ARGH! Love the mod....except for the incessant dingalingaling sounds from wisps....It wouldn't be so bad if I didn't always manage to have 7+ floating around my house....I am slowly going insane from them....also, any clue why slimes randomly spawn in my house...that is lit up and has interdiction torches from EE everywhere....the slimes are like, lolno to being pushed away by them....oh god...the dingalinging....and yes, I do go out and slaughter the bastards on a regular basis....
EDIT: Perhaps I should mention that I have been using the mod since version 1.01.
Like Sage mentions, those errors are due to limitations in range and what blocks can be "removed". I might consider upping those ranges.
Currently it won't be possible to close a hole early due to the way it is coded, but it is an interesting suggestion and something I might look at for TC2.
You are also very ignorant. There is a tool you can use to get one, in the "Modding Tips and Tricks" sticky in this forum.
That tool is all well and good, except for the infuriating issue I have where if I use it in some cases, the game then refuses to crash (and no crash, no errorlog) until I start the game normally. This is fine for single player, but in multiplayer, well, it gives you the default, uhm, Player XXX username, and hence you cannot use a server properly.
Well I finally decided to play around with another form of Vis factory. I've been thinking for a while about utilizing the glowstone vis gain mentioned in the Main Spoilers. I had tested out the advantage before, however it is fairly small at 4 vis per incandescent net.
I was curious how this compared to other versions, e.g- farm fed and obelisk/condenser. It seems the condenser factories can get laggy if large. I have noticed, with this, the obelisks cause more lag than the condensers; having said that the max for me is 8 obelisk 24 condensers and 25fps. Still that's enormous amounts of vis and by far the most efficient system.
So, onto the glowstone system. I did try to show everything in the video to help. You basically have 3 inputs (bowls, vis crystals and glowstone), but you could further automate bowls. Everything else is automatic from there. The automatic crafting table makes and has sent the infusion molds. The lights by the table show it's state (I do show in video); blue all infusers are full and a temp yellow when adding more / crafting. When it's in the state of crafting, it also triggers a timer going to a transposer for crystals and FILTER for bowls. You can also see in the video when it's in the crafting state it triggers a "feedback loop" from the duplicator to feed glowstone back to the start. This is optional and just a way to use extra vis for return fuel.
It will NOT return more glowstone and thus is non-renewable.
There are 3 infusers to carry out the upgrading stages. Each has it's own timer (timed to infusion time appx) and triggered off the state of the next infuser in line. There are blue lights above each infuser to indicate a full input. When this happens (you can see part in video at first infuser) it will cut the feed from the prior line and ALSO cut the vis flow as well. The last infuser has both blue and yellow, blue is the same; here yellow just shows an operational state as an additional indicator.
After the upgrading is complete it simply dumps them into a crucible (thaumium highly recommended)and node set. The signal from the full crucible cuts the vis flow to the last (prior still) infuser. This the entire system can still operate without overflowing and to "buffer up" vis if desired.
The duplicator line is optional, but would be great if you don't like to leave things full or have extra vis. Essentially here, every 10 incandescent will net you one free glowstone. You can see the feedback for glowstone at 7:25 in video.
I'll give a small list of the essentials to help someone:
9 Item detectors, 8 chests, 7 transposers, 6 lights, 5 Redstone engines, 4 timers, 4 levers, 3 infusers, 3 vis valves, 2 Nor gates, 1 AND gate, 1 filter (for bowls), 1 duplicator and 1 auto crafting table
The system runs very well and cannot error in any way, so that's a plus. It allows for a very rapid production of vis; which would be great if you only tend to use it in batches. The ouput is appx every 3 sec, so It can gross around 1,580 vis per minute minus infusion cost. The rough infusion cost is 1320 vis per minute. So the net output on the system should be 260 vis per minute!!! So this is definitely the fastest way, beating out 36 condensers on 8 obelisks by 10 vis per minute.
So to rank the three systems;
1- Condenser / Obelisk still the best overall for speed, renewable and infinite; but Largest lag.
2- Glowstone produces the most vis, fastest; but highest input cost.
3- Farm fed A renewable and low lag design; highest required labor / space and lowest net return.
4- snow, gravel / deployer based.....Seriously?
A final note for the farm fed design. I still can't see it. If using wheat automated properly (getting seeds also) you can get 50% full growth in 28 min (wiki) and net 12 vis. In order, then, to make a system rivaling the other designs (appx 250 vis per minute max); you'd need 4,860 planted squares fully automated. LOL
Well that's all my rambling for now. Hope ya' all like
Hello, love the mod (creative mode -> dump 64 diamonds into a crucible -> OLAWD SLIMES : D) but I'm having a slight convenience issue with the "living" Vis Crystals. They're impossible to kill without a bow, and even then it's difficult to shoot one down because their attacks distort your vision/movement. Normally this isn't a huge issue on my normal maps since I can just avoid them or flip Passive on and off to de-spawn them.
The main issue I'm having is with Thaumcraft on survival maps (currently playing through Vech's Super Hostile series) where you need to be able to travel on tiny 1x1 block bridges high up in the air. Generally anytime I come into contact with a Fiery or Electrified Vis Crystal it's immediate death; the map limits when and where you're able to get bows/arrows so I'm usually unable to fight back, and the distortion effects don't let me run away without falling/aggroing other mobs.
I understand that this is mostly an issue with the Survival map and isn't really your concern, but I was just wondering if there was some option to disable the Vis Crystals. The config file didn't seem to have a way to alter their spawn rates, but I just thought i'd ask here to make sure I didn't overlook something obvious. Really though it's not a huge problem if tampering with spawn rates is unavailable because Thaumcraft is relatively easy to uninstall and reinstall anyway.
Hello, love the mod (creative mode -> dump 64 diamonds into a crucible -> OLAWD SLIMES : D) but I'm having a slight convenience issue with the "living" Vis Crystals. They're impossible to kill without a bow, and even then it's difficult to shoot one down because their attacks distort your vision/movement. Normally this isn't a huge issue on my normal maps since I can just avoid them or flip Passive on and off to de-spawn them.
The main issue I'm having is with Thaumcraft on survival maps (currently playing through Vech's Super Hostile series) where you need to be able to travel on tiny 1x1 block bridges high up in the air. Generally anytime I come into contact with a Fiery or Electrified Vis Crystal it's immediate death; the map limits when and where you're able to get bows/arrows so I'm usually unable to fight back, and the distortion effects don't let me run away without falling/aggroing other mobs.
I understand that this is mostly an issue with the Survival map and isn't really your concern, but I was just wondering if there was some option to disable the Vis Crystals. The config file didn't seem to have a way to alter their spawn rates, but I just thought i'd ask here to make sure I didn't overlook something obvious. Really though it's not a huge problem if tampering with spawn rates is unavailable because Thaumcraft is relatively easy to uninstall and reinstall anyway.
Thanks. : D
If you check the change log the latest version (v1.2.4) makes the wisps non agro until attacked. That should solve any problems you are having. :smile.gif:
If you check the change log the latest version (v1.2.4) makes the wisps non agro until attacked. That should solve any problems you are having. :smile.gif:
..... but I'm having a slight convenience issue with the "living" Vis Crystals. They're impossible to kill without a bow, and even then it's difficult to shoot one down because their attacks distort your vision/movement.
............
Thanks. : D
Something else you may try are the symbols in the game. The various symbols can be very effective against all mobs, but these specifically.
Try a gold symbol and gold rune. That symbol attracts enemies and the rune adds "vertical axis" which is key for whisps. That will grab em' and hold em' in place for you to easy kill. If you like you could also set a blaze, freezing or shocking to kill them as well.
You just need to place a portable node near by to charge them. For your hardcore maps with 1x1 you could still use these traps to avoid falling (suppose it the challenge anyway). Possibly you could set the trap and draw aggro to your symbols and get out of range.
hope this helps
thx PB
(1) Install Modloader
(2) Install Modloader MP
(3) Install Forge
(4) Download this mod and place the zip into your Mods Directory.
(5) If you wish to use the lower quality effects in my mod without using Minecraft’s “Fast Graphics” mode, open the Thaumcraft.cfg file in your .minecraft/config folder and change “LOWER.GFX=false” to “LOWER.GFX=true”.
Very nice work PB! ^^. I really enjoyed watching the tour of your vis factory! Even if it was a bit bright :wink.gif:. Here is a diamond for you!
Just one question, apart from the few nodes shown, do you have a larger vis storage area hidden somewhere?
Wow!? tyvm! I'm glad you liked it!
For that setup there I only have a few nodes (10 maybe) just to test the setup. Though 2500 vis is nice to be able to generate in a short time, that is below my main base.
I did a video a few pages back (pg 93?) post 1857 i think. It showed my main vis production and other items. So, I primarily use the Condenser obelisk setup for my production. You can see the storage area with it, in the earlier video. There's approximately 10,000v vis storage there. Which, which if you need to duplicate, goes quick. Sure, I've done a few diamonds, but mainly low value stuff I just needed. One mod uses stupid amounts of sugar cane. Nuther I needed some leather. So I use it for necessary items. Also, I suppose, all gold I've needed for thaumcraft has been duplicated (that seems only logical to me to offset that mods' increase).
A final note for the farm fed design. I still can't see it. If using wheat automated properly (getting seeds also) you can get 50% full growth in 28 min (wiki) and net 12 vis. In order, then, to make a system rivaling the other designs (appx 250 vis per minute max); you'd need 4,860 planted squares fully automated. LOL
Well that's all my rambling for now. Hope ya' all like
Thx PB
Hehe, awesome.
I usually automate my vis production using a melon farm, dirt symbols (with diamond rune) and a verdant symbol to speed up the process. I single 7x7 plot was enough to produce all the vis I needed the last time I played a legit game. During full moons it produces so much melons that in the end I sent the overflow to TWO IC2 recyclers and the system would still occasionally choke on the amount of melons flowing through it.
I usually automate my vis production using a melon farm, dirt symbols (with diamond rune) and a verdant symbol to speed up the process. I single 7x7 plot was enough to produce all the vis I needed the last time I played a legit game. During full moons it produces so much melons that in the end I sent the overflow to TWO IC2 recyclers and the system would still occasionally choke on the amount of melons flowing through it.
Ya melons prolly would give more and faster than wheat. Also, I do like the verdant symbol; man that speeds things up! getting super used to the talismans and boots also, love em'!
I watched that video too a few days ago and again it was great :smile.gif: But seeing as the thread had moved on by the time I got around to watching it and I didnt want to break the flow with my first post. :unsure.gif:
I was just curious as the vis has to go somewhere right? ^^
How many nodes is roughly 10,000vis? I have been looking for a post that says how much roughly a node holds (To be honest I may have missed it if it has been mentioned.) I currently have a 9x9x9 cube with 240 nodes stuck in it. ( It would have been 8x8x8 but it messed up the pattern :/ ).
200 vis in a connected node my good sir.
250 vis in a portable node (solidified vis), though it takes 300 vis to charge the solidified.
thx
PB
btw, I picked up another mod that meshes well; Manasys. All spells and will be used as such, but nice to add more total spells. I'd like to not use any weapons, strictly magic. Two wands just isn't enough and die quickly
*Cough* *mumble* - more spells
btw, I picked up another mod that meshes well; Manasys. All spells and will be used as such, but nice to add more total spells. I'd like to not use any weapons, strictly magic. Two wands just isn't enough and die quickly
*Cough* *mumble* - more spells
java.lang.RuntimeException: IndustrialCraft 2: MinecraftForge Major Version Mismatch, expecting 1.x.x
at forge.MinecraftForge.killMinecraft(MinecraftForge.java:332)
at forge.MinecraftForge.versionDetect(MinecraftForge.java:344)
at mod_IC2.initialize(mod_IC2.java:85)
at ic2.platform.Ic2.load(Ic2.java:65)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 46675105 ----------
I just installed industrialcraft 2. I also have recipe book, thaumcraft 1.2.4, modloader, modloadermp, and forge.
Sorry it looks like I have the most recent minecraft forge and industrial craft doesn't use it.
EDIT: Perhaps I should mention that I have been using the mod since version 1.01.
Thanks for the consideration! :smile.gif:
Well, if you're going to be like that:
You are also very ignorant. There is a tool you can use to get one, in the "Modding Tips and Tricks" sticky in this forum.
And that, folks, is how you completely ostracize yourself from a mod community. Enjoy not getting support and being ignored.
That tool is all well and good, except for the infuriating issue I have where if I use it in some cases, the game then refuses to crash (and no crash, no errorlog) until I start the game normally. This is fine for single player, but in multiplayer, well, it gives you the default, uhm, Player XXX username, and hence you cannot use a server properly.
I was curious how this compared to other versions, e.g- farm fed and obelisk/condenser. It seems the condenser factories can get laggy if large. I have noticed, with this, the obelisks cause more lag than the condensers; having said that the max for me is 8 obelisk 24 condensers and 25fps. Still that's enormous amounts of vis and by far the most efficient system.
So, onto the glowstone system. I did try to show everything in the video to help. You basically have 3 inputs (bowls, vis crystals and glowstone), but you could further automate bowls. Everything else is automatic from there. The automatic crafting table makes and has sent the infusion molds. The lights by the table show it's state (I do show in video); blue all infusers are full and a temp yellow when adding more / crafting. When it's in the state of crafting, it also triggers a timer going to a transposer for crystals and FILTER for bowls. You can also see in the video when it's in the crafting state it triggers a "feedback loop" from the duplicator to feed glowstone back to the start. This is optional and just a way to use extra vis for return fuel.
It will NOT return more glowstone and thus is non-renewable.
There are 3 infusers to carry out the upgrading stages. Each has it's own timer (timed to infusion time appx) and triggered off the state of the next infuser in line. There are blue lights above each infuser to indicate a full input. When this happens (you can see part in video at first infuser) it will cut the feed from the prior line and ALSO cut the vis flow as well. The last infuser has both blue and yellow, blue is the same; here yellow just shows an operational state as an additional indicator.
After the upgrading is complete it simply dumps them into a crucible (thaumium highly recommended)and node set. The signal from the full crucible cuts the vis flow to the last (prior still) infuser. This the entire system can still operate without overflowing and to "buffer up" vis if desired.
The duplicator line is optional, but would be great if you don't like to leave things full or have extra vis. Essentially here, every 10 incandescent will net you one free glowstone. You can see the feedback for glowstone at 7:25 in video.
I'll give a small list of the essentials to help someone:
9 Item detectors, 8 chests, 7 transposers, 6 lights, 5 Redstone engines, 4 timers, 4 levers, 3 infusers, 3 vis valves, 2 Nor gates, 1 AND gate, 1 filter (for bowls), 1 duplicator and 1 auto crafting table
The system runs very well and cannot error in any way, so that's a plus. It allows for a very rapid production of vis; which would be great if you only tend to use it in batches. The ouput is appx every 3 sec, so It can gross around 1,580 vis per minute minus infusion cost. The rough infusion cost is 1320 vis per minute. So the net output on the system should be 260 vis per minute!!! So this is definitely the fastest way, beating out 36 condensers on 8 obelisks by 10 vis per minute.
So to rank the three systems;
1- Condenser / Obelisk still the best overall for speed, renewable and infinite; but Largest lag.
2- Glowstone produces the most vis, fastest; but highest input cost.
3- Farm fed A renewable and low lag design; highest required labor / space and lowest net return.
4- snow, gravel / deployer based.....Seriously?
A final note for the farm fed design. I still can't see it. If using wheat automated properly (getting seeds also) you can get 50% full growth in 28 min (wiki) and net 12 vis. In order, then, to make a system rivaling the other designs (appx 250 vis per minute max); you'd need 4,860 planted squares fully automated. LOL
Well that's all my rambling for now. Hope ya' all like
Thx PB
The main issue I'm having is with Thaumcraft on survival maps (currently playing through Vech's Super Hostile series) where you need to be able to travel on tiny 1x1 block bridges high up in the air. Generally anytime I come into contact with a Fiery or Electrified Vis Crystal it's immediate death; the map limits when and where you're able to get bows/arrows so I'm usually unable to fight back, and the distortion effects don't let me run away without falling/aggroing other mobs.
I understand that this is mostly an issue with the Survival map and isn't really your concern, but I was just wondering if there was some option to disable the Vis Crystals. The config file didn't seem to have a way to alter their spawn rates, but I just thought i'd ask here to make sure I didn't overlook something obvious. Really though it's not a huge problem if tampering with spawn rates is unavailable because Thaumcraft is relatively easy to uninstall and reinstall anyway.
Thanks. : D
If you check the change log the latest version (v1.2.4) makes the wisps non agro until attacked. That should solve any problems you are having. :smile.gif:
I feel like an idiot. :/
Thanks a bunch. <3
Something else you may try are the symbols in the game. The various symbols can be very effective against all mobs, but these specifically.
Try a gold symbol and gold rune. That symbol attracts enemies and the rune adds "vertical axis" which is key for whisps. That will grab em' and hold em' in place for you to easy kill. If you like you could also set a blaze, freezing or shocking to kill them as well.
You just need to place a portable node near by to charge them. For your hardcore maps with 1x1 you could still use these traps to avoid falling (suppose it the challenge anyway). Possibly you could set the trap and draw aggro to your symbols and get out of range.
hope this helps
thx PB
SNIP From Installation instructions on page 1:
(1) Install Modloader
(2) Install Modloader MP
(3) Install Forge
(4) Download this mod and place the zip into your Mods Directory.
(5) If you wish to use the lower quality effects in my mod without using Minecraft’s “Fast Graphics” mode, open the Thaumcraft.cfg file in your .minecraft/config folder and change “LOWER.GFX=false” to “LOWER.GFX=true”.
Yes
Thx
PB
Wow!? tyvm! I'm glad you liked it!
For that setup there I only have a few nodes (10 maybe) just to test the setup. Though 2500 vis is nice to be able to generate in a short time, that is below my main base.
I did a video a few pages back (pg 93?) post 1857 i think. It showed my main vis production and other items. So, I primarily use the Condenser obelisk setup for my production. You can see the storage area with it, in the earlier video. There's approximately 10,000v vis storage there. Which, which if you need to duplicate, goes quick. Sure, I've done a few diamonds, but mainly low value stuff I just needed. One mod uses stupid amounts of sugar cane. Nuther I needed some leather. So I use it for necessary items. Also, I suppose, all gold I've needed for thaumcraft has been duplicated (that seems only logical to me to offset that mods' increase).
hope this helps
Thx PB
Hehe, awesome.
I usually automate my vis production using a melon farm, dirt symbols (with diamond rune) and a verdant symbol to speed up the process. I single 7x7 plot was enough to produce all the vis I needed the last time I played a legit game. During full moons it produces so much melons that in the end I sent the overflow to TWO IC2 recyclers and the system would still occasionally choke on the amount of melons flowing through it.
Ya melons prolly would give more and faster than wheat. Also, I do like the verdant symbol; man that speeds things up! getting super used to the talismans and boots also, love em'!
200 vis in a connected node my good sir.
250 vis in a portable node (solidified vis), though it takes 300 vis to charge the solidified.
thx
PB
btw, I picked up another mod that meshes well; Manasys. All spells and will be used as such, but nice to add more total spells. I'd like to not use any weapons, strictly magic. Two wands just isn't enough and die quickly
*Cough* *mumble* - more spells
Another neat magic related mod is The Dust Mod.
Very cool and kinda makes me jealous that I didn't think of it first :smile.gif:
java.lang.RuntimeException: IndustrialCraft 2: MinecraftForge Major Version Mismatch, expecting 1.x.x
at forge.MinecraftForge.killMinecraft(MinecraftForge.java:332)
at forge.MinecraftForge.versionDetect(MinecraftForge.java:344)
at mod_IC2.initialize(mod_IC2.java:85)
at ic2.platform.Ic2.load(Ic2.java:65)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 46675105 ----------
Sorry it looks like I have the most recent minecraft forge and industrial craft doesn't use it.