Having some issues though.
My Golems have poofed a few times. Had them in a tight place and they jumped atop of chests and crafting table, could have been the issue. The main chest they kept walking across was a Buildcraft connected chest.
Also cant seem to craft the "Warded Jars". I have researched it and when I place my items in the table I do not get the jar to remove.
Glass Plane + Arcane Wood Block = nada
Request:
Option to have the Golems not open and close chests or at least not have the sound. Gets loud in my Golem sorting room.
Grimoire of Gaia mobs actually ARE compatible with ExtraBiomes XL [I know from experience...sniping a vampire and her butler, fighting a stone golem, and then a terrifying experience with a surprise Werecat, and let's not forget all those Banshees in the Red Rock Mountain biome...lmfao]. I don't know about your other mods though, but you may want to double check that.
That is a older version, there is no longer Werecats and alot of mobs got change, added, and removed when it upgraded to Grimoire of Gaia 2 a few days ago, and with it, it broke EBXL compatibility temporarily...
----------------------------------------------
Lol, still playing around with the Textures for Infused Stone and with Custom Ore Generation... Have Infuse Stone Veins set to spawn rarely, but when they do, they look like this:
[i](Air and Dull Infused Stones. All the Infused Stone Veins have a chance of Dull Infused Stone forming in it.) (Also note that I actually dug this out, most of the time you will rarely find a few exposed Infused Stones in caves that lead to something like this.)[/i]
If the Silvertree Saplings use vanilla mechanics, then breaking or decaying doesn't matter. The drop rate is the same either way. Getting more drops by letting them decay is only a myth, debunked on video with the proper scientific method. Unless Silverwood Leaves/Saplings work differently in that regard, waiting for them to decay is just wasting your time.
It is indeed. Decaying or breaking has the same drop rate. However shearing does indeed produce no drops to prevent infinite sapling harvesting.
This little tid bit seems to crash my server i have running at home, only happens every so often but happen in the most recent and prior versions.
2012-12-11 00:42:00 [INFO] [STDERR] java.lang.NullPointerException
2012-12-11 00:42:00 [INFO] [STDERR] at java.util.LinkedList.get(Unknown Source)
2012-12-11 00:42:00 [INFO] [STDERR] at thaumcraft.common.AuraWorldTicker.tickEnd(AuraWorldTicker.java:70)
2012-12-11 00:42:00 [INFO] [STDERR] at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
2012-12-11 00:42:00 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:136)
2012-12-11 00:42:00 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:280)
2012-12-11 00:42:00 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:682)
2012-12-11 00:42:00 [INFO] [STDERR] at ho.r(DedicatedServer.java:252)
2012-12-11 00:42:00 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:592)
2012-12-11 00:42:00 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
2012-12-11 00:42:00 [INFO] [STDERR] at fy.run(SourceFile:856)
2012-12-11 00:42:00 [SEVERE] [Minecraft] Encountered an unexpected exception NullPointerException
java.lang.NullPointerException
at java.util.LinkedList.get(Unknown Source)
at thaumcraft.common.AuraWorldTicker.tickEnd(AuraWorldTicker.java:70)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:136)
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:280)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:682)
at ho.r(DedicatedServer.java:252)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:592)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
at fy.run(SourceFile:856)
It is indeed. Decaying or breaking has the same drop rate. However shearing does indeed produce no drops to prevent infinite sapling harvesting.
Might want to check that. I did several test with groups of trees, those I let rot, and the ones I broke by hand. Every time, the rotters produced 3 times as many saplings as the ones that I went at myself, and those easily could have been filled by natural rotting while I cut the tree down. I have even tried with Fortune 3 items on the trees for a few test. Same results, little to no saplings. Perhaps it is slightly bugged?
Also cant seem to craft the "Warded Jars". I have researched it and when I place my items in the table I do not get the jar to remove.
Glass Plane + Arcane Wood Block = nada
Might want to check that. I did several test with groups of trees, those I let rot, and the ones I broke by hand. Every time, the rotters produced 3 times as many saplings as the ones that I went at myself, and those easily could have been filled by natural rotting while I cut the tree down.
If you want an accurate test of that, break the leaves, THEN cut down the logs. Leaves won't decay when near logs.
Might want to check that. I did several test with groups of trees, those I let rot, and the ones I broke by hand. Every time, the rotters produced 3 times as many saplings as the ones that I went at myself, and those easily could have been filled by natural rotting while I cut the tree down. I have even tried with Fortune 3 items on the trees for a few test. Same results, little to no saplings. Perhaps it is slightly bugged?
Not really a good way of testing really... because Minecraft works on a tick system, and every time a leaf Block is Broken/Decays, it raises the tick for the possibility of a Sapling dropping, kinda like apples. There is a chance for it to ether Drop a Sapling, or Skip the Drop. The way it is coded for the Thaumcraft Tree, the drop percentages is on a lower scale, and is more difficult to measure by only acouple of treee, but the have the same drop rate if you go and Chop down 10 tree with each method.
Reading these responses and thinking about it some more, I realized there was one variable I hadn't considered - time of day. The vast majority of my silverwood hunting has been done in Eternal Day Mystcraft ages, but that one sapling drop had come around sunset in a normal-time world (I don't remember if it was the Overworld, or an Age). So I made a Eternal Dusk age, and the first two silverwoods dropped 1 sapling each
A few more trees in, and I've got 5 saplings - 4 from decayed leaves, 1 from broken leaf. Since I broke relatively few leaves (mostly sheared or let decay), I'll take that to mean Silverwood leaves shared the vanilla leaves' lack of differentiation between decaying and breaking. The 3+ trees I've chainsaw-sheared have yet to yield any, though, so that's still in question.
(Alternatively, the old hunting was done in "No Weather" ages, and the successful Dusk age is "Normal Weather")
As much as it seems to have improved my situation, I'd be surprised if the Age's attributes are the real culprit, as I would assume Eternal Day-No Weather Mystcraft ages wouldn't be too uncommon as farming grounds .... Still, time-of-day does feel like it would fit in, lore-wise, with Silverwoods and their surrounding shimmerleaf being lightsources, and with the way 'magic' is often tied to day/dusk/night/dawn.
oh, i meant to ask. Is there any issues with using golems on iron chest mods chests? i had one incident where i place one on a crystal chest and was unable to open dialog with him. did that a few times, but only happened when i put him on the top of the chest. also, idk if this would be op or not, But what do you guys think about a golem type that would take stuff on a chest and drop it, say in an infernal furnace?
The pathing is set to be the shortest distance between A and B, change the Ending/Beginning although by "poofed" do you mean Destroyed? I did hear off them dropping through some blocks a while ago (want to say Xycraft) but thought that was fixed.
I had no problems crafting these before, are you doing it in an Arcane Worktable with a wand?
Yes, destroyed. I have had other Golems, Like the ones out at the farm last 4 times as long. But the workers around the buldcraft pipes have been destroyed twice.
But what about silk touch? As far as I know it counts as being broken but the enchantment makes the leaves drop too. Sapling chance + leaves = profit (I wonder if it would have to be a silk axe... might be a good idea to test with vanilla trees first. Never had a reason to want both before.)
But what about silk touch? As far as I know it counts as being broken but the enchantment makes the leaves drop too. Sapling chance + leaves = profit (I wonder if it would have to be a silk axe... might be a good idea to test with vanilla trees first. Never had a reason to want both before.)
Silk Touch on any Tool item does work as Leaf Blocks, but the Leaf Blocks WILL NOT stack and also they will not Drop Saplings. It is Rumored that Fortune may increase Sapling Drop Rate, but I have yet to see proof of this.
*blink* And somehow I completely missed that reply. Thanks for pointing it out (and thanks Azanor for the response!)
I'll also take that to mean that my "1-in-10ish saplings per decay tree in daytime, 5-in-5 per decay tree in Dusk" is just the RNG having fun with me.
(and looking up vanilla mechanics, harvesting leaves with vanilla shears doesn't give you the saplings or apples; I've clearly been using the IC2 chainsaw-shears, which drop the saplings/apples along with the leaf block, for far too long)
So most of my two long posts boils down to bad luck and sheared leaves don't drop saplings, plus various erroneous rambling. Sorry about that ><
Quick question. Does smelting cinnabar ore provide experience? I think it had been doing so before, but it doesn't seem to be doing so now. I know it's not a big deal as it's not a main source of exp, just curious is all. Thanks.
Silk Touch on any Tool item does work as Leaf Blocks, but the Leaf Blocks WILL NOT stack and also they will not Drop Saplings. It is Rumored that Fortune may increase Sapling Drop Rate, but I have yet to see proof of this.
Ran a quick test in a new world with an NEIed (now a word) efficiency Vunbreaking Vsilk touch I axe. My leaves stacked except for 4 that were [block id] instead of [block id]:8. After knocking off a lot of leaves and not getting any saplings, I removed silk touch and had some dropping very soon after.
Conclusion: My theory was a flop.You can not acquire saplings and leaves as the same time.
The MC wiki does not say that Fortune will work on leaves. And when using a thaumium axe with Fortune I and some other thing in my legit world on Great Wood leaves with the same idea in mind. I conclude that the rumor in nothing more than that. (Only got four sapling from said tree, and at least two of them were from decay.)
So after reading that pure nodes cleanse themselves of flux over time, I've been playing around with trying to create some kind of super pure node. Sorry ahead of time for the lengthy post.
It seems that pure nodes often naturally spawn in silverwood trees with aura numbers roughly between 200-400. After some trial and error I realized that you can actually move naturally spawned nodes by planting new silverwood trees about 7 to 9 blocks in the direction you want it to move. Basically the new node gets sucked into the bigger natural node and when it close enough, will actually pull the big node about 1/2 to 3/4 of a block towards it's origin. Using this method you can very slowly "walk" nodes in whatever direction you want them to go.
Ok so knowing this I planned to pull a pure node towards a relatively close normal node ensuring that the pure node would be bigger aura wise (thus winning the type of node after merge) and voila it worked! When the two nodes were roughly 11 blocks from eachother they came together and merged into a pure node with a max aura of 1430.
Now to the point of this post, I've noticed some strange behavior from this node. I'm not sure if these are bugs or just results of doing something you shouldn't be doing. First of all the aura never seems to top off. It fills up to 1424 and always leaves 6 empty. Second, It will feed nearby nodes but doesn't seem to pull aura from any surrounding nodes. There are animations for aura going out but not coming in. None of the surrounding nodes seem to lose aura when this big pure node is requesting it, so I'm not sure where it is recharging from (maybe stone, I dunno). Maybe the animations for aura coming in are broken because of the merged nodes? Or maybe because they have moved from their spawned location?
Not complaining, just thought I'd post what I've found so far in terms of merging nodes.
Probably because your node is significantly bigger than the surrounding nodes, the aura's attempt to balance itself out across the nodes is unfavorable towards it. Never topping off is because Aura seems to be (mostly) finite, and it's probably drawing aura from your nearby infused shards when it gets low enough. I suspect if you started strip mining the area, you'd start finding a few Dull Shards because of this.
Rumor has it the "Dark Nodes" will actually generate aura even without Infused Shards to pull from. I've had terrible luck finding one, even in creative, and have not had any chance to test this for myself. If this is the case, the best place to establish yourself is probably a fair ways up above a Dark Node, just within range of aura transfers, centering your workshop around a Pure Node you "walk" there. By working with a Pure Node, you help keep Flux down around your workshop and limit mishaps, and by making the Dark Node the only source of Aura for your Pure Node to draw from, it ensures your Aura is coming from a renewable source. Of course with a third tier planned and a tentative fourth tier, that surely won't be enough for our eventual needs.
so while trying to find a jungle temple in a new world to start out in i found a witches hut with an aura node directly above it (makes sense to me because it is a witches hut... also for some reason it was empty as in no witch, maybe a creeper or enderman got her) and it turns out the aura nodes above the witches hut are naturally bigger so i set up shop there, now i also found a lot of underground aura nodes in ravines under a giant desert while exploring with my friend. EVERY aura node in that desert was in an underground ravine. just thought i'd share my findings and ask where the weirdest spots people have found aura nodes are. (i still say i win with the empty above dessert with ravines filled with aura nodes directly below it)
Having some issues though.
My Golems have poofed a few times. Had them in a tight place and they jumped atop of chests and crafting table, could have been the issue. The main chest they kept walking across was a Buildcraft connected chest.
Also cant seem to craft the "Warded Jars". I have researched it and when I place my items in the table I do not get the jar to remove.
Glass Plane + Arcane Wood Block = nada
Request:
Option to have the Golems not open and close chests or at least not have the sound. Gets loud in my Golem sorting room.
That is a older version, there is no longer Werecats and alot of mobs got change, added, and removed when it upgraded to Grimoire of Gaia 2 a few days ago, and with it, it broke EBXL compatibility temporarily...
Lol, still playing around with the Textures for Infused Stone and with Custom Ore Generation... Have Infuse Stone Veins set to spawn rarely, but when they do, they look like this:
[i](Air and Dull Infused Stones. All the Infused Stone Veins have a chance of Dull Infused Stone forming in it.) (Also note that I actually dug this out, most of the time you will rarely find a few exposed Infused Stones in caves that lead to something like this.)[/i]
It is indeed. Decaying or breaking has the same drop rate. However shearing does indeed produce no drops to prevent infinite sapling harvesting.
2012-12-11 00:42:00 [INFO] [STDERR] java.lang.NullPointerException
2012-12-11 00:42:00 [INFO] [STDERR] at java.util.LinkedList.get(Unknown Source)
2012-12-11 00:42:00 [INFO] [STDERR] at thaumcraft.common.AuraWorldTicker.tickEnd(AuraWorldTicker.java:70)
2012-12-11 00:42:00 [INFO] [STDERR] at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
2012-12-11 00:42:00 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:136)
2012-12-11 00:42:00 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:280)
2012-12-11 00:42:00 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:682)
2012-12-11 00:42:00 [INFO] [STDERR] at ho.r(DedicatedServer.java:252)
2012-12-11 00:42:00 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:592)
2012-12-11 00:42:00 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
2012-12-11 00:42:00 [INFO] [STDERR] at fy.run(SourceFile:856)
2012-12-11 00:42:00 [SEVERE] [Minecraft] Encountered an unexpected exception NullPointerException
java.lang.NullPointerException
at java.util.LinkedList.get(Unknown Source)
at thaumcraft.common.AuraWorldTicker.tickEnd(AuraWorldTicker.java:70)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:136)
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:280)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:682)
at ho.r(DedicatedServer.java:252)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:592)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
at fy.run(SourceFile:856)
Might want to check that. I did several test with groups of trees, those I let rot, and the ones I broke by hand. Every time, the rotters produced 3 times as many saplings as the ones that I went at myself, and those easily could have been filled by natural rotting while I cut the tree down. I have even tried with Fortune 3 items on the trees for a few test. Same results, little to no saplings. Perhaps it is slightly bugged?
You need to craft them in the Infusion Table.
If you want an accurate test of that, break the leaves, THEN cut down the logs. Leaves won't decay when near logs.
I made my own shader pack, by the way.
Not really a good way of testing really... because Minecraft works on a tick system, and every time a leaf Block is Broken/Decays, it raises the tick for the possibility of a Sapling dropping, kinda like apples. There is a chance for it to ether Drop a Sapling, or Skip the Drop. The way it is coded for the Thaumcraft Tree, the drop percentages is on a lower scale, and is more difficult to measure by only acouple of treee, but the have the same drop rate if you go and Chop down 10 tree with each method.
A few more trees in, and I've got 5 saplings - 4 from decayed leaves, 1 from broken leaf. Since I broke relatively few leaves (mostly sheared or let decay), I'll take that to mean Silverwood leaves shared the vanilla leaves' lack of differentiation between decaying and breaking. The 3+ trees I've chainsaw-sheared have yet to yield any, though, so that's still in question.
(Alternatively, the old hunting was done in "No Weather" ages, and the successful Dusk age is "Normal Weather")
As much as it seems to have improved my situation, I'd be surprised if the Age's attributes are the real culprit, as I would assume Eternal Day-No Weather Mystcraft ages wouldn't be too uncommon as farming grounds .... Still, time-of-day does feel like it would fit in, lore-wise, with Silverwoods and their surrounding shimmerleaf being lightsources, and with the way 'magic' is often tied to day/dusk/night/dawn.
Nope shearing is not in question
Yes, destroyed. I have had other Golems, Like the ones out at the farm last 4 times as long. But the workers around the buldcraft pipes have been destroyed twice.
I have tried Warded Jars in both tables with wands, no go.
But what about silk touch? As far as I know it counts as being broken but the enchantment makes the leaves drop too. Sapling chance + leaves = profit (I wonder if it would have to be a silk axe... might be a good idea to test with vanilla trees first. Never had a reason to want both before.)
Silk Touch on any Tool item does work as Leaf Blocks, but the Leaf Blocks WILL NOT stack and also they will not Drop Saplings. It is Rumored that Fortune may increase Sapling Drop Rate, but I have yet to see proof of this.
*blink* And somehow I completely missed that reply. Thanks for pointing it out (and thanks Azanor for the response!)
I'll also take that to mean that my "1-in-10ish saplings per decay tree in daytime, 5-in-5 per decay tree in Dusk" is just the RNG having fun with me.
(and looking up vanilla mechanics, harvesting leaves with vanilla shears doesn't give you the saplings or apples; I've clearly been using the IC2 chainsaw-shears, which drop the saplings/apples along with the leaf block, for far too long)
So most of my two long posts boils down to bad luck and sheared leaves don't drop saplings, plus various erroneous rambling. Sorry about that ><
Ran a quick test in a new world with an NEIed (now a word) efficiency V unbreaking V silk touch I axe. My leaves stacked except for 4 that were [block id] instead of [block id]:8. After knocking off a lot of leaves and not getting any saplings, I removed silk touch and had some dropping very soon after.
Conclusion: My theory was a flop.You can not acquire saplings and leaves as the same time.
The MC wiki does not say that Fortune will work on leaves. And when using a thaumium axe with Fortune I and some other thing in my legit world on Great Wood leaves with the same idea in mind. I conclude that the rumor in nothing more than that. (Only got four sapling from said tree, and at least two of them were from decay.)
It seems that pure nodes often naturally spawn in silverwood trees with aura numbers roughly between 200-400. After some trial and error I realized that you can actually move naturally spawned nodes by planting new silverwood trees about 7 to 9 blocks in the direction you want it to move. Basically the new node gets sucked into the bigger natural node and when it close enough, will actually pull the big node about 1/2 to 3/4 of a block towards it's origin. Using this method you can very slowly "walk" nodes in whatever direction you want them to go.
Ok so knowing this I planned to pull a pure node towards a relatively close normal node ensuring that the pure node would be bigger aura wise (thus winning the type of node after merge) and voila it worked! When the two nodes were roughly 11 blocks from eachother they came together and merged into a pure node with a max aura of 1430.
Now to the point of this post, I've noticed some strange behavior from this node. I'm not sure if these are bugs or just results of doing something you shouldn't be doing. First of all the aura never seems to top off. It fills up to 1424 and always leaves 6 empty. Second, It will feed nearby nodes but doesn't seem to pull aura from any surrounding nodes. There are animations for aura going out but not coming in. None of the surrounding nodes seem to lose aura when this big pure node is requesting it, so I'm not sure where it is recharging from (maybe stone, I dunno). Maybe the animations for aura coming in are broken because of the merged nodes? Or maybe because they have moved from their spawned location?
Not complaining, just thought I'd post what I've found so far in terms of merging nodes.
Rumor has it the "Dark Nodes" will actually generate aura even without Infused Shards to pull from. I've had terrible luck finding one, even in creative, and have not had any chance to test this for myself. If this is the case, the best place to establish yourself is probably a fair ways up above a Dark Node, just within range of aura transfers, centering your workshop around a Pure Node you "walk" there. By working with a Pure Node, you help keep Flux down around your workshop and limit mishaps, and by making the Dark Node the only source of Aura for your Pure Node to draw from, it ensures your Aura is coming from a renewable source. Of course with a third tier planned and a tentative fourth tier, that surely won't be enough for our eventual needs.