Hey guys,does anyone here know about any good seed for Thaumcraft+Vanilla?
I've been generating worlds non-stop,but i can't find a good seed with a non-hot climate,or atleast not one that's free of taint.
I know that this is not that important,but i want to get a good looking seed because i mostly focus on building during my time playing minecraft.
Any help is appreciated
Thaumcrafts biome generation has been all over the place over the last releases. There are config options that change the % parameters and will thus perturb any generated maps. And any number of other mods add biomes and thus alter the result of any particular seed.
My suggestion is: let it pick randomly, or find a (vanilla) seed using a tool like amidst that has the right size biomes and rivers and oceans. Oceans and rivers will keep the same layout between vanilla and modded MC using the same seed, and biome borders will be the same - just the actual biomes get switched around.
Make sure cheats are enabled and start in creative mode and simply fly around until you find a suitable location. Minecraft maps are really large - you don't have to build at world spawn. When you do find a location, make a bed and sleep in it asap. Dying, respawning at spawn, and realizing you have no idea how to get back to your base is... well... interesting.
Yes I do, for the latest thaumcraft (if that didnt change world gen) and minecraft 1.7.10
seed: -479955565
You spawn in a frozen taiga near a river/frozen plains. In this frozen plains there is an ice spike plains and very close to spawn an obelisk with crimson cultists. Beware, near your spawn in the taiga is a hungry node. If you are to go the south-west across the ocean there is actualy a mesa, just over a few hundred blocks or so from the edge of your frozen plains.
You know - I do hope that @Azanors placement of nodes and worldgen structures is reproducible with the same seed.
I have deleted some region files to force a rebuild of parts of my world before and did find nodes at waypoints I had made in mapwriter previously so in theory this is good. However the quality and aspects of the nodes seemed materially different. So while I would expect nodes at corresponding locations I am not convinced that (e.g.) hungry nodes will be in the same places.
Totem: the single pillars with a node-bearing tile at the top (Obsidian Totem is the block).
Altar / henge: the circle of pillars with a chest, wisp spawner and floating node.
Obelisk: the circle of little stones with the floaty thing above them and the node in between, sometimes with guardians or cultists.
Those have been implemented, they're the gate to the Outer Lands labyrinth.
Huh, never been able to figure out how to use them. I'll keep working towards Eldritch knowledge. Btw, I might have a void seed or two. Those are end-game stuff right?
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I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
You know - I do hope that @Azanors placement of nodes and worldgen structures is reproducible with the same seed.
I have deleted some region files to force a rebuild of parts of my world before and did find nodes at waypoints I had made in mapwriter previously so in theory this is good. However the quality and aspects of the nodes seemed materially different. So while I would expect nodes at corresponding locations I am not convinced that (e.g.) hungry nodes will be in the same places.
I know that node placement and quality at least remains the same. I recreated one of my spare worlds recently when Cave Control updated, and I found a hungry node in the same spot.
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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!!!
I just made an advanced alchemical furnace and i have an energized pure primal node but it wont heat up and i have left it for ages, whats up???
The problem is that the furnace is REALLY weird. Place the vis relay further away from the energized node and from the Furnace. Try placing it on the back wall in the screenshot 2 blocks from the ground
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He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
Anyone else having this problem. Redstone torches are also not giving me any points. I also can't scan Sand or Oak Logs. Version Thaumcraft-1.7.10-4.2.3.2
I've been having the same problem, in my case furnaces and chests have only one "nebulous" aspect; Vacuous with chests and Ignis for furnaces. Hoppers are affected too, but with them they have three of these "nebulous" aspects: Metallum, the equal trade one and the Machine one. I've found that these items with nebulous aspects give absolute squat when you toss them in a crucible, but distilling them in an alchemical furnace gives 1 of that essentia. I also have a similar issue as far as oak logs are concerned, in my case though I get "nothing can be learned from this" when I scan oak logs, even though birch and other logs have 4 Arbor.
I think the cause of this is manually updating Thaumcraft in a mod pack (which I did, the modpack in question being HatPack), but I dunno how to fix it or if there's a way to reset your scan-list.
Something I would love to see if nodes/aura getting a rework is physical change to the world caused by aspects of a node. What I mean by this is if a node has the aspect exanimis, it will attract, or perhaps occasionally spawn undead creatures. If a node has sano, it may cause regeneration to living beings who venture close enough to it. Areas around a node with herba will be overgrown with plantlife, arbor surrounded by trees, ignis may cause occasional fires, aqua may spawn pools or puddles of water. Stuff like that, I think, could be an interesting mechanic to play with.
I'd love to see someone host a minimally moderated PvP server with Thaumcraft. Quite a few of the things you can research are specific to multiplayer - keyed doors and pressure plates for one, not even mentioning how badass magical fights would be.
Anyone know how to get looting onto a foci? or what the node spawn rate of the primal charm is? I used my Primal staff up with lvl5 frugal into a obby box trying to get a single node and nada. i want to get a hungry node put in there so i can energize it later.
I'd love to see someone host a minimally moderated PvP server with Thaumcraft. Quite a few of the things you can research are specific to multiplayer - keyed doors and pressure plates for one, not even mentioning how badass magical fights would be.
Of course, the flip side is you've got a lot more to lose if you get killed (all those fancy tools and baubles) or your base gets griefed (equipment, supplies). And some feuding over Thaumcraft's increased need for iron and gold... Perhaps it should be combined with Mystcraft (with Warded Arcana, you can make a safe "lobby" for your world) and/or Twilight Forest (lots of distractions, but especially for their Charms of Keeping).
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.
Thaumcrafts biome generation has been all over the place over the last releases. There are config options that change the % parameters and will thus perturb any generated maps. And any number of other mods add biomes and thus alter the result of any particular seed.
My suggestion is: let it pick randomly, or find a (vanilla) seed using a tool like amidst that has the right size biomes and rivers and oceans. Oceans and rivers will keep the same layout between vanilla and modded MC using the same seed, and biome borders will be the same - just the actual biomes get switched around.
Make sure cheats are enabled and start in creative mode and simply fly around until you find a suitable location. Minecraft maps are really large - you don't have to build at world spawn. When you do find a location, make a bed and sleep in it asap. Dying, respawning at spawn, and realizing you have no idea how to get back to your base is... well... interesting.
You know - I do hope that @Azanors placement of nodes and worldgen structures is reproducible with the same seed.
I have deleted some region files to force a rebuild of parts of my world before and did find nodes at waypoints I had made in mapwriter previously so in theory this is good. However the quality and aspects of the nodes seemed materially different. So while I would expect nodes at corresponding locations I am not convinced that (e.g.) hungry nodes will be in the same places.
I think i'm gonna play it like Don't Starve,get geared up and play nomad 'til i find a suitable place.
Nope! (I know thaumcraft!)
I was referring to the red wood that came out to be cherry wood from BoP.
Huh, never been able to figure out how to use them. I'll keep working towards Eldritch knowledge. Btw, I might have a void seed or two. Those are end-game stuff right?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
So, looks like more flexible (and useful) arcane levitators....
You mean Mad and Furious Zombies? I've seen them before, not too hard though they do present a challenge.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
???
Man, can you read please...?
No, I'm not.
Angry zombies? Challenging? Call yourself a Dovahkiin!?! HA!!!
(Just kidding.)
I know that node placement and quality at least remains the same. I recreated one of my spare worlds recently when Cave Control updated, and I found a hungry node in the same spot.
And second,can i put 1.5 as a weight number or does the config option only accept full numbers?
The problem is that the furnace is REALLY weird. Place the vis relay further away from the energized node and from the Furnace. Try placing it on the back wall in the screenshot 2 blocks from the ground
-Friedrich Nietzsche
I think the cause of this is manually updating Thaumcraft in a mod pack (which I did, the modpack in question being HatPack), but I dunno how to fix it or if there's a way to reset your scan-list.
Of course, the flip side is you've got a lot more to lose if you get killed (all those fancy tools and baubles) or your base gets griefed (equipment, supplies). And some feuding over Thaumcraft's increased need for iron and gold... Perhaps it should be combined with Mystcraft (with Warded Arcana, you can make a safe "lobby" for your world) and/or Twilight Forest (lots of distractions, but especially for their Charms of Keeping).