I would like to report a nasty bug with the Sword of Zephyr!
Whenever enchanting it with something like Sharpness or Smite, should you use it on multiple enemies, it will ALSO damage you, often killing you or shredding your armor. This is confirmed as suicide because when you die it says "FrayFray has been slain by FrayFray" This only happens when fighting GROUPS of enemies, never one on one. So far I've only been able to test it while fighting Zombie Pigmen (as they're the easiest to get in group), but I will also conduct tests for Overworld mobs too.
When I have Thaumcraft 3 and Mo' Creatures both installed (via the FTB Launcher), Angry Zombies and Fire Bats do not spawn. I tried uninstalling Mo' Creatures, but that caused NO mobs, aggressive or otherwise, to spawn. I only seek help with the first problem here, as the second problem is most certainly Mo' Creatures' fault, though I suspect that the first problem might also be its fault.
This is what happens when a Wisp decides to get into an automated minecart system. Long story short: Looks like a freakin' comet. It is AWESOME and I want Wisps in ALL of my minecarts.
I would like to report a nasty bug with the Sword of Zephyr!
Whenever enchanting it with something like Sharpness or Smite, should you use it on multiple enemies, it will ALSO damage you, often killing you or shredding your armor. This is confirmed as suicide because when you die it says "FrayFray has been slain by FrayFray" This only happens when fighting GROUPS of enemies, never one on one. So far I've only been able to test it while fighting Zombie Pigmen (as they're the easiest to get in group), but I will also conduct tests for Overworld mobs too.
It is only Pigmen that do it. Doesn't give a problem with anything else. Pretty much just put your Zypher up whenever you go to the nether, and you should be fine... and you honestly should anyway, as to not accidentally AoE a pigman mob onto you though a wall without realizing it when going though a fortress.
Oh man, that is way awesome. I took the liberty of showing that to some other folks, and one of them was wondering if it was a wisp-powered minecart due to unfamiliarity with Thaumcraft.
That would be really cool, wouldn't it? At the very least, using Wisp Essence as a decoration to give that comet effect might be pretty neat on its own.
hey man dont know if you already have an idea for the thaum armor set to be upgraded but i have one. For the boots you should use air shards to give the player the ability to do something like a sky walk( Refrence to one piece) and should look some thing like the hover boots from the legend of zelda ocarina of time.
The leggings should use the earth shards and i dont really have an idea for them other than increase in stamina (hunger bar goes down slower) but i think you could come up with a better idea than i did for the leggings. The chestplate should use the fire shards to give the player an imunite to fire and lave and should set any monsters that comes close to the player on fire, not the most original idea but it could be a good foundation for the chestplate. The helment should use the water shards giveing the player the abulity to see better and breath underwater.
Each set of armor should need 4 shards to upgrade a piece of armor, with the piece of armor in the middle of the table surrounded by the shards in a pluse shap, and need a vis amount of 400 or more.
This is merlly an idea i had and you dont have to use it if you dont want to.
PS sorry for bad grammer im tryinng to fix it so my post are more easy to read.
Just got an idea off of this. Wisp infused minecarts. Leaves "commet trial", and it moves under it's own power, and powered rails stop it. I'll let you guys hae fun with that idea
Just got an idea off of this. Wisp infused minecarts. Leaves "commet trial", and it moves under it's own power, and powered rails stop it. I'll let you guys have fun with that idea
I wrote here about a problem with the display of recipes in the book))
and found a solution,
if the receptor in the book from another mod, then you need to do so would Thaumcraft
loaded last.
for example as I have.
zi_gregtechmod2.79c.zip
zzThaumcraft3.0.3.zip
I already got 3 mod that change the recipes in the book.
and solutions help.
I hope knowing the cause, author events, understand what was going on
PS
I was a little wrong .... the problem is not in the other modes. namely in gregtechmod, why then if it boots after THAUMCRAFT3 it changes the recipes in the recipe book on the other modes. and if no other mode it just removes the mapping recipe in the book.
what to do? need to put all the problem of modes, between gregtechmod and THAUMCRAFT3
like this.
0gregtechmod2.79c.zip
.....
....
.....
zzThaumcraft3.0.3ru.zip
Either Azanor is working hard on something, Thaumcraft is dead or Hes waiting for 1.5.
Rollback Post to RevisionRollBack
IM NOT BLUE XEPHOS I ACCIDENTLY NAMED MY SELF CLOSE... I DIDENT KNOW XEPHOS EXISTED UNTIL LATER IN MY ACCOUNT (i honestly dident know some one with 2 letters off from me existed when i started my account.).
Oh my, one problem solved and immediately another appeared.
Does anyone know if Thaumcraft 3 can affect mob spawns in some way? Quite some time ago I had a problem on my server where hostile mobs stopped spawning in overworld for some reason. After a while I've managed to fix it somehow, but I can't quite remember how. I'm pretty sure I did it accidentally though. Anyway, I wasn't using TC too much since then (my aura was screwed up due to a bugged node) and now when I started using it again, the problem returned.
It might be a coincidence, but still I thought I should ask someone here.
We're having this issue also, this is the second world that it happened to. We narrowed it down to tc3 for sure, as removing it immediately fixes the overworld mob spawns. I'm really at a loss as what to do.
RE: Magic Mirrors - although they don't chunk load, they aren't entirely nonfunctional if the other end is in an unloaded chunk. They seem to have a buffer of sorts. Try to stuff too many items in and it just won't work (I had my hand mirror stop accepting items), but up to that point, it works fine. When you load the chunk at the other end again, EVERYTHING dumps out, which gave my wooden golem a fair bit of work to do.
(ETA after searching didn't turn up anything: Huh. Apparently Optifine causes a weird conflict with TC v3.0.3, at least when in the Direwolf20 pack. I could understand graphical issues, but having Optifine installed made me unable to craft - a fully-charged wand, when laid in an infusion altar, would suddenly just say "Insufficient Charge". Remove Optifine and I can craft just fine. Shame; FTB makes my computer start grinding in a distressingly short time, and I'd hoped Optifine might help.
Just tossing that there in case someone else runs into a similar problem; searching the thread for "insufficient" didn't otherwise turn up hits for me, so there it is.)
I'd like to see a golemn that could do one of the following :
* Destroy Items
* Toss items into a marked pool of lava
* Or at the very least toss items into a magic mirror (So I can position the opposite end over lava)
My reasoning is simply that I'd like to have a nice way of destroying items I don't want. In my current world I have a set of Tier 5 skeleton and Tier 5 Pigman spawners (courtesy of Soul Shards mod) that spew out so many items and it gets tiring disposing of all the crappy bows, swords and ect. Having a golemn that could round up unneeded items and destroy them somehow would be very nice. It'd be helpful even in a situation without a high end spawner system. Maybe you could tell it what to pick up sort of like smart wooden golemns.
Since I'm only using magical mods and no mods with pipes ect, I think a golemn to achieve this function could be rather useful.
I'd like to see a golemn that could do one of the following :
* Destroy Items
* Toss items into a marked pool of lava
* Or at the very least toss items into a magic mirror (So I can position the opposite end over lava)
Since I'm only using magical mods and no mods with pipes ect, I think a golemn to achieve this function could be rather useful.
Use Dispensers and a Redstone Clock. Can be done in Vanilla, so you don't need any other mods.
Okay, I know that this is an unlikely situation outside a test world, but I still thought I would bring up a bug with aura nodes, specifically merging. I was messing around on a creative world spamming silverwood trees and using a ridiculous number of crystal clusters to boost the vis back up. Basically, I was trying to grow a pure node so it would be able to swallow up and purify other large nodes. After some mucking about and analyzing the merging behavior, I have formulated a theory on how the merging code works. It seems that aura nodes "pick" only one other node to merge with once they are "in range" of each other.
This "picking" seems to be one-way though, and that creates a problem: say that you get lucky and find three silverwood saplings. You decide to plant them all in a row, so that the nodes they spawn will merge, but not so close that when one tree grows, it blocks another from growing. The end ones grow, but they don't spawn nodes quite big enough to attract each other, yet they don't block out the middle tree from growing. Then the middle tree grows, spawning a node that "picks" one of the two end nodes. But BOTH of the end nodes have now "picked" the middle one to merge with. This means that the middle node and the node it "picked" will merge just fine, but when they do, the third node is left stranded because the node it decided to merge with no longer exists! Even though the new, larger node wants to merge with the third node, it can't because the pairing has to be mutual. So now you have two nodes right next to each other that can't merge with each other or any other nodes. Well THAT looks great (NOT)! I'm sure it messes with game mechanics too.
Again, this situation is probably quite unlikely, but it is possible, and it is annoying. Don't get me wrong though; I've just started messing with Thaumcraft "for real," and it already looks epic. I can't wait to get to the more powerful tools and what-not. Now if I could just get some good armor against the wisps and a weapon to get rid of them until I get myself the wand of lightning...
Whenever enchanting it with something like Sharpness or Smite, should you use it on multiple enemies, it will ALSO damage you, often killing you or shredding your armor. This is confirmed as suicide because when you die it says "FrayFray has been slain by FrayFray" This only happens when fighting GROUPS of enemies, never one on one. So far I've only been able to test it while fighting Zombie Pigmen (as they're the easiest to get in group), but I will also conduct tests for Overworld mobs too.
http://i.imgur.com/5mPYuZt.jpg
This is what happens when a Wisp decides to get into an automated minecart system. Long story short: Looks like a freakin' comet. It is AWESOME and I want Wisps in ALL of my minecarts.
It is only Pigmen that do it. Doesn't give a problem with anything else. Pretty much just put your Zypher up whenever you go to the nether, and you should be fine... and you honestly should anyway, as to not accidentally AoE a pigman mob onto you though a wall without realizing it when going though a fortress.
Oh man, that is way awesome. I took the liberty of showing that to some other folks, and one of them was wondering if it was a wisp-powered minecart due to unfamiliarity with Thaumcraft.
That would be really cool, wouldn't it? At the very least, using Wisp Essence as a decoration to give that comet effect might be pretty neat on its own.
Mod by Tuhljin
The leggings should use the earth shards and i dont really have an idea for them other than increase in stamina (hunger bar goes down slower) but i think you could come up with a better idea than i did for the leggings. The chestplate should use the fire shards to give the player an imunite to fire and lave and should set any monsters that comes close to the player on fire, not the most original idea but it could be a good foundation for the chestplate. The helment should use the water shards giveing the player the abulity to see better and breath underwater.
Each set of armor should need 4 shards to upgrade a piece of armor, with the piece of armor in the middle of the table surrounded by the shards in a pluse shap, and need a vis amount of 400 or more.
This is merlly an idea i had and you dont have to use it if you dont want to.
PS sorry for bad grammer im tryinng to fix it so my post are more easy to read.
Just got an idea off of this. Wisp infused minecarts. Leaves "commet trial", and it moves under it's own power, and powered rails stop it. I'll let you guys hae fun with that idea
The mirrors don't act as chunk loaders, and for them to work the chunk that one is must be loaded as well as the others chunk. I hope this helps
Just got an idea off of this. Wisp infused minecarts. Leaves "commet trial", and it moves under it's own power, and powered rails stop it. I'll let you guys have fun with that idea
The mirrors don't act as chunk loaders, and for them to work the chunk that one is must be loaded as well as the others chunk. I hope this helps
I wrote here about a problem with the display of recipes in the book))
and found a solution,
if the receptor in the book from another mod, then you need to do so would Thaumcraft
loaded last.
for example as I have.
zi_gregtechmod2.79c.zip
zzThaumcraft3.0.3.zip
I already got 3 mod that change the recipes in the book.
and solutions help.
I hope knowing the cause, author events, understand what was going on
PS
I was a little wrong .... the problem is not in the other modes. namely in gregtechmod, why then if it boots after THAUMCRAFT3 it changes the recipes in the recipe book on the other modes. and if no other mode it just removes the mapping recipe in the book.
what to do? need to put all the problem of modes, between gregtechmod and THAUMCRAFT3
like this.
0gregtechmod2.79c.zip
.....
....
.....
zzThaumcraft3.0.3ru.zip
Sorry for bad English
We're having this issue also, this is the second world that it happened to. We narrowed it down to tc3 for sure, as removing it immediately fixes the overworld mob spawns. I'm really at a loss as what to do.
(ETA after searching didn't turn up anything: Huh. Apparently Optifine causes a weird conflict with TC v3.0.3, at least when in the Direwolf20 pack. I could understand graphical issues, but having Optifine installed made me unable to craft - a fully-charged wand, when laid in an infusion altar, would suddenly just say "Insufficient Charge". Remove Optifine and I can craft just fine. Shame; FTB makes my computer start grinding in a distressingly short time, and I'd hoped Optifine might help.
Just tossing that there in case someone else runs into a similar problem; searching the thread for "insufficient" didn't otherwise turn up hits for me, so there it is.)
* Destroy Items
* Toss items into a marked pool of lava
* Or at the very least toss items into a magic mirror (So I can position the opposite end over lava)
My reasoning is simply that I'd like to have a nice way of destroying items I don't want. In my current world I have a set of Tier 5 skeleton and Tier 5 Pigman spawners (courtesy of Soul Shards mod) that spew out so many items and it gets tiring disposing of all the crappy bows, swords and ect. Having a golemn that could round up unneeded items and destroy them somehow would be very nice. It'd be helpful even in a situation without a high end spawner system. Maybe you could tell it what to pick up sort of like smart wooden golemns.
Since I'm only using magical mods and no mods with pipes ect, I think a golemn to achieve this function could be rather useful.
Use Dispensers and a Redstone Clock. Can be done in Vanilla, so you don't need any other mods.
he is working hard on a house IRL, he posted some pages ago. Don't worry, he is also working a bit on thaumcraft.
Perhaps, but I still think it'd be nice to have a golemn that could do these things on its own. Not everybody is good with redstone or likes using it.
This "picking" seems to be one-way though, and that creates a problem: say that you get lucky and find three silverwood saplings. You decide to plant them all in a row, so that the nodes they spawn will merge, but not so close that when one tree grows, it blocks another from growing. The end ones grow, but they don't spawn nodes quite big enough to attract each other, yet they don't block out the middle tree from growing. Then the middle tree grows, spawning a node that "picks" one of the two end nodes. But BOTH of the end nodes have now "picked" the middle one to merge with. This means that the middle node and the node it "picked" will merge just fine, but when they do, the third node is left stranded because the node it decided to merge with no longer exists! Even though the new, larger node wants to merge with the third node, it can't because the pairing has to be mutual. So now you have two nodes right next to each other that can't merge with each other or any other nodes. Well THAT looks great (NOT)! I'm sure it messes with game mechanics too.
Again, this situation is probably quite unlikely, but it is possible, and it is annoying. Don't get me wrong though; I've just started messing with Thaumcraft "for real," and it already looks epic. I can't wait to get to the more powerful tools and what-not. Now if I could just get some good armor against the wisps and a weapon to get rid of them until I get myself the wand of lightning...
Does anyone know how to assign a specific part of a multi-part container (like a furnace) to a golem?
Read through the forums but didn't find an answer ( I did find about three million ideas for new golems).
I just want to use the ones we currently have.
Iz
Put a golemn on top for the input. IE what you want cooked
Put a golemn below for the fuel source.
Golemn on the side for the output
Thanks for the quick response....much appreciated.