Hey, here's a cool idea for a bridge mod: make it so that if you have Statues installed and you beat a zombie to death with an Exchange-focused staff, it creates a zombie-skin-and-pose statue out of whatever the focus was set to.
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!!!
apparantly grafters cause a 100% drop rate for silverwood saplings from their leaves now. is this intentional? because it definitely didnt work in the past.
I think the fishing golem might have a problem with enchantment randomization. Mine has caught 7 enchanted bows so far, and they've all been Punch I and Power III.
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!!!
apparantly grafters cause a 100% drop rate for silverwood saplings from their leaves now. is this intentional? because it definitely didnt work in the past.
I actually just reported this to Arkandos a few hours ago. He's the one maintaining Magic Bees, which is the mod that that item is from.
I've built an infernal furnace and placed a warded jar with ignis in it in front of the furnace, but it isn't consuming the ingis, nor increasing the smelting speed. Can anyone confirm this mechanic still works in 4.2?
I've built an infernal furnace and places a warded jar with ignis in it, but it isn't consuming the ingis, nor increasing the smelting speed. Can anyone confirm this mechanic still works in 4.2?
You need to pipe it into the furnace now. If you want to keep 3 bellows there's an opening on the bottom of the furnace you can use now. The furnace can also be powered with vis by using the vis relay system, and is more efficient then essentia.
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 need to pipe it into the furnace now. If you want to keep 3 bellows there's an opening on the bottom of the furnace you can use now. The furnace can also be powered with vis by using the vis relay system, and is more efficient then essentia.
Thanks. I wish the thaumonomicon was less vague about that. "using methods you've researched" doesn't exactly mean a whole lot.
@Azanor
Don't know if you'll see this or not, but just out of curiosity, have you ever considered redoing the Thaumaturge Robes texture?As it stands the comparatively flat colors of the dyeable parts of the robe don't fit well with the rest of the aesthetics of the mod (in my personal opinion.)
And before someone goes and says "it's because they're dyeable!" Leather Armor and Void Robes are also dyeable, and they have lots of shading.
I understand that something like this would be incredibly low priority compared to the rest of the mod and 4.2.1.0, but it was just a thought that I suddenly had while looking at an Bibliocraft armor stand containing the robes right in front of a greatwood/silverwood planked wall. (Completely unessessary details are completely unessessary.)
I keep having this image in my head of a "mook horror show" where a bunch of bad guys have broken into a thaumaturge's base, and they know the owner is still there fighting them because occasionally they hear a distant scream and then see the vis relay system flare silently for a moment.
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!!!
The Meaning of Life, the Universe, and Everything.
Join Date:
2/13/2013
Posts:
43
Location:
The shadows of your mind
Minecraft:
Netherial
Xbox:
Netherbullet
Member Details
this is the message i get
at thaumcraft.client.gui.GuiResearchRecipe.<init>(GuiResearchRecipe.java:114)
at thaumcraft.client.gui.GuiResearchBrowser.func_73864_a(GuiResearchBrowser.java:893)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
Any of you guys have a good pack with Arcane / magic (avoiding modern technology )
So far I pick
TC4
Thinkering
TMI (NEI I can´t make it work properly)
Blood Magic
Witchery (my fast test with this one looks pretty neat)
I was searching for the Dust Mod but is not supported anymore and it was incredible cool, also the microblock mod seems like is not updated to 1.7.10:
back in my days I was using a lot Smart move but Corbent says it mess with special movements from other mods, so now I dumping it.
Its odd, but I always add Applied Energistics. Minecraft is (ultimately) about building, even with magic mods. And that means having raw materials on hand. AE doesn't add the clutter most other tech mods add - theres no ore doubling, item and liquid pipes or "magic" blocks for automating vanilla functions: Well other than its storage system. And as my storage system in my game (which otherwise has no tech mods at all) is already called upon to store 30k cobble, 40k dirt, 20k stone, k's of saplings quartz, netherrack, slime balls? and so on, I am _very_ disinterested in trying to store all that in chests. My arcane bores feed mined materials into mirrors that feed into hungry chests linked to the ME network via export busses.
My only problem really with my construction is that the Shovel of the Earthmover with Repair II can't keep up with my terrain leveling requirements. I've had to replace it a couple of times from not noticing it was too damaged to continue. So far my farms, village, blood magic and thaumcraft complex covers about 15,000m² of levelled terrain... so I'll consider my (golem powered) AE system as magical as I need to to keep it.
Oh so how about the way though the mods? I was doing a base but don´t using magic so far till I get somewhat a fixed terraing with basic defenses and some resources to get started into magic. (Don´t touched blood magic still and was starting with TC till I one exploration I falled and died losing all my main gear and basic tools..)
So now I get a replace cause REI minimap is no more.
I dunno hwo could be the best way to get inmersed into the magic. Like
I use thinkers mod for get started but any tip could be nice
TC> bloodmagic > witchery (?)
bloodmagic >witchery > TC (?)
I don´t know much yet about bloomagic and Witchery, only the basic thing one use blood as resource and the other have a cool neat voodoo system
Oh so how about the way though the mods? I was doing a base but don´t using magic so far till I get somewhat a fixed terraing with basic defenses and some resources to get started into magic. (Don´t touched blood magic still and was starting with TC till I one exploration I falled and died losing all my main gear and basic tools..)
So now I get a replace cause REI minimap is no more.
I dunno hwo could be the best way to get inmersed into the magic. Like
I use thinkers mod for get started but any tip could be nice
TC> bloodmagic > witchery (?)
bloodmagic >witchery > TC (?)
I don´t know much yet about bloomagic and Witchery, only the basic thing one use blood as resource and the other have a cool neat voodoo system
Get started with Thaumcraft, because it answers immediate needs, and is accessible: Thaumcraft gives you tools to help you dig, mine, harvest and get basic ore doubling going. It gives improved armors and enhances your ability to enchant. It does all of this via an in game guide: the thaumanomicon that you can use to progress through the mod.
Blood magic probably answers a lot of the same questions but is far less (imho) accessible - there is no in game guide so you need to alt-tab out and reference a wiki. The blood requirements are hard to meet if you don't invest already in potions or another mod's healing, using either mobs or animals as a source of blood requires you already have automated farming - or automated mob spawners - provided by other mods already.
Witchery has in game guides, and is much more accessible - you can play entry level Witchery without the support of other mods but the lack of utility functions that answer basic beginning game needs - improved digging / mining / ore doubling - means that for the most part you will neglect Witchery as it provides little of any utility.
So, either way you want to start with Thaumcraft, and then use that as the basis to launch into BM or Witchery.
Ok just having the luck to find an instant cluster of gold, for craft a lent.
I have some stuff I don´t have really clear: If you only have the Ironcap wand, it can be only "charged" by a node?
I remember the old system you cuold bottle the aspects or store it in tanks for a later use.
My fast tests just give me tons of taint flu and pesky tainted goo. Just right before the Void warlocks ganked me.
So how I can use TC as starter? I dunno why the discoveries needs tons and tons of aspects inside your book for get something.
EDIT: Justmebodo, I disconect my internet first (shutting off the wifi) I open the game, them after the game is running, logging on the wifi again. Your achivements and research will be fine if you run the game first without conection to internet.
Dreamlash, here is a short guild to early game TC, with a few explanations of mechanics:
When beginning TC, you'll want to make a thaumometer, an iron caped wood wand, a research table, an arcane work table, a thaumanomacon, and some scribing tools.
Scanning items, blocks and mobs:
Once you have all that, start using the thaumometer to scan everything you can to earn research points. One reason this was changed was to remove the reliance on burning items for a pot-luck chance of progressing the research. It also changes how researches "Flow" through out your gameplay: Early game the researches are small and simple, and you have plenty of points to work with from scanning your normal items. Later on it becomes harder due to more complex and larger researches coupled with a smaller point pool(Having spent a great deal of them to reach the end). It also means you can't "Bull rush" through researches by throwing tons of items into the table...Once you have scanned an item, you'll be able to see what aspects it has(You earn points the first time you scan it based on these aspects). I should also note that you can scan items by dropping them on the ground.
Research notes:
Open up the thaumanomacon, then looks around the few tabs. You'll notice two types of researches: Those with boxes behind them, and those with hexagons. Ones with the box need you to perform the research minigame(More on that later) require you to have paper and scribing tools in your inventory. By left clicking on the icon for the research you want, you gain notes for it can the cost of one paper and a little durability off the scribing tools(You can refill them with any black dye, shapeless recipe). The hexagon researches however don't need you to play the minigame: By left clicking on their icon, you "Buy" that research for the points it specifies.
Research minigame:
The minigame itself is simple. When you place the note in the table, you are shown a "Grid" on the right. On that grid you'll see a few "Nodes" in the form of an aspect icon, and your goal is to bridge the gap in between them(I should note that they don't need to form line from A to B to C, so long as all of them are connected to each other in some way the note will complete. You could easily go from A, then split the line to connect to B and C forming a sort of Y or T). How you bridge the gap is simple, to aspects will "Link" if one of them is used to make the other.(Example: Ignus can't connect to aer, but both ignus and aer can connect to lux as lux is a combination of ignus and aer. Lux can then connect to tennibrea, tennibrea to aleinaus, then vacuos... All aspect combinations can be looked up under the "Aspects of magic" entry in the thaumanomocon). Once the research is complete, you can pull it out of the table and right click with it to unlock that research.
Aura nodes:
Points of power leaking into our world, they can be almost anywhere. Without the aid of a thaumometer or some other device(Hint hint), you can not clearly seen them. With the aid of some devices, you can read what aspect the node has. Unlike TC3(From what you have said, I'd best cover some of the major changes from then till now), nodes don't have a universal form of "Vis". Instead a node might have one or more aspects, normally primal aspects but some have been known to have compounds in them. By right clicking on a node with a wand/stave/scepter, you drain vis out of the node and into the device. The wands can only drain primal aspects from nodes, somehting else must be used to break down those compounds...(Again, hint hint). Fair warning, you can damage a node if you drain too much out of it.vIt os a very good idea not to let iany aspect in the node drop to zero, or there is a chance that the node might permanently lose that aspect or damage the node in some other way.
Foci:
In TC3 you had many different wands that you upgraded the base wand into. That is no more, instead you craft "Foci" which can be attached to your normal wand with the F key(You may also remove any foci from a wand by holding shift then pressing F). You can craft a foci pouch later on to hold all your foci in one slot, and you may swap between foci with the radial menu that pops up when you press F. Instead of damaging the wand like in TC3, foci drain vis from the wand instead.
Crucibles:
For the most part the crucible works the same(IE: Drop items in to turn them into raw essenita), but with two major changes. Aspects can decay in a crucible over time, so make sure you have everything on you before you start the crafting process. The second major change is that you need to drop an item in as a "Catalyst" for the process to finish(This way you don't acedentally make something else, like gunpowder during alumentium or vic versa).
For basics, I'd say this covers everything. Make sure you keep reading the entries in the book, as a lot has changed since the TC3 days. Infusion crafting in particular has been overhauled completely.
I hope this helps, and with you luck. Also if you want to avoid the gurdian's, move away from any "magical" biomes. They have a spawning bug at the moment that causes them to appear where they shouldn't.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I find that after making the tables and before scanning, I'll manually learn victus(life) by combining aqua & terra, mortuus(death) by combining victus & perdito, and spiritus by combining victus & mortuus. It keeps your scanning from getting "stuck" getting those 3. Also try to scan trapdoors early on until you're able to learn motus, which is the second point I otherwise typically get stuck at.
I also try to set up a sheep farm in advance, knowing when I run out of research points, wool is excellent in the deconstruction table for getting everything except ignis(fire). If you have forestry bees, occasionally cleaning up the flower explosion in said table will also net you aspects.
Also be sure when crafting TC items, to scan at every step of the process - wand core-scan. wand caps-scan. wand-3rd scan.
I actually just reported this to Arkandos a few hours ago. He's the one maintaining Magic Bees, which is the mod that that item is from.
I've built an infernal furnace and placed a warded jar with ignis in it in front of the furnace, but it isn't consuming the ingis, nor increasing the smelting speed. Can anyone confirm this mechanic still works in 4.2?
You need to pipe it into the furnace now. If you want to keep 3 bellows there's an opening on the bottom of the furnace you can use now. The furnace can also be powered with vis by using the vis relay system, and is more efficient then essentia.
Thanks. I wish the thaumonomicon was less vague about that. "using methods you've researched" doesn't exactly mean a whole lot.
Don't know if you'll see this or not, but just out of curiosity, have you ever considered redoing the Thaumaturge Robes texture?As it stands the comparatively flat colors of the dyeable parts of the robe don't fit well with the rest of the aesthetics of the mod (in my personal opinion.)
And before someone goes and says "it's because they're dyeable!" Leather Armor and Void Robes are also dyeable, and they have lots of shading.
I understand that something like this would be incredibly low priority compared to the rest of the mod and 4.2.1.0, but it was just a thought that I suddenly had while looking at an Bibliocraft armor stand containing the robes right in front of a greatwood/silverwood planked wall. (Completely unessessary details are completely unessessary.)
at thaumcraft.client.gui.GuiResearchRecipe.<init>(GuiResearchRecipe.java:114)
at thaumcraft.client.gui.GuiResearchBrowser.func_73864_a(GuiResearchBrowser.java:893)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
Its odd, but I always add Applied Energistics. Minecraft is (ultimately) about building, even with magic mods. And that means having raw materials on hand. AE doesn't add the clutter most other tech mods add - theres no ore doubling, item and liquid pipes or "magic" blocks for automating vanilla functions: Well other than its storage system. And as my storage system in my game (which otherwise has no tech mods at all) is already called upon to store 30k cobble, 40k dirt, 20k stone, k's of saplings quartz, netherrack, slime balls? and so on, I am _very_ disinterested in trying to store all that in chests. My arcane bores feed mined materials into mirrors that feed into hungry chests linked to the ME network via export busses.
My only problem really with my construction is that the Shovel of the Earthmover with Repair II can't keep up with my terrain leveling requirements. I've had to replace it a couple of times from not noticing it was too damaged to continue. So far my farms, village, blood magic and thaumcraft complex covers about 15,000m² of levelled terrain... so I'll consider my (golem powered) AE system as magical as I need to to keep it.
So now I get a replace cause REI minimap is no more.
I dunno hwo could be the best way to get inmersed into the magic. Like
I use thinkers mod for get started but any tip could be nice
TC> bloodmagic > witchery (?)
bloodmagic >witchery > TC (?)
I don´t know much yet about bloomagic and Witchery, only the basic thing one use blood as resource and the other have a cool neat voodoo system
Get started with Thaumcraft, because it answers immediate needs, and is accessible: Thaumcraft gives you tools to help you dig, mine, harvest and get basic ore doubling going. It gives improved armors and enhances your ability to enchant. It does all of this via an in game guide: the thaumanomicon that you can use to progress through the mod.
Blood magic probably answers a lot of the same questions but is far less (imho) accessible - there is no in game guide so you need to alt-tab out and reference a wiki. The blood requirements are hard to meet if you don't invest already in potions or another mod's healing, using either mobs or animals as a source of blood requires you already have automated farming - or automated mob spawners - provided by other mods already.
Witchery has in game guides, and is much more accessible - you can play entry level Witchery without the support of other mods but the lack of utility functions that answer basic beginning game needs - improved digging / mining / ore doubling - means that for the most part you will neglect Witchery as it provides little of any utility.
So, either way you want to start with Thaumcraft, and then use that as the basis to launch into BM or Witchery.
I have some stuff I don´t have really clear: If you only have the Ironcap wand, it can be only "charged" by a node?
I remember the old system you cuold bottle the aspects or store it in tanks for a later use.
My fast tests just give me tons of taint flu and pesky tainted goo. Just right before the Void warlocks ganked me.
So how I can use TC as starter? I dunno why the discoveries needs tons and tons of aspects inside your book for get something.
EDIT: Justmebodo, I disconect my internet first (shutting off the wifi) I open the game, them after the game is running, logging on the wifi again. Your achivements and research will be fine if you run the game first without conection to internet.
When beginning TC, you'll want to make a thaumometer, an iron caped wood wand, a research table, an arcane work table, a thaumanomacon, and some scribing tools.
Scanning items, blocks and mobs:
Once you have all that, start using the thaumometer to scan everything you can to earn research points. One reason this was changed was to remove the reliance on burning items for a pot-luck chance of progressing the research. It also changes how researches "Flow" through out your gameplay: Early game the researches are small and simple, and you have plenty of points to work with from scanning your normal items. Later on it becomes harder due to more complex and larger researches coupled with a smaller point pool(Having spent a great deal of them to reach the end). It also means you can't "Bull rush" through researches by throwing tons of items into the table...Once you have scanned an item, you'll be able to see what aspects it has(You earn points the first time you scan it based on these aspects). I should also note that you can scan items by dropping them on the ground.
Research notes:
Open up the thaumanomacon, then looks around the few tabs. You'll notice two types of researches: Those with boxes behind them, and those with hexagons. Ones with the box need you to perform the research minigame(More on that later) require you to have paper and scribing tools in your inventory. By left clicking on the icon for the research you want, you gain notes for it can the cost of one paper and a little durability off the scribing tools(You can refill them with any black dye, shapeless recipe). The hexagon researches however don't need you to play the minigame: By left clicking on their icon, you "Buy" that research for the points it specifies.
Research minigame:
The minigame itself is simple. When you place the note in the table, you are shown a "Grid" on the right. On that grid you'll see a few "Nodes" in the form of an aspect icon, and your goal is to bridge the gap in between them(I should note that they don't need to form line from A to B to C, so long as all of them are connected to each other in some way the note will complete. You could easily go from A, then split the line to connect to B and C forming a sort of Y or T). How you bridge the gap is simple, to aspects will "Link" if one of them is used to make the other.(Example: Ignus can't connect to aer, but both ignus and aer can connect to lux as lux is a combination of ignus and aer. Lux can then connect to tennibrea, tennibrea to aleinaus, then vacuos... All aspect combinations can be looked up under the "Aspects of magic" entry in the thaumanomocon). Once the research is complete, you can pull it out of the table and right click with it to unlock that research.
Aura nodes:
Points of power leaking into our world, they can be almost anywhere. Without the aid of a thaumometer or some other device(Hint hint), you can not clearly seen them. With the aid of some devices, you can read what aspect the node has. Unlike TC3(From what you have said, I'd best cover some of the major changes from then till now), nodes don't have a universal form of "Vis". Instead a node might have one or more aspects, normally primal aspects but some have been known to have compounds in them. By right clicking on a node with a wand/stave/scepter, you drain vis out of the node and into the device. The wands can only drain primal aspects from nodes, somehting else must be used to break down those compounds...(Again, hint hint). Fair warning, you can damage a node if you drain too much out of it.vIt os a very good idea not to let iany aspect in the node drop to zero, or there is a chance that the node might permanently lose that aspect or damage the node in some other way.
Foci:
In TC3 you had many different wands that you upgraded the base wand into. That is no more, instead you craft "Foci" which can be attached to your normal wand with the F key(You may also remove any foci from a wand by holding shift then pressing F). You can craft a foci pouch later on to hold all your foci in one slot, and you may swap between foci with the radial menu that pops up when you press F. Instead of damaging the wand like in TC3, foci drain vis from the wand instead.
Crucibles:
For the most part the crucible works the same(IE: Drop items in to turn them into raw essenita), but with two major changes. Aspects can decay in a crucible over time, so make sure you have everything on you before you start the crafting process. The second major change is that you need to drop an item in as a "Catalyst" for the process to finish(This way you don't acedentally make something else, like gunpowder during alumentium or vic versa).
For basics, I'd say this covers everything. Make sure you keep reading the entries in the book, as a lot has changed since the TC3 days. Infusion crafting in particular has been overhauled completely.
I hope this helps, and with you luck. Also if you want to avoid the gurdian's, move away from any "magical" biomes. They have a spawning bug at the moment that causes them to appear where they shouldn't.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I find that after making the tables and before scanning, I'll manually learn victus(life) by combining aqua & terra, mortuus(death) by combining victus & perdito, and spiritus by combining victus & mortuus. It keeps your scanning from getting "stuck" getting those 3. Also try to scan trapdoors early on until you're able to learn motus, which is the second point I otherwise typically get stuck at.
I also try to set up a sheep farm in advance, knowing when I run out of research points, wool is excellent in the deconstruction table for getting everything except ignis(fire). If you have forestry bees, occasionally cleaning up the flower explosion in said table will also net you aspects.
Also be sure when crafting TC items, to scan at every step of the process - wand core-scan. wand caps-scan. wand-3rd scan.