Not thinking about it, as you can just get in a mine and infernal bracelet up all the iron, too cheap.
This is the kind of functionality we expect from 'end game' items.
With base thamcraft one can a (eventually) craft Pickaxe of the Core with Repair, Efficiency and Fortune or Silk Touch... Along with mining bags one can make large holes rather rapidly: And in the face of that a bracelet of universal smelting would loose out as its "convenience" would skip the ability to pulverize & or infernal furnace up to 2x the ingots.
Smelting ingots straight out the wall, at a 1:1 ratio - actually doesn't seem that OP at all - the item that grants the power just has to be ... expensive enough to warrant its place in the progression.
edit: ok, so they can't pull or put items into ender chests (note to self, enderchests are practically useless for anything other than synching items between bases), so the ability to retrieve items from anywhere isn't possible ATM, however, you can still make an automatic input with a hungry chest being fed by a magic mirror instead of an enderchest being fed directly by you
You can use Chicken Bone's Ender Chest I believe though, which uses a colour code to indicate which inventory it has access to. Handy to seal off a golem work area, just put input items into a chest outside and wait for them to give you back the output.
Also, for the bracelet, I haven't gotten it yet, but can it turn cobble slabs (single or double) into stone slabs? Would be very handy for when I need to upgrade the look of my base.
You can see the aspects, and the opacity of them shows how much of it is there. If it's maxed out it also moves around a bit.
Can I take this as an indication of a device that plays with aspects in the flux? And as a suggestion for removing the gases, the simplest idea would probably be a "neutralizing gas" that just removes the other ones. Or for some funny magical stuff, a jar with a black hole in it, sucks in the gas and pulls in entities(doesn't have to actually remove them though, would be somewhat OP :P)
Vazkii? Are you planning on making he wands in tool table act like wands and not a tool? It whould be useful for automatic stuff. Also i'd like to see item storing and moving nodes thru dimensions, if it is possible.
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I do textures... Hit me if you want some... They are all free and vanilla quality like...
then you expect far too much from your MIDgame items (yes, it's midgame it's got the bellows as a requirement, and they are midgame, it's a tier 2 item, as an example that you used, the PotC isn't an endgame item, it's T3 version is the bore, mining bags aren't in TC, so they're irrelevant,
1. I havn't researched it yet. I was just commenting that a bracelet, with that kind of functionality, might not be automatically OP and (and upgraded harder to make) version might actually fit into a progression quite nicely.
2. Are you implying that there is a well defined/understood understanding of what constitutes endgame (Tier 3?) items - what reagents and quantity they should require? As someone running a server with a collection of mods this is actually an interesting question - How do I ensure the mods that I have are 'balanced' in some way and if there was a actual ... common understanding of that constitutes mid-game and end-game items, that would make it much easier to decide if, say, Portal Gun could reasonably be included alongside TC, TT or whatever.
Tier 1 is anything that can be made or researched instantly, anything tier 2 requires unified thaumic theory, and anything tier 3 requires the theory of everything. TC is different from other mods in that most mods are designed to be played after you get diamonds and a good stash of resources, TC is designed to be played alongside vanilla at all points, T1 starts as soon as you obtain a gold nugget and a shard, T2 starts when you enter the nether (earliest opportunity to get reliable flux aspects for the unified theory), and T3 is when you are capable of accessing the end, defeating the wither, and amassing a large stockpile of resources (alienis for the ability to move nodes, a large stockpile for researching the theory of everything and because the items aspect costs are VERY high, and the wither because the wand of that tier requires a wither star)
Azanor has said that he's only ever going to balance round vanilla, so personally, I like to take his version of balance over other mods versions (eg, I'd rather use the infernal furnace and PotC for extra ores than IC's macerators, it's less reliable and outputs far less, but that rewards automation far more than a macerator setup)) and the fact that he has a definite tech tree gives me a point of reference for where other mods should be on there to remain balanced alongside TC (eg, item transport or item output increasing before the nether is too powerful too soon) (using portal gun as an example, it's a powerful item that has a use that isn't covered in TC yet, but requires a nether star to create, therefore to me, it would be balanced, since in the context of TC, it's a top tier item. buildraft to transport would NOT be balanced however, since it can be created in tier 1 (pre-nether) but the thaumcraft equivalent is tier 2 (golems))
ultimately, it comes down to personal taste and what you're balancing around, I play assuming that TC is the main mod, and therefore everything is balanced around that, someone who plays with industrialcraft would balance around IC2, and someone with EE installed would either need to put severe limits on what they are willing to do, or balance around it.
you know you can research anything without even a wand? or have tier 2 without the nether or tier 3 without the end or wither.
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Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
Someone have probably already posted this, but when I am trying to start the game I crash... I guess that I'll have to wait for an update...
The mods that are installed: Tinker's Construct, Thaumcraft 3, bspkrsCore, Ender Storage, ChickenChunks.
The Coremods that are installed: CodeChickenCore, NotEnoughItems, TreeCapitator (Forge Version).
Would really appreciate the help!
EDIT: The Authors are: ChickenBones, DaftPVF, mDiyo, Azanor, Forge Team.
Hello, I have a bug to report, when I have this installed alongside thaumic bees, the entry for "dark quartz" in the thaumonomicon shows some workbench recipes from items in the thaumic bees mod. I can post some pictures if you want.
If I remove thaumic bees, the entry for "dark quartz" in the thaumonomicon has more pages than it needs. like 5 blank pages.
That's... weird. I believe it's a thaumcraft bug, actually, as I saw some reports among those lines in the thaumcraft thread.
I reported to you because this issue only happens to me on your smoky quartz entry.
Should it show the recipe for smoky quartz instead of what I reported. Or should it be just text?
Anyway let's hope Azanor fixes it then, thanks.
So I made the fluxometer and nothing is being displayed? I'm wearing goggles of revealing yet nothing is showing.
I assume it's due to some of my gui changing mods, such as armorhud/statushud zan's or ars magica if that helps.
I have played a bit with the addon (1.0.2) and I have some constructive criticism, if you don't mind.
research is a bit... dull? not thaumcrafty? not according to it's tier, let's say it like that.
for example, the arcane transmutator is a tier 3 item and only has 2 aspects (IIRC) meanwhile the arcane bore has 8, in my opinion it should have more, like aura, mutatio, praecantatio, permutatio, machina, potentia, alienis, carus, cognitio, visum... also the wand of the dislocation/tinkerer should have like instrumentum, fabrico...others like the glowstone and the tenebrus is ok as in the ammoun of aspects.
stuff should go together, more in a tree like pattern... why does the dynamism come after the iron golem? or the arcane transmutator/warded chest/wand of the tinkerer/nametag just placed in the side like it didn't continue the pattern
also about that, the research help should not explain exactly, only give you hints.
talking about research going according to tiers, also the way you make it, like the gaseous glowstone should go in the arcane workbench or the nametag even already unlocked when researching the wooden golem, or the dynamism table be more expensive, like an intelligence core + some more aspects.
appart from that the blocks/items themselves do fit in thaumcraft as a whole, maybe the arcane transmutator be a multiblock structure and some texture changes but overall really nice addon.
I don't want to offend Vazkii or anybody involved with the mod, is just my opninion and I hope you take it into account
oh and a small bug (maybe?): when you enchant the wand of uprising with potency there is no difference when flying.
ps: is possible to send alternative textures for the items? I have a few ideas