* 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.
1. You can effectively destroy a node by changing it to pure and then have a bubbling crucible under it for a long time.
2. Compund nodes, at least those with no primals as base(the other ones I did not test quite as much) don't seem to be doing anything. I have a pure cognitio and the Terra in that chunk hastn't noticably changed in weeks.
Okay, I can't find any Taint biomes. Need Auram essentia to advance, and the only sources I have are five shimmerleaves and one silverleaf sapling. I tried to go far away from my base and throw a heckload of stuff into a crucible to make one artificially. I even cheated in some items with heckloads of aspects on them (I don't want to cheat in the Auram. I want to actually work for this) and all it did was turn all vis crystals within the lethality radius of a nuclear strike into taint shards. It should have produced a mushroom cloud of taint, but the only difference of terrain I noticed were some slight discoloration of grass near ground zero. The thaumometer shows the bar 1/4'th full of flux, but it doesn't grow anymore regardless how much crap I throw into the pot.
Also, forgot to vote, but I really don't mind never seeing tubes again. Never had any problems with them until they stopped being able to funnel more than one type of essentia that is. If you bring that old system back, I'd be more or less indifferent. Tubes are cheaper than the aerial transfer, but they clutter the base a lot more. That should be a big enough reason to want to move beyond them in my opinion.
Rollback Post to RevisionRollBack
It's better to ask a stupid question than not knowing the answer.
Dude, dont apologize for language, no one is going to be upset its in spanish, and quite frankly, in an english dominated community, people like you are the guys who can spread stuff to bigger audience. Language localization can only go so far if there isnt a community behind it to use it!
Rollback Post to RevisionRollBack
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
* 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 found a something like this command /kill @e[r=3,type=!Player] on this thread (probably 50-100 pages back, but I don't remember who posted it first). I haven't used it much, but can confirm that this one works and doesn't kill the player
From experience, I've seen that nodes with compound aspects recharge all the primals that they are composed of, but I don't know whether they do so at a fixed rate (like the energized nodes in TC4, but lower) or if it's a RNG thing.
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!
I have a pure cognitio and the Terra in that chunk hastn't noticably changed in weeks.
That's weird. I found a cognitio node some 14 chunks away from my base, and it manages to recharge all the primals its composed of just fine (though quite slowly for a node of its size).
What are the terra vis level in that chunk (and its surrounding chunks)? Are there any terra crystals underground in that chunk that keep the terra level from reaching the top of the scale? Also, you mentioned it's a pure node, they tend to be quite small.
Could it be that nodes with compound aspects recharge the vis by cycling through their primals using a RNG? If so, then you've just been out of luck :/
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!
* 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 beg to differ -- I have a natural Exanimis a ways from my base, and that plus a bunch of crystals are letting the area recover nicely from repeated Focus enhancements. Also, I had a water node merge with a new pure node to form an Auram pure node.
Okay, I can't find any Taint biomes. Need Auram essentia to advance, and the only sources I have are five shimmerleaves and one silverleaf sapling. I tried to go far away from my base and throw a heckload of stuff into a crucible to make one artificially. I even cheated in some items with heckloads of aspects on them (I don't want to cheat in the Auram. I want to actually work for this) and all it did was turn all vis crystals within the lethality radius of a nuclear strike into taint shards. It should have produced a mushroom cloud of taint, but the only difference of terrain I noticed were some slight discoloration of grass near ground zero. The thaumometer shows the bar 1/4'th full of flux, but it doesn't grow anymore regardless how much crap I throw into the pot.
For starters, if you haven't already, go grab all those taint shards. Besides being useful in their own right, you can smelt them for taint if this next bit doesn't work out. If you're already getting grass discoloration, you're pretty close to getting taint -- try growing some long grass and trees there while you work on the rest.
Then consider that you can also get taint stuff from the occasional tainted champion. (I got a boost at this point, from a short-lived Forge bug that turned my handful of taint tendrils into most of a stack.) Try setting up a zombie farm (or a spawner pad) in your target zone, feeding the crowd out into a killing yard with tall grass and wood nearby, and work that for a while. Kill off anything that's not a champion, and any champions that aren't tainted. Having the yard out in the sun will at least simplify your decisions, just make sure to get some shots in at the undead champions while they burn.
When you do get a tainted champion, poke it with arrows -- try to grab whatever it drops, but more importantly, let the crawlers lay taint all over the yard. Feel free to bonemeal some more grass and/or trees where it hasn't been yet.. Once you've got a crawler, you can let the taint start killing off creepers and spiders at least, maybe throw some chicken eggs in there too. That should get your tainted area started. Once you've collected enough taint drops, make some Bottled Taint for next time.
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.
Hey, new to thaumcraft. My friend and I play on a server and formerly on a different server. On both he dove into thaumcraft and got to the robe looking armor and then becomes invunerable. At first we thought it was a server issue, but this server we run and it happened as soon as he made that armor again. Nothing can deplete his hearts at all, not even hunger. We have tried everthing. I even tried the kill command and I ended up dead.
That's weird. I found a cognitio node some 14 chunks away from my base, and it manages to recharge all the primals its composed of just fine (though quite slowly for a node of its size).
What are the terra vis level in that chunk (and its surrounding chunks)? Are there any terra crystals underground in that chunk that keep the terra level from reaching the top of the scale? Also, you mentioned it's a pure node, they tend to be quite small.
Could it be that nodes with compound aspects recharge the vis by cycling through their primals using a RNG? If so, then you've just been out of luck :/
I've been watching it for a while now, it is at around 60% and the surrounding chunks at 50%, so it seems to do SOMETHING, but very, very little compared to other nodes.
Does the ...strength??(the number the thaumometer shows) affect the recharge rate...? Probably not, because a primal node with strength 13 charges the aura all the way up in no time already and there are nodes with 80+.
Welp seem like so, strange thing is with the old world i didn't have this problem, replaced the thaumcraft biome then replaced all portal block of the map to air, will regenerate these part with mcedit, thanks for the help the server didn't appreciate all the portal and know i'll know where to look if i get this problem again
As I said, it's because you have the Thaumic Horizons mod. Update the mod, because it both adds a config, and removes the biome issue.
I've been watching it for a while now, it is at around 60% and the surrounding chunks at 50%, so it seems to do SOMETHING, but very, very little compared to other nodes.
Does the ...strength??(the number the thaumometer shows) affect the recharge rate...? Probably not, because a primal node with strength 13 charges the aura all the way up in no time already and there are nodes with 80+.
I'd expect it to be 12.5%, 20% or 25% Terra...
The number is the capacity.
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
~~~~~~~~
Okay, I can't find any Taint biomes. Need Auram essentia to advance, and the only sources I have are five shimmerleaves and one silverleaf sapling. I tried to go far away from my base and throw a heckload of stuff into a crucible to make one artificially. I even cheated in some items with heckloads of aspects on them (I don't want to cheat in the Auram. I want to actually work for this) and all it did was turn all vis crystals within the lethality radius of a nuclear strike into taint shards. It should have produced a mushroom cloud of taint, but the only difference of terrain I noticed were some slight discoloration of grass near ground zero. The thaumometer shows the bar 1/4'th full of flux, but it doesn't grow anymore regardless how much crap I throw into the pot.
Also, forgot to vote, but I really don't mind never seeing tubes again. Never had any problems with them until they stopped being able to funnel more than one type of essentia that is. If you bring that old system back, I'd be more or less indifferent. Tubes are cheaper than the aerial transfer, but they clutter the base a lot more. That should be a big enough reason to want to move beyond them in my opinion.
It's going to take a lot of flux to create taint. But because you're making such a high amount of flux in an area that has no flux, it's quickly going to flow into other chunks. Just keep going and you'll eventually cause a taint storm. Having 2 magic mirrors in an endless loop can help easily create flux too.
And when buffers got a few tweaks to how they worked a long time ago, Azanor more or less brought back the old tube mechanics. Not to mention that tubes are also capable of moving essenta across a long distance unlike the transfusers.
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.
So, is Aura in non-Overworld still bugged in 5.1.6?
Azanor mentioned noticing the bug after a comment mentioned using 5.1.6, so I imagine it is.
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!!!
When in one place there are about 50 arcane bellows the sound starts to lag (hello pipe system...). For example very much on the sound of rain. It is possible to remove from the mod sound from arcane bellows? They overlap one another, and this causes the loss of other sounds.
He just said that he does not have Thaumic Horizons...
And yet I can SEE it in his modlist, also I can see in the screenshot that it's the Pocket Plane biome, which is only added by Thaumic Horizons. Also, I have personally experienced this exact problem.
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
~~~~~~~~
When in one place there are about 50 arcane bellows the sound starts to lag (hello pipe system...). For example very much on the sound of rain. It is possible to remove from the mod sound from arcane bellows? They overlap one another, and this causes the loss of other sounds.
Could ya show some screenshots and tell me what it is you're trying to do with all of those bellows? I might be able to help you build a tube system that accomplishes what you want and reduce the amount of bellows used.
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.
1. You can effectively destroy a node by changing it to pure and then have a bubbling crucible under it for a long time.
2. Compund nodes, at least those with no primals as base(the other ones I did not test quite as much) don't seem to be doing anything. I have a pure cognitio and the Terra in that chunk hastn't noticably changed in weeks.
I made a D flip-flop!
So, is Aura in non-Overworld still bugged in 5.1.6?
Okay, I can't find any Taint biomes. Need Auram essentia to advance, and the only sources I have are five shimmerleaves and one silverleaf sapling. I tried to go far away from my base and throw a heckload of stuff into a crucible to make one artificially. I even cheated in some items with heckloads of aspects on them (I don't want to cheat in the Auram. I want to actually work for this) and all it did was turn all vis crystals within the lethality radius of a nuclear strike into taint shards. It should have produced a mushroom cloud of taint, but the only difference of terrain I noticed were some slight discoloration of grass near ground zero. The thaumometer shows the bar 1/4'th full of flux, but it doesn't grow anymore regardless how much crap I throw into the pot.
Also, forgot to vote, but I really don't mind never seeing tubes again. Never had any problems with them until they stopped being able to funnel more than one type of essentia that is. If you bring that old system back, I'd be more or less indifferent. Tubes are cheaper than the aerial transfer, but they clutter the base a lot more. That should be a big enough reason to want to move beyond them in my opinion.
It's better to ask a stupid question than not knowing the answer.
Dude, dont apologize for language, no one is going to be upset its in spanish, and quite frankly, in an english dominated community, people like you are the guys who can spread stuff to bigger audience. Language localization can only go so far if there isnt a community behind it to use it!
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
I found a something like this command /kill @e[r=3,type=!Player] on this thread (probably 50-100 pages back, but I don't remember who posted it first). I haven't used it much, but can confirm that this one works and doesn't kill the player
From experience, I've seen that nodes with compound aspects recharge all the primals that they are composed of, but I don't know whether they do so at a fixed rate (like the energized nodes in TC4, but lower) or if it's a RNG thing.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
That's weird. I found a cognitio node some 14 chunks away from my base, and it manages to recharge all the primals its composed of just fine (though quite slowly for a node of its size).
What are the terra vis level in that chunk (and its surrounding chunks)? Are there any terra crystals underground in that chunk that keep the terra level from reaching the top of the scale? Also, you mentioned it's a pure node, they tend to be quite small.
Could it be that nodes with compound aspects recharge the vis by cycling through their primals using a RNG? If so, then you've just been out of luck :/
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
I beg to differ -- I have a natural Exanimis a ways from my base, and that plus a bunch of crystals are letting the area recover nicely from repeated Focus enhancements. Also, I had a water node merge with a new pure node to form an Auram pure node.
For starters, if you haven't already, go grab all those taint shards. Besides being useful in their own right, you can smelt them for taint if this next bit doesn't work out. If you're already getting grass discoloration, you're pretty close to getting taint -- try growing some long grass and trees there while you work on the rest.
Then consider that you can also get taint stuff from the occasional tainted champion. (I got a boost at this point, from a short-lived Forge bug that turned my handful of taint tendrils into most of a stack.) Try setting up a zombie farm (or a spawner pad) in your target zone, feeding the crowd out into a killing yard with tall grass and wood nearby, and work that for a while. Kill off anything that's not a champion, and any champions that aren't tainted. Having the yard out in the sun will at least simplify your decisions, just make sure to get some shots in at the undead champions while they burn.
When you do get a tainted champion, poke it with arrows -- try to grab whatever it drops, but more importantly, let the crawlers lay taint all over the yard. Feel free to bonemeal some more grass and/or trees where it hasn't been yet.. Once you've got a crawler, you can let the taint start killing off creepers and spiders at least, maybe throw some chicken eggs in there too. That should get your tainted area started. Once you've collected enough taint drops, make some Bottled Taint for next time.
Great stuff again Azanor, any chance you (or anyone else) can tell me how to double the level requirements for research?
Hey, new to thaumcraft. My friend and I play on a server and formerly on a different server. On both he dove into thaumcraft and got to the robe looking armor and then becomes invunerable. At first we thought it was a server issue, but this server we run and it happened as soon as he made that armor again. Nothing can deplete his hearts at all, not even hunger. We have tried everthing. I even tried the kill command and I ended up dead.
I've been watching it for a while now, it is at around 60% and the surrounding chunks at 50%, so it seems to do SOMETHING, but very, very little compared to other nodes.
Does the ...strength??(the number the thaumometer shows) affect the recharge rate...? Probably not, because a primal node with strength 13 charges the aura all the way up in no time already and there are nodes with 80+.
I'd expect it to be 12.5%, 20% or 25% Terra...
I made a D flip-flop!
As I said, it's because you have the Thaumic Horizons mod. Update the mod, because it both adds a config, and removes the biome issue.
http://minecraft.curseforge.com/projects/thaumic-horizons/files/2265882
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The number is the capacity.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Any idea what exactly it means? Also source? It meant capacity in the old soft aura mechanic, but the new one?
Because the old soft aura was not chunk based, the new one is.
I made a D flip-flop!
It's going to take a lot of flux to create taint. But because you're making such a high amount of flux in an area that has no flux, it's quickly going to flow into other chunks. Just keep going and you'll eventually cause a taint storm. Having 2 magic mirrors in an endless loop can help easily create flux too.
And when buffers got a few tweaks to how they worked a long time ago, Azanor more or less brought back the old tube mechanics. Not to mention that tubes are also capable of moving essenta across a long distance unlike the transfusers.
Azanor mentioned noticing the bug after a comment mentioned using 5.1.6, so I imagine it is.
When in one place there are about 50 arcane bellows the sound starts to lag (hello pipe system...). For example very much on the sound of rain. It is possible to remove from the mod sound from arcane bellows? They overlap one another, and this causes the loss of other sounds.
or maybe not use an unnecessary amount of bellows?
My first mod =D
And yet I can SEE it in his modlist, also I can see in the screenshot that it's the Pocket Plane biome, which is only added by Thaumic Horizons. Also, I have personally experienced this exact problem.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Are you going to do something more with the Eldritch or is the mod over? Just wondering
Mods dat are EPIC!!
https://imgur.com/M8ZMxyV
http://imgur.com/QEoa9ar
https://imgur.com/DmLYnen
https://imgur.com/MRzmQpY
https://imgur.com/eQ8OCIY
Could ya show some screenshots and tell me what it is you're trying to do with all of those bellows? I might be able to help you build a tube system that accomplishes what you want and reduce the amount of bellows used.