Is there an easier way to get research points than exploring the world looking for aura nodes? Seems kind of inefficient.
The alternatives have their own inefficiencies as well. At least if you're exploring the world you can find cool stuff. One of them is in the thaumonicon, though.
the drops from any broken nodes or killed wisps, and mana beans with the aurum type.
Yeah. That's what I heard. I created 64 nodes and broke them all. Not a single ethereal drop with that aspect. I might have a bean or two lying around though. My patience for all that is completely gone however. And I need to take a little breather before I do something rash.
Another thing that was pulling at the hulk-smash part of my brain is the whole business of symmetry and how it's intended to be used but some of these infusions use odd numbers so balancing is impossible.
F it. I'll come back to it later with a cooler head.
Yeah. That's what I heard. I created 64 nodes and broke them all. Not a single ethereal drop with that aspect. I might have a bean or two lying around though. My patience for all that is completely gone however. And I need to take a little breather before I do something rash.
All Ethereal Essence gives Auram when melted down in the alchemical furnace. If you have Ethereal Essence that is Terra, for example, you'll get Terra and Auram essentia from it.
All Ethereal Essence gives Auram when melted down in the alchemical furnace. If you have Ethereal Essence that is Terra, for example, you'll get Terra and Auram essentia from it.
Also, Wisps are common in the nether, so a hunting trip there with a bow or wand can add up to quite a bit of Auram.
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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!!!
Or just destroy nodes that you'll never use as you run around - i.e. too small or full of aspects you don't need. I have a void jar for aurum since I've accumulated so much. It's now worth less to me than clay and glass.
Aye, it can be well worth smashing nodes you find if you're miles and miles from home and are unlikely to ever head out that way again. It's not like you'll be using them for anything else.
This was a comment on the CC Forum, so...
What happens if someone made like a Thaumcraft peripheral to turtles so they could do spells?
Also, what would need (if someone could nicely help) would be to create an block-ID detector.
This would fit into a magic mod like Thaumcraft.
This was a comment on the CC Forum, so...
What happens if someone made like a Thaumcraft peripheral to turtles so they could do spells?
Also, what would need (if someone could nicely help) would be to create an block-ID detector.
This would fit into a magic mod like Thaumcraft.
Thaumic Tinkerer may have what you are looking for. I remember Vazkii posted a teaser screenshot with CC turtles holding a few TC items and I think I saw something about CC in a recent change log as well. I don't use CC so I don't know much about that.
As for seeing block ids there is a way to do that in vanilla. I think it was F3+h. NEI can also show the ids as well if you have that installed.
("seeing the block id is magic this is a tech mod" is a silly excuse. A coal powered computer being able to move and fly around with no clear way of it doing so is clearly not magic in any way at all. (sarcasim) It's Minecraft. Logic has little place here.)
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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.
Talk of magic and technology brings to mind something I've always found interesting about thaumcraft, the fact that your character is in many ways a magical scientist, not a magician. Studying the world around you and developing ideas, then building tools that allow you to harness great power.
The key there being all the power is contained within the tools themselves, not you. Drop your tools and you're the same as anyone newly spawned.
Talk of magic and technology brings to mind something I've always found interesting about thaumcraft, the fact that your character is in many ways a magical scientist, not a magician. Studying the world around you and developing ideas, then building tools that allow you to harness great power.
The key there being all the power is contained within the tools themselves, not you. Drop your tools and you're the same as anyone newly spawned.
Except that you can make said tools again, due to your vast research-y knowledge.
I have a suggestion maybe for an addon, not for this main mod.
- snip -
What happens if someone made like a Thaumcraft peripheral to turtles so they could do spells?
How would a machine "do" a "spell"? Thaumcraft doesn't have any spells, really. However, I expect that turtles could be told to use a certain wand (& focus) to do a specific task. Definitely check out Thaumic TInkerer; Vazkii adds some good stuff.
I foresee that turtles could help with stability issues in infusion crafting: when the inventory of an ISidedInventory pillar changes, the turtle will automatically replace it with the proper item, you just need to give it the right one beforehand.
Hello.
Sorry if this question was asked before. There was another texture for great wood planks in previous version of thaumcraft. They were very useful for decoration purpose.
Can you add a config option, or maybe additional recipe, for this type of planks? It will be great to have this type of planks too.
All Ethereal Essence gives Auram when melted down in the alchemical furnace. If you have Ethereal Essence that is Terra, for example, you'll get Terra and Auram essentia from it.
Also, Wisps are common in the nether, so a hunting trip there with a bow or wand can add up to quite a bit of Auram.
Oh... I never thought to put those in an alchemical furnace. I've just been holding on to them for when my other sources of essentia run dry. THANK YOU for that!
As for wisps... well... I also have Natura installed. And because mDiyo absolutely refuses to allow us to disable Nitro Creepers, I can only survive in the Nether in Peaceful mode... no wisps for me there. But I do see them plenty in the overworld so I guess I can just hunt them there. Usually I avoid them.
Oh... I never thought to put those in an alchemical furnace. I've just been holding on to them for when my other sources of essentia run dry. THANK YOU for that!
As for wisps... well... I also have Natura installed. And because mDiyo absolutely refuses to allow us to disable Nitro Creepers, I can only survive in the Nether in Peaceful mode... no wisps for me there. But I do see them plenty in the overworld so I guess I can just hunt them there. Usually I avoid them.
Thaumic Rod + Paper Full Guard + Manyullyn Blade = 5 base mod cutlass, just add 1 Moss ball (Or make it electric) and put the rest as Nether Quartz. If you add the other +2 mods to it (for 7 total) you'll end up with a sword that's able to 1 shot Nitro Creepers, and most other 20hp mobs in the game. Enderman take 2 hits still.
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It is a little bit complex, but the end result is a fantastic blade capable of saving your ass quite easily. I managed to make one on my server, without even needing to research Thaumium yet. I happened to find a few ingots in a chest, went to the Nether for my quartz and Manyullyn fix, sugar canes for the paper and bam, instant success.
Also, Nitro Creepers are nothing. Try playing with Grimoire of Gaia 2 mobs, then tell me how much you complain about Nitro Creepers again.
I can't believe people are finding it too hard to handle the infusions. My setup is overly simple. I have 12 pedestals surrounding the matrix, and 8 candles (2 on each corner between the pedestals) and that's it. No crystals, no heads, no anything else. And it works well enough. Once upon a time I added some crystals and it got worse. Maybe since my setup is very small it was too cluttered.
On another note you need to learn what happens when things go wrong and use Common Sense. Read the instructions, do some research of other people's experiences or just simply don't use the mod.
I'm completely sure is that people fail because of their cheapness or ignorance of the system. One of the two.
If you know that an object can blow up and be obliterated entirely (because it happened to you before) then you keep spares in your inventory to replace them immediately during the process.
If you know that the delay caused by item repalcement causes the system to draw additional essentia, you make sure before starting that your jars have more than enough essentia to cover possible malfunctions.
If something of the above happens and you absolutely can't fix it. Stop the infusion immediately by taking the object in the center. Accept your losses until that point and prevent it from getting any worse.
If you don't know any of the above, you haven't read enough, or you aren't experienced enough. In which case, help yourself.
I really enjoy the infusion process. It's fun to have a setup that is reliable but always having to be prepared for the unexpected.
Except that you can make said tools again, due to your vast research-y knowledge.
How would a machine "do" a "spell"?
Mythically, inanimate objects have gained magical powers by imbuing them with spirit, like TC golems or, in fact, the original one.
I agree with you that "doing spells" isn't really a Thaumcraft thing, but I could see it as an expansion of the infusion table. Perhaps an infusion chamber where a player or a mob can be (semi-)permanently imbued with some magical trait? I expect there'd be some potential drawbacks to the process...
Talk of magic and technology brings to mind something I've always found interesting about thaumcraft, the fact that your character is in many ways a magical scientist, not a magician. Studying the world around you and developing ideas, then building tools that allow you to harness great power.
The key there being all the power is contained within the tools themselves, not you. Drop your tools and you're the same as anyone newly spawned.
That is exactly what Azanor is going for. Thaumcraft is more about being an artificer of magical items rather than being a straight up magical wizard with spells.
Wait, what?
The alternatives have their own inefficiencies as well. At least if you're exploring the world you can find cool stuff. One of them is in the thaumonicon, though.
It's the
Yeah. That's what I heard. I created 64 nodes and broke them all. Not a single ethereal drop with that aspect. I might have a bean or two lying around though. My patience for all that is completely gone however. And I need to take a little breather before I do something rash.
Another thing that was pulling at the hulk-smash part of my brain is the whole business of symmetry and how it's intended to be used but some of these infusions use odd numbers so balancing is impossible.
F it. I'll come back to it later with a cooler head.
All Ethereal Essence gives Auram when melted down in the alchemical furnace. If you have Ethereal Essence that is Terra, for example, you'll get Terra and Auram essentia from it.
Also, Wisps are common in the nether, so a hunting trip there with a bow or wand can add up to quite a bit of Auram.
First, I'd like to say I enjoyed using the 3rd version in MC 1.5.2.
ComputerCraft programmers don't want to add a feature to their turtles,
because they think that would be "breaking the fourth wall". Google it.
I think I found the reason in an old comment from 2012:
If the picture is not being displayed...
http://www.mediafire... suggestion.PNG
This was a comment on the CC Forum, so...
What happens if someone made like a Thaumcraft peripheral to turtles so they could do spells?
Also, what would need (if someone could nicely help) would be to create an block-ID detector.
This would fit into a magic mod like Thaumcraft.
Thaumic Tinkerer may have what you are looking for. I remember Vazkii posted a teaser screenshot with CC turtles holding a few TC items and I think I saw something about CC in a recent change log as well. I don't use CC so I don't know much about that.
As for seeing block ids there is a way to do that in vanilla. I think it was F3+h. NEI can also show the ids as well if you have that installed.
("seeing the block id is magic this is a tech mod" is a silly excuse. A coal powered computer being able to move and fly around with no clear way of it doing so is clearly not magic in any way at all. (sarcasim) It's Minecraft. Logic has little place here.)
The key there being all the power is contained within the tools themselves, not you. Drop your tools and you're the same as anyone newly spawned.
How would a machine "do" a "spell"? Thaumcraft doesn't have any spells, really. However, I expect that turtles could be told to use a certain wand (& focus) to do a specific task. Definitely check out Thaumic TInkerer; Vazkii adds some good stuff.
I foresee that turtles could help with stability issues in infusion crafting: when the inventory of an ISidedInventory pillar changes, the turtle will automatically replace it with the proper item, you just need to give it the right one beforehand.
Sorry if this question was asked before. There was another texture for great wood planks in previous version of thaumcraft. They were very useful for decoration purpose.
Can you add a config option, or maybe additional recipe, for this type of planks? It will be great to have this type of planks too.
Oh... I never thought to put those in an alchemical furnace. I've just been holding on to them for when my other sources of essentia run dry. THANK YOU for that!
As for wisps... well... I also have Natura installed. And because mDiyo absolutely refuses to allow us to disable Nitro Creepers, I can only survive in the Nether in Peaceful mode... no wisps for me there. But I do see them plenty in the overworld so I guess I can just hunt them there. Usually I avoid them.
Thaumic Rod + Paper Full Guard + Manyullyn Blade = 5 base mod cutlass, just add 1 Moss ball (Or make it electric) and put the rest as Nether Quartz. If you add the other +2 mods to it (for 7 total) you'll end up with a sword that's able to 1 shot Nitro Creepers, and most other 20hp mobs in the game. Enderman take 2 hits still.
Also, Nitro Creepers are nothing. Try playing with Grimoire of Gaia 2 mobs, then tell me how much you complain about Nitro Creepers again.
On another note you need to learn what happens when things go wrong and use Common Sense. Read the instructions, do some research of other people's experiences or just simply don't use the mod.
I'm completely sure is that people fail because of their cheapness or ignorance of the system. One of the two.
If you know that an object can blow up and be obliterated entirely (because it happened to you before) then you keep spares in your inventory to replace them immediately during the process.
If you know that the delay caused by item repalcement causes the system to draw additional essentia, you make sure before starting that your jars have more than enough essentia to cover possible malfunctions.
If something of the above happens and you absolutely can't fix it. Stop the infusion immediately by taking the object in the center. Accept your losses until that point and prevent it from getting any worse.
If you don't know any of the above, you haven't read enough, or you aren't experienced enough. In which case, help yourself.
I really enjoy the infusion process. It's fun to have a setup that is reliable but always having to be prepared for the unexpected.
Mythically, inanimate objects have gained magical powers by imbuing them with spirit, like TC golems or, in fact, the original one.
I agree with you that "doing spells" isn't really a Thaumcraft thing, but I could see it as an expansion of the infusion table. Perhaps an infusion chamber where a player or a mob can be (semi-)permanently imbued with some magical trait? I expect there'd be some potential drawbacks to the process...
That is exactly what Azanor is going for. Thaumcraft is more about being an artificer of magical items rather than being a straight up magical wizard with spells.
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