It's not Gelum, unless that was fixed in the last version or something. It's not Telum. It's not Perditio. If there's a "projectile" aspect, I haven't found it yet. Seriously, I give up; privmsg me if you don't want to spoil others, I guess.
-Robin
*Huh*. It *is* Gelum. As you can see from , it used to very conspicuously *not* work with Gelum (and I had had a friend confirm that, too). Guess it got fixed.
This has been reported before but I can't seem to duplicate it. Do you have any other mods that modify or add enchantments?
The only things I have loaded are Forge, Thaumcraft 4, Rei's minimap, and NEI. I doubt any of those would cause the problem. It's fairly consistent for me too, and kind of annoying
However I am looking forward to infusion enchanting. You have any time frame in mind for releasing the next version?
I am clearly doing something wrong in my TC4. I play on normal, not easy. not peaceful. And am currently on 1.6.2, not 1.6.4 (Allthough I think the mod that was holding me back has finally updated).
My EBXL world has Magical Forests.
I built my tower on the edge of a village, that now sports 20+ Villagers and some of its own golems. Zombie hordes have so far failed to overwhelm me - or the village. I did find that putting a bloody door on the house, and sleeping at night. helped.
My first roll of a thaumium pickaxe yielded an Repair II, Efficiency IV, Fortune III. In an arcane bore I frequently don't even see the damage bar it repairs fast enough to keep up. Even without using the enchanting altar, or infusion crafting - the application of Vazkii's spellcloth has allowed me to put Repair on most of my items - and I have to try really really hard to get them to stay damaged.
I mostly have a massive surplus of research points, and the points I do have in short supply, quickly regenerate as bonus points in my research library.
Oh. And invsible hungry nodes have failed to eat me. And - while I don't tend to use a thaumostatic harness, I do keep my principal wand equipped with Vazkii's uplift focus
How do I activate the hardmode the rest of you seem to be getting?
What do you mean? Other'n a few complaints about the research, no-one has mentioned the mod being difficult.
There have been quite a few complaints about Hungry Nodes, and a small discussion about Zombies and how their behavior was changed in 1.6. I've also seen a number of posts talking about how useless Repair is due to it only working while on the hotbar and taking "too long" to repair, especially when used in the Arcane Bore.
The "hardmode" in question is just his way of saying he doesn't agree with the people who are voicing those complaints.
What do you mean? Other'n a few complaints about the research, no-one has mentioned the mod being difficult.
Its hard work keeping up with this thread but in catching up with everything since last week I got that
1. People seem to be being overrun with Zombie swarms, that either incorporate too many, or too few, Angry Zombies.
2. Pickaxes don't last long enough in an Arcane Bore to complete a mining cycle.
3. Repair is so tiresomely slow that it involves a degree in micromanagement to keep the repairing items on the hotbar long enough to get repaired.
4. Its terribly difficult to find a magical forest if [biome-mod-x] is being used.
5. If a magical forest biome is found, Pech's will steal all your stuff. And there won't be any silverwoods.
6. If there are any silverwoods, their leaves will have mysteriously fallen off.
7. Then a completely invisible hungry node will suddenly inexorably draw the player in and kill them.
5. If a magical forest biome is found, Perch's will steal all your stuff. And there won't be any silverwoods.
6. If there are any silverwoods, their leaves will have mysteriously fallen off.
I haven't actually seen any complaints of there not being Silverwood trees in a magical forest biome. Rather, I've seen complaints that there aren't any Silverwood Trees in other biomes that are tagged as Magical (which I can somewhat confirm, having run across a few biomes that have only one or two Silverwoods, if that).
The leaves thing is an actual thing that happens, but with Greatwoods - not Silverwoods. Greatwood Trees generate much taller than they used to, and as a result, there's a lot of extra leaves that rapidly decay as soon as they're generated. Trees don't go bare, though.
Also, minor nitpick, it's Pech. A perch is what a bird rests on.
Its hard work keeping up with this thread but in catching up with everything since last week I got that
1. People seem to be being overrun with Zombie swarms, that either incorporate too many, or too few, Angry Zombies.
2. Pickaxes don't last long enough in an Arcane Bore to complete a mining cycle.
3. Repair is so tiresomely slow that it involves a degree in micromanagement to keep the repairing items on the hotbar long enough to get repaired.
4. Its terribly difficult to find a magical forest if [biome-mod-x] is being used.
5. If a magical forest biome is found, Pech's will steal all your stuff. And there won't be any silverwoods.
6. If there are any silverwoods, their leaves will have mysteriously fallen off.
7. Then a completely invisible hungry node will suddenly inexorably draw the player in and kill them.
Are we reading the same thread?
Most of those have already been countered/replied too.
1. is an issue with vanilla minecraft due to the recent update.
2. Unbreaking 3/Repair 2
3. Somnia Mod(Makes sleep actually pass time instead of just skip to morning)
4. Don't use Biome-Mod-X(if a magic biome has a weight of 3 to spawn and you add 30-40 more biomes with weights between 2-7, you now have a 3 out of 200 chance of generating a magic biome on average)
5. Don't travel into the forest unless you are ready to bribe the pechs or are strong enough to kill them all. Also, Silverwoods do spawn in them, along with the following biomes in BoP(cherry grove, mystic grove and some more(can't remember names))
6. It is greatwoods that have the issue with leaves.
7. Hungry nodes are extraordinarily rare(out of all the nodes I have found so far, only 3 have been hungry) and their dangerous effect can be disabled in config.
It is only as difficult as the player makes it to be. Play it safe and it is easy.
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
Most of those have already been countered/replied too.
1. is an issue with vanilla minecraft due to the recent update.
2. Unbreaking 3/Repair 2
3. Somnia Mod(Makes sleep actually pass time instead of just skip to morning)
4. Don't use Biome-Mod-X(if a magic biome has a weight of 3 to spawn and you add 30-40 more biomes with weights between 2-7, you now have a 3 out of 200 chance of generating a magic biome on average)
5. Don't travel into the forest unless you are ready to bribe the pechs or are strong enough to kill them all. Also, Silverwoods do spawn in them, along with the following biomes in BoP(cherry grove, mystic grove and some more(can't remember names))
6. It is greatwoods that have the issue with leaves.
7. Hungry nodes are extraordinarily rare(out of all the nodes I have found so far, only 3 have been hungry) and their dangerous effect can be disabled in config.
It is only as difficult as the player makes it to be. Play it safe and it is easy.
He wasn't bringing any of those up as personal complaints.
Its hard work keeping up with this thread but in catching up with everything since last week I got that
1. People seem to be being overrun with Zombie swarms, that either incorporate too many, or too few, Angry Zombies.
This one at least I'll comment on, since I may have been complaining about it before...
It's not that they're difficult, they certainly aren't. Minecraft combat isn't difficult. It's that they're stupidly awful game design, where killing a zombie results in a net increase of zombies. There's no more difficulty from this change, just an artificial increase in the amount of time spent participating in the worst aspect of minecraft: the combat.
But yeah, this is a vanilla thing, not thaumcraft.
And fair enough on the others, I guess people have complained about those. Never found any of them to be a bother personally though.
This one at least I'll comment on, since I may have been complaining about it before...
It's not that they're difficult, they certainly aren't. Minecraft combat isn't difficult. It's that they're stupidly awful game design, where killing a zombie results in a net increase of zombies. There's no more difficulty from this change, just an artificial increase in the amount of time spent participating in the worst aspect of minecraft: the combat.
Even in the early game, If I see a zombie. I kill the zombie. No armor and a stone sword. More might arrive. Kill them too and the swarm stops. I don't play on hard only because that makes village protection entirely impossible. Zombies being able to smash the only door villagers will recognize? really?
I have simply never seen one of these zombie swarms that are claimed to be so unbalancing. And If I did encounter one I might make that claim to. The trick to dealing with zombies seems, however, not to be to switch to peacefull, but to either kill them on sight (preventing them from calling more) or just build a high wall around your work area, put a door in it and ignore them. A badly lit / "open plan" build coupled with non committal aggression seems to be the recipe for zombie swarm disaster. i.e. Either leave them alone or kill them and your game will play exactly the same way as it played in 1.4.7 or 1.5.2. Don't damage them and run away.
Even in the early game, If I see a zombie. I kill the zombie. No armor and a stone sword. More might arrive. Kill them too and the swarm stops. I don't play on hard only because that makes village protection entirely impossible. Zombies being able to smash the only door villagers will recognize? really?
I have simply never seen one of these zombie swarms that are claimed to be so unbalancing. And If I did encounter one I might make that claim to. The trick to dealing with zombies seems, however, not to be to switch to peacefull, but to either kill them on sight (preventing them from calling more) or just build a high wall around your work area, put a door in it and ignore them. A badly lit / "open plan" build coupled with non committal aggression seems to be the recipe for zombie swarm disaster. i.e. Either leave them alone or kill them and your game will play exactly the same way as it played in 1.4.7 or 1.5.2. Don't damage them and run away.
I've seen zombie swarms that quickly become unmanageable. Caving and getting caught out with the sun down can be highly hazardous... at least, early game. Once iron armor is available, it stops being nearly so bad. That said, twenty or more zombies swarming gets annoying.
Even in the early game, If I see a zombie. I kill the zombie. No armor and a stone sword. More might arrive. Kill them too and the swarm stops. I don't play on hard only because that makes village protection entirely impossible. Zombies being able to smash the only door villagers will recognize? really?
I have simply never seen one of these zombie swarms that are claimed to be so unbalancing. And If I did encounter one I might make that claim to. The trick to dealing with zombies seems, however, not to be to switch to peacefull, but to either kill them on sight (preventing them from calling more) or just build a high wall around your work area, put a door in it and ignore them. A badly lit / "open plan" build coupled with non committal aggression seems to be the recipe for zombie swarm disaster. i.e. Either leave them alone or kill them and your game will play exactly the same way as it played in 1.4.7 or 1.5.2. Don't damage them and run away.
Again, it's not that it's difficult or unmanageable, it's that it's something we really shouldn't have to be managing. It's not interesting or fun to deal with the zombies now, and even if you don't find it annoying then it doesn't change the fact it didn't add anything. It was at best pointless, and at worst a nuisance, much like horses and all the other changes of late.
I feel like I'm being really dumb... is there a reason this isn't working? xD
If you move the right-most grey rune up one and move the runes around it out of the way, it should connect to the node beside it, and then you can connect to the other grey rune below it. Runes are somewhat finicky and like to connect to other runes before they connect to nodes, so sometimes you have to move inactive runes in the way to block the connection and lead it where you want it to go.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/8/2013
Posts:
49
Member Details
Does anyone know of any Resource Packs with Thaumcraft 4 support? The only ones I can think of right now with partial support would be Sphax, Soartex, and John Smith.
I've seen zombie swarms that quickly become unmanageable. Caving and getting caught out with the sun down can be highly hazardous... at least, early game. Once iron armor is available, it stops being nearly so bad. That said, twenty or more zombies swarming gets annoying.
They are easy (and a little more fun), if you use your cheaty block placing abilities against them. You can barricade them off very fast, or just spill a bucket of water to make wide zombie-impassable obstacle.
Again, it's not that it's difficult or unmanageable, it's that it's something we really shouldn't have to be managing. It's not interesting or fun to deal with the zombies now, and even if you don't find it annoying then it doesn't change the fact it didn't add anything. It was at best pointless, and at worst a nuisance, much like horses and all the other changes of late.
Its funny that Flowerchild of BTW is the only one that seems willing to directly criticize the people actually doing these things, via Twitter and so on. Why are you complaining here instead of letting the people at Mojang know how you feel about it? Azanor didn't change the zombie AI....
I happen to agree, for the record. It's just that this is the kind of thing that the Minecraft devs need to hear. The totally random - and in most cases, poorly conceptualized - additions they've been making are frustrating to a lot of people, yet outside of people like FC, who refuses to even update his mod to new versions anymore because of things like this, most of the direct feedback seems overwhelmingly positive.
*Huh*. It *is* Gelum. As you can see from , it used to very conspicuously *not* work with Gelum (and I had had a friend confirm that, too). Guess it got fixed.
-Robin
The only things I have loaded are Forge, Thaumcraft 4, Rei's minimap, and NEI. I doubt any of those would cause the problem. It's fairly consistent for me too, and kind of annoying
However I am looking forward to infusion enchanting. You have any time frame in mind for releasing the next version?
My EBXL world has Magical Forests.
I built my tower on the edge of a village, that now sports 20+ Villagers and some of its own golems. Zombie hordes have so far failed to overwhelm me - or the village. I did find that putting a bloody door on the house, and sleeping at night. helped.
My first roll of a thaumium pickaxe yielded an Repair II, Efficiency IV, Fortune III. In an arcane bore I frequently don't even see the damage bar it repairs fast enough to keep up. Even without using the enchanting altar, or infusion crafting - the application of Vazkii's spellcloth has allowed me to put Repair on most of my items - and I have to try really really hard to get them to stay damaged.
I mostly have a massive surplus of research points, and the points I do have in short supply, quickly regenerate as bonus points in my research library.
Oh. And invsible hungry nodes have failed to eat me. And - while I don't tend to use a thaumostatic harness, I do keep my principal wand equipped with Vazkii's uplift focus
How do I activate the hardmode the rest of you seem to be getting?
What do you mean? Other'n a few complaints about the research, no-one has mentioned the mod being difficult.
There have been quite a few complaints about Hungry Nodes, and a small discussion about Zombies and how their behavior was changed in 1.6. I've also seen a number of posts talking about how useless Repair is due to it only working while on the hotbar and taking "too long" to repair, especially when used in the Arcane Bore.
The "hardmode" in question is just his way of saying he doesn't agree with the people who are voicing those complaints.
Its hard work keeping up with this thread but in catching up with everything since last week I got that
1. People seem to be being overrun with Zombie swarms, that either incorporate too many, or too few, Angry Zombies.
2. Pickaxes don't last long enough in an Arcane Bore to complete a mining cycle.
3. Repair is so tiresomely slow that it involves a degree in micromanagement to keep the repairing items on the hotbar long enough to get repaired.
4. Its terribly difficult to find a magical forest if [biome-mod-x] is being used.
5. If a magical forest biome is found, Pech's will steal all your stuff. And there won't be any silverwoods.
6. If there are any silverwoods, their leaves will have mysteriously fallen off.
7. Then a completely invisible hungry node will suddenly inexorably draw the player in and kill them.
Are we reading the same thread?
I haven't actually seen any complaints of there not being Silverwood trees in a magical forest biome. Rather, I've seen complaints that there aren't any Silverwood Trees in other biomes that are tagged as Magical (which I can somewhat confirm, having run across a few biomes that have only one or two Silverwoods, if that).
The leaves thing is an actual thing that happens, but with Greatwoods - not Silverwoods. Greatwood Trees generate much taller than they used to, and as a result, there's a lot of extra leaves that rapidly decay as soon as they're generated. Trees don't go bare, though.
Also, minor nitpick, it's Pech. A perch is what a bird rests on.
Most of those have already been countered/replied too.
1. is an issue with vanilla minecraft due to the recent update.
2. Unbreaking 3/Repair 2
3. Somnia Mod(Makes sleep actually pass time instead of just skip to morning)
4. Don't use Biome-Mod-X(if a magic biome has a weight of 3 to spawn and you add 30-40 more biomes with weights between 2-7, you now have a 3 out of 200 chance of generating a magic biome on average)
5. Don't travel into the forest unless you are ready to bribe the pechs or are strong enough to kill them all. Also, Silverwoods do spawn in them, along with the following biomes in BoP(cherry grove, mystic grove and some more(can't remember names))
6. It is greatwoods that have the issue with leaves.
7. Hungry nodes are extraordinarily rare(out of all the nodes I have found so far, only 3 have been hungry) and their dangerous effect can be disabled in config.
It is only as difficult as the player makes it to be. Play it safe and it is easy.
He wasn't bringing any of those up as personal complaints.
This one at least I'll comment on, since I may have been complaining about it before...
It's not that they're difficult, they certainly aren't. Minecraft combat isn't difficult. It's that they're stupidly awful game design, where killing a zombie results in a net increase of zombies. There's no more difficulty from this change, just an artificial increase in the amount of time spent participating in the worst aspect of minecraft: the combat.
But yeah, this is a vanilla thing, not thaumcraft.
And fair enough on the others, I guess people have complained about those. Never found any of them to be a bother personally though.
Even in the early game, If I see a zombie. I kill the zombie. No armor and a stone sword. More might arrive. Kill them too and the swarm stops. I don't play on hard only because that makes village protection entirely impossible. Zombies being able to smash the only door villagers will recognize? really?
I have simply never seen one of these zombie swarms that are claimed to be so unbalancing. And If I did encounter one I might make that claim to. The trick to dealing with zombies seems, however, not to be to switch to peacefull, but to either kill them on sight (preventing them from calling more) or just build a high wall around your work area, put a door in it and ignore them. A badly lit / "open plan" build coupled with non committal aggression seems to be the recipe for zombie swarm disaster. i.e. Either leave them alone or kill them and your game will play exactly the same way as it played in 1.4.7 or 1.5.2. Don't damage them and run away.
I've seen zombie swarms that quickly become unmanageable. Caving and getting caught out with the sun down can be highly hazardous... at least, early game. Once iron armor is available, it stops being nearly so bad. That said, twenty or more zombies swarming gets annoying.
Again, it's not that it's difficult or unmanageable, it's that it's something we really shouldn't have to be managing. It's not interesting or fun to deal with the zombies now, and even if you don't find it annoying then it doesn't change the fact it didn't add anything. It was at best pointless, and at worst a nuisance, much like horses and all the other changes of late.
Yes, I have, and to test it, I created a new world and then researched nitor. Still no infernal furnace.
The problem is not with Thaumic Tinkerer. Tested it with the newest versions and with and without Thaumic Tinkerer.
Just putting this in to see if this helps:
If you move the right-most grey rune up one and move the runes around it out of the way, it should connect to the node beside it, and then you can connect to the other grey rune below it. Runes are somewhat finicky and like to connect to other runes before they connect to nodes, so sometimes you have to move inactive runes in the way to block the connection and lead it where you want it to go.
They are easy (and a little more fun), if you use your cheaty block placing abilities against them. You can barricade them off very fast, or just spill a bucket of water to make wide zombie-impassable obstacle.
Its funny that Flowerchild of BTW is the only one that seems willing to directly criticize the people actually doing these things, via Twitter and so on. Why are you complaining here instead of letting the people at Mojang know how you feel about it? Azanor didn't change the zombie AI....
I happen to agree, for the record. It's just that this is the kind of thing that the Minecraft devs need to hear. The totally random - and in most cases, poorly conceptualized - additions they've been making are frustrating to a lot of people, yet outside of people like FC, who refuses to even update his mod to new versions anymore because of things like this, most of the direct feedback seems overwhelmingly positive.
I have the same thing, and I used Enchanting Plus, and Thaumic Tinkerer at the time.
It's better to ask a stupid question than not knowing the answer.