It might serve to help you better if you provide some sort of screenshot of your setup (prior to starting the infusion). I'd even go so far as to take a screenshot during a failing infusion, just in case someone is able to catch something that's causing it to happen.
In all honesty, under normal circumstances (i.e. something isn't affecting the process and causing it to fail) Infusion isn't at all a difficult process, nor is it that tedious. I've made practically everything at least a dozen times now through various saves, never using paraphernalia of any kind, and the most I've had happen negatively was the stray item or two being knocked off of a pedestal or being shocked a couple times with lightning.
I tried again with the wand focus: portable hole (minor) and it worked, in creative, and as did the wand focus: dislocation( very high). but the one I was trying, silverwood wand core, would not, again and again it would gather aspects, and there is plenty, and only knock off things from the pedistal and never use an item.
EDIT: Screenshots, shortly
EDIT2: no screenshots, apparently something got fixed instead of broken as the first dozen times it did not work, but after it actually working with the wand focuses, the core worked finally. I'm to tired now to figure out what went wrong but I'll try again on a brand new world tomorrow, or try again on the old.
Anything that would cause nodes in silverwood trees to stop appearing? I'm wondering if some graphic setting or mod I use caused an issue. I can still see normal nodes just fine via the goggles or thaumometer, but silverwood tree nodes don't appear. I can only find them by looking for the dark spot on the wood. That obviously doesn't help if the block is surrounded by leaves or more wood.
Anything that would cause nodes in silverwood trees to stop appearing? I'm wondering if some graphic setting or mod I use caused an issue. I can still see normal nodes just fine via the goggles or thaumometer, but silverwood tree nodes don't appear. I can only find them by looking for the dark spot on the wood. That obviously doesn't help if the block is surrounded by leaves or more wood.
Got Optifine? That causes block nodes (totems as well as logs) to turn invisible. In fact, if you draw from them, the draw stream is invisible too.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Got Optifine? That causes block nodes (totems as well as logs) to turn invisible. In fact, if you draw from them, the draw stream is invisible too.
Yep. No workaround? I have to use parts of optifine for the things McPatcher can't do without causing issues with certain mods I have installed. And all that mess is required to use the awesome texture pack I have installed without issues.
how do i obtain ethereal essence other than breaking an aura node? I want aurum!
Wisps drop it.
I've noticed some problems with FTB Direwolf20 pack.
Pick of the Core doesnt break all pickable things properly. Vanilla or other mod picks will work,but pick of the core is like breaking with your hand. Example, conveyer belts.
Also, Wand of Excavation used on many, but not all, mod added blocks destroys the block but doesnt drop any item. Conveyer belts again as one example.
I haven't been having much trouble with infusing. Two things I did: LOTS of candles symmetrical across both horizontals and both diagonals, and I put the infusion altar well away from my cauldron and power nodes, and under a pure node to get rid of flux. I also only do a few infusions at a time.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Kill Wisps, there drops 100% of the time the same type of item you get from braking aura nodes.
For more auram, wisp spawners occur in the world - look for arrangements of obsidian pillars above an obsidian platform. A wisp killing trap will get you all the etherial essences an entire MP server will ever need.
For more auram, wisp spawners occur in the world - look for arrangements of obsidian pillars above an obsidian platform. A wisp killing trap will get you all the etherial essences an entire MP server will ever need.
Are all wisps bad? Sometimes they seem to leave me alone, sometimes they attack me viciously.
A golem horn, given a blast all golems in radius will stop doing whatever they are doing, another blast and they get going again.
Sounds like a cool idea. Only problem I see with it is that you might wind up with a situation where some golems are "on" and some are "off", and you wind up unable to get them all in the state you want. Maybe have an alt mode where you can switch individual golems on an off by clicking them directly. It would probably also be wise to give inactive golems "snore" particles.
You could farm magic beans. It's kind of a longshot to get any one kind of bean but you'll get others that are useful.
Are all wisps bad? Sometimes they seem to leave me alone, sometimes they attack me viciously.
EthinolicBob figured out a way to filter the output, keeping all of certain types of beans on only using the others to replant. It takes a buttload of empty/fill golems, though; if you're keeping 8 types of beans, the minimum is 7 golems, each with 2 fire upgrades, plus a use golem, 2 chests and the original harvest and gather golems.
As for wisps, their behavior depends on their aspect: some are hostile, others are neutral. Generally it's the "evil" aspects like Perditio and Vitium that attack, and "calm" ones like Ordo and Terra that don't.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
When storing nodes in jars will their regeneration rate always be downgraded? This is what has been happening to me and I'm now a bit confused as to what is meant when the Necronomicon reads there is a chance the node will be damaged. Is the chance this high? In the 7 nodes I already moved, I haven't notice any loss in Vis. Just that the nodes always get downgraded from bright to normal, normal to pale and pale to fading.
Will sinister and pure nodes still affect their surroundings after being stored and released from a jar?
Rollback Post to RevisionRollBack
I was trying to think of a signature and this is what came up.
When storing nodes in jars will their regeneration rate always be downgraded? This is what has been happening to me and I'm now a bit confused as to what is meant when the Necronomicon reads there is a chance the node will be damaged. Is the chance this high? In the 7 nodes I already moved, I haven't notice any loss in Vis. Just that the nodes always get downgraded from bright to normal, normal to pale and pale to fading.
Will sinister and pure nodes still affect their surroundings after being stored and released from a jar?
Nodes in jars won't regenerate their aspects (at least as far as I've noticed). Once you drain the jarred node, it'll stay drained until you unjar it, at which point it'll start regenerating again (unless it's a Fading node).
The chance to damage refers to the modifiers. For example, jarring a Bright Pure node has a chance to turn it into a Normal Pure node or even a Fading Pure node. The chance for a node to be damaged in this process is 75%, so it's definitely going to be a common occurrence.
Sinister, Pure, Hungry, and Tainted Nodes will not affect their surroundings while jarred. Once you remove the jar, they will start to affect the area around them as normal.
I have two ideas that might be cool to implement to the mod, #1 is primal aspects combination during infusion crafting. Say you start infusion crafting and forget to gather some victus but have more than enough Aqua and Terra so why not make it so it'll check for the aspect and if it doesn't find it then it'll just look for the primals that make it and if there is some of that aspect then it'll use it and craft the rest however at a cost. The more it'll have to craft the more unstable it'll be. #2 is aura node draining during infusion crafting. This would also work in harmony with my other idea. During infusion instead of vis containers why not be able to use aura nodes as well/ instead? Once again however there will be a cost to it. Using aura nodes will decrease instability but has a 25% chance of either tainting the aura node or destroying one or more of the elements inside it.
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
I've noticed some problems with FTB Direwolf20 pack.
Pick of the Core doesnt break all pickable things properly. Vanilla or other mod picks will work,but pick of the core is like breaking with your hand. Example, conveyer belts.
Also, Wand of Excavation used on many, but not all, mod added blocks destroys the block but doesnt drop any item. Conveyer belts again as one example.
don't know if it's the recent "stable" version of forge or Optifine but shimmer leaf and Silverwood saplings are disappearing when you place them in the world. Something strange is happening though, quit world and then load it again the stuff is there but once you hover over/look at them they disappear again. I'm going to assume it's the recent version of forge and not optifine as it's doing it on previous versions as well and everything was dandy until I updated forge. So I can only assume that Thuamcraft will need to be updated to use the recent stable version of forge.
I have two ideas that might be cool to implement to the mod, #1 is primal aspects combination during infusion crafting. Say you start infusion crafting and forget to gather some victus but have more than enough Aqua and Terra so why not make it so it'll check for the aspect and if it doesn't find it then it'll just look for the primals that make it and if there is some of that aspect then it'll use it and craft the rest however at a cost. The more it'll have to craft the more unstable it'll be. #2 is aura node draining during infusion crafting. This would also work in harmony with my other idea. During infusion instead of vis containers why not be able to use aura nodes as well/ instead? Once again however there will be a cost to it. Using aura nodes will decrease instability but has a 25% chance of either tainting the aura node or destroying one or more of the elements inside it.
Azanor has stated that he does not plan to make essentia synthesis possible, since certain essentias are deliberately hard to get and he doesn't want to make it possible for people to just whip some up from base components.
As for nodes, the vis inside nodes is different from the essentia used in infusion, and by design the two are not interchangeable except in the most destructive manner (i.e. breaking nodes).
Hi, there's something I don't understand. I play thaumcraft with my friend on a server (ftb horizon). I started researching a lot in thaumcraft and made him a silverwood-thaumium-capped wand. Then we went searching some nodes in a mystcraft world. We had luck. When I drain a node, it stops at 1, but whenever he drains a node, it drains completely (down to 0). I thought it might have to do with him lacking the resarch and sent him to the research table until he could make a gold capped greatwood wand - but still he drains all nodes to 0. What are we missing? how can he get the behavior that his wand stopps draining at 1?
Node Preserver research. You have it and he doesn't.
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
don't know if it's the recent "stable" version of forge or Optifine but shimmer leaf and Silverwood saplings are disappearing when you place them in the world. Something strange is happening though, quit world and then load it again the stuff is there but once you hover over/look at them they disappear again. I'm going to assume it's the recent version of forge and not optifine as it's doing it on previous versions as well and everything was dandy until I updated forge. So I can only assume that Thuamcraft will need to be updated to use the recent stable version of forge.
Possibly the NEI tooltip bug still? I know it affected Silverwood\Greatwood leaves WAILA fixed it for me though. Though I'm inclined to blame Optifine I have had 400% less issues since I stopped using that.
I tried again with the wand focus: portable hole (minor) and it worked, in creative, and as did the wand focus: dislocation( very high). but the one I was trying, silverwood wand core, would not, again and again it would gather aspects, and there is plenty, and only knock off things from the pedistal and never use an item.
EDIT: Screenshots, shortly
EDIT2: no screenshots, apparently something got fixed instead of broken as the first dozen times it did not work, but after it actually working with the wand focuses, the core worked finally. I'm to tired now to figure out what went wrong but I'll try again on a brand new world tomorrow, or try again on the old.
Got Optifine? That causes block nodes (totems as well as logs) to turn invisible. In fact, if you draw from them, the draw stream is invisible too.
Yep. No workaround? I have to use parts of optifine for the things McPatcher can't do without causing issues with certain mods I have installed. And all that mess is required to use the awesome texture pack I have installed without issues.
2014-01-04 13:38:31 [INFO] Chunk coordinates: -96,784
2014-01-04 13:38:31 [SEVERE] java.lang.Exception
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76604_a(Chunk.java:1120)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76620_a(Chunk.java:1082)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:560)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75815_a(AnvilChunkLoader.java:80)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.gen.ChunkProviderServer.func_73239_e(ChunkProviderServer.java:302)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.gen.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:194)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:161)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:267)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.World.isBlockSolidOnSide(World.java:5346)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.World.isBlockSolidOnSide(World.java:5324)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.World.func_72797_t(World.java:3575)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.SpawnerAnimals.func_77190_a(SpawnerAnimals.java:260)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:172)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:412)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:876)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:330)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:781)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:663)
2014-01-04 13:38:31 [SEVERE] at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
server: mcpc-plus-1.6.4-R2.1-forge965-B199 a lot of these errors, how to fix?
Wisps drop it.
I've noticed some problems with FTB Direwolf20 pack.
Pick of the Core doesnt break all pickable things properly. Vanilla or other mod picks will work,but pick of the core is like breaking with your hand. Example, conveyer belts.
Also, Wand of Excavation used on many, but not all, mod added blocks destroys the block but doesnt drop any item. Conveyer belts again as one example.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That's an interesting idea. Or maybe a giant bell, like the golemancer's bell enlarged.
For more auram, wisp spawners occur in the world - look for arrangements of obsidian pillars above an obsidian platform. A wisp killing trap will get you all the etherial essences an entire MP server will ever need.
You could farm magic beans. It's kind of a longshot to get any one kind of bean but you'll get others that are useful.
Are all wisps bad? Sometimes they seem to leave me alone, sometimes they attack me viciously.
Sounds like a cool idea. Only problem I see with it is that you might wind up with a situation where some golems are "on" and some are "off", and you wind up unable to get them all in the state you want. Maybe have an alt mode where you can switch individual golems on an off by clicking them directly. It would probably also be wise to give inactive golems "snore" particles.
EthinolicBob figured out a way to filter the output, keeping all of certain types of beans on only using the others to replant. It takes a buttload of empty/fill golems, though; if you're keeping 8 types of beans, the minimum is 7 golems, each with 2 fire upgrades, plus a use golem, 2 chests and the original harvest and gather golems.
As for wisps, their behavior depends on their aspect: some are hostile, others are neutral. Generally it's the "evil" aspects like Perditio and Vitium that attack, and "calm" ones like Ordo and Terra that don't.
When storing nodes in jars will their regeneration rate always be downgraded? This is what has been happening to me and I'm now a bit confused as to what is meant when the Necronomicon reads there is a chance the node will be damaged. Is the chance this high? In the 7 nodes I already moved, I haven't notice any loss in Vis. Just that the nodes always get downgraded from bright to normal, normal to pale and pale to fading.
Will sinister and pure nodes still affect their surroundings after being stored and released from a jar?
Nodes in jars won't regenerate their aspects (at least as far as I've noticed). Once you drain the jarred node, it'll stay drained until you unjar it, at which point it'll start regenerating again (unless it's a Fading node).
The chance to damage refers to the modifiers. For example, jarring a Bright Pure node has a chance to turn it into a Normal Pure node or even a Fading Pure node. The chance for a node to be damaged in this process is 75%, so it's definitely going to be a common occurrence.
Sinister, Pure, Hungry, and Tainted Nodes will not affect their surroundings while jarred. Once you remove the jar, they will start to affect the area around them as normal.
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
There is an updated Direwolf pack?
https://highfidelity.io
Very exciting.
Azanor has stated that he does not plan to make essentia synthesis possible, since certain essentias are deliberately hard to get and he doesn't want to make it possible for people to just whip some up from base components.
As for nodes, the vis inside nodes is different from the essentia used in infusion, and by design the two are not interchangeable except in the most destructive manner (i.e. breaking nodes).
Try taiga or ice plains. It's fairly common there, due to all the Gelum-aspect snow lying around.
Node Preserver research. You have it and he doesn't.
Possibly the NEI tooltip bug still? I know it affected Silverwood\Greatwood leaves WAILA fixed it for me though. Though I'm inclined to blame Optifine I have had 400% less issues since I stopped using that.