If you're saying that they are exhausting themselves, you haven't researched enough, because there is a research specific to recharge the aura when the ores and the nearby nodes are down.
What do you mean by that? I already said I'm slow with the research and I need to gather resources and I'm also a slow builder... I play slowly and casually and I don't like how they just up and *poof* away after a while when I haven't even used them or used them much.
Are you saying that I can make an node that has gone come back? or just prevent it from doing that? Because that is the problem that is leaving me both frustrated and depressed... all my hard work in making my base and getting all those resources for nothing...
Any forge I try past 499 blows up most mods in my line-up. Can't load old world, can't create new world..so it looks like buildcrafts newest update will have to wait for a while. I only mention this because I think it's kinda early to be pushing any forge past 499 without causing pages and pages of crash reports. (more than usual)
forge versionst 506 and onwards won't load worlds or load new worlds if you have optifine installed. If you got Optifine go bug the optifine mod creator to crank out a version that is compatible.
If you're saying that they are exhausting themselves, you haven't researched enough, because there is a research specific to recharge the aura when the ores and the nearby nodes are down.
personally, I have just been going into mystcraft ages, chopping down every silverwood tree I see for saplings. Plant saplings near my nodes, and watch my nodes eat all the little ones.
Got my main node up to 2000 aura. It's at "dangerous" levels of flux though.
the server I am running right now is using forge .515,
Mod list
Lava Decay
tree capitator
codechicken core
NEI
Rei's Minimap
Industrial Craft 2
(IC2 sub mods)
Advanced Machines Original
IC2 nuclear controll
Advanced Solar Pannels
Graviton Suite
Modular Force Field System
Transformers
Buildcraft
Custom NPC's
Ender Storage
Extra Biomes XL
Forestry
Ironchests
Logistics Pipes
Mystcraft
Obsidian Plates
Omni Tools
Portalgun
Railcraft
Redpower2
Soul Shards
Steves Carts
Thaumcraft
Thermal Expansion
Wireless Redstone (chicken bones edition)
XP Books
Xycraft.
Thus far, I have had no problems with any of the mods listed. The only mod that caused problems with any forge above .501, was optifine. And that is because they expect forges programers to make things compatable with optifine, instead of the other way around.
I can't get rid of Optifine, I need the frame boost and would loose my Sphax. Your mod list is similar to mine give or take a few. Though I completely agree..Optifine really needs to work towards better compatibility instead of assuming everyone will try and accommodate them. once MC 1.5 is released, I may be able to Sphax without Optifine.
My mod list:
Buildcraft
Industrialcraft
Railcraft
Red Power
Mystcraft
Thaumcraft
EBXL
FN
Coral Reefs
Custom Ore Gen
Mo' Creatures
Additional Pipes
Advanced Machines
Additional Buildcraft Objects
BCIC2 Crossover
Power Converters
Thermal Expansion
Compact Solars
Omnitools
Logistics Pipes
MineFactoryReloaded
Millenaire
Forestry
Forestry Add-ons
Extra Bees
Thaumbees
NEI (and all mod appripriate add-ons)
Rei's Minimap
Enderstorage
Ironchests
Inv Tweaks
Balkons Weapon Mod
Wireless Redstone (and add ons) CBE
Secret Rooms
Pams Mods and add-ons
Jammy Furniture Mod
Matmos
Optifine
Had Xycraft in but I think I'll wait for it to get further along.
All needed core mods and possibly something else that's slipped my mind.
I can't get rid of Optifine, I need the frame boost and would loose my Sphax. Your mod list is similar to mine give or take a few. Though I completely agree..Optifine really needs to work towards better compatibility instead of assuming everyone will try and accommodate them. onces MC 1.5 is released, I may be able to Sphax without Optifine.
Again, what do you mean by dying? If they disappear completely, it's a bug. If they are still there and with 0/total aura, you have drained them. And in that case you have really outdone yourself for a slow gamer. They won't go down if you don't continuously consume aura somehow.
And the research I'm talking about is
crystal clusters
. Maybe you should try to get this, but remember you need knowledge fragment for this one, if I recall correctly.
They will just disappear completely and I do have a crystal cluster in the chamber with my node... though it seems now that every time I turn around another node is gone completely... The one at my witch's hut is gone, the one at my pyramid as well... the only one that hasn't gone away yet in the dark node in my base...
And this was happening before the update...
(edit) I didn't know that was a glitch though since it was happening all the time to nearly every node in my game...
I am using Misa's realistic pack, allong with http://www.minecraft...pdated-for-145/ I have just gone in and added the textures that they haven't myself.
So right now, minecraft (or forge, don't know which) is handling a 64 bit texture pack.
Minecraft natively can support 64x texture packs which works perfectly since I'm using Sphax texture packs for 64x. Forge also adds some texture pack support but I don't know what they support. For the moment I've dropped optifine until the mod maker can get his act together and get ta working on that mod of his to get up to speed. Sure I take a small FPS hit and things might load a little slower but oh well. I only updated forge to 515 because Buildcraft just updated and requires a forge build that's 506 and up.
Possibly the update may have fixed it. It was a bug. Anyway if you wany your node backs, now that they are saved in NBT chunk data, you can use NBT editor to get them back. Can't tell how to do it, but someone posted some pages back an image of a massive node created like this, so you can ask him how he did it and use that to recreate your missing nodes in the correct spots.
Gah... that sounds complicated... couldn't i just use the regen key in the config to get them back?
Same, Just dropped optifine yesterday. Takes a little longer for chunks to load, and the special lighting and animations from the texturepack aren't working. But that is a price I am willing to pay to use up to date mods.
I am using Misa's realistic pack, allong with http://www.minecraft...pdated-for-145/ I have just gone in and added the textures that they haven't myself.
So right now, minecraft (or forge, don't know which) is handling a 64 bit texture pack.
Well I'll be darned... Sphax 128x is working flawlessly without Optifine with Forge 511, and so are my mods (so far). Not noticing any real change in frame rate either.. Anyway, thanks for the nudge guys or I would've just been waiting for Optifines update. Back on topic.
There's this one seed I found, you spawn directly next to a TC dungeon, next to a redwood forest, but on the edge of a plain/meadow.. super pretty, and within sight of a redpower volcano which my millenaire villagers decided to dig up and make their town. Really love how Thaum fits in with everything though.. one of my favorites (especially after the death of tainted land)
Earlier someone was requesting that nodes not die on their own, (or a config setting for it). I'd appreciate the same thing, it takes me a long time to set up the way I like, before I have a nice TC setup to start researching and such (perfectionist syndrome). I didn't realize that nodes would die over time if neglected.
Well I'll be darned... Sphax 128x is working flawlessly without Optifine with Forge 511, and so are my mods (so far). Not noticing any real change in frame rate either.. Anyway, thanks for the nudge guys or I would've just been waiting for Optifines update. Back on topic.
There's this one seed I found, you spawn directly next to a TC dungeon, next to a redwood forest, but on the edge of a plain/meadow.. super pretty, and within sight of a redpower volcano which my millenaire villagers decided to dig up and make their town. Really love how Thaum fits in with everything though.. one of my favorites (especially after the death of tainted land)
Earlier someone was requesting that nodes not die on their own, (or a config setting for it). I'd appreciate the same thing, it takes me a long time to set up the way I like, before I have a nice TC setup to start researching and such (perfectionist syndrome). I didn't realize that nodes would die over time if neglected.
I think the term neglected is the wrong thing to use, more like abused
i need help. my apprentice wands dont charge. i havent done anything major to the aura, mined maybe 20 or so enchanted ores or whatever they're called.i cant make my thaumomoter or anything else please respond soon
With golems for pretty much anything the only thing I'm missing is golems to place/break blocks. So I suggest the following.
Nether brick golem
Destroys blocks that are next to/on top off/below markers. Can only break blocks an iron pickaxe can break. Can't pick up items. It will allow you to make cobblestone farms etc.
-Smart: pick up items and bring them to a chest.
-Fast: faster.
-Strong: allows your golem to break anything an diamond pick axe can break.
-Brainy: bring different items to different chests.
Redstone golem
Places blocks next to/on top off/below markers.
-Smart: place different blocks on different markers.
-Fast: faster
-Strong: cary more blocks
-Brainy: place blocks on markers in special order. (sapling->bonemeal)
Interesting idea, but I must ask; Why?
If the 'removing block' part is meant for mining, then you still have to dig in to place the markers. Besides, you already have the arcane bore for this.
However, the redstone golem gives me another idea. I assume you intend this to be for building. Assign this golem to an inventory, and it will use this inventory to gather the building blocks. Assign it to a color, and it will place the blocks on markers of that color. You can also set how high.... you know what, screw it. I'll just draw it instead.
I imagine that the advanced versions could be set to two different markers, and could add an extra block as building material. For instance:
Orange marker: Build 6 blocks high.
Main building material: Stone bricks.
Secondary building material: Glass. Place glass on block level 2 and 3.
Yellow marker:
Build 6 blocks high. Main building material: Stone bricks.
Secondary building material: None.
My golems seem to ignore marked transportation minecarts. Is there a special place where I need to place the marker, or dosen't it work at all.
Also what problems can a dangerous node create, beside wisp (which dosen't seem to spawn on my world anyway). And are any of them active on peacefull?
They can occasionally burp out a giant zombie, but Peaceful gets rid of those. By FAR the most problematic though is Potentia Overload, which I do beleive is active on Peaceful but I'm not sure. Basically...It makes lightning hit and due to the fact that it can happen while it isn't raining, it's a severe fire hazard. Problem is, though, it will - ALWAYS - target golems if they're nearby. It is laser-focussed on those. So, don't dump a lot of Potentia into the air. Also, there can be a few small outbreaks of spontaneous combustion if there's too much Ignis, and - I'm not sure what caused it out of Mortuus or Malum, but whatever it was, it randomly turned my pigs into Zombie Pigmen.
(Also, your spelling was perfect and your grammar in that was very good, apart from one missing question mark on the first sentence. You're certainly more literate than some of the people I see on here. c: )
That's the obvious solution, but I plan to have my input chest be an ender chest, and they can store far less items than diamond chests, which I use for storage.
But yeah, I'll figure out a system to make that work.
clay golems attached to your chests should solv that problem
Lailan: I don't think that golems can work with chest carts while they are on the move, I really don't know how they interact with them. Nodes may cause various statis effects, poison, weakness, ect as well as lighting (Thanks Ross).
I really like the idea of a builer golem, though to give it wings I think you should use it in another infusion altar recipe that has the golem in the center with the left and right colums filled with feathers. Aspects needed would include: flight, speed, motion, and control. And the main material of the golem would be amber bricks. I don't quite now about a block breaker golem (why not just use an RP one).
Rollback Post to RevisionRollBack
I left the enderman to observe and emulate the steves, I want to know more about them. Wish me luck.
One question I have about the nodes, is if one dies off, will another eventually spawn, or will the area be "dead" for magic?
Nah. Just get a Silverwood sapling, plant it, and whack it with your Hoe of Renewal. Boosh, instant aura. I'd plant a few and merge the new nodes, just to give you enough to work with. Don't worry about the flux that creates, the nodes from those trees are Pure, so they'd self-purge the aura.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
What do you mean by that? I already said I'm slow with the research and I need to gather resources and I'm also a slow builder... I play slowly and casually and I don't like how they just up and *poof* away after a while when I haven't even used them or used them much.
Are you saying that I can make an node that has gone come back? or just prevent it from doing that? Because that is the problem that is leaving me both frustrated and depressed... all my hard work in making my base and getting all those resources for nothing...
forge versionst 506 and onwards won't load worlds or load new worlds if you have optifine installed. If you got Optifine go bug the optifine mod creator to crank out a version that is compatible.
personally, I have just been going into mystcraft ages, chopping down every silverwood tree I see for saplings. Plant saplings near my nodes, and watch my nodes eat all the little ones.
Got my main node up to 2000 aura. It's at "dangerous" levels of flux though.
I can't get rid of Optifine, I need the frame boost and would loose my Sphax. Your mod list is similar to mine give or take a few. Though I completely agree..Optifine really needs to work towards better compatibility instead of assuming everyone will try and accommodate them. once MC 1.5 is released, I may be able to Sphax without Optifine.
My mod list:
Buildcraft
Industrialcraft
Railcraft
Red Power
Mystcraft
Thaumcraft
EBXL
FN
Coral Reefs
Custom Ore Gen
Mo' Creatures
Additional Pipes
Advanced Machines
Additional Buildcraft Objects
BCIC2 Crossover
Power Converters
Thermal Expansion
Compact Solars
Omnitools
Logistics Pipes
MineFactoryReloaded
Millenaire
Forestry
Forestry Add-ons
Extra Bees
Thaumbees
NEI (and all mod appripriate add-ons)
Rei's Minimap
Enderstorage
Ironchests
Inv Tweaks
Balkons Weapon Mod
Wireless Redstone (and add ons) CBE
Secret Rooms
Pams Mods and add-ons
Jammy Furniture Mod
Matmos
Optifine
Had Xycraft in but I think I'll wait for it to get further along.
All needed core mods and possibly something else that's slipped my mind.
I am using Misa's realistic pack, allong with http://www.minecraftforum.net/topic/930532-misas-mod-companion-textures-for-ic2-bc3-ironchests-rp2wip-and-more-updated-for-145/ I have just gone in and added the textures that they haven't myself.
So right now, minecraft (or forge, don't know which) is handling a 64 bit texture pack.
They will just disappear completely and I do have a crystal cluster in the chamber with my node... though it seems now that every time I turn around another node is gone completely... The one at my witch's hut is gone, the one at my pyramid as well... the only one that hasn't gone away yet in the dark node in my base...
And this was happening before the update...
(edit) I didn't know that was a glitch though since it was happening all the time to nearly every node in my game...
Minecraft natively can support 64x texture packs which works perfectly since I'm using Sphax texture packs for 64x. Forge also adds some texture pack support but I don't know what they support. For the moment I've dropped optifine until the mod maker can get his act together and get ta working on that mod of his to get up to speed. Sure I take a small FPS hit and things might load a little slower but oh well. I only updated forge to 515 because Buildcraft just updated and requires a forge build that's 506 and up.
Gah... that sounds complicated... couldn't i just use the regen key in the config to get them back?
Same, Just dropped optifine yesterday. Takes a little longer for chunks to load, and the special lighting and animations from the texturepack aren't working. But that is a price I am willing to pay to use up to date mods.
Well I'll be darned... Sphax 128x is working flawlessly without Optifine with Forge 511, and so are my mods (so far). Not noticing any real change in frame rate either.. Anyway, thanks for the nudge guys or I would've just been waiting for Optifines update. Back on topic.
There's this one seed I found, you spawn directly next to a TC dungeon, next to a redwood forest, but on the edge of a plain/meadow.. super pretty, and within sight of a redpower volcano which my millenaire villagers decided to dig up and make their town. Really love how Thaum fits in with everything though.. one of my favorites (especially after the death of tainted land)
Earlier someone was requesting that nodes not die on their own, (or a config setting for it). I'd appreciate the same thing, it takes me a long time to set up the way I like, before I have a nice TC setup to start researching and such (perfectionist syndrome). I didn't realize that nodes would die over time if neglected.
I think the term neglected is the wrong thing to use, more like abused
Interesting idea, but I must ask; Why?
If the 'removing block' part is meant for mining, then you still have to dig in to place the markers. Besides, you already have the arcane bore for this.
However, the redstone golem gives me another idea. I assume you intend this to be for building. Assign this golem to an inventory, and it will use this inventory to gather the building blocks. Assign it to a color, and it will place the blocks on markers of that color. You can also set how high.... you know what, screw it. I'll just draw it instead.
I imagine that the advanced versions could be set to two different markers, and could add an extra block as building material. For instance:
Orange marker:
Build 6 blocks high.
Main building material: Stone bricks.
Secondary building material: Glass.
Place glass on block level 2 and 3.
Yellow marker:
Build 6 blocks high.
Main building material: Stone bricks.
Secondary building material: None.
It's better to ask a stupid question than not knowing the answer.
They can occasionally burp out a giant zombie, but Peaceful gets rid of those. By FAR the most problematic though is Potentia Overload, which I do beleive is active on Peaceful but I'm not sure. Basically...It makes lightning hit and due to the fact that it can happen while it isn't raining, it's a severe fire hazard. Problem is, though, it will - ALWAYS - target golems if they're nearby. It is laser-focussed on those. So, don't dump a lot of Potentia into the air. Also, there can be a few small outbreaks of spontaneous combustion if there's too much Ignis, and - I'm not sure what caused it out of Mortuus or Malum, but whatever it was, it randomly turned my pigs into Zombie Pigmen.
(Also, your spelling was perfect and your grammar in that was very good, apart from one missing question mark on the first sentence. You're certainly more literate than some of the people I see on here. c: )
clay golems attached to your chests should solv that problem
the little blocks mod
I really like the idea of a builer golem, though to give it wings I think you should use it in another infusion altar recipe that has the golem in the center with the left and right colums filled with feathers. Aspects needed would include: flight, speed, motion, and control. And the main material of the golem would be amber bricks. I don't quite now about a block breaker golem (why not just use an RP one).
Nah. Just get a Silverwood sapling, plant it, and whack it with your Hoe of Renewal. Boosh, instant aura. I'd plant a few and merge the new nodes, just to give you enough to work with. Don't worry about the flux that creates, the nodes from those trees are Pure, so they'd self-purge the aura.