Oh man! Only three more dull shards, and I can craft the last crystal capacitor in my cube of 5x5x5 / 125 capacitors. I'll post screenshots once they're all charged up, but that may take a while seeing as how I let my arcane bore quarry run until they all depleted today. The aura was down to zero before I managed to turn it off, and even then the repair and charging enchanted wand and pick axe kept it at zero for some time. Flux is at 'High' again. Thank goodness I'm already planning to move to a new location.
Also, I feel kinda bad about not using the magic mirrors at all. It's just, in FTB we have ender-storage. If the magic mirrors can somehow have functions improved over that of the ender chest / ender pouch, then I might use them.
What I would like to see added on that end is the mirror's ability to transport players, which I'm fairly certain is already a planned feature. Maybe right-click the mirror with a wand, and it drains some charge out of the wand as the player is transported to the linked mirror. However, if the vis cost for this is too high, I might as well stick to mystcraft link books edited in the link modifier block.
I've heard Az is balancing TC around vanilla, and not other mods. Although, I'm just voicing my opinion.
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It's better to ask a stupid question than not knowing the answer.
I've run into an issue with aura nodes disappearing from my world. At first it was one player but now it's three and I'm concerned it's going to spread.
I checked around the area of the missing nodes and found that not only are they gone but you can't rebuild them by planting silverwood saplings! I tried and found that they wouldn't grow within about 100 blocks of the 'dead zone'. The one thing I found in common with all of these is that all three players built the nodes from nearly nothing using saplings.
Is there any way to edit the nodes back in? Where is the list of nodes kept, I googled and saw mention of an auras.dat file in the world directory but didn't see one in mine. I really don't relish the idea of running regen as players have spend weeks building homes related to the nodes they've spent time building.
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.
The only thing TC3 does is introduce 3 mobs to my memory and that's it, I don't think it effects spawn rate at all. At most if you do some messy Thaum you might get more rain than usual *shrugs*
I don't think the Crucible has an "inventory" at all. It just uses the items dropped on it and stores the aspect values I suppose. So it's probably not possible.
Besides, I think Thaumcraft is supposed to be magical, not tech mod, so interaction with technology will be minimized.
Crucible has no inventory, it's just a cauldron that dissolves items when placed into it. Pipes or anything are pointless to it. Just have pipes as said before drop items into it.
There are other machines you might be able to pipe stuff into but otherwise you can't.
Also, I feel kinda bad about not using the magic mirrors at all. It's just, in FTB we have ender-storage. If the magic mirrors can somehow have functions improved over that of the ender chest / ender pouch, then I might use them.
I've heard Az is balancing TC around vanilla, and not other mods. Although, I'm just voicing my opinion.
The mirros is awesome, its so usefull and you can make it drop items into the infernal furnace,hungry chest,on the floor for golems to pick it up,in the crucible (rp2 magic ) and much more
what can the ender chest do? they store items and makes it accessible from other chests and they allow "teleportation"
use mirrors,not only are they cool,but they're fun to use
So, who else is in love with the "Repair" enchantment?
Though useful, I'm glad to see that unlike in TC2, there are restrictions to what it can be applied to.
That TC2 Void Metal Armor was so horribly OP with Repair + Resist enchants on it, granted by that Brain enchanter block whose-name-I-forget.
I appreciate that Azanor has fine-tuned the balance of this version of the mod to such a great degree. You can either make yourself a set of utility-heavy, expensive, low-protection armor that you can keep forever with the right enchants, or you can make a relatively cheap set of armor that actually does something against attacks, but that shall inevitably degrade. It seems like a fair trade-off in both directions, and I find it to be a good decision.
I love it that I can have a full set of robes+Goggles of Revealing that I don't have to worry about breaking, considering how expensive the Goggles are, and how annoying it is to replace enchanted armor.
Currently, I'm going through a rather inefficient process of upgrading all of my enchants on them using Anvils + Enchanted Books.
When using my heavily enchanted low-armor robes & Goggles, it makes me feel like a Skyrim Mage-build player character.
...And now I imagine a Golem that replaces the teleport seal, that carries you on its back to the set destination.
I do hope to see Teleporting seals returning in the future. I miss that screeching sound they made when opening, and the marvelously well-made outer fringes of the portal spinning around, looking like a tear in the fabric of reality itself.
I still say we need a new mobile storage container. I heard an idea for a warded stone golem a while back that made sense to me, maybe with a hungry chest added to him to explain why he can easily store item without having ridiculously long arms.
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What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
The mirros is awesome, its so usefull and you can make it drop items into the infernal furnace,hungry chest,on the floor for golems to pick it up,in the crucible (rp2 magic ) and much more
what can the ender chest do? ithey store items and makes it accessible from other chests and they allow "teleportation"
use mirrors,not only are they cool,but they're fun to use
I consider myself a very creative person, but for some reason I hadn't thought of any of the uses you described. Thanks
Rollback Post to RevisionRollBack
It's better to ask a stupid question than not knowing the answer.
I still say we need a new mobile storage container. I heard an idea for a warded stone golem a while back that made sense to me, maybe with a hungry chest added to him to explain why he can easily store item without having ridiculously long arms.
With magic mirrors this isn't necessary. You can set a hungry chest beneath a mirror, then assign golems nearby to grab from the chest whatever you wanted sorted.
Question the Oneth: If I make a golem, can I trade it to another player so they can use it and set it up?
Question B: If I'm going to build a wisp cage, how big does the cage need to be? Would an 8x8x8 cage be big enough?
A comment: Golems are awesome.
A suggestion: Path blocks for golems. Once they get on their Path blocks, or the block above their path blocks (under stairs for instance), they stay on the path. Between a chest and an oven that is pretty far away, you could have a path for the golem to follow. This could allow for more complex golem 'machines'.
Another suggestion: Blocks that golems will not walk on. This could allow a denser set of golem wheat farms and such.
Yet another suggestion: Some sort of lamp, that works like an "Inverted Lamp" or the "Caged Inverted Lamp", but which looks magical instead of looking industrial. Maybe Nitor inside a decorative frame kind of thing.
I'm experiencing a problem. Neither Angry Zombies nor fire bats appear to be spawning for me. I ran around all night looking for angry zombies and had no luck whatsoever. I also never saw a single fire bat in the Nether.
I think it might be worth mentioning that I also use Mo' Creatures (I added it to my FTB pack). If anyone knows a solution to this problem, I'd really appreciate it.
How about Enchanted Mannequins/Armour Stands? You could place something on them by right clicking and placing the armour into the corresponding slots, but when you wave a wand at it, it consumes a little vis from the aura to swap what you're wearing with what's on the Enchanted Mannequin/Armour Stand?
I suggest this because I actually tend not to use the Thaumaturge's Robes due to the fact that I don't want to have to go rustling through chests just to find them, then put them on just to get the discount for when I might make one or two items. I would likely use them more if they were on display and easily swapped out with my current armour loadout.
Helm of the Seeker: Research Visum, Metallum, Tutamen, Praecantatio. Made at the Infusion Altar using Thaumium Helmet + Goggles of Revealing, 12 Tutamen, 8 Ignis, 12 Visum. Combines the protection of the helmet and the sight of the goggles.
Boots of the Pathfinder: Research Metallum Tutamen, Volito, Praecantatio. Made at the Infusion Altar using Thaumium Boots + Boots of the Traveler, 12 Tutamen, 10 Volito, 10 Aura. Adds defense to the traveler boots.
Heart of Life. Research Sano, Sonus, Victus, Corpus, Potentia, Aqua, Tutamen, Carus, Made at the Infusion Altar as you would the Adept Wand except a "nugget" golden apple replaces the wand. Regenerates 1 HP every two seconds using vis if on the hotbar. Any poison or other negative effect is reduced in duration by one second on the same timetable and cost.
Crusader's Breastplate: Research Metallum, Tutamen, Purus, Praecantatio. Made at the Infusion Altar using Thaumium Breastplate and Heart of Life, 12 Tutamen, 4 Sano, 16 Victus. Adds the heart's ability to the breastplate.
Agility Belt: Research Machina, Motus, Animus, Potentia, Ignis, Pannus, Bestiola, Tutamen. Infusion Altar [CFC,F-F,CFC, C = Fire Crystal, F = Enchanted Fabric], 16 Ignis, 12 Tutamen, 12 Animus, 24 Potentia. Reduces any slowing effect (water, web, blocking, etc.) by 50% if on the hotbar.
Veteran's Leggings: Research Metallum, Tutamen, Potentia, Praecantatio. Made at the Infusion Altar using Thaumium Leggings and Agility Belt, 12 Tutamen, 8 Motus, 12 Potentia. Adds the ability of the belt to the leggings.
I also want another transmutation... for redstone. I have nearly a barrel of unused nikolite and a real shortage of redstone, Conversion is definitely in order.
afaik seals were removed because too much OP... I remember Az saying that all or most of the seals functionality will be replaced by golems
edit. ninjad'
Ah. I see. Well. That seems a fair enough trade. My only really reason for wanting the seals is aesthetic. I just thought they looked cool. But now we have cool golems that we can make look adorable with their little clothes... So cute...
I REGRET NOTHING!
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Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
About Mo' Creatures... the unique mob drops need aspects added to them. I might try to do this myself using the Essentia plugin but I may need some pointers as to how.
I also want another transmutation... for redstone. I have nearly a barrel of unused nikolite and a real shortage of redstone, Conversion is definitely in order.
A Redstone transmutation would definitely be handy, I agree.
I'm sure this is a known "issue" and there might be nothing that can be done about it. but elemental swords (aka Sword of Zypher) has a problem keeping the wind shield active when it has the repair enchantment on it. Its "active" enough to push enemys away with no problem as well as floating down from a height the only problem (other than it some times gets stuck on after you let off) is that arrows move fast enough to hit you that very brief time your wind shield is down. It happens far more often that you might think.
Rollback Post to RevisionRollBack
"I would agree with you, but then we'd both be wrong."
Also, I feel kinda bad about not using the magic mirrors at all. It's just, in FTB we have ender-storage. If the magic mirrors can somehow have functions improved over that of the ender chest / ender pouch, then I might use them.
What I would like to see added on that end is the mirror's ability to transport players, which I'm fairly certain is already a planned feature. Maybe right-click the mirror with a wand, and it drains some charge out of the wand as the player is transported to the linked mirror. However, if the vis cost for this is too high, I might as well stick to mystcraft link books edited in the link modifier block.
I've heard Az is balancing TC around vanilla, and not other mods. Although, I'm just voicing my opinion.
It's better to ask a stupid question than not knowing the answer.
I checked around the area of the missing nodes and found that not only are they gone but you can't rebuild them by planting silverwood saplings! I tried and found that they wouldn't grow within about 100 blocks of the 'dead zone'. The one thing I found in common with all of these is that all three players built the nodes from nearly nothing using saplings.
Is there any way to edit the nodes back in? Where is the list of nodes kept, I googled and saw mention of an auras.dat file in the world directory but didn't see one in mine. I really don't relish the idea of running regen as players have spend weeks building homes related to the nodes they've spent time building.
The only thing TC3 does is introduce 3 mobs to my memory and that's it, I don't think it effects spawn rate at all. At most if you do some messy Thaum you might get more rain than usual *shrugs*
Crucible has no inventory, it's just a cauldron that dissolves items when placed into it. Pipes or anything are pointless to it. Just have pipes as said before drop items into it.
There are other machines you might be able to pipe stuff into but otherwise you can't.
The mirros is awesome, its so usefull and you can make it drop items into the infernal furnace,hungry chest,on the floor for golems to pick it up,in the crucible (rp2 magic ) and much more
what can the ender chest do? they store items and makes it accessible from other chests and they allow "teleportation"
use mirrors,not only are they cool,but they're fun to use
Though useful, I'm glad to see that unlike in TC2, there are restrictions to what it can be applied to.
That TC2 Void Metal Armor was so horribly OP with Repair + Resist enchants on it, granted by that Brain enchanter block whose-name-I-forget.
I appreciate that Azanor has fine-tuned the balance of this version of the mod to such a great degree. You can either make yourself a set of utility-heavy, expensive, low-protection armor that you can keep forever with the right enchants, or you can make a relatively cheap set of armor that actually does something against attacks, but that shall inevitably degrade. It seems like a fair trade-off in both directions, and I find it to be a good decision.
I love it that I can have a full set of robes+Goggles of Revealing that I don't have to worry about breaking, considering how expensive the Goggles are, and how annoying it is to replace enchanted armor.
Currently, I'm going through a rather inefficient process of upgrading all of my enchants on them using Anvils + Enchanted Books.
When using my heavily enchanted low-armor robes & Goggles, it makes me feel like a Skyrim Mage-build player character.
...And now I imagine a Golem that replaces the teleport seal, that carries you on its back to the set destination.
I do hope to see Teleporting seals returning in the future. I miss that screeching sound they made when opening, and the marvelously well-made outer fringes of the portal spinning around, looking like a tear in the fabric of reality itself.
If you are using the Magnetized enchant you can sometimes suck the items back into your inventory.
I consider myself a very creative person, but for some reason I hadn't thought of any of the uses you described. Thanks
It's better to ask a stupid question than not knowing the answer.
Question B: If I'm going to build a wisp cage, how big does the cage need to be? Would an 8x8x8 cage be big enough?
A comment: Golems are awesome.
A suggestion: Path blocks for golems. Once they get on their Path blocks, or the block above their path blocks (under stairs for instance), they stay on the path. Between a chest and an oven that is pretty far away, you could have a path for the golem to follow. This could allow for more complex golem 'machines'.
Another suggestion: Blocks that golems will not walk on. This could allow a denser set of golem wheat farms and such.
Yet another suggestion: Some sort of lamp, that works like an "Inverted Lamp" or the "Caged Inverted Lamp", but which looks magical instead of looking industrial. Maybe Nitor inside a decorative frame kind of thing.
That's it. Awesome work on your mod.
I think it might be worth mentioning that I also use Mo' Creatures (I added it to my FTB pack). If anyone knows a solution to this problem, I'd really appreciate it.
I suggest this because I actually tend not to use the Thaumaturge's Robes due to the fact that I don't want to have to go rustling through chests just to find them, then put them on just to get the discount for when I might make one or two items. I would likely use them more if they were on display and easily swapped out with my current armour loadout.
Mod by Tuhljin
Helm of the Seeker: Research Visum, Metallum, Tutamen, Praecantatio. Made at the Infusion Altar using Thaumium Helmet + Goggles of Revealing, 12 Tutamen, 8 Ignis, 12 Visum. Combines the protection of the helmet and the sight of the goggles.
Boots of the Pathfinder: Research Metallum Tutamen, Volito, Praecantatio. Made at the Infusion Altar using Thaumium Boots + Boots of the Traveler, 12 Tutamen, 10 Volito, 10 Aura. Adds defense to the traveler boots.
Heart of Life. Research Sano, Sonus, Victus, Corpus, Potentia, Aqua, Tutamen, Carus, Made at the Infusion Altar as you would the Adept Wand except a "nugget" golden apple replaces the wand. Regenerates 1 HP every two seconds using vis if on the hotbar. Any poison or other negative effect is reduced in duration by one second on the same timetable and cost.
Crusader's Breastplate: Research Metallum, Tutamen, Purus, Praecantatio. Made at the Infusion Altar using Thaumium Breastplate and Heart of Life, 12 Tutamen, 4 Sano, 16 Victus. Adds the heart's ability to the breastplate.
Agility Belt: Research Machina, Motus, Animus, Potentia, Ignis, Pannus, Bestiola, Tutamen. Infusion Altar [CFC,F-F,CFC, C = Fire Crystal, F = Enchanted Fabric], 16 Ignis, 12 Tutamen, 12 Animus, 24 Potentia. Reduces any slowing effect (water, web, blocking, etc.) by 50% if on the hotbar.
Veteran's Leggings: Research Metallum, Tutamen, Potentia, Praecantatio. Made at the Infusion Altar using Thaumium Leggings and Agility Belt, 12 Tutamen, 8 Motus, 12 Potentia. Adds the ability of the belt to the leggings.
I also want another transmutation... for redstone. I have nearly a barrel of unused nikolite and a real shortage of redstone, Conversion is definitely in order.
Ah. I see. Well. That seems a fair enough trade. My only really reason for wanting the seals is aesthetic. I just thought they looked cool. But now we have cool golems that we can make look adorable with their little clothes... So cute...
I REGRET NOTHING!
A Redstone transmutation would definitely be handy, I agree.
Mod by Tuhljin