never see it through. *cough*hint hint*Cough*
1. They NEVER manage to complete it.
2. They do attack you if you walk a bit closer.
If the clerics by the obeslisks aren't trying to create crimson portals, then they are probably trying to commune with some otherworldly beings or entering/exploring a dimension similar to the Dreamlands in Lovecraftian fiction (probably something that would be on the other side of the Outer Lands). These two activities could appearantly last a very long time, and with a little imagination, they could be taking a break once in a while when the player is so far away that the chunk they're in unloads
Either way, the clerics would be in a state of meditative trance, hardly aware of their physical surroundings, and the knights are fanatical protectors believing that the completion (or continuation) of the ritual is more valuable than their own lives. The clerics only attack when we disturb them enough to wake them up.
The way I see it, it makes perfect sense (does that make me crazy?)
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
If the clerics by the obeslisks aren't trying to create crimson portals, then they are probably trying to commune with some otherworldly beings or entering/exploring a dimension similar to the Dreamlands in Lovecraftian fiction (probably something that would be on the other side of the Outer Lands). These two activities could appearantly last a very long time, and with a little imagination, they could be taking a break once in a while when the player is so far away that the chunk they're in unloads
Either way, the clerics would be in a state of meditative trance, hardly aware of their physical surroundings, and the knights are fanatical protectors believing that the completion (or continuation) of the ritual is more valuable than their own lives. The clerics only attack when we disturb them enough to wake them up.
The way I see it, it makes perfect sense
This way it makes sense... but I think it would probably be better if the Knights would at some point decide to wake te clerics(for instance if multiple ones are killed or you attack one who is very close to the clerics) and secondly if disturbing the ritual came with a bang to let the player know he dun good'd
Also please don't go all lovecrafty with this. The Call of Cthulhu may be great reference material...for making references,
but Lovecraft isn't the bible of mysticism and some Lovecraft stories are actually creepypasta-level quality with more elaborate words.
It bugs me that I read it everywhere in the thread "Lovecraft Lovecraft Lovecraft Lovecraft Lovecraft Lovecraft Lovecraft Lovecraf tLovecraft"
This is Thaumcraft, not Lovecraft and a magic mod and not a horror mod.
This way it makes sense... but I think it would probably be better if the Knights would at some point decide to wake te clerics(for instance if multiple ones are killed or you attack one who is very close to the clerics) and secondly if disturbing the ritual came with a bang to let the player know he dun good'd
Depends... it could be that they're so fanatical that they accept their own death, knowing that more of their kind would soon follow. The armor does look like something you'd see on a crusader...
Or they're just scared of the clerics.
Depends... it could be that they're so fanatical that they accept their own death, knowing that more of their kind would soon follow. The armor does look like something you'd see on a crusader...
Or they're just scared of the clerics.
"Oh I'm just another one in a line of dozens to instantly spawn"
"That dude over there is slaughtering us like pigs, I want to wake the Clerics, but... What if they tell me off?"
Who is giving them all these weapons, void seeds and crimson armour that they keep losing?
"Oh I'm just another one in a line of dozens to instantly spawn"
"That dude over there is slaughtering us like pigs, I want to wake the Clerics, but... What if they tell me off?"
Who is giving them all these weapons, void seeds and crimson armour that they keep losing?
Exactly! Cults are very good at draining individuality in the name of some obscure power.
But I'd expect the reward for waking them is also death. Perhaps one five times more painful. ;P
There's a whole array of possibilities, really.
Realistically, though, it's probably because many wouldn't appreciate the inability to farm them because the "spawners" destroy themselves.
The equipment... uh...
Magic...?
Rollback Post to RevisionRollBack
Praise be Ro-naza, greatest among the thaumaturges!
Exactly! Cults are very good at draining individuality in the name of some obscure power.
But I'd expect the reward for waking them is also death. Perhaps one five times more painful. ;P
There's a whole array of possibilities, really.
Realistically, though, it's probably because many wouldn't appreciate the inability to farm them because the "spawners" destroy themselves.
The equipment... uh...
Magic...?
It's just way too easy and too rewarding in my opinion. And it makes no sense lore-wise.
At least make them come from lightning or portals.
Help, i'm in 1.7.10 and i have tons of eldritchnothing portal thing spawning like a small biome any idea what may cause this ?
Posting a screenshot would probably help us understand your problem better.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Help, i'm in 1.7.10 and i have tons of eldritchnothing portal thing spawning like a small biome any idea what may cause this ?
I bet I know what the problem is. Are you using a pack from a launcher, like ATLauncher? There was an issue that has LONG since been fixed, where Thaumic Horizons had the Pocket Plane biome spawn in the overworld covered in the starry void blocks. Thaumic Horizons has since added a config, plus completely removed the erroring biome. Why you're using a pack that old, though, I don't know.
If this is not the case, please provide a screenshot and mod list.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
* There doesn't seem to be a creative mode way to destroy nodes.
* All nodes seem to be single aspect now. If two nodes combine, if the nodes are the same type, the result will be a larger node of that type. If the nodes aspects can combine to a compound aspect, then the resulting node will be the compound aspect. If the nodes aspects do not form a compound aspect, the smaller node will be destroyed and contribute very little to the growth.
I presume that a node with a compound aspect is recharging the local vis with the primals that compose that compound, although being a single node the recharge rate per aspect would be half that from having two individual nodes for each aspect.
I believe this actually used to work, until Azanor fixed it.
This shines a whole new light on Forbidden Magic's AM2 conversion wand.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Thaumaturgy is all about removing the border between mental and real things. Thaumaturge can extract "emptyness" from wooden box, or "antipathy" from wooden sword, pickle these and other philosophical concepts in jars, and then shove them into other physical objects.
If Thaumaturge can extract and reshape mental constructs from objects, or other mental constructs, he probably can do this with things in his own head too. Which does not mean that he has full control over it.
And Warp is actually an evidence that Thaumaturge's memories are more material than "memories are still memories". To be able to make, say, Primal Staff core, Thaumaturge first has to make it nearly all the way in his mind, that's what "research" is for him. And an object he intend to make exists in his mind in this nearly-finished, mental-real borderline form forever, sometimes acting up on it's own and breaking out in some mangled form to real world. This is what Warp is.
This is minecraft afterall. They spawn in pretty much like mobs from a mob spawner.
even with easy mode the problem is that it still costs to reaquire something, which i think is silly plus you just "buy" the eldritch epifiny. i know im just whining but still.
Crashed on 1.8.9 after placing eyes and being teleported after activating eldritch structure.
crash report says block vacuum over and over.
example:
---- Minecraft Crash Report ----
WARNING: coremods are present:
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.6.jar)
Contact their authors BEFORE contacting forge
// I just don't know what went wrong
Time: 2/24/16 5:09 AM
Description: Exception while updating neighbours
java.lang.StackOverflowError: Exception while updating neighbours
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.checkPackageAccess(ClassLoader.java:500)
at net.minecraft.world.World.func_180496_d(World.java:511)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:133)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:452)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:452)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:141)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:451)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
at net.minecraft.world.World.func_180501_a(World.java:335)
at net.minecraft.world.World.func_175656_a(World.java:394)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.check(BlockVacuum.java:133)
at thaumcraft.common.blocks.world.eldritch.BlockVacuum.func_176204_a(BlockVacuum.java:173)
at net.minecraft.world.World.func_180496_d(World.java:505)
at net.minecraft.world.World.func_175685_c(World.java:452)
at net.minecraft.world.World.func_175722_b(World.java:409)
at net.minecraft.world.World.markAndNotifyBlock(World.java:354)
Minecraft?
I made a D flip-flop!
I agree that certain researches should be so difficult that they often would be unsolvable without using a knowledge fragment (I'm mainly thinking about those in the eldritch tab, the focal manipulator and the other researches that lets us create really powerful stuff).
Also, I think it would make sense if the infernal furnace research would be locked behind having scanned a blaze and/or netherbricks, and that the essentia transfusion research would require scanning a runic matrix and/or an infusion pillar. In addition, the transfusers could possibly require a morphic resonator to craft (as morphic resonators are vital components in the other machines that radically change the way essentia/flux slurry behaves).
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
I like the fact that each research note comes with its own pool of research points. However, I think we should keep(return to) the "Scan all the things" requirement. However - the scanned research points contribute to your aspect knowledge total, and the square root of that would be your point allocation for each page. If you scan 25 points of ignis, you have 5 points of Ignis for each subsequent research note. Once you have scanned 100, you have 10 points. This means that, initially, very large research notes will be largely unsolvable, or require especially cunning solutions.
I also think that research notes should be a bit more space constrained, with some high tier aspects in the middle area, so that optimal solutions arn't always go as fast as possible to primals, and then chain primals and tier 1 combinations across the board.
I also think that the Thaumanomicon should have an inventory in which completed researches are slotted, and the actual solution used should have ongoing influence on the crafting expense of a recipe, instability of infusion recipes, and vis cost. Each player would have to have a bound thaumanomicon, that had *their* personal research, but they could take pages out of it to give specific research to other players. (They would need to re-research that page themselves). Loosing this thaumanomicon would be a disaster.
Oh god. Guys, I just realized: Essentia aren't made of concepts, They're made of patterns! When you think about something the electrical and chemical processes in your brain forms a fluid pattern; The pattern essentia naturally forms from, And this pattern mimics the natural patterns of the object in question. Any abstractions are merely the differences that comes from translating the electrochemical pattern into a recognizable, Written form.
When you melt down something into essentia you are melting it down into its very patterns that makes up its physical form. Still, that makes it feel as if no object should posses a singular aspect, but rather a mix of several ones. Maybe the essentia aspects are only revealed after smelting it down, and before that you can only see the primals it is composed of?
Also, i once had the idea that the pattern formed by a completed research would be shown as a constellation behind its respective icon in the book when moused over. (The aspect points look like stars and their lines makes it look like a constellation.)
Also, seeing the (3D?) forms of essentia on DW20forgecraft really looking good, It feels as if it should be transported that way. Much prettier than it traversing tubes you never see it through. *cough*hint hint*Cough*
If the clerics by the obeslisks aren't trying to create crimson portals, then they are probably trying to commune with some otherworldly beings or entering/exploring a dimension similar to the Dreamlands in Lovecraftian fiction (probably something that would be on the other side of the Outer Lands). These two activities could appearantly last a very long time, and with a little imagination, they could be taking a break once in a while when the player is so far away that the chunk they're in unloads
Either way, the clerics would be in a state of meditative trance, hardly aware of their physical surroundings, and the knights are fanatical protectors believing that the completion (or continuation) of the ritual is more valuable than their own lives. The clerics only attack when we disturb them enough to wake them up.
The way I see it, it makes perfect sense (does that make me crazy?)
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
This way it makes sense... but I think it would probably be better if the Knights would at some point decide to wake te clerics(for instance if multiple ones are killed or you attack one who is very close to the clerics) and secondly if disturbing the ritual came with a bang to let the player know he dun good'd
Also please don't go all lovecrafty with this. The Call of Cthulhu may be great reference material...for making references,
but Lovecraft isn't the bible of mysticism and some Lovecraft stories are actually creepypasta-level quality with more elaborate words.
It bugs me that I read it everywhere in the thread "Lovecraft Lovecraft Lovecraft Lovecraft Lovecraft Lovecraft Lovecraft Lovecraf tLovecraft"
This is Thaumcraft, not Lovecraft and a magic mod and not a horror mod.
Crazy is just what the ignorant mundane call us.
I made a D flip-flop!
Depends... it could be that they're so fanatical that they accept their own death, knowing that more of their kind would soon follow. The armor does look like something you'd see on a crusader...
Or they're just scared of the clerics.
Praise be Ro-naza, greatest among the thaumaturges!
"Oh I'm just another one in a line of dozens to instantly spawn"
"That dude over there is slaughtering us like pigs, I want to wake the Clerics, but... What if they tell me off?"
Who is giving them all these weapons, void seeds and crimson armour that they keep losing?
I made a D flip-flop!
Exactly! Cults are very good at draining individuality in the name of some obscure power.
But I'd expect the reward for waking them is also death. Perhaps one five times more painful. ;P
There's a whole array of possibilities, really.
Realistically, though, it's probably because many wouldn't appreciate the inability to farm them because the "spawners" destroy themselves.
The equipment... uh...
Magic...?
Praise be Ro-naza, greatest among the thaumaturges!
oh...
Visit my youtube channel? http://www.youtube.com/user/TheCoolgatty
I remember that concept being discussed heavily at one point, but I never remember the mirror actually being able to transport projectiles.
It's just way too easy and too rewarding in my opinion. And it makes no sense lore-wise.
At least make them come from lightning or portals.
I made a D flip-flop!
Posting a screenshot would probably help us understand your problem better.
I bet I know what the problem is. Are you using a pack from a launcher, like ATLauncher? There was an issue that has LONG since been fixed, where Thaumic Horizons had the Pocket Plane biome spawn in the overworld covered in the starry void blocks. Thaumic Horizons has since added a config, plus completely removed the erroring biome. Why you're using a pack that old, though, I don't know.
If this is not the case, please provide a screenshot and mod list.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Experiments with nodes in 1.8.9
* There doesn't seem to be a creative mode way to destroy nodes.
* All nodes seem to be single aspect now. If two nodes combine, if the nodes are the same type, the result will be a larger node of that type. If the nodes aspects can combine to a compound aspect, then the resulting node will be the compound aspect. If the nodes aspects do not form a compound aspect, the smaller node will be destroyed and contribute very little to the growth.
I presume that a node with a compound aspect is recharging the local vis with the primals that compose that compound, although being a single node the recharge rate per aspect would be half that from having two individual nodes for each aspect.