Apparently writing forum posts at 03.45 in the night is a bad idea. I should make notes, and form the post the day after when my thinking skills fully kicks in.
Totally agreed with it being overpowered, and warded blocks seems a good way to keep this entity out.
I still feel I want something genuinely difficult that spawn at zero-aura and dangerous flux levels, and perhaps rarely at high flux levels.
Something that will cause even the most experienced and geared-up player to have to get a move on.
The knockback effects should be reduced for this creature, since it's no problem as it is now to deal with dangerous stuff at a distance with bows and lightning wands.
I also want to make an additional suggestion: An arcane crossbow that uses bolts made of gold and diamonds as ammo. This weapon would be the only efficient way to deal with this creature, and also the weapon with the highest damage in the game, but since the ammo is so expensive, players would think twice before using it.
I feel that gold, iron and diamonds are becoming useless in Thaumcraft, as I always use wands and elemental tools for everything. Iron is okay since it's used in making Thaumium ingots, but gold and diamond I barely ever use.
I feel that gold, iron and diamonds are becoming useless in Thaumcraft, as I always use wands and elemental tools for everything. Iron is okay since it's used in making Thaumium ingots, but gold and diamond I barely ever use.
I'm pretty sure he doesn't want to starve players out on those resources and pretty much force people to pay in Thaumcraft if they want to play it with other mods and focus on thaumcraft a bit.
I'm pretty sure he doesn't want to starve players out on those resources and pretty much force people to pay in Thaumcraft if they want to play it with other mods and focus on thaumcraft a bit.
Makes sense, but there's always transmutation. FTB already has Equivalent Exchange. Thaumcraft has crucible transmutation. Only downside is that we can't transmute diamonds yet. I figure that will probably come with the tier 2 crucible though, if it's added. It would give us some use for the silverwood logs at least. Seeing as how Purus is rather rare, but also rather useless at the moment.
Rollback Post to RevisionRollBack
It's better to ask a stupid question than not knowing the answer.
Azanor will seals or seal like things be re added because they were amazing and they were very customizable i understand that some were so OP but that could be fixed and the crafting recipes need to be much more expensive like 4 gold around a diamond then have all elements of shards in the corners and it would require 16 pracantio 8 ignis 8 gelum 8 aura and 8 solum to create 1 seal and you would also need to research each form of rune the runes would be 4 gold nuggets around the type of shard and 4 redstone in the corners each would require 8 pracantio and 4 of the element of the shard. these would all be tier 3 researches.
I've done some minor editing to the Thaumcraft textures to make the generating ores fit with the texturepack ''SMP's Revival'' send me a PM if you're interested. [Just some minor, easily done edits to make it blend better]
I'm having a bit of an issue. I've been growing a pure node in a thaumic chamber I've set up. No idea why, but this morning the node was suddenly gone. What can cause this?
I'm having a bit of an issue. I've been growing a pure node in a thaumic chamber I've set up. No idea why, but this morning the node was suddenly gone. What can cause this?
Apparently writing forum posts at 03.45 in the night is a bad idea. I should make notes, and form the post the day after when my thinking skills fully kicks in.
Totally agreed with it being overpowered, and warded blocks seems a good way to keep this entity out.
I still feel I want something genuinely difficult that spawn at zero-aura and dangerous flux levels, and perhaps rarely at high flux levels.
Something that will cause even the most experienced and geared-up player to have to get a move on.
The knockback effects should be reduced for this creature, since it's no problem as it is now to deal with dangerous stuff at a distance with bows and lightning wands.
I also want to make an additional suggestion: An arcane crossbow that uses bolts made of gold and diamonds as ammo. This weapon would be the only efficient way to deal with this creature, and also the weapon with the highest damage in the game, but since the ammo is so expensive, players would think twice before using it.
I feel that gold, iron and diamonds are becoming useless in Thaumcraft, as I always use wands and elemental tools for everything. Iron is okay since it's used in making Thaumium ingots, but gold and diamond I barely ever use.
Why not infused wooden blocks, or sticks (if Azanor added them) and Thaumium ingots and feathers.
My reasoning for this is that it would keep the materials for what I assume would be a tier three weapon strictly with in the realm of Thuamcraft. The use of a diamond just seems a bit steep as Thaumcraft, unlike some of the other big 'craft' mods doesn't have a way of creating more diamonds. While you can 'quarry' with the arcane bore that is still a bit based on luck if you get diamonds as you couldn't run it constantly under your system for fear of spawning this monster. So unless the player got multiple of these bolts for one crafting recipe it would be extremely over powered. Unless these bolts were a one or two hit kill. But then you would have to make it so that the monster could be killed with traditional methods. Just not as easily.
Azanor will seals or seal like things be re added because they were amazing and they were very customizable i understand that some were so OP but that could be fixed and the crafting recipes need to be much more expensive like 4 gold around a diamond then have all elements of shards in the corners and it would require 16 pracantio 8 ignis 8 gelum 8 aura and 8 solum to create 1 seal and you would also need to research each form of rune the runes would be 4 gold nuggets around the type of shard and 4 redstone in the corners each would require 8 pracantio and 4 of the element of the shard. these would all be tier 3 researches.
The seals are being replaced by much more intricate systems. The new systems are great. You should try them.
I'm having a bit of an issue. I've been growing a pure node in a thaumic chamber I've set up. No idea why, but this morning the node was suddenly gone. What can cause this?
Ninja'd. And by a bronie no less. ...The shame.
Rollback Post to RevisionRollBack
Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
Azanor will seals or seal like things be re added because they were amazing and they were very customizable i understand that some were so OP but that could be fixed and the crafting recipes need to be much more expensive like 4 gold around a diamond then have all elements of shards in the corners and it would require 16 pracantio 8 ignis 8 gelum 8 aura and 8 solum to create 1 seal and you would also need to research each form of rune the runes would be 4 gold nuggets around the type of shard and 4 redstone in the corners each would require 8 pracantio and 4 of the element of the shard. these would all be tier 3 researches.
And Magic mirrors. When ever we get the player teleport ones.
Rollback Post to RevisionRollBack
Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
Azanor, there is a bug/duplication glitch with your warded blocks (Stone/Glass) and Gravity Gun.
Here's a video example [LINK].
Hope you'll fix it soon and keep up with a good work. XD
Your link isnt working, I'm going to assume its somthing along the lines as when the gravity gun picks up a warded block it both takes it and leaves it. If this is true then the problem lies with the gravity gun mod and not thaumcraft.
I'm no programmer, nor will I pretend to know any thing about it. But the ward blocks are meant to be impassable.
Thats why only the owner (or admin) can break them and the portable hole cant tunnel through them.
The gravity gun shouldnt be allowed to pick them up. But I dont think there is any thing that can be done about that on the thaumcraft side. Again, im no programmer so I'm basically just talking out my butt on this.
Rollback Post to RevisionRollBack
"I would agree with you, but then we'd both be wrong."
Your link isnt working, I'm going to assume its somthing along the lines as when the gravity gun picks up a warded block it both takes it and leaves it. If this is true then the problem lies with the gravity gun mod and not thaumcraft.
I'm no programmer, nor will I pretend to know any thing about it. But the ward blocks are meant to be impassable.
Thats why only the owner (or admin) can break them and the portable hole cant tunnel through them.
The gravity gun shouldnt be allowed to pick them up. But I dont think there is any thing that can be done about that on the thaumcraft side. Again, im no programmer so I'm basically just talking out my butt on this.
I believe it's when you place the block inside the top of an open door. I remember reading about it in either the Portal Gun, or Gravity Gun thread. I believe it allows you to pick up spawners (granted they default to pig spawners) as well. So it's on Gravity Gun's side.
Also, Portal Gun has a blacklist for pick-up-able blocks, so it can just be added to the list. Dunno if Gravity Gun does, but if it does, it's just an Id to be added.
Actually it might be a Metallurgy issue. Thaumium tools have a harvest level 1 lower than diamond, which means Metallurgy probably changes the harvest levels for diamond tools. However since it doesn't take my mod into account and I don't take his into account it causes problems.
EDIT: Just went and double-checked. Thaumium is harvest level 3 like vanilla diamond tools. It cannot harvest obsidian however.
Just digging up this post to reiterate the problem between Thaumcraft's thaumium pickaxe and Metallurgy. The guys at Metallurgy say they don't change anything in concerns of how what mines what. I'd like to note the last time I used a thaumium pickaxe it *was* mining obsidian, even though you said it isn't supposed to. Honestly thaumium was acting like a complete replacement to diamond in many ways.
Edit: Tested it again right now. Thaumium pickaxe, with just forge and thaumcraft installed. It was mining obsidian, but only taking slightly longer (~1 sec) than diamond.
Edit2: Installed RedPower2 and Metallurgy 2. Redpower 2's gem pickaxes work similarly to how thaumium should work (though I think thaumium should be stronger than the gems).
Diamond pickaxe stops mining Metallurgy fantasy metals on the third to the last ore type of that submod (can't mine Orichalcum, Adamantine, and Atlarus).
The gem pickaxes stop a few ores prior to that (can't mine Astral Silver, Carmot, Mithril, Rubracium, Orichalcum, Adamantine, and Atlarus).
The thaumium pickaxe mines *all* of these. I think the inclusion of RedPower2 in this test shows that it's Thaumcraft that is the problem, not Metallurgy 2 itself.
hey can someone answer this question i have. i have been useing this mod with other smaller mods and the twilite mod and i have worked really hard on my world and i was wondering when this mod and minecraft goes 1.5 is there a way to keep all my hard work or am i going to have to do it all over again cause getting all the materials so i can unlock thing in thaumcraft? I rather just keep all the things i have unlocked up to now. so is there a way to keep my cerint world in new updates without lossing everything?
Just digging up this post to reiterate the problem between Thaumcraft's thaumium pickaxe and Metallurgy. The guys at Metallurgy say they don't change anything in concerns of how what mines what. I'd like to note the last time I used a thaumium pickaxe it *was* mining obsidian, even though you said it isn't supposed to. Honestly thaumium was acting like a complete replacement to diamond in many ways.
Edit: Tested it again right now. Thaumium pickaxe, with just forge and thaumcraft installed. It was mining obsidian, but only taking slightly longer (~1 sec) than diamond.
Edit2: Installed RedPower2 and Metallurgy 2. Redpower 2's gem pickaxes work similarly to how thaumium should work (though I think thaumium should be stronger than the gems).
Diamond pickaxe stops mining Metallurgy fantasy metals on the third to the last ore type of that submod (can't mine Orichalcum, Adamantine, and Atlarus).
The gem pickaxes stop a few ores prior to that (can't mine Astral Silver, Carmot, Mithril, Rubracium, Orichalcum, Adamantine, and Atlarus).
The thaumium pickaxe mines *all* of these. I think the inclusion of RedPower2 in this test shows that it's Thaumcraft that is the problem, not Metallurgy 2 itself.
Known issue that Azanor has posted about, I recall he said something about it may or may not be adjusted due to some funky issues in the coding though that last part is from my somewhat vague recollection.
Why not infused wooden blocks, or sticks (if Azanor added them) and Thaumium ingots and feathers.
My reasoning for this is that it would keep the materials for what I assume would be a tier three weapon strictly with in the realm of Thuamcraft. The use of a diamond just seems a bit steep as Thaumcraft, unlike some of the other big 'craft' mods doesn't have a way of creating more diamonds. While you can 'quarry' with the arcane bore that is still a bit based on luck if you get diamonds as you couldn't run it constantly under your system for fear of spawning this monster. So unless the player got multiple of these bolts for one crafting recipe it would be extremely over powered. Unless these bolts were a one or two hit kill. But then you would have to make it so that the monster could be killed with traditional methods. Just not as easily.
I was thinking the monster should have around half, or a fourth (if half is too op) of the health of the wither boss if fought with regular weapons.
The gold+diamond bolts would require 1x diamond and 2x gold ingot. Crafting recipe would give about 8 bolts.
The monster would take 6-8 hits to kill with the crossbow.
The increaded damage of the weapon is only effective on this monster, although it will one-hit most monsters but angry zombies unless enchanted sufficiently.
Rollback Post to RevisionRollBack
It's better to ask a stupid question than not knowing the answer.
Totally agreed with it being overpowered, and warded blocks seems a good way to keep this entity out.
I still feel I want something genuinely difficult that spawn at zero-aura and dangerous flux levels, and perhaps rarely at high flux levels.
Something that will cause even the most experienced and geared-up player to have to get a move on.
The knockback effects should be reduced for this creature, since it's no problem as it is now to deal with dangerous stuff at a distance with bows and lightning wands.
I also want to make an additional suggestion: An arcane crossbow that uses bolts made of gold and diamonds as ammo. This weapon would be the only efficient way to deal with this creature, and also the weapon with the highest damage in the game, but since the ammo is so expensive, players would think twice before using it.
I feel that gold, iron and diamonds are becoming useless in Thaumcraft, as I always use wands and elemental tools for everything. Iron is okay since it's used in making Thaumium ingots, but gold and diamond I barely ever use.
It's better to ask a stupid question than not knowing the answer.
I'm pretty sure he doesn't want to starve players out on those resources and pretty much force people to pay in Thaumcraft if they want to play it with other mods and focus on thaumcraft a bit.
Makes sense, but there's always transmutation. FTB already has Equivalent Exchange. Thaumcraft has crucible transmutation. Only downside is that we can't transmute diamonds yet. I figure that will probably come with the tier 2 crucible though, if it's added. It would give us some use for the silverwood logs at least. Seeing as how Purus is rather rare, but also rather useless at the moment.
It's better to ask a stupid question than not knowing the answer.
I've done some minor editing to the Thaumcraft textures to make the generating ores fit with the texturepack ''SMP's Revival'' send me a PM if you're interested. [Just some minor, easily done edits to make it blend better]
the OP is your friend read it.
Why not infused wooden blocks, or sticks (if Azanor added them) and Thaumium ingots and feathers.
My reasoning for this is that it would keep the materials for what I assume would be a tier three weapon strictly with in the realm of Thuamcraft. The use of a diamond just seems a bit steep as Thaumcraft, unlike some of the other big 'craft' mods doesn't have a way of creating more diamonds. While you can 'quarry' with the arcane bore that is still a bit based on luck if you get diamonds as you couldn't run it constantly under your system for fear of spawning this monster. So unless the player got multiple of these bolts for one crafting recipe it would be extremely over powered. Unless these bolts were a one or two hit kill. But then you would have to make it so that the monster could be killed with traditional methods. Just not as easily.
The seals are being replaced by much more intricate systems. The new systems are great. You should try them.
Ninja'd. And by a bronie no less. ...The shame.
Seals are now golems.
Golems are better. They are cute.
And Magic mirrors. When ever we get the player teleport ones.
I would think that would cause there to be no nodes at all. There are a few nodes around, just not where they used to be.
EDIT: Also, aura chunk regen has not been run yet.
Your link isnt working, I'm going to assume its somthing along the lines as when the gravity gun picks up a warded block it both takes it and leaves it. If this is true then the problem lies with the gravity gun mod and not thaumcraft.
I'm no programmer, nor will I pretend to know any thing about it. But the ward blocks are meant to be impassable.
Thats why only the owner (or admin) can break them and the portable hole cant tunnel through them.
The gravity gun shouldnt be allowed to pick them up. But I dont think there is any thing that can be done about that on the thaumcraft side. Again, im no programmer so I'm basically just talking out my butt on this.
I believe it's when you place the block inside the top of an open door. I remember reading about it in either the Portal Gun, or Gravity Gun thread. I believe it allows you to pick up spawners (granted they default to pig spawners) as well. So it's on Gravity Gun's side.
Also, Portal Gun has a blacklist for pick-up-able blocks, so it can just be added to the list. Dunno if Gravity Gun does, but if it does, it's just an Id to be added.
Just digging up this post to reiterate the problem between Thaumcraft's thaumium pickaxe and Metallurgy. The guys at Metallurgy say they don't change anything in concerns of how what mines what. I'd like to note the last time I used a thaumium pickaxe it *was* mining obsidian, even though you said it isn't supposed to. Honestly thaumium was acting like a complete replacement to diamond in many ways.
Edit: Tested it again right now. Thaumium pickaxe, with just forge and thaumcraft installed. It was mining obsidian, but only taking slightly longer (~1 sec) than diamond.
Edit2: Installed RedPower2 and Metallurgy 2. Redpower 2's gem pickaxes work similarly to how thaumium should work (though I think thaumium should be stronger than the gems).
Diamond pickaxe stops mining Metallurgy fantasy metals on the third to the last ore type of that submod (can't mine Orichalcum, Adamantine, and Atlarus).
The gem pickaxes stop a few ores prior to that (can't mine Astral Silver, Carmot, Mithril, Rubracium, Orichalcum, Adamantine, and Atlarus).
The thaumium pickaxe mines *all* of these. I think the inclusion of RedPower2 in this test shows that it's Thaumcraft that is the problem, not Metallurgy 2 itself.
Indeed it does.
Known issue that Azanor has posted about, I recall he said something about it may or may not be adjusted due to some funky issues in the coding though that last part is from my somewhat vague recollection.
I was thinking the monster should have around half, or a fourth (if half is too op) of the health of the wither boss if fought with regular weapons.
The gold+diamond bolts would require 1x diamond and 2x gold ingot. Crafting recipe would give about 8 bolts.
The monster would take 6-8 hits to kill with the crossbow.
The increaded damage of the weapon is only effective on this monster, although it will one-hit most monsters but angry zombies unless enchanted sufficiently.
It's better to ask a stupid question than not knowing the answer.