Yeah, something like that. can you think of a way to automate the gathering of the cobble and charcoal? All I can think about aside from golems is the arcane bore, however the new entity version of the arcane bore I found isn't as good as the block based one. any ideas for this? I am basically trying to get a system that churns out alumentum as automated as possible, preferably to the point that all I need to do is flick a lever to turn on/off the system.
PS: Fantastic and simple design you have there, and the instruction of it all is great too!
Yeah, something like that. can you think of a way to automate the gathering of the cobble and charcoal? All I can think about aside from golems is the arcane bore, however the new entity version of the arcane bore I found isn't as good as the block based one. any ideas for this? I am basically trying to get a system that churns out alumentum as automated as possible, preferably to the point that all I need to do is flick a lever to turn on/off the system.
PS: Fantastic and simple design you have there, and the instruction of it all is great too!
I've used a Botania mana spreader w/ a bore lens on it for the cobblegen (we'll come back to mana generation in a bit), and a Hopping Bonsai from the Bonsai Trees mod.
Hopping Bonsai Pot empties into an Immersive Engineering Item Router, logs go into the furnace to become charcoal (furnace powered passively by an IE External Heater hooked up to a windmill), sticks and leaves go to a dropped w/ a Botania Hovering Hourglass, which feeds a couple Endoflames, which in turn power the mana spreader w/ the bore lens. Haven't gotten that far in my current play though, been focused on building, so I don't have an example handy. This can easily be scaled by adding more Hopping Bonsai Pots and additional cobblegen structures in front of the Mana Spreader.
Of course, your mileage and modpack may vary.
Edit: Not sure if it matters, but I do have Dynamic Trees installed, so I'm not sure if the Hopping Bonsai ordinarily drops sticks, or if the drops are modified by that >.>
Still very much in beta. Beta 13 is probably the most playable for the majority of people, 14 works for some... until it doesn't. 15, just avoid.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Good thing that Thaumcraft is still alive. I had to go through changelogs of minecraft itself beacuse I didn't update it much...
Beta15 seems stable for me, the only thing that seems broken is the minecraft launcher/console itself, it crashes when I close the game.
Had to rename and move some textures in what little of a texturepack I made long ago. I also see that quite a bit of textures dropped out of use (I spent hours on that primal charm you know).
(I managed to get 122 downloads on the version for TC4, never updated the download for TC5)
Yeah, something like that. can you think of a way to automate the gathering of the cobble and charcoal? All I can think about aside from golems is the arcane bore, however the new entity version of the arcane bore I found isn't as good as the block based one. any ideas for this? I am basically trying to get a system that churns out alumentum as automated as possible, preferably to the point that all I need to do is flick a lever to turn on/off the system.
PS: Fantastic and simple design you have there, and the instruction of it all is great too!
Golems have worked fine for me so far, are they buggy for you? There is a woodcutter and a block breaker sigil, farming cobble and wood should work well enough.
Otherwise you are out of options if you want to do it with TC alone IMO.
Golems have worked fine for me so far, are they buggy for you? There is a woodcutter and a block breaker sigil, farming cobble and wood should work well enough.
Otherwise you are out of options if you want to do it with TC alone IMO.
Not buggy, Just trying to do things without Golems bc reasons, If golems are literally all I can do to fix the problem then I am willing to bite the bullet and use them. Was just trying to see if anyone had thought of something else. Thanks for the help, guys.
Thanks for the update I just went to a magic forest on my map got a crash 2 times, and decided to come here. The update fixed it.
I also seem to have a problem with my game output and launcher crashing whenever I close the game. All I know is that the launcher decided to update itself. and now if I ever got an error from the mod I wouldn't even know if it's the mod or minecraft itself.
Guess who uploaded a game breaking mod update and then got stuck working overtime for two weeks and never checked his github?
Does it work now? Guess I'll try updating my server somewhen later.
edit: something else. Is someone else here using Thaumcraft with OpenTerrainGenerator and/or Biome Bundle? I have the feeling that I need to configure one or the other in order to generate Thaumcraft biomes, but it might just be bad luck. I see a "ForestEnchanted.bc" file there, but how can I verify whenever it's really from Thaumcraft?
How's everyone's Flux Rifts so far? In Beta14, mine didn't close, and after updating still doesn't. Well, after five minutes at least. Will continue to monitor, but could someone confirm please?
And I know you need to get rid of Flux for the rifts to disappear, but I've used/cheated a Flux Sponge, so that would've done the trick, yes?
How's everyone's Flux Rifts so far? In Beta14, mine didn't close, and after updating still doesn't. Well, after five minutes at least. Will continue to monitor, but could someone confirm please?
And I know you need to get rid of Flux for the rifts to disappear, but I've used/cheated a Flux Sponge, so that would've done the trick, yes?
I just started an experiment on a remote island. Emptied a few jars of essentia there, and sure enough, the rift appeared. I waited for about an hour nearby, and it didn't go away. Now I placed a chunk loader there and quit. Let's see if something happens. If it doesn't, it might not be that bad. I emptied some more jars nearby, and the rift removed the flux within minutes.
I just started an experiment on a remote island. Emptied a few jars of essentia there, and sure enough, the rift appeared. I waited for about an hour nearby, and it didn't go away. Now I placed a chunk loader there and quit. Let's see if something happens. If it doesn't, it might not be that bad. I emptied some more jars nearby, and the rift removed the flux within minutes.
Thanks.
The problem is that the rift eats at my base, specifically my infusion altar. It's a nice mechanic to incentivize the player to not go crazy, but if the rift stays (and gets bigger and bigger), that's a major problem to deal with.
Yeah, something like that. can you think of a way to automate the gathering of the cobble and charcoal? All I can think about aside from golems is the arcane bore, however the new entity version of the arcane bore I found isn't as good as the block based one. any ideas for this? I am basically trying to get a system that churns out alumentum as automated as possible, preferably to the point that all I need to do is flick a lever to turn on/off the system.
PS: Fantastic and simple design you have there, and the instruction of it all is great too!
I've used a Botania mana spreader w/ a bore lens on it for the cobblegen (we'll come back to mana generation in a bit), and a Hopping Bonsai from the Bonsai Trees mod.
Hopping Bonsai Pot empties into an Immersive Engineering Item Router, logs go into the furnace to become charcoal (furnace powered passively by an IE External Heater hooked up to a windmill), sticks and leaves go to a dropped w/ a Botania Hovering Hourglass, which feeds a couple Endoflames, which in turn power the mana spreader w/ the bore lens. Haven't gotten that far in my current play though, been focused on building, so I don't have an example handy. This can easily be scaled by adding more Hopping Bonsai Pots and additional cobblegen structures in front of the Mana Spreader.
Of course, your mileage and modpack may vary.
Edit: Not sure if it matters, but I do have Dynamic Trees installed, so I'm not sure if the Hopping Bonsai ordinarily drops sticks, or if the drops are modified by that >.>
I am trying to achieve the automation with Thaumcraft alone, but that Botania way of doing things is pretty good.
Is there any FTB pack that has Thaumcraft in it yet? Or is it still considered beta/alpha?
Still very much in beta. Beta 13 is probably the most playable for the majority of people, 14 works for some... until it doesn't. 15, just avoid.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Good thing that Thaumcraft is still alive. I had to go through changelogs of minecraft itself beacuse I didn't update it much...
Beta15 seems stable for me, the only thing that seems broken is the minecraft launcher/console itself, it crashes when I close the game.
Had to rename and move some textures in what little of a texturepack I made long ago. I also see that quite a bit of textures dropped out of use (I spent hours on that primal charm you know).
(I managed to get 122 downloads on the version for TC4, never updated the download for TC5)
Golems have worked fine for me so far, are they buggy for you? There is a woodcutter and a block breaker sigil, farming cobble and wood should work well enough.
Otherwise you are out of options if you want to do it with TC alone IMO.
Guess who uploaded a game breaking mod update and then got stuck working overtime for two weeks and never checked his github?
Not buggy, Just trying to do things without Golems bc reasons, If golems are literally all I can do to fix the problem then I am willing to bite the bullet and use them. Was just trying to see if anyone had thought of something else. Thanks for the help, guys.
Thanks for the update I just went to a magic forest on my map got a crash 2 times, and decided to come here. The update fixed it.
I also seem to have a problem with my game output and launcher crashing whenever I close the game. All I know is that the launcher decided to update itself. and now if I ever got an error from the mod I wouldn't even know if it's the mod or minecraft itself.
Dayum, I hope you, aka the almighty Ro'Naza, got some time to rest. I'd hate to be in that position.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
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Don't click this link, HE is haunting it...
It's okay. Life goes first.
Does it work now? Guess I'll try updating my server somewhen later.
edit: something else. Is someone else here using Thaumcraft with OpenTerrainGenerator and/or Biome Bundle? I have the feeling that I need to configure one or the other in order to generate Thaumcraft biomes, but it might just be bad luck. I see a "ForestEnchanted.bc" file there, but how can I verify whenever it's really from Thaumcraft?
Haha thought it might have been something like that. Don't worry about it mate we're just happy to have more Thaumcraft.
Is it just in my instance or are some vanilla items missing aspects in the newest update beta16, most notably coal (but not charcoal)?
Life happens. (Almost constantly, actually. If it stops, you have a problem.)
Must be you. Works for me.
Just upgraded. Nothing exploded so far...
Spoilers for Flux ahead!
How's everyone's Flux Rifts so far? In Beta14, mine didn't close, and after updating still doesn't. Well, after five minutes at least. Will continue to monitor, but could someone confirm please?
And I know you need to get rid of Flux for the rifts to disappear, but I've used/cheated a Flux Sponge, so that would've done the trick, yes?
I just started an experiment on a remote island. Emptied a few jars of essentia there, and sure enough, the rift appeared. I waited for about an hour nearby, and it didn't go away. Now I placed a chunk loader there and quit. Let's see if something happens. If it doesn't, it might not be that bad. I emptied some more jars nearby, and the rift removed the flux within minutes.
Thanks.
The problem is that the rift eats at my base, specifically my infusion altar. It's a nice mechanic to incentivize the player to not go crazy, but if the rift stays (and gets bigger and bigger), that's a major problem to deal with.