Attempting a little alchemy project and I'm having difficulties. I'm trying to make a setup where you can plug in two jars of essentia and have one combine with the other. The difficulty is that in order to get the essentia out of the first jar, I need to have two bellows attached to the buffer, which then has too much suction to allow the second jar to receive it. I tried using directional tubes, but as far as I can tell they're not working at all... The buffer was able to pull from the second jar despite being on the side that should not have been applying any suction.
Attempting a little alchemy project and I'm having difficulties. I'm trying to make a setup where you can plug in two jars of essentia and have one combine with the other. The difficulty is that in order to get the essentia out of the first jar, I need to have two bellows attached to the buffer, which then has too much suction to allow the second jar to receive it. I tried using directional tubes, but as far as I can tell they're not working at all... The buffer was able to pull from the second jar despite being on the side that should not have been applying any suction.
You're making things more complex then they need to be. All you need are 2 tubes. place the jars under the tubes and make sure one has a label and the other doesn't. The labeled jar will suck out all the essentia from the unlabeled one.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
There's a limit to how many nodes you can fit within range of a wand pedestal without them trying to eat each other, unless you put stabilizers under all of them, which reduces the recharge rate further. I don't know exactly how bad the node stabilizer penalty is, though, so it might actually be more worthwhile to just collect as many stabilized pale nodes as you can cram in...
I read on the wiki that the range for the pedestal is 17x17, and nodes need 4 blocks between one another to avoid fighting, so there's space for at least 18 nodes, which should be plenty.
Node stabilizers are an awesome looking device that keep nodes that are clustered together from eating each other (Read: strong nodes stealing vis from weaker nodes), and has a chance of 'upgrading' the weakest nodes up to pale. If you plan on putting together a wand charging station, this is pretty vital.
I strongly disagree. I've got way more than enough nodes to handle all my vis needs, and I don't have any stabilizers. Furthermore I still have plenty of room left to expand.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/25/2013
Posts:
54
Member Details
1.> is there a 4.1.1.14 version for MC1.6.4 ?
2.> and is there a way to make "Equal Trade" wand Foci work with the blocks from:
" Carpenter's Blocks v2.1.0 - MC 1.6+ " ? presently the wand clicks -through- the carpentry blocks, making it so i cant copy their pattern for trade, and thus cant upgrade my buildings with the carpentry blocks which would provide more nice customizable options and such. [ http://www.minecraftforum.net/topic/1790919-17forge-carpenters-blocks-v314/page__st__2620#entry31547162 ]
3.> also, what item from ArsMagica 2, or Thaumcraft 4.1 lets one teleport short distances through walls?? because it has over-written the "Compass" item, and has a pink and black checkerboard icon. When i click a wall or item with what should be the "Compass" i teleport to the other side of that wall. with -no- special effects. (it's not like the portable hole Foci at all, it digs no items just teleports you to the other side of a obstacle.)
os: win7 board: Asus P6X58E Pro
cpu: 6 core,@ 4.5ghz
ram: 48gb DDR3
gpu1: AMD Radeon HD 6800 4gb ram
gpu2: AMD Radeon HD 6570 4gb ram
===Just the major mods of note that I'm useing: ====
Carpenter's Blocks v2.1.0 - MC 1.6+
BiblioCraft[v1.5.4]
Thaumcraft4.1.0
AM2_1.1.1c
Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+
2.> and is there a way to make "Equal Trade" wand Foci work with the blocks from:
" Carpenter's Blocks v2.1.0 - MC 1.6+ " ? presently the wand clicks -through- the carpentry blocks, making it so i cant copy their pattern for trade, and thus cant upgrade my buildings with the carpentry blocks which would provide more nice customizable options and such. [ http://www.minecraft...0#entry31547162 ]
I'm pretty sure carpenter's blocks are tile entities. The equal trade focus won't work on tile entities. Try doing this with a furnace and you'll see the same results.
3.> also, what item from ArsMagica 2, or Thaumcraft 4.1 lets one teleport short distances through walls?? because it has over-written the "Compass" item, and has a pink and black checkerboard icon. When i click a wall or item with what should be the "Compass" i teleport to the other side of that wall. with -no- special effects. (it's not like the portable hole Foci at all, it digs no items just teleports you to the other side of a obstacle.)
If you're not talking about the portable hole focus, then this isn't an item from TC4.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
You're making things more complex then they need to be. All you need are 2 tubes. place the jars under the tubes and make sure one has a label and the other doesn't. The labeled jar will suck out all the essentia from the unlabeled one.
I know that works, but it means I have to attach the labels and such-like, and I've accidentally drained jars doing that in the past. I like the idea of a machine I can just plug stuff in and come back to to find it done.
Hey I found a weird bug with infusion via essentia mirrors. I had more than enough essentia for a +5 runic enhancement, but while it had just 250 potentia left, it just stopped. It wasn't draining essentia, nor was essentia going up due to missing items, nor was instability increasing. Moreover I still had seven jars with potentia remaining on the other side of my mirror, which had been my only source of potentia from the beginning. But the altar just sat there. I made sure I had the diamond and all five salis mundis, then left it for 10 minutes and it didn't budge so I just said screw it.
Azanor, could you please make Thaumometers and Equal Exchange foci ignore water blocks while the player is underwater? I do a lot of underwater construction, and it's annoying to not be able to swap materials or sapling-mine the ground and have to scan things in item form while I'm down there.
Also, could you make the exchange focus not require or collect materials while in creative mode?
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Before placing a node-in-a-jar near your wand recharge pedestal, you need to remove any wands you have charging. Otherwise the wand will drain the node while it's in the jar (before you break the jar), and the max vis of the drained aspects will be lost forever.
I have posted a bug to the tracker and hope to see this fixed in due course.
I know that works, but it means I have to attach the labels and such-like, and I've accidentally drained jars doing that in the past. I like the idea of a machine I can just plug stuff in and come back to to find it done.
A ways back, TPB relinked his essentia builds, including an essentia pump. The key elements are two buffers, connected by a directional tube. Each buffer has one bellows, but the bellows are activated and deactivated by a clock, with opposing phases -- whenever one is turned on, the other is turned off.
Alternately, you can do the label-and-pipe thing, more carefully: Move your wand out of the hotbar, and switch to the empty slot so you can use your empty hand to remove labels. And if you're transferring from a void jar, place it and remove its label first.
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.
If it's not working you likely don't have enough vis in your wand. If you still have a wand with iron caps and a stick, you need to upgrade to a gold capped greatwood one as that shoddy thing can't hold enough vis to form the altar.
i am using both a gold banded greatwood wand (full) and a greatwood staff (full) i am using thaumcraft 3 and still it will not work
could it be a mod thing because i have multiple mods installed and every now and then one crashes and i have to remove the mod to get the map to work then place the mod back in so i don't know if it is a compatibility issue
If it's not working you likely don't have enough vis in your wand. If you still have a wand with iron caps and a stick, you need to upgrade to a gold capped greatwood one as that shoddy thing can't hold enough vis to form the altar.
i am using both a gold banded greatwood wand (full) and a greatwood staff (full) i am using thaumcraft 3 and still it will not work
could it be a mod thing because i have multiple mods installed and every now and then one crashes and i have to remove the mod to get the map to work then place the mod back in so i don't know if it is a compatibility issue
maybe a dumb question, but i didnt get there already.
do node stabilizers stabilzers supress the pull effect of hungry nodes? do they supress the terraforming effects of pure, tainted and sinister nodes?
also, this may be a bit cheaty, but crafting scepters are good vis storage, right? has anyone tried to just use it for that in his inventory and charge the repair enchant, and runic shields with it? do they work to bottle nodes?
because as far as i can see from a couple of videos, they only cant have foci attached to them, but otherwise act as any other vis storage (amulet, wands, staves).
Azanor, do you have any plans to add a Taint/Flux tech tree to thaumcraft or for any improvements to Flux/Taint in general.
In TC2, Taint was a major consequence for use of magic that you had to keep under control, however later into the game, when research became available, it was possible to research taint in order to harness or at least have better control of taint. In my eyes, this was the best taint model as it was something you had control over, but could become a problem if you let it and it was quite easy to let it. Also, if it had become multiplayer you could've seriously fluxed up the entire world.
In TC3, Flux was introduced, again as a consequence of magic, albeit a much tamer one (If for no reason other than it bugged out easily, meaning you may never feel those consequences.) You had much less control over it and the majority of the consequences were much more localised than in TC2, IE: They only manifested themselves in occasional irritations, rather than a major issue that you would have to deal with.
In TC4 however, Taint was re-introduced. However this time there were two versions of Taint, the natural taint and the man made taint (which for ease of reading I shall call flux). Taint was the Major issue it was TC2, infecting the land, however it was not really a consequence, unlike in TC2. Flux, however, was a consequence of magic, but it was more of a minor nuisance, similar to in TC3, IE: The flux gas and liquid are generally not harmful, they just occasionally deal a little damage.
I feel that Taint and Flux need a re-working to be more of a serious consquence but also, like in TC2, something you can control and potentially harness... Or at least, sic on your neighbor who keeps coming over and nicking your diamonds. The Taint tech tree could generally be more dangerous than the others, for example, adding tainted tools and weaponry which had different properties (Stronger, but with a drawback) to their non-tainted counterparts, Eg: Sword of the Zephyr has the wind burst ability, Tainted Sword of the Zephyr (Sword of Boreas?) has the ability to deal significant damage in an area around the player, but the ability comes at a price of a little health damage. Later on in the tree, you could gain a bauble the prevents the drawbacks of the tainted equipment, a bauble the stops Tainted creatures from attacking you or an item that gives you the ability to combat taint without the need for Silverwood trees or the etherial bloom.
On the other hand, I may have completely missed something, but oh well.
forbidden magic might add a little bit of what youre looking for. it doesnt make taint more dangerous, but it ads some taint related content, like a tainted wand core, that charges itself when you take damage from being infected with flux taint, has 150 vis capacity, a shovel that allows to quickly destroy tainted tendrils, and even get an occational drop from them etc.
i am using both a gold banded greatwood wand (full) and a greatwood staff (full) i am using thaumcraft 3 and still it will not work
could it be a mod thing because i have multiple mods installed and every now and then one crashes and i have to remove the mod to get the map to work then place the mod back in so i don't know if it is a compatibility issue
You are not using TC3. Those features don't exist in that version. Anyway, could you post a screenshot of how you've setup the altar? That would make it easier to see what the problem is. Without being able to see your altar I don't think there's anymore I can do to help.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
After updating to 4.1.1.14 the 'F' key no longer works when the Focus Pouch is in it's baubles slot. Nothing about that in the change log. Am I missing something?
Rollback Post to RevisionRollBack
"Nothing is built upon rock: for all is built upon sand: but let each man build as if sand were rock". (Jorge Luis Borges, Evangelio Apocrifo)
Azanor, i found a bug... i've tried crafting the travelling trunk 4 times,but the infuser is refusing to suck in the golem...
the infuser is draining my jars of essentia as if a item in the recipe is missing,but everything is set up accordig to the picture in the book.
the wooden golem is not place on the pedestal as a mob, but as an item, so theres nothing wrong aout the golem.
this bug occured on a multiplayer server in version 4.1.1.14 of thaumcraft
I had the same problem, but figured out a way around it.
Golems, unlike practically anything else, require you to shift-click to place them on the pedestal as an item. I forgot that and zapped the wood golem with the bell and replaced it, but the infusion behaved exactly as you said. I then melted the golem down in an alchemical furnace to get the essentia back, remade it, and shift-clicked it into place, and everything went fine. It seems that if you try to infuse the Traveling Trunk with a golem that has any extra data associated with it (i.e. a home location), it won't recognize it.
I had the same problem, but figured out a way around it.
Golems, unlike practically anything else, require you to shift-click to place them on the pedestal as an item. I forgot that and zapped the wood golem with the bell and replaced it, but the infusion behaved exactly as you said. I then melted the golem down in an alchemical furnace to get the essentia back, remade it, and shift-clicked it into place, and everything went fine. It seems that if you try to infuse the Traveling Trunk with a golem that has any extra data associated with it (i.e. a home location), it won't recognize it.
Ahh, that makes sense! When I made my TT (without incident), the golem I used was 'virgin', it had never been placed. Presumably the initial check for the recipe doesn't check for attached data, but the absorption step does.
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.
You're making things more complex then they need to be. All you need are 2 tubes. place the jars under the tubes and make sure one has a label and the other doesn't. The labeled jar will suck out all the essentia from the unlabeled one.
I strongly disagree. I've got way more than enough nodes to handle all my vis needs, and I don't have any stabilizers. Furthermore I still have plenty of room left to expand.
2.> and is there a way to make "Equal Trade" wand Foci work with the blocks from:
" Carpenter's Blocks v2.1.0 - MC 1.6+ " ? presently the wand clicks -through- the carpentry blocks, making it so i cant copy their pattern for trade, and thus cant upgrade my buildings with the carpentry blocks which would provide more nice customizable options and such. [ http://www.minecraftforum.net/topic/1790919-17forge-carpenters-blocks-v314/page__st__2620#entry31547162 ]
3.> also, what item from ArsMagica 2, or Thaumcraft 4.1 lets one teleport short distances through walls?? because it has over-written the "Compass" item, and has a pink and black checkerboard icon. When i click a wall or item with what should be the "Compass" i teleport to the other side of that wall. with -no- special effects. (it's not like the portable hole Foci at all, it digs no items just teleports you to the other side of a obstacle.)
os: win7 board: Asus P6X58E Pro
cpu: 6 core,@ 4.5ghz
ram: 48gb DDR3
gpu1: AMD Radeon HD 6800 4gb ram
gpu2: AMD Radeon HD 6570 4gb ram
Minecraft Launcher 1.4.4
Forge: 1.6.4-Forge9.11.1.965
===Just the major mods of note that I'm useing: ====
Carpenter's Blocks v2.1.0 - MC 1.6+
BiblioCraft[v1.5.4]
Thaumcraft4.1.0
AM2_1.1.1c
Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+
No, and there likely never will be. Backporting between 1.7.2 and 1.6.4 would be way too much work and trouble then it's worth.
I'm pretty sure carpenter's blocks are tile entities. The equal trade focus won't work on tile entities. Try doing this with a furnace and you'll see the same results.
If you're not talking about the portable hole focus, then this isn't an item from TC4.
I know that works, but it means I have to attach the labels and such-like, and I've accidentally drained jars doing that in the past. I like the idea of a machine I can just plug stuff in and come back to to find it done.
Also, could you make the exchange focus not require or collect materials while in creative mode?
I have posted a bug to the tracker and hope to see this fixed in due course.
KeepOnDigging.
A ways back, TPB relinked his essentia builds, including an essentia pump. The key elements are two buffers, connected by a directional tube. Each buffer has one bellows, but the bellows are activated and deactivated by a clock, with opposing phases -- whenever one is turned on, the other is turned off.
Alternately, you can do the label-and-pipe thing, more carefully: Move your wand out of the hotbar, and switch to the empty slot so you can use your empty hand to remove labels. And if you're transferring from a void jar, place it and remove its label first.
the infuser is draining my jars of essentia as if a item in the recipe is missing,but everything is set up accordig to the picture in the book.
the wooden golem is not place on the pedestal as a mob, but as an item, so theres nothing wrong aout the golem.
this bug occured on a multiplayer server in version 4.1.1.14 of thaumcraft
i am using both a gold banded greatwood wand (full) and a greatwood staff (full) i am using thaumcraft 3 and still it will not work
could it be a mod thing because i have multiple mods installed and every now and then one crashes and i have to remove the mod to get the map to work then place the mod back in so i don't know if it is a compatibility issue
i am using both a gold banded greatwood wand (full) and a greatwood staff (full) i am using thaumcraft 3 and still it will not work
could it be a mod thing because i have multiple mods installed and every now and then one crashes and i have to remove the mod to get the map to work then place the mod back in so i don't know if it is a compatibility issue
do node stabilizers stabilzers supress the pull effect of hungry nodes? do they supress the terraforming effects of pure, tainted and sinister nodes?
also, this may be a bit cheaty, but crafting scepters are good vis storage, right? has anyone tried to just use it for that in his inventory and charge the repair enchant, and runic shields with it? do they work to bottle nodes?
because as far as i can see from a couple of videos, they only cant have foci attached to them, but otherwise act as any other vis storage (amulet, wands, staves).
forbidden magic might add a little bit of what youre looking for. it doesnt make taint more dangerous, but it ads some taint related content, like a tainted wand core, that charges itself when you take damage from being infected with flux taint, has 150 vis capacity, a shovel that allows to quickly destroy tainted tendrils, and even get an occational drop from them etc.
there are also some other taint related tools.
You are not using TC3. Those features don't exist in that version. Anyway, could you post a screenshot of how you've setup the altar? That would make it easier to see what the problem is. Without being able to see your altar I don't think there's anymore I can do to help.
(Jorge Luis Borges, Evangelio Apocrifo)
I had the same problem, but figured out a way around it.
Golems, unlike practically anything else, require you to shift-click to place them on the pedestal as an item. I forgot that and zapped the wood golem with the bell and replaced it, but the infusion behaved exactly as you said. I then melted the golem down in an alchemical furnace to get the essentia back, remade it, and shift-clicked it into place, and everything went fine. It seems that if you try to infuse the Traveling Trunk with a golem that has any extra data associated with it (i.e. a home location), it won't recognize it.
Ahh, that makes sense! When I made my TT (without incident), the golem I used was 'virgin', it had never been placed. Presumably the initial check for the recipe doesn't check for attached data, but the absorption step does.