The Meaning of Life, the Universe, and Everything.
Join Date:
10/18/2011
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is there a way to decrease the spawn rate of the thumcraft zombies?
there is no other monsters at night and in caves because of them.
mybe its because I have mo creatures installed?
HI im new to the forum (as a person who actually posts ;D), but habe been playing thaumcraft 3 for quite a while.
Now today i finally updated to 1.4.6 and got a problem:
The game launches normally and on the first glance everything seems to be working, but as i wanted to start researching the *search button* (in the scribe table) just stayed grey. I tried it with a new world -> same problem. With an old save of a friend, where the table has been used for research already it worked. Now im confused whats wrong and pls need help :S
@alonzothegreat: in mo' creatures you can set/ edit the spawnrates of different mobs...
I don't mean to insult your intelligence but let's get this straight here - Have you put paper into the research table?
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Resident Thaumaturge cake-dragon at your service o:
First of all, I want to say that this mod is amazing.
Secondly, I had an idea for some new wands that could be added to the mod. There are only 4 wands currently, but I have thought of a way to add pver a dozen new wands to the game. This will require a modification to the tech tree, so keep that in mind..
The first thing you will need to research is the dull combat and the dull utility wand. Each have the same recipe in the infusion alter, a wand of the aprintace in the bottom left, with 3 dull shards. The aspects required for their construction are 8 telum or instrumentum (for combat and utility wands respectively), and 16 praecanto. The dull wands act as containers for combat and utility magic to be placed into.
Don't wory, people who have already researched wands,if you have reaserched any utility or combat wands, you will not have to reaserch the dull wands, you will automatically be given the knowledge. Once you have researched a dull wand, the wands in that category will be available for reaserch ( wether or not the wands are visible is up to you Azanor).
Now, for the fun part, the new wands. The wands are categorized into water, fire, air, earth, and vis wands. The infusion altorrecipes for theses wands are the same as they are right now, with the exception of replacing the wand of the aprintace with the appropriate dull wand.
Vis wands:
Wand of equal exchange:
This is a utility wand that is already in the game. It stays the same.
Wand of raw magic:
The wand of raw magic shoots out an orb of magic. When it hits a mob or a block, it damages all mobs (including the caster if you he is close enough) in a certain radius. The closer to the center, the more damage is dealt.
Water Wands:
(They feel left out in the current version of thaumcraft )
Wand of Frostbite:
This wand behaves similarly to the fire wand already in game. This wand has a slower time to kill, but will freeze mobs in place after a while. Against nether mobs, the wand doesn't freeze them, but it does a lot more damage.
Wand of Water Manipulation:
Right clicking with this wand while submerged in water will create a 3x3x3 cube of air around you, with a solid layer of blocks on the bottom. This essentially creates an air bubble.
Air Wands:
wand of lightning:
This wand is already in the game and doesn't change.
wand of gale force winds:
Creates a gust of wind so strong it can knock down trees and other natural objects, with the added bonus of pushing back mobs. This is and AOE spell, so be careful where you cast it.
Fire Wands:
Wand of fire:
This wand is already in game, and remains the same,
Wand of light:
This wand has the same function as the magelight spell in skyrim. You shoot an orb of light that sticks to the wall and lights up an area. The orb should last for a minute.
Earth Wands:
Wand of Excavation:
This wand is already in game
Wand of Collapse
Point the wand at a celling, and create a cave in. It's as simple as that. It doesn't work against bedrock, so don't try to use it to get on top of the nether. It's purpose is to crush mobs. I'm not sure how practical it is, but I bet it would be fun to use!
I have some additional ideas, but these ideas are starting points for them. What does everyone here think of my ideas so far?
You have to sacrifice two lambs, three chickens and a calf to an angry zombie while three creepers watch.
That's what I hate the most about this whole thing. Have you ever tried to get three creepers to watch the same thing? It's worse than trying to herd the seventeen ocelots you need to craft the flying carpet!
That's what I hate the most about this whole thing. Have you ever tried to get three creepers to watch the same thing? It's worse than trying to herd the seventeen ocelots you need to craft the flying carpet!
Not that I have done it yet, but all I can imagine in them being imprisoned in a box with a horizontal line of blocks missing so they can see through while you do the rest. I can't imagine any other way of doing that XD
That's what I hate the most about this whole thing. Have you ever tried to get three creepers to watch the same thing? It's worse than trying to herd the seventeen ocelots you need to craft the flying carpet!
Not that I have done it yet, but all I can imagine in them being imprisoned in a box with a horizontal line of blocks missing so they can see through while you do the rest. I can't imagine any other way of doing that XD
That's the entire reason I play with Extrabiomes, I use the quick sand to trap the mobs. It works really well on Ocelots by the way.
Anyone know of any simple mob grinders to use with Thaumcraft 3/Redpower 2? I found a zombie dungeon near my house and was hoping to farm it for brains. I figure I'll use golems to grab the drops but with the Dark Crucible no longer around (Sob sob!) and no seals I'm not sure if either Redpower 2 or Thaumcraft 3 provide any method of actual killing. If not, then I guess I'll just make a vanilla mob grinder with Redpower to make it much more compact.
Anyone know of any simple mob grinders to use with Thaumcraft 3/Redpower 2? I found a zombie dungeon near my house and was hoping to farm it for brains. I figure I'll use golems to grab the drops but with the Dark Crucible no longer around (Sob sob!) and no seals I'm not sure if either Redpower 2 or Thaumcraft 3 provide any method of actual killing. If not, then I guess I'll just make a vanilla mob grinder with Redpower to make it much more compact.
I am still hunting for knowledge fragments. I only have 4 so far and been through so many miles of mines it is unbelievable.Now I am looking for a mod that has a chest locator, hopefully fits in with minimaps.Time to go a looking.
Find a village and trade for them if you can. And the Flying carpet does not yet exist. It's there but it's not functional.
I have noticed two bugs (aka. unintentional features);
1. I have noticed when I mine some mod ores with the wand of excavation, the wrong particle effects appear;
Eg: when I mine Redpower nikolite with the wand of excavation, Redpower ruby ore particles are spawned. (just a minor visual annoyance, nothing world breaking)
2. "My house has no aura?!?!?!" I have noticed that some chunks in the world have no aura, and will not charge my wands in my inventory of in a magic crafting table. My goggles of revealing say that my house has 469 vis, and there are two silverwood trees nearby, but my wands will not charge even whilst I stand in their shade. Also, with my render distance set to "far" and a pair of goggles of revealing equipped I cannot see any aura nodes despite being in a chunk where my wands will charge. (If this is just an issue with world gen, is there a way that I could regenerate the vis nodes in / nearby my house?)
there is no other monsters at night and in caves because of them.
mybe its because I have mo creatures installed?
I don't mean to insult your intelligence but let's get this straight here - Have you put paper into the research table?
Secondly, I had an idea for some new wands that could be added to the mod. There are only 4 wands currently, but I have thought of a way to add pver a dozen new wands to the game. This will require a modification to the tech tree, so keep that in mind..
The first thing you will need to research is the dull combat and the dull utility wand. Each have the same recipe in the infusion alter, a wand of the aprintace in the bottom left, with 3 dull shards. The aspects required for their construction are 8 telum or instrumentum (for combat and utility wands respectively), and 16 praecanto. The dull wands act as containers for combat and utility magic to be placed into.
Don't wory, people who have already researched wands,if you have reaserched any utility or combat wands, you will not have to reaserch the dull wands, you will automatically be given the knowledge. Once you have researched a dull wand, the wands in that category will be available for reaserch ( wether or not the wands are visible is up to you Azanor).
Now, for the fun part, the new wands. The wands are categorized into water, fire, air, earth, and vis wands. The infusion altorrecipes for theses wands are the same as they are right now, with the exception of replacing the wand of the aprintace with the appropriate dull wand.
Vis wands:
Wand of equal exchange:
This is a utility wand that is already in the game. It stays the same.
Wand of raw magic:
The wand of raw magic shoots out an orb of magic. When it hits a mob or a block, it damages all mobs (including the caster if you he is close enough) in a certain radius. The closer to the center, the more damage is dealt.
Water Wands:
(They feel left out in the current version of thaumcraft )
Wand of Frostbite:
This wand behaves similarly to the fire wand already in game. This wand has a slower time to kill, but will freeze mobs in place after a while. Against nether mobs, the wand doesn't freeze them, but it does a lot more damage.
Wand of Water Manipulation:
Right clicking with this wand while submerged in water will create a 3x3x3 cube of air around you, with a solid layer of blocks on the bottom. This essentially creates an air bubble.
Air Wands:
wand of lightning:
This wand is already in the game and doesn't change.
wand of gale force winds:
Creates a gust of wind so strong it can knock down trees and other natural objects, with the added bonus of pushing back mobs. This is and AOE spell, so be careful where you cast it.
Fire Wands:
Wand of fire:
This wand is already in game, and remains the same,
Wand of light:
This wand has the same function as the magelight spell in skyrim. You shoot an orb of light that sticks to the wall and lights up an area. The orb should last for a minute.
Earth Wands:
Wand of Excavation:
This wand is already in game
Wand of Collapse
Point the wand at a celling, and create a cave in. It's as simple as that. It doesn't work against bedrock, so don't try to use it to get on top of the nether. It's purpose is to crush mobs. I'm not sure how practical it is, but I bet it would be fun to use!
I have some additional ideas, but these ideas are starting points for them. What does everyone here think of my ideas so far?
That's what I hate the most about this whole thing. Have you ever tried to get three creepers to watch the same thing? It's worse than trying to herd the seventeen ocelots you need to craft the flying carpet!
Not that I have done it yet, but all I can imagine in them being imprisoned in a box with a horizontal line of blocks missing so they can see through while you do the rest. I can't imagine any other way of doing that XD
That's the entire reason I play with Extrabiomes, I use the quick sand to trap the mobs. It works really well on Ocelots by the way.
I'm pretty sure mobs need an flat, opaque surface to spawn on.
1. I have noticed when I mine some mod ores with the wand of excavation, the wrong particle effects appear;
Eg: when I mine Redpower nikolite with the wand of excavation, Redpower ruby ore particles are spawned. (just a minor visual annoyance, nothing world breaking)
2. "My house has no aura?!?!?!" I have noticed that some chunks in the world have no aura, and will not charge my wands in my inventory of in a magic crafting table. My goggles of revealing say that my house has 469 vis, and there are two silverwood trees nearby, but my wands will not charge even whilst I stand in their shade. Also, with my render distance set to "far" and a pair of goggles of revealing equipped I cannot see any aura nodes despite being in a chunk where my wands will charge. (If this is just an issue with world gen, is there a way that I could regenerate the vis nodes in / nearby my house?)
on a redstone signal, create a block at a set height, allowing for stairs and bridges. possibly in transparant brightly edged phantom blocks.