Excuse me, but how much longer will last this whole off-topic discussion on enchantments?
FOREVER.
ITS WHAT GIVES MY LIFE PURPOSE.
Not really. I think I'm pretty much done.
Unless you want to debate the value of 2% additional durability for the cost of 1* experience level. Or 25% durability on a shovel that only took 1 unit of material to build (build another damn shovel! It's like magic, 110% more durability! No experience levels!) Ok, ok, for enchanted items there's a use, but as seen above I find enchantments of marginal value anyway.
<end derail from my end>
*One level...the first time...
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Excuse me, but how much longer will last this whole off-topic discussion on enchantments?
Can you guys please take it somewhere else?
You haven't been reading this thread long, have you? These sorts of semi-relevant discussions break out every few days, and generally last a day or two.
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 like how the centrifgue looks, it looks like a centrifuge. And I'm fine with having it only accept input from below; design constraints force you to make things in a way you might not have otherwise and are to be encouraged.
I think that every mod author should take a good look at Thaumcraft because it's (almost) perfectly balanced mod. It doesn't get OP like 90% of mods do.
Imo, few mods get very op by themselves, its when you throw a bunch together in a pot and stir you find unexpected and OP combinations.
I like how the centrifgue looks, it looks like a centrifuge. And I'm fine with having it only accept input from below; design constraints force you to make things in a way you might not have otherwise and are to be encouraged.
So, according to your rationale, you would be fine if the essence tubes didn't allow for cross sections, or the alchemical furnace output was below it.
I'm just trying to note that the argument constraints serve as a means to explore our creativity doesn't really help much. I can still explore my creativity without any constraints. Constraints in fact actually limit what I can do. With more options, I can impose the limits myself, instead of them being imposed on me.
Rollback Post to RevisionRollBack
I was trying to think of a signature and this is what came up.
...Or 25% durability on a shovel that only took 1 unit of material to build... Ok, ok, for enchanted items there's a use, but as seen above I find enchantments of marginal value anyway.
Consider that getting unbreaking 2 or 3 from books is "easy". Consider that U1 is 100% extra durability, U2 is 200%, etc. Now if that tool is efficiency, such as an efficiency 3, unbreaking 2 pick, you'll be able to dig out lots of stone quickly.
Consider the ultimate in vanilla base building: E5 plus haste beacon. Now put unbreaking on the pick, and realize that you can move the beacon to whereever you want to do your mining.
(EDIT: Removed a really off-topic section; this is thaumcraft, not tinkers construct.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So, I've concluded that taint is a mechanic I would just rather not deal with in the game. (No criticism intended towards those who like it, I just don't personally find it fun.) Fortunately, the mod accounts for this choice via the options to turn off tainted biomes and taint spread, which is cool.
However, those are mainly useful when starting a new world. I'm reasonably established in my current game and don't want to start over, but I have two or three tainted biomes in my explored area already. I've turned off growth (one of them had almost entirely consumed a village before I realized it grew by default, and another was getting dangerously close to one) but I'd like to get rid of them entirely. Is there a way via console commands, creative mode, or what have you to just erase the taint from my saved game? Or do I have to cheat in a bunch of ethereal blooms and place them all over?
Fire Protection does NOTHING if you are on fire. Standing in fire: yes. Lava: yes. Fireballs: yes. Being on fire and taking D.O.T.: no. Was just testing it.
You didn't test for duration. Fire protection shortens the burn time, thus reducing damage taken.
edit: sorry, didn't see that we have all agreed to move on to a more thaumcraft related topic
Okay, I've looked everywhere I can, and I'm not going to skim through the forums pages manually any more than I already have. My problem is, how do I get Thaumcraft 4 working on a server, Bukkit or not? I have little experience with adding mods to servers as opposed to clients. And no, I'm not asking to make a modpack, I'm just making a custom installation of this and Dimensional Doors so that my friend and I can play together, as LAN has stopped working for us. Currently, trying it vanilla doesn't work because the server software doesn't even do anything, just opens and says the server is running, and doesn't even install the needed files. I tried Bukkit, and it doesn't even recognize Thaumcraft, but I assume that's because Bukkit looks for something to identify the mod that doesn't exist in what I have.
EDIT: And yes, I realize that you can't add most mods to a server by just dragging and dropping the version you use in SSP into a mods or plugins folder. I don't know how you add mods to servers to begin with, other than the simple Bukkit-compatible mods.
Okay, I've looked everywhere I can, and I'm not going to skim through the forums pages manually any more than I already have. My problem is, how do I get Thaumcraft 4 working on a server, Bukkit or not? I have little experience with adding mods to servers as opposed to clients. And no, I'm not asking to make a modpack, I'm just making a custom installation of this and Dimensional Doors so that my friend and I can play together, as LAN has stopped working for us. Currently, trying it vanilla doesn't work because the server software doesn't even do anything, just opens and says the server is running, and doesn't even install the needed files. I tried Bukkit, and it doesn't even recognize Thaumcraft, but I assume that's because Bukkit looks for something to identify the mod that doesn't exist in what I have.
EDIT: And yes, I realize that you can't add most mods to a server by just dragging and dropping the version you use in SSP into a mods or plugins folder. I don't know how you add mods to servers to begin with, other than the simple Bukkit-compatible mods.
If you're using Bukkit now, and you want to use Forge mods as well, my first advice to you would be to switch to MCPC+. It's the only server that supports both Bukkit plugins and Forge mods simultaneously.
Then .... yeah, at that point you DO just copy your mods into the server's mods folder.
So, I've concluded that taint is a mechanic I would just rather not deal with in the game. (No criticism intended towards those who like it, I just don't personally find it fun.) Fortunately, the mod accounts for this choice via the options to turn off tainted biomes and taint spread, which is cool.
However, those are mainly useful when starting a new world. I'm reasonably established in my current game and don't want to start over, but I have two or three tainted biomes in my explored area already. I've turned off growth (one of them had almost entirely consumed a village before I realized it grew by default, and another was getting dangerously close to one) but I'd like to get rid of them entirely. Is there a way via console commands, creative mode, or what have you to just erase the taint from my saved game? Or do I have to cheat in a bunch of ethereal blooms and place them all over?
Pure nodes from growing Silverwood trees or moved in jars and released can also clear the area although it's probably easier to do it with Ethereal Blooms. But, if you've turned off growth, it's not going to wipe out your world. Why not keep it as a long-term project? That's what I decided to do after I found Tainted regions nearly stopped chunk loading.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
If you're using Bukkit now, and you want to use Forge mods as well, my first advice to you would be to switch to MCPC+. It's the only server that supports both Bukkit plugins and Forge mods simultaneously.
Then .... yeah, at that point you DO just copy your mods into the server's mods folder.
Thank you. Thank you SO MUCH. I was only half-expecting a solution to this, certainly not within 10 minutes, and certainly not solved within one post. It works perfectly, smoothly, and I didn't have to touch a thing. Again, thank you!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Pure nodes from growing Silverwood trees or moved in jars and released can also clear the area although it's probably easier to do it with Ethereal Blooms. But, if you've turned off growth, it's not going to wipe out your world. Why not keep it as a long-term project? That's what I decided to do after I found Tainted regions nearly stopped chunk loading.
Well, at the very least I want to push it back from that one village it's already devoured. But maybe I'll leave the rest alone for now and try to clean them up later "honestly".
What I wanted most out of the mod was the equal trade focus and golems, and maybe some swanky building materials. Some of the other toys are pretty neat, though.
So, according to your rationale, you would be fine if the essence tubes didn't allow for cross sections, or the alchemical furnace output was below it.
I'm just trying to note that the argument constraints serve as a means to explore our creativity doesn't really help much. I can still explore my creativity without any constraints. Constraints in fact actually limit what I can do. With more options, I can impose the limits myself, instead of them being imposed on me.
Please don't break out the Reductio ad absurdum fallacy, I never insinuated that.
Constraints are extremely conducive to creativity. Since minecraft limits you (With a few small exceptions) to increments of 1 metre, you need to get creative to acquire the result you want in aesthetics. It doesn't just apply to blocks either, by having such things as the players jump height limited (And yes, I know you can jump higher with the boots of the traveller), things like staircases are encouraged.
It's worth stopping and really thinking about how many ways the game holding you back makes it better. That's something minecraft used to get exactly right prior to Jeb taking over, and something that Azanor continues doing.
A game sans constraints is creative (And I'm aware I'm being a little hypocritical and pulling an absurdum)
Is Haste incompatible with Thorns? I'm trying to Haste my new Boots of the Travelers and the infusion never takes any essentia; it just sits there generating flux. I've checked the Thaumonomicon about a dozen times and I've got the supplies right
Iter, Praecanto, and Volatus essentia; nitor, salis mundus, and of course the Boots
. My infusion setup is fine; I just made a Magic Mirror with no problems, even, and I made a wand core afterwards to make sure infusion was still working. The only thing I can think of is that the Boots already have Protection IV - Thorns II - Repair II from the vanilla table. My last Boots had Prot IV and Repair II also so that can't be it. That leaves incompatibility with Thorns as the only thing I can think of.
Also, after I made the wand core and logged off and back on, my research disappeared. I was done, so I just cheated it back in. So maybe it's a bug?
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Simply based on actual implementation and model. The tube extremity would end up floating in mid air trying to connect to a spinning part of the contraption with no logical connection.
Well you can just have it hanging on tubes from below and above. making so that the tubes are actually "supporting" the structure. Not the best Rationale, i know, but still
In vanilla Minecraft, just about everything except sand, gravel, anvils and the player floats in the air without needing support. Huge slabs of rock float unsupported, and sometimes infinite waterfalls cascade from them yet the oceans never get any deeper. Some parts of the game are explicitly magic (potions, enchanting tables). Some parts are implicitly magic (zombies and a hell-like dimension) Thaumcraft adds more 'magic' to that, and that makes the floating things somehow become illogical or need a rationale?
Please don't break out the Reductio ad absurdum fallacy, I never insinuated that.
But am I? Because you can certainly imagine a situation in which Azanor wouldn't have developed essence tubes cross sections. And the question is, would you also answer the same as you did previously when someone suggested they should have cross sections? Or, because it is something that you personally would like to see implemented, you would suddenly be more supportive of the idea and agree it would facilitate and make things better and prettier?
It's worth stopping and really thinking about how many ways the game holding you back makes it better. That's something minecraft used to get exactly right prior to Jeb taking over, and something that Azanor continues doing.
Don't assume I don't take this game seriously. I've been around since alpha and have been a staunch supporter of its sandbox features. I just didn't start playing it yesterday.
But I don't detect honesty in your arguments. I'm sorry to be so blunt. But that's just it (I don't mind, and thank you, if you don't hold back either. I prefer lively and frank discussions). The simple matter of fact is that there is a difference between facing creative obstacles due to real design choices that are born our of limitations in the game code or engine, and obstacles that are simply artificial and arbitrary.
What you are telling me is that it is ok for Azanor to imagine and conceive devices where he purposely creates architectural obstacles to their use in the world, with the only motivation being "lets force them to be creative in the way a Alchemical Centrifuge is placed in an essence lab room".
I just don't think that is how this mod was conceived.
You speak of Azanor has taking the same design principles of Notch in making things holding you back. Well, I agree that the Thaumcraft is a good example of sound game design skills. But it is one thing to be discussing game mechanics in the context of player progression and challenge. It's another completely different thing to be discussing simple implementations of how a device can appear and interact in the world. I find it slightly infuriating that, while I don't even request for the bottom input to be removed, you must be such a firm opponent of adding a side input to it. You have failed so far to explain to me why, instead of neutral or supportive, you must be against it. How does that hurt you, other than this apparent desire you have of telling others how they should play Minecraft?
Rollback Post to RevisionRollBack
I was trying to think of a signature and this is what came up.
Thank you. Thank you SO MUCH. I was only half-expecting a solution to this, certainly not within 10 minutes, and certainly not solved within one post. It works perfectly, smoothly, and I didn't have to touch a thing. Again, thank you!
FOREVER.
ITS WHAT GIVES MY LIFE PURPOSE.
Not really. I think I'm pretty much done.
Unless you want to debate the value of 2% additional durability for the cost of 1* experience level. Or 25% durability on a shovel that only took 1 unit of material to build (build another damn shovel! It's like magic, 110% more durability! No experience levels!) Ok, ok, for enchanted items there's a use, but as seen above I find enchantments of marginal value anyway.
<end derail from my end>
*One level...the first time...
You haven't been reading this thread long, have you? These sorts of semi-relevant discussions break out every few days, and generally last a day or two.
Imo, few mods get very op by themselves, its when you throw a bunch together in a pot and stir you find unexpected and OP combinations.
I like how the centrifgue looks, it looks like a centrifuge. And I'm fine with having it only accept input from below; design constraints force you to make things in a way you might not have otherwise and are to be encouraged.
So, according to your rationale, you would be fine if the essence tubes didn't allow for cross sections, or the alchemical furnace output was below it.
I'm just trying to note that the argument constraints serve as a means to explore our creativity doesn't really help much. I can still explore my creativity without any constraints. Constraints in fact actually limit what I can do. With more options, I can impose the limits myself, instead of them being imposed on me.
Consider that getting unbreaking 2 or 3 from books is "easy". Consider that U1 is 100% extra durability, U2 is 200%, etc. Now if that tool is efficiency, such as an efficiency 3, unbreaking 2 pick, you'll be able to dig out lots of stone quickly.
Consider the ultimate in vanilla base building: E5 plus haste beacon. Now put unbreaking on the pick, and realize that you can move the beacon to whereever you want to do your mining.
(EDIT: Removed a really off-topic section; this is thaumcraft, not tinkers construct.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
However, those are mainly useful when starting a new world. I'm reasonably established in my current game and don't want to start over, but I have two or three tainted biomes in my explored area already. I've turned off growth (one of them had almost entirely consumed a village before I realized it grew by default, and another was getting dangerously close to one) but I'd like to get rid of them entirely. Is there a way via console commands, creative mode, or what have you to just erase the taint from my saved game? Or do I have to cheat in a bunch of ethereal blooms and place them all over?
You didn't test for duration. Fire protection shortens the burn time, thus reducing damage taken.
edit: sorry, didn't see that we have all agreed to move on to a more thaumcraft related topic
EDIT: And yes, I realize that you can't add most mods to a server by just dragging and dropping the version you use in SSP into a mods or plugins folder. I don't know how you add mods to servers to begin with, other than the simple Bukkit-compatible mods.
Cubic Chunks Suggestion! (Link in text mode because banner image is 404) Cubic Chunks Mod below:
If you're using Bukkit now, and you want to use Forge mods as well, my first advice to you would be to switch to MCPC+. It's the only server that supports both Bukkit plugins and Forge mods simultaneously.
Then .... yeah, at that point you DO just copy your mods into the server's mods folder.
Pure nodes from growing Silverwood trees or moved in jars and released can also clear the area although it's probably easier to do it with Ethereal Blooms. But, if you've turned off growth, it's not going to wipe out your world. Why not keep it as a long-term project? That's what I decided to do after I found Tainted regions nearly stopped chunk loading.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Thank you. Thank you SO MUCH. I was only half-expecting a solution to this, certainly not within 10 minutes, and certainly not solved within one post. It works perfectly, smoothly, and I didn't have to touch a thing. Again, thank you!
Cubic Chunks Suggestion! (Link in text mode because banner image is 404) Cubic Chunks Mod below:
I have found this type of "hiding above in a corner" twice now, but only got this one on "film".
Simply put: If you clear out all the taint fiber and soil, it doesn't come back; but because of this "hide in the air", it's hard to get it all.
in other words: You don't need to use ethereal blooms if you want to keep the purple grass color :-).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, at the very least I want to push it back from that one village it's already devoured. But maybe I'll leave the rest alone for now and try to clean them up later "honestly".
What I wanted most out of the mod was the equal trade focus and golems, and maybe some swanky building materials. Some of the other toys are pretty neat, though.
Please don't break out the Reductio ad absurdum fallacy, I never insinuated that.
Constraints are extremely conducive to creativity. Since minecraft limits you (With a few small exceptions) to increments of 1 metre, you need to get creative to acquire the result you want in aesthetics. It doesn't just apply to blocks either, by having such things as the players jump height limited (And yes, I know you can jump higher with the boots of the traveller), things like staircases are encouraged.
It's worth stopping and really thinking about how many ways the game holding you back makes it better. That's something minecraft used to get exactly right prior to Jeb taking over, and something that Azanor continues doing.
A game sans constraints is creative (And I'm aware I'm being a little hypocritical and pulling an absurdum)
Also, after I made the wand core and logged off and back on, my research disappeared. I was done, so I just cheated it back in. So maybe it's a bug?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
In vanilla Minecraft, just about everything except sand, gravel, anvils and the player floats in the air without needing support. Huge slabs of rock float unsupported, and sometimes infinite waterfalls cascade from them yet the oceans never get any deeper. Some parts of the game are explicitly magic (potions, enchanting tables). Some parts are implicitly magic (zombies and a hell-like dimension) Thaumcraft adds more 'magic' to that, and that makes the floating things somehow become illogical or need a rationale?
But am I? Because you can certainly imagine a situation in which Azanor wouldn't have developed essence tubes cross sections. And the question is, would you also answer the same as you did previously when someone suggested they should have cross sections? Or, because it is something that you personally would like to see implemented, you would suddenly be more supportive of the idea and agree it would facilitate and make things better and prettier?
Don't assume I don't take this game seriously. I've been around since alpha and have been a staunch supporter of its sandbox features. I just didn't start playing it yesterday.
But I don't detect honesty in your arguments. I'm sorry to be so blunt. But that's just it (I don't mind, and thank you, if you don't hold back either. I prefer lively and frank discussions). The simple matter of fact is that there is a difference between facing creative obstacles due to real design choices that are born our of limitations in the game code or engine, and obstacles that are simply artificial and arbitrary.
What you are telling me is that it is ok for Azanor to imagine and conceive devices where he purposely creates architectural obstacles to their use in the world, with the only motivation being "lets force them to be creative in the way a Alchemical Centrifuge is placed in an essence lab room".
I just don't think that is how this mod was conceived.
You speak of Azanor has taking the same design principles of Notch in making things holding you back. Well, I agree that the Thaumcraft is a good example of sound game design skills. But it is one thing to be discussing game mechanics in the context of player progression and challenge. It's another completely different thing to be discussing simple implementations of how a device can appear and interact in the world. I find it slightly infuriating that, while I don't even request for the bottom input to be removed, you must be such a firm opponent of adding a side input to it. You have failed so far to explain to me why, instead of neutral or supportive, you must be against it. How does that hurt you, other than this apparent desire you have of telling others how they should play Minecraft?